In memory of Ben “bushing” Byer, who passed away on Monday, February 8th, 2016.

ScummVM

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ScummVM
General
Author(s)dhewg
TypeEmulation/Simulation
Links
[[Test 2|Download]]

Test Version

Report Problems: here

Download: test 2 http://www.megaupload.com/?d=17RP79G0

Hints:

  • If you have a Gamecube memory card plugged into Slot B, eject it prior to starting ScummVM
  • The quality/speed of the SD card matters. FAT16 performs better than FAT32 on my cheap SD card.
  • The SD card code seems to be buggy. Larger games such as COMI or Broken Sword will only work to some extent.
  • The application crashes sometimes when exiting; press Z on your Gamcube pad to jump to the loader again

Enjoy,

dhewg

Video Demo of ScummVM Running Sam and Max Hit the Road on the Wii


ScummVM-Wii README
------------------

this is an early test version
svn revision 31370

features not compiled in:
- the AGI game engine

REQUIREMENTS
- sd card
- gamecube controller in port 1

FEATURES worth mentioning (wii port specific)
- GX hardware scaling
- usage of the wii's internal sd slot for:
  loading of runtime and game data
  game state loading/saving

INSTALL
- copy the "scummvm" folder to the root of your sd card
- copy your demos and/or games onto the same sd card
  freeware versions: http://scummvm.org/downloads.php#extras
  demos: http://scummvm.org/demos.php

RUN
- run scummvm-wii.elf on your wii
- if you have a usbgecko in slot b, you have to read the debug messages with
  a terminal app, or the whole application will hang

CONTROLS
  controls: gamecube pad

  analog stick: mouse movement
  a: left mouse button
  b: right mouse button
  x: escape
  y: "." (skip current line of text)
  z: enter
  start: f5 (scummvm menu)
  dpad up: shift (mass add for the gui)
  dpad left: "0"
  l+r: quit

CHANGELOG

- test 2
  - screen is only updated if necessary
    no more flicker on the BASS intro
    better performance
  - games with higher screen resolutions are now drawn correctly
  - fixed some palette bugs