Advertising (This ad goes away for registered users. You can Login or Register)

Adventure Game Studio runtime engine port (3.21 R9)

Most of the homebrews discussed in this forum can be downloaded here
JJS
Big Beholder
Posts: 1416
Joined: Mon Sep 27, 2010 2:18 pm
Contact:

Re: Adventure Game Studio runtime engine port

Post by JJS » Mon Jul 18, 2011 6:50 am

thebudds wrote:The one for Kq2 crashes in the same place as part 1, but checking out the exception shows it's different than kq1 I put up.
That error should be fixed, it was basically the same reason as the KQI crash.
thebudds wrote:Kq3 loads the game...but when you select AGS from the menu in-game. You get the crash I attached here.
You mean clicking on the "AGS" button in the "Game Options" dialog (just to be clear)? This is puzzling because no crash happens for me there with neither version. What PSP model/firmware are you running?
Advertising

User avatar
toBsucht
VIP
Posts: 1936
Joined: Wed Dec 29, 2010 8:15 am
Contact:

Re: Adventure Game Studio runtime engine port

Post by toBsucht » Mon Jul 18, 2011 10:08 am

I always have problem´s to run your games ;) they are so big etc. :P which bit rate is supported? which solutions? i tryed 4ofClubs and your brew(emu) wrote incompatibel ver. :(
may you can share an aio game pack a small and a bigger once would be very nice ;) thx
Advertising

User avatar
thebudds
Moderator
Posts: 428
Joined: Sat Nov 06, 2010 6:56 pm
Location: Somewhere In the next dimension

Re: Adventure Game Studio runtime engine port

Post by thebudds » Mon Jul 18, 2011 6:58 pm

JJS wrote:
thebudds wrote:The one for Kq2 crashes in the same place as part 1, but checking out the exception shows it's different than kq1 I put up.
That error should be fixed, it was basically the same reason as the KQI crash.
thebudds wrote:Kq3 loads the game...but when you select AGS from the menu in-game. You get the crash I attached here.
You mean clicking on the "AGS" button in the "Game Options" dialog (just to be clear)? This is puzzling because no crash happens for me there with neither version. What PSP model/firmware are you running?
Sorry, I should have been more clear. Yes you are correct though...it's the AGS button in the the game options menu. I'm running on a PSP Go using the latest nightly build of 6.39PRO.

Using the new built, I ran into this error in the KQ1 remake...

An internal error has occured (ACI version 3.21.1115)
Error: There was an error drawing object. Its current sprite, 2499, is invaild.

I'm thinking though, it has more to due with the game on this error.

<edit>

The KQ3 crash no longer happens with the newest built.
Image

User avatar
Disturbed0ne
Retired Mod
Posts: 3787
Joined: Sun Jan 16, 2011 5:44 am
Location: In a van, down by the river!
Contact:

Re: Adventure Game Studio runtime engine port

Post by Disturbed0ne » Tue Jul 19, 2011 12:48 am

Awesome! Thanks JJS! 8-)
DO NOT MESSAGE ME ABOUT THE NAME OF ANY NINJA RELEASE GAME! I WILL NOT PROVIDE YOU WITH THE NAME OF THE GAME AND IF YOU PERSIST THEN I WILL REPORT YOU TO THE STAFF!
I AM A RETIRED MODERATOR!

JJS
Big Beholder
Posts: 1416
Joined: Mon Sep 27, 2010 2:18 pm
Contact:

Re: Adventure Game Studio runtime engine port

Post by JJS » Tue Jul 19, 2011 7:07 am

toBsucht wrote: which bit rate is supported? which solutions?
320x200 or 320x240 with any colour depth.
toBsucht wrote:may you can share an aio game pack a small and a bigger once would be very nice
Won't happen, sorry. There are just too many games that you can run with this. Basically what you want to look after is stuff made 2011 or late 2010. There is a good chance that it is compiled with AGS 3.2.
thebudds wrote:An internal error has occured (ACI version 3.21.1115)
Error: There was an error drawing object. Its current sprite, 2499, is invaild.
Do you remember what you did when that happened? Do you maybe have a savegame before the error happens so that I can try to reproduce it? It might be a scripting problem in the game, but an engine error (most likely memory related) is as likely.

wololo
Site Admin
Posts: 3619
Joined: Wed Oct 15, 2008 12:42 am
Location: Japan

Re: Adventure Game Studio runtime engine port

Post by wololo » Tue Jul 19, 2011 1:50 pm

Nice work JJS! I was a big fan of Lucasart's point and click games, and I discover a bunch of indie games based on the same idea.
I'm going to try Indiana Jones and the Fountain of Youth (although I wish the full game was available already...)

I was also a big fan of Gabriel Knight...any game suggestion in the horror/detective genre?
If you need US PSN Codes, this technique is what I recommend.

Looking for guest bloggers and news hunters here at wololo.net, PM me!

JJS
Big Beholder
Posts: 1416
Joined: Mon Sep 27, 2010 2:18 pm
Contact:

Re: Adventure Game Studio runtime engine port

Post by JJS » Tue Jul 19, 2011 2:23 pm

Wololo wrote:I'm going to try Indiana Jones and the Fountain of Youth (although I wish the full game was available already...)
A lot of people have wished that for about 7 years now ;) .
This also seems very promising. A demo is available too.
Wololo wrote:I was also a big fan of Gabriel Knight...any game suggestion in the horror/detective genre?
That was an awesome game, actually it is the only Sierra adventure that I really like. I am a Lucasarts fanboy.

A recent detective/future-noir gem is Gemini Rue. Well worth the price, you should check out the demo. It runs fine on the PSP for the most part except that the rain effects are missing and the shooting segments can get tricky because there is some slowdown. It is perfectly doable though once you get the hang of it.


These games don't run with the PSP engine because they are compiled with older AGS versions, but:

One of the more long-running detective series is Ben Jordan: Paranormal Investigator. The creator obviously grew in ability as the series went along, so the later games are more graphically polished and longer. But there exist reworked "deluxe" editions of the early games too.

As for horror games, you might want to check the Chzo Mythos games by Yahtzee (yes, the Zero Punctuation fellow) starting with 5 days a stranger, then 7 days a skeptic, Trilby's Notes and finally 6 days a sacrifice. Trilby's Notes is the highlight of the series.

I haven't played them yet, but the Technobabylon series could also be of interest to you.

User avatar
thebudds
Moderator
Posts: 428
Joined: Sat Nov 06, 2010 6:56 pm
Location: Somewhere In the next dimension

Re: Adventure Game Studio runtime engine port

Post by thebudds » Tue Jul 19, 2011 5:22 pm

JJS wrote:
toBsucht wrote: which bit rate is supported? which solutions?
320x200 or 320x240 with any colour depth.
toBsucht wrote:may you can share an aio game pack a small and a bigger once would be very nice
Won't happen, sorry. There are just too many games that you can run with this. Basically what you want to look after is stuff made 2011 or late 2010. There is a good chance that it is compiled with AGS 3.2.
thebudds wrote:An internal error has occured (ACI version 3.21.1115)
Error: There was an error drawing object. Its current sprite, 2499, is invaild.
Do you remember what you did when that happened? Do you maybe have a savegame before the error happens so that I can try to reproduce it? It might be a scripting problem in the game, but an engine error (most likely memory related) is as likely.
Yes...it happens in KQ1 when you get back the magic mirror from the dragon. You throw a bucket of water at it and it's supposed to leave after the scene.

http://www.youtube.com/watch?v=Nm88tANGc9s
skip to 3:40 to see the part I'm talking about

I'll get you a save game...thought I can get it to happen every play-through.

<edit>

I tried to get you the save right now and this happened... :lol:

<edit2>

It seems I can't save in kq1 anymore...keeps leading to the same crash.
Attachments
kq1newexception.rar
(387 Bytes) Downloaded 90 times
Image

JJS
Big Beholder
Posts: 1416
Joined: Mon Sep 27, 2010 2:18 pm
Contact:

Re: Adventure Game Studio runtime engine port

Post by JJS » Tue Jul 19, 2011 6:13 pm

thebudds wrote:It seems I can't save in kq1 anymore...keeps leading to the same crash.
I am trying to debug this. It is a NULL pointer being passed to strcpy, but it doesn't seem to be caused by a shortage of memory.

Edit: Ok, I must have goofed in the fix for QFG II. Reverting that I can save again.
I will play through KQ I following the video walkthrough and see if I can reproduce the error myself.

Edit2: I cannot reproduce it, but I found and (I think) fixed the save problem. Will update later.

Edit3: Thanks to thebudds help the error should now be fixed. A new revision R1 has been uploaded to my website. Apart from the bug fixes it has an option to enable the 4 MiB partition 5 memory for use by the game. Especially on a 1000 this can make the difference between running out of memory or playing fine. If the option is set in psp.cfg, suspending the PSP is disabled. Also don't use the pause function of the Go because it will freeze the PSP.

User avatar
toBsucht
VIP
Posts: 1936
Joined: Wed Dec 29, 2010 8:15 am
Contact:

Re: Adventure Game Studio runtime engine port

Post by toBsucht » Wed Jul 20, 2011 10:09 am

So maybe now it "playabel" with ofw :twisted:

Post Reply

Return to “Homebrews”