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Adventure Game Studio runtime engine port (3.21 R9)

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ricosuavez
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Re: Adventure Game Studio runtime engine port (3.21 R5)

Post by ricosuavez » Wed Aug 03, 2011 12:02 am

nice uptade ,cant wait to give it a run ,now all we need is a compatibility game list (suggestion)...i myself will try a few games now ,thanks great progress,keep it up
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JJS
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Re: Adventure Game Studio runtime engine port (3.21 R5)

Post by JJS » Wed Aug 03, 2011 6:28 am

I have some links to compatible games in the opening post. Another recent game you could try is Chance of the Dead. Also the Oceanspirit Dennis games, though they are based on an injoke of the AGS community so they might not mean much to other people.

Check the Completed Game Announcement board of the AGS forum and their game database. What you are looking for is games with a release date of at least 2009 and 320x200 or 320x240 pixel resolution. If those criteria are met there is a good chance (but no guarantee!) that the game is compatible.
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ravander
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Re: Adventure Game Studio runtime engine port (3.21 R5)

Post by ravander » Sat Aug 06, 2011 4:18 pm

Is it a known thing that sleep mode isn´t working? I played over the edge and put psp in sleep mode, when I returned, bsod appeared.
If needed I can post dump tommorow.

Also in over the edge, sounds sometimes hang. Maybe I should test with clear cache when rooms change?

JJS
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Re: Adventure Game Studio runtime engine port (3.21 R5)

Post by JJS » Sat Aug 06, 2011 5:23 pm

ravander wrote:Is it a known thing that sleep mode isn´t working? I played over the edge and put psp in sleep mode, when I returned, bsod appeared.
If needed I can post dump tommorow.
I made no special provisions for suspend mode. This means if files are being read while going into suspend, they will not be read to completion after resume. Instead the file operation just fails or returns incomplete data. I did a quick test and could suspend/resume the PSP when nothing was happening on screen but during a cutscene it would either not resume at all or corrupt the display. So you can consider suspend mode as partially broken.
ravander wrote:Also in over the edge, sounds sometimes hang. Maybe I should test with clear cache when rooms change?
What do you mean with "hang"? Does it just stutter or does the game crash? If it crashes you can try enable_extra_memory=1 and the clear sprite cache option. I have played that game to completion before implementing sound for version 3.1.2 data, so there might be showstopping bugs. Another idea you could try is to reduce the audio cache size (e.g. cache_size=5).

ravander
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Re: Adventure Game Studio runtime engine port (3.21 R5)

Post by ravander » Sat Aug 06, 2011 7:11 pm

JJS wrote:
ravander wrote:Also in over the edge, sounds sometimes hang. Maybe I should test with clear cache when rooms change?
What do you mean with "hang"? Does it just stutter or does the game crash? If it crashes you can try enable_extra_memory=1 and the clear sprite cache option. I have played that game to completion before implementing sound for version 3.1.2 data, so there might be showstopping bugs. Another idea you could try is to reduce the audio cache size (e.g. cache_size=5).
I completed it too. If you can remember parts of the game; when going to "the docks", there is a sound that comes from electric leak in boat. If you leave that area, the sound keeps playing. If I save a game and load again, sounds are back to normal.

JJS
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Re: Adventure Game Studio runtime engine port (3.21 R5)

Post by JJS » Sun Aug 07, 2011 5:54 am

Thank you for the description on how to reproduce the bug. I found the cause and it will be fixed in the next version.

It was something I introduced when caching of wave files got added to the engine. Because of the caching, their playback handle doesn't actually get destroyed immediately. So a sound that got the repeat flag set would play forever. Fix was easy: just call stop_sample() when the game signals that it doesn't need the sound anymore.

ravander
Posts: 57
Joined: Tue Sep 28, 2010 6:30 pm

Re: Adventure Game Studio runtime engine port (3.21 R5)

Post by ravander » Sun Aug 07, 2011 3:58 pm

JJS wrote:Thank you for the description on how to reproduce the bug. I found the cause and it will be fixed in the next version.

It was something I introduced when caching of wave files got added to the engine. Because of the caching, their playback handle doesn't actually get destroyed immediately. So a sound that got the repeat flag set would play forever. Fix was easy: just call stop_sample() when the game signals that it doesn't need the sound anymore.
No problem! I'm honored to help you with this great project!

JJS
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Re: Adventure Game Studio runtime engine port (3.21 R6)

Post by JJS » Mon Aug 08, 2011 3:41 pm

R6!

Making this short: The new version can run games down to AGS 2.60! You will experience graphical glitches in some games, but for the most part they are playable. Of course this includes support for the special editions of the Chzo Mythos games by Yahtzee and the Ben Jordan: Paranormal Investigator series.

Download as always from my website. Updated source is on gitorious.

Please let me know any problems you experience (look at the known issues in the readme first!). :mrgreen:


Edit: There is an additonal issue in A Tale of Two Kingdoms. If the screen just stays black for some time and the game seems to hang (music still plays), press the left mouse (SQUARE) repeatedly. There are supposed to be some messages displayed and you have to skip them manually (see also here for a techy explanation).

i00i
Posts: 37
Joined: Sun Jan 23, 2011 2:46 am

Re: Adventure Game Studio runtime engine port (3.21 R6)

Post by i00i » Tue Aug 09, 2011 3:50 pm

JJS wrote:R6!

Making this short: The new version can run games down to AGS 2.60! You will experience graphical glitches in some games, but for the most part they are playable. Of course this includes support for the special editions of the Chzo Mythos games by Yahtzee and the Ben Jordan: Paranormal Investigator series.

Download as always from my website. Updated source is on gitorious.

Please let me know any problems you experience (look at the known issues in the readme first!). :mrgreen:


Edit: There is an additonal issue in A Tale of Two Kingdoms. If the screen just stays black for some time and the game seems to hang (music still plays), press the left mouse (SQUARE) repeatedly. There are supposed to be some messages displayed and you have to skip them manually (see also here for a techy explanation).

Ben Jordan on PSP!!! Just today I was wishing for it :D
PSP 3004 6.20 PRO B9

sniperdmaa
Posts: 1
Joined: Fri Aug 19, 2011 7:25 am

Re: Adventure Game Studio runtime engine port (3.21 R6)

Post by sniperdmaa » Fri Aug 19, 2011 7:27 am

Could you pleas specify the controls in-game?

And Thankyou so much for the best homebrew ever in 2011 for PSP! It is EPIC!!

Some status (On my PSP-2000):
Gemini Rue Full : OK!
Murder In A Wheel v2.0 : OK!
Eternally US : Out of Memory!
Mc Carthy V1.1 : OK!

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