e1358b966a
Fixes a performance issue with the Gob engine where the palette is updated a large number of times during a single frame. |
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.. | ||
app | ||
3ds.mk | ||
config.cpp | ||
config.h | ||
main.cpp | ||
module.mk | ||
options-dialog.cpp | ||
options-dialog.h | ||
osystem-audio.cpp | ||
osystem-events.cpp | ||
osystem-graphics.cpp | ||
osystem.cpp | ||
osystem.h | ||
README.md | ||
shader.v.pica | ||
sprite.cpp | ||
sprite.h |
ScummVM 3DS README
Table of Contents:
1.0) Installation
There are two possible formats to be used: 3DSX and CIA. The 3DSX format is considered more ethical because it does not make use of invalid title IDs, which get logged. It is also compatible with homebrew loading methods that do not involve CFW. The 3DSX format is exclusively used by the Homebrew Launcher and its derivatives. The CIA format can be installed directly to the 3DS home menu and can be launched using any CFW (Custom Firmware) of your choice.
Installing the Homebrew Launcher or any CFW is beyond the scope of this README.
1.1) 3DSX installation
You need to merely extract the ScummVM 3DSX files to your SD card so that all
files reside in the /3ds/scummvm/
directory. It can then be launched by Homebrew Launcher
or a similar implementation.
1.2) CIA installation
The CIA format requires a DSP binary dump saved on your SD card as /3ds/dspfirm.cdc
for proper audio support. You can search online to find software to dump this.
Not having this file will cause many problems with games that need audio, sometimes
even crashing, so this is NOT considered optional.
Using any CIA installation software (search elsewhere for that), you need to install
the scummvm.cia
file.
2.0) Controls
2.1) Default key mappings
The key mappings can be customized in the options dialog for the global mappings, and in the edit game dialog for per-game mappings. Per-game mappings overlay the global mappings, so if a button is bound to an action twice, the per-game mapping wins.
The default keymap is:
Buttons | Function |
---|---|
A | Left-click |
B | Right-click |
Y | ESC (skips cutscenes and such) |
X | Use virtual keyboard |
L | Toggle magnify mode on/off |
R | Toggle hover/drag modes |
Start | Open global main menu |
Select | Open 3DS config menu |
Circle Pad | Move the cursor |
2.2) Hover mode
When you use the touchscreen, you are simulating the mere moving of the mouse. You can click only with taps, meaning it is impossible to drag stuff or hold down a mouse button without using buttons mapped to right/left-click.
2.3) Drag mode
Every time you touch and release the touchscreen, you are simulating the click and release of the mouse buttons. At the moment, this is only a left-click.
2.4) Magnify mode
Due to the low resolutions of the 3DS's two screens (400x240 for the top, and 320x240 for the bottom), games that run at a higher resolution will inevitably lose some visual detail from being scaled down. This can result in situations where essential information is undiscernable, such as text. Magnify mode increases the scale factor of the top screen back to 1; the bottom screen remains unchanged. The touchscreen can then be used to change which part of the game display is being magnified. This can all be done even in situations where the cursor is disabled, such as during full-motion video (FMV) segments.
When activating magnify mode, touchscreen controls are automatically switched to hover mode; this is to reduce the risk of the user accidentally inputting a click when changing the magnified area via dragging the stylus. Clicking can still be done at will as in normal hover mode. Turning off magnify mode will revert controls back to what was being used previously (ex: if drag mode was in use prior to activating magnify mode, drag mode will be reactivated upon exiting magnify mode), as well as restore the top screen's previous scale factor.
Currently magnify mode can only be used when the following conditions are met:
- In the 3DS config menu, "Use Screen" is set to "Both"
- A game is currently being played
- The horizontal and/or vertical resolution in-game is greater than that of the top screen
Magnify mode cannot be used in the Launcher menu.
3.0) Supported Games
The full game engine compatibility list can be found here: https://scummvm.org/compatibility/
While all the above games should run on the 3DS (report if they do not), there are many games which are unplayable due to the lack of CPU speed on the 3DS. So if you play any games that run really slow, this is not considered a bug, but rather a hardware limitation. Though possible GPU optimizations are always in the works. The New 3DS console has much better performance, but there are still many newer and high-resolution games that cannot be played. A list of these unplayable games and game engines will eventually be listed here.
4.0) Compiling
4.1) Prerequisites
- Latest version of devkitPro, which comes with devkitARM and
libctru
citro3d
thorugh devkitPro's pacman- Optional: You should compile third-party libraries for the 3ds (commonly referred to as portlibs in the devkitPRO community). Some games requires these to operate properly.
4.1.1) Compiling third-party libraries
It is strongly recommended that you use devkitPro's pacman in order to get the most recent portlibs for your build.
The following libraries can be downloaded with pacman:
Library | Package |
---|---|
zlib | 3ds-zlib |
libpng | 3ds-libpng |
libjpeg | 3ds-libjpeg-turbo |
freetype2 | 3ds-freetype |
libmad | 3ds-libmad |
libogg | 3ds-libogg |
tremor | 3ds-libvorbisidec |
flac | 3ds-flac |
curl | 3ds-curl |
At the moment of writing, the version of freetype2
packaged by devkitPro has an issue
where it allocates too much data on the stack when ScummVM loads GUI themes.
As a workaround, an older version can be used. Version 2.6.5 is known to work well. The
instructions below can be used to compile it.
At the moment of writing, faad
is not in the devkitPro 3DS pacman repository. It
can be compiled by following the instructions in the section below, in case it cannot
be found through pacman.
The following pacman packages are also recommended:
3ds-dev
devkitpro-pkgbuild-helpers
Once you have the devkitpro-pkgbuild-helpers
package, you should be able to find
the following scripts in your /opt/devkitpro
folder:
devkitarm.sh
3dsvars.sh
Run them one after the other with source
in order to setup your environment variables
for cross-compiling:
$ source /opt/devkitpro/devkitarm.sh
$ source /opt/devkitpro/3dsvars.sh
After that, you can download the libraries you want to cross compile, run any autoconf scripts that they may have, and then they can usually be built with the following steps from their source directory:
$ mkdir -p $PORTLIBS
$ ./configure --prefix=$PORTLIBS --host=arm-none-eabi --disable-shared \
--enable-static
$ make
$ make install
Most libraries used can be compiled with same commands and configuration flags.
4.1.2) Manually setting up the environment
In case you don't have the helpers package downloaded, you can use the following to set-up your environment variables.
It is assumed that you have these variables already set up. If not, then do so:
- DEVKITPRO Your root devkitPro directory
- DEVKITARM Your root devkitARM directory (probably same as $DEVKITPRO/devkitARM)
- CTRULIB Your root libctru directory (probably same as $DEVKITPRO/libctru)
In the source directory of the library:
$ export PORTLIBS=$DEVKITPRO/portlibs/3ds
$ export PATH=$DEVKITARM/bin:$PATH
$ export PKG_CONFIG_PATH=$PORTLIBS/lib/pkgconfig
$ export PKG_CONFIG_LIBDIR=$PORTLIBS/lib/pkgconfig
$ export CFLAGS="-g -march=armv6k -mtune=mpcore -mfloat-abi=hard -O2
-mword-relocations -ffunction-sections -fdata-sections"
$ export CPPFLAGS="-I$PORTLIBS/include -I$CTRULIB/include"
$ export LDFLAGS="-L$PORTLIBS/lib"
4.2) Compiling ScummVM
Do the following in a fresh terminal.
In case you get a "compiler not found" message, add the toolchain's executables to your PATH:
$ export PATH=$DEVKITARM/bin:$PATH
Note: In more recent codebases of ScummVM, you may or may not need to set the following beforehand:
$ export PKG_CONFIG_LIBDIR=$PORTLIBS/lib/pkgconfig
See above for $PORTLIBS.
ScummVM doesn't provide the CA certificates bundle required by the cloud synchronization features.
You need to download it from the curl website: https://curl.haxx.se/ca/cacert.pem, and instruct
the build system to package it in the binary:
$ export DIST_3DS_EXTRA_FILES=/path/to/cacert.pem
The name of the file must be cacert.pem
.
From the root of the scummvm repository:
$ ./configure --host=3ds --enable-plugins --default-dynamic
$ make
Additionally compile to specific formats to be used on the 3DS:
$ make scummvm.3dsx
$ make scummvm.cia
Assuming everything was successful, you'll be able to find the binary files in the root of your scummvm folder.
Note: for the CIA format, you will need the 'makerom' and 'bannertool' tools which are not supplied with devkitPro.
Note: using dynamic plugins as suggested is required when building with most or all of the game engines enabled in order to keep the memory usage low and avoid stability issues.