PlayStation Portable Port | |
Latest Released Version | 2.0.0 |
Supported Audio Options | MP3, OGG, Uncompressed |
Additional Webpage(s) | None |
Maintainer(s) | rsn8887, joostp, bluddy |
Packager(s) | rsn8887, joostp |
Forum | Port Forum |
Status | Maintained |
First Official Version | 0.8.0 |
ScummVM has been ported to the Sony PlayStation Portable. The information contained on this page is based on README.PSP and jak66's forum post.
Installation
Note: ScummVM makes use of hardware acceleration for mp3 playback on PSP Slim models (model number 2000 and above). On these models, mp3-encoded sound files will lead to better performance.
- Copy the relevant game datafiles to your memory stick (location doesn't matter).
- Download the latest psp development version here
- Install ScummVM like any other homebrew.
- Run ScummVM and use the launcher to add games and run them.
- Press Start to return to the launcher and play another game.
Controls
Game Controller Mapping: | |
Button | Action |
---|---|
Right trigger | Modifier key (see below for uses) |
Left trigger | ESC (Usually skips cutscenes. Depends on game) |
Analog | Mouse movement |
Right trigger + Analog | Fine mouse movement |
D-Pad | Arrow keys (useful mostly in SCI and AGI games) |
D-Pad + Right Trigger | Diagonal arrow keys (it's hard to input diagonals on some PSPs) |
Triangle | Enter (useful for some dialogs) |
Cross | Left Mouse Button (usually the main button) |
Circle | Right Mouse Button (secondary button in some games) |
Square | '.' (skip dialogue in some games e.g. Scumm) |
Right trigger + Square | Spacebar (useful in Gobli*ns and SCI games) |
Right trigger + Start | F5 (Main Menu in some games) |
Select | Show/Hide Virtual Keyboard. Hold down to move keyboard onscreen (with D-Pad). |
Right trigger + Select | Show Image Viewer (see below) |
Start | Global Menu. Allows you to 'Return To Launcher' to play another game |
Virtual Keyboard Mode: | |
Start | Enter key. Also exits virtual keyboard mode |
Select | Exit the virtual keyboard mode |
Right trigger | Input letters: lowercase/uppercase (press to toggle) |
Left trigger | Input numbers/symbols (press to toggle) |
D-Pad | Select square of characters (up, down, left or right) |
Buttons/Triggers | Choose a specific character in the square. The four center characters are chosen by the button in the corresponding position. The 2 top characters are chosen by the triggers. |
Analog | Moves in a direction (left/right/up/down) (Useful to keep moving while typing in AGI games among other things) |
Image Viewer: | |
Left/Right | previous/next image (e.g. go from psp_image1.png to psp_image2.png) |
Up/down | zoom in/out |
Analog | move around the image |
Triggers, Start | exit image viewer |
1st Person Game Mode (Can be ignored by most users): | |
Right Trigger + Left Trigger + Square | Enable 1st Person Mode |
Square | Is the modifier key instead of Right Trigger. |
Left/Right Trigger | Strafe left/right |
D-Pad Left/Right | Turn left/right |
Square + D-Pad | F1/F2/F3/F4 |
Square + Select | Image Viewer |
Square + Start | Esc (shows game menu) |
Image Viewer
For your convenience, I've included a simple image viewer in the PSP port. You can view anything you want while playing a game. There are a few simple rules to follow:
- Images must be of PNG format. If you have images in another format, many graphics utilities will convert them for you.
- Images must be named psp_image1.png, psp_image2.png etc. This is to make sure there's no possible conflict between image files and game files.
- Images must be placed in the game directories. When using the image viewer,only the images of the particular game being played will be available for viewing.
- Don't place any images in the ScummVM directory, or you won't be able to seethe images in the game directories.
- There's no guarantee that you'll be able to view your image. This is because big images take a lot of memory (more than the size of the image on disk). If there isn't enough memory left to show the image, ScummVM will tell you so. Try to make the image smaller by either shrinking it or reducing the colors to 256 color palette mode.
Notes
- Notice that you can switch between games! This is much faster than quitting and having to start ScummVM all over again. Go to the global menu and choose 'Return To Launcher'. (Some games may not have the Return To Launcher option available yet.)
- The PSP version of ScummVM uses the Media Engine to accelerate decoding of MP3 files. This means that if you have the choice of compressing using Ogg files or MP3 files, choose MP3 -- the game will generally run faster.
- Plugin files are NOT interchangeable between ScummVM versions! You must copy ALL the plugin files that come with every version of ScummVM. They sit in the /plugin subdirectory. If you get a crash upon startup, try deleting all the existing plugin files in the plugin directory and copying the new ones over again.
Frequently Asked Questions
Q: Scummvm crashes upon starting up!
A: See the first note above.
Q: Pressing select doesn't make the virtual keyboard show up on screen!
A: You need to make sure that the kbd.zip file is in the same directory as the ScummVM executable.
Q: What do I need to run the games?
A: A PSP that can run homebrew and the necessary datafiles for the game you want to play.
Q: Can I run game X with this?
A: You can find the list of supported games on the compatibility page at http://www.scummvm.org. Note that ScummVM is NOT an emulator. The supported games engines have been painstakingly rewritten. It's not easy to add support for a game you want that currently isn't supported.
Q: My Monkey Island 1 doesn't have any music, what gives?
A: If your version of Monkey Island came on a CD then it has the music as CD Audio tracks. You need to rip those to MP3/Ogg (MP3 is preferred), naming them track1.mp3 track2.mp3 etc. and copy them to the same directory as the game datafiles for music to work.
Q: Game X crashes, or feature Y doesn't work. Can you fix this?
A: Possibly. Because of the large amount of games ScummVM supports we obviously haven't played them all start-to-finish on the PSP, so it's possible there are bugs or issues that we're not aware of. When you encounter such a bug, please use the "Bug Tracker" you find linked on the ScummVM website, and mention all relevant info i.e. that you're using the PSP version, which ScummVM version it is, if the problem exists in a recent PC version, a detailed description of the problem, and if at all possible a nearby savegame. This will make it much easier for us to reproduce (and hopefully fix) the problem.
Building the source code
To build ScummVM for PSP you need:
- ScummVM source code (svn co https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk)
- PSP toolchain (svn co svn://svn.pspdev.org/psp/trunk/psptoolchain)
- PSPSDK (svn co svn://svn.pspdev.org/psp/trunk/pspsdk)Note: This usually gets installed by the PSP toolchain, so you don't have to do it manually.
- zlib (svn co svn://svn.pspdev.org/psp/trunk/zlib)
- libPNG (svn co svn://svn.pspdev.org/psp/trunk/libpng)
- libmad(x) (svn co svn://svn.pspdev.org/psp/trunk/libmad)
- libTremor(x) (svn co svn://svn.pspdev.org/psp/trunk/libTremor)
(x) = optional
Once you've installed these libraries (read their README.PSP for instructions), create a subdirectory in your ScummVM folder called 'builds/psp'. Then, in this folder, type
../../configure --host=psp --enable-plugins --default-dynamic
If everything is installed correctly, ScummVM will inform you as it finds the right components. Finally type
make
to build.
Port Authors
Joost Peters (joostp@scummvm.org)
Paolo Costabel (paoloc@pacbell.net)
Thomas Mayer (tommybear@internode.on.net)
Yotam Barnoy (yotambarnoy@gmail.com)