Difference between revisions of "Dreamcast"

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<includeonly>{{PortFeatures|switch={{{switch}}}|default={{{default|}}}|
{{PortFeatures|
name=Dreamcast|
name=Dreamcast|
backend=dc|
backend=dc|
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zlib=yes| <!-- old info: 1.2.3 -->
zlib=yes| <!-- old info: 1.2.3 -->
plugins=yes|
plugins=yes|
16bits=yes|
buildbot=yes|
firstversion=0.3.0b|
firstversion=0.3.0b|
maintainer=[[User:Marcus|Marcus]]|
maintainer=[[User:Zeldin|Zeldin]]|
packager=[[User:Zeldin|Zeldin]]|
pkgend=-dreamcast-plainfiles.tar.bz2|
pkgend=-dreamcast-plainfiles.tar.bz2|
forum=9|
forum=9|
icon=dc|


agi=yes|
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}}</includeonly><noinclude>
}}
{{Infobox Port|:Dreamcast}}


== About ==
== About ==
ScummVM was also ported to the Dreamcast [[Platforms|platform]]. The Dreamcast port uses it's own custom Graphical User Interface, which automatically scans the disc for games, and adds the games to the list through ScummVM's built-in autodetection.  This usually works well, but sometimes games will show up on the list twice, incorrect games will show up with the correct game (especially true with the early V1 and V2 SCUMM games), and quite rarely the game will not show up on the list at all.  ScummVM for the Dreamcast supports disc swapping from the GUI, and will rescan once a new disc is inserted and repopulate the gameslist.  There is currently no way to manually add games to the gameslist in ScummVM for Dreamcast.
ScummVM has been ported to the [[Sega]] Dreamcast [[Platforms|platform]].  


The mouse cursor can be controlled with the standard Dreamcast controller.  The D-pad supplies slow cursor movement, and the analog stick provides faster cursor movement.  The A button acts as the right mouse button, and the B button acts as the left mouse button.  There is a virtual keyboard that can be brought up by pressing the left trigger button, that will emulate keyboard input. The Dreamcast mouse and keyboard peripherals are also supported. The Visual Memory Unit is supported for saving and loading savegames. Autosave is enabled on the Dreamcast, so each game will use some memory blocks (between 2 and 13) for the autosave in save slot 0, as well as save blocks for any user specified save game.  When a game is saved, the VMU beeps, and a prompt is displayed on the screen letting you know that the game has been saved (this occurs with autosaves as well).
For more information, including how to use ScummVM on the Dreamcast, see [https://docs.scummvm.org/en/latest/other_platforms/sega_dreamcast.html the Sega Dreamcast user documentation].


The Dreamcast has no external storage medium, and only has 16MB of RAM.  As such, the Dreamcast port of ScummVM does not support The Curse of Monkey Island, nor the Dig.  The resources required for these games are too great for the Dreamcast to handle.  Full Throttle is not completable.  Every other game supported by ScummVM should be completable with the Dreamcast port.
== Developer Information==


=== Running Debug Builds ===
Unlike release builds, development builds can be configured for serial port debugging. If you are compiling yourself, then this can be enabled by passing "--enable-debug" to the configure script.


==Controls for ScummVM on the Dreamcast==
However, if this is enabled and there is no serial cable attached, or a terminal program is not running on this port, ScummVM will hang at the "SEGA" logo screen or a black screen due to RS232 flow control (the Dreamcast fails to get Clear-To-Send).
{{DreamcastControls}}


== External links ==
If you don't have a serial debugging cable, then you can use the development builds from [http://buildbot.scummvm.org/builds.html here] which are not marked "with Serial Debug".
 
Also, the development build plugins are usually larger than the release ones i.e. unstripped/debugging symbols. If the combined size of the engine plugins on the CD is larger than the available memory, this will manifest as either a lock up of ScummVM or as a system reset before the selection menu appears.
To confirm this, you can try opening the drive lid either during the "SEGA" screen (in which case no plugins will be loaded), or during the plugin loading (in which case you'd get some of the plugins).
If this fixes the issue, too many plugins on the disc is the most likely explanation.
 
==External links==
*[http://forums.scummvm.org/viewforum.php?f=9 ScummVM Dreamcast forum]
*[http://forums.scummvm.org/viewforum.php?f=9 ScummVM Dreamcast forum]
</noinclude>

Revision as of 20:31, 14 January 2021

dc.png Dreamcast Port
Latest Released Version 2.8.0
Supported Audio Options MP3, Uncompressed
Additional Webpage(s) None
Maintainer(s) Zeldin
Packager(s) Zeldin
Forum Port Forum
Status Maintained
First Official Version 0.3.0b

About

ScummVM has been ported to the Sega Dreamcast platform.

For more information, including how to use ScummVM on the Dreamcast, see the Sega Dreamcast user documentation.

Developer Information

Running Debug Builds

Unlike release builds, development builds can be configured for serial port debugging. If you are compiling yourself, then this can be enabled by passing "--enable-debug" to the configure script.

However, if this is enabled and there is no serial cable attached, or a terminal program is not running on this port, ScummVM will hang at the "SEGA" logo screen or a black screen due to RS232 flow control (the Dreamcast fails to get Clear-To-Send).

If you don't have a serial debugging cable, then you can use the development builds from here which are not marked "with Serial Debug".

Also, the development build plugins are usually larger than the release ones i.e. unstripped/debugging symbols. If the combined size of the engine plugins on the CD is larger than the available memory, this will manifest as either a lock up of ScummVM or as a system reset before the selection menu appears. To confirm this, you can try opening the drive lid either during the "SEGA" screen (in which case no plugins will be loaded), or during the plugin loading (in which case you'd get some of the plugins). If this fixes the issue, too many plugins on the disc is the most likely explanation.

External links