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ScummVM: “SVN r52440” builds for the Caanoo and GP2X Wiz.
This is just a quick post is to announce a set of SVN builds of ScummVM mainline code for the GP2X Wiz and new Caanoo,.
This release is mainly to support SCI testing and give users a chance to preview updates to some of my ScummVM backends.
These releases are build straight from the mainline trunk ScummVM code for the given SVN revision number.
An OpenPandora and original GP2X ScummVM SVN release should follow next week(ish). Been a little busy to track down some bugs in them.
Note: Please don’t mirror or hotlink these preview/test/alpha etc. releases or put them on download services but rather, direct people to this page.
This helps me ensure that users always have the most recent versions.
Also note that these test releases are not officially (or unofficially) supported
.Please give these releases a go and provide feedback.
New features since 1.1.1 releases:
Below are the main features and fixes added with this new release.
GP2X Wiz: Further cleanup to the downscaling support. Most of the glitching that has been seen in previous releases should now be gone.
A few small performance tweaks.
Caanoo: The Caanoo is GamePark Holdings new console and it is based on a slightly upgraded version of the platform used for the GP2X Wiz.
Performance of this new backend should be similar/better to the GP2X Wiz. It’s also VERY new so expect a few snags and issues.
I hope to make Caanoo support official with the upcoming 1.2.0 ScummVM release.
Supported engines:
These releases feature support for all the game engines supported in ScummVM 1.1.1 and additionally include support for testing the SCI engine (early SCI games) and for testing Fascination support in the Gob engine (remember, it’s really not a children’s game). It is the testing of these engines that is the main motivation behind the release.
Specific restrictions:
Each of the releases has a small number of restrictions that have an affect on the games/engines you are able to use with each platform.
Caanoo: The biggest restriction of this backend is simple. I have not tested it as I do not yet own a Caanoo (it’s in the mail). Several testers have tried it and told me it works well but it has been coded blind. Feedback appreciated.
GP2X Wiz: I have spotted a minor issue where the screen is not totally cleaned when some types of screen movement occur, that combined with the Wiz’s LCD tearing can lead to the odd graphics glitch.
Providing feedback:
If you would like me to consider a feature or fix a bug help me to help you by ensuring the reports end up recorded in official places.
- Bug Reports (ScummVM’s Sourceforge bug tracker)
- Feature Requests (ScummVM’s Sourceforge feature tracker)
- Source Code Patches (ScummVM’s Sourceforge patch tracker)
- General Forum Feedback (ScummVM’s GP2X/GP2X Wiz/Caanoo forum, I also check any official news posts I make to the GP32x forums)
Downloads:
Please ensure you download the correct version for your device.
- GP2X Wiz: download
Extract the contents of the zip to the game folder on your SD card, ensuring that you have a “scummvm.ini” in your game folder and the rest of ScummVM in a “scummvm” subfolder.
Launch “ScummVM” from the main SD launcher menu to run.
Review the README-GP2XWIZ for more information.
- Caanoo: download
Extract the contents of the zip to the game folder on your SD card, ensuring that you have a “scummvm.ini” in your game folder and the rest of ScummVM in a “scummvm” subfolder.
Launch “ScummVM” from the main launcher menu to run.
Review the README-CAANOO for more information.
Regards,
John
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ScummVM: Very belated 1.1.1 release for the GP2X Wiz
While this is a little late to say the least (better late than never and all that, I mean it’s only 3 months late
) I have finally managed to get my hands on a working GP2X Wiz, some all important free time and motivation, and built up and tested the GP2X Wiz backend for the 1.1.1 release following on from the official announcement.This post is also an announcement of the GP2X backend release as I forgot to post about it at the time despite the fact it got uploaded and released only a few days late
.I have not had a great deal of time recently to work on these releases so the backends are largely the same as the previous releases with just the needed changes to support all the fancy new things in the ScummVM core. No reworking of the control system or the like has been done yet (it’s still on my TODO).
Some of the highlights of the changes 1.1.1 bring, that benefit the GP2X and GP2X Wiz, include 2 completely new engines and games, Dragon History (available free from here) and TeenAgent (available free from GOG.com). Also new is 16bit graphics support, which allowed us to add support for a whole bunch of newer Humongous Entertainment games for kids and improved support for the Amiga versions of Monkey Island, Legend of Kyrandia and Future Wars.
Please provide feedback in the usual places on these releases and enjoy using them.
Platform specific restrictions:
Each of the releases has a small number of restrictions that have an affect on the games/engines you are able to use with each platform.
GP2X: The biggest restriction with this platform is the overhead (and crudeness) of the downscaling when using 640*480 high resolution games on the 320*240 screen making such games perform poorly and look, well, bad.
GP2X Wiz: The downscaling support is a relatively recently added feature to the Wiz backend and while it looks a lot better than the GP2X, some issues still remain with high resolution games exhibiting ‘tearing’ when updating the screen under some circumstances.
Unfortunately this seems to be an exhibit of the Wiz screen tearing bug and while efforts have been taken to minimise it in this release it the problem has not totally gone away.
Providing feedback:
If you would like me to consider a feature or fix a bug help me to help you by ensuring the reports end up recorded in official places.
- Bug Reports (ScummVM’s Sourceforge bug tracker)
- Feature Requests (ScummVM’s Sourceforge feature tracker)
- Source Code Patches (ScummVM’s Sourceforge patch tracker)
- General Forum Feedback (ScummVM’s GP2X/GP2X Wiz forum)
Downloads:
What’s Next:
Now I have the outstanding official 1.1.1 releases out of the way my plan is to get test releases from the main ScummVM trunk codebase featuring the ‘new’ SCI engine out as soon as I get time for the GP2X and Wiz, hopefully I will also be including support for the new GPH Caanoo at the same time.
I also plan to update the OpenPandora release at the same time.
Regards,
John Willis
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ScummVM: Unofficial test “1.1.1” release for the OpenPandora.
This is just a quick post to let people know I have uploaded a test build of ScummVM for the OpenPandora. For those that care, the belated GP2X Wiz 1.1.1 releases will follow when I get back from a few days away at some point next week.
Note: Please don’t mirror or hotlink preview/test/alpha etc. releases or put them on download services but rather, direct people to this page. This helps me ensure that users always have the most recent versions and stops me being swamped with requests for help with ancient test versions.
Nothing especially exotic about the code as it stands (it’s mainly a plugin enabled ARMv7 optimised build of ScummVM packaged up as a PND file) but it works quite well and at least a fair selection of games are very playable.
I am only releasing this so people have some ScummVM goodness for their new OpenPandora consoles (you can stop emailing me now
). It’s largely untested and has been hanging around on my build box for a few days. All 1.1.1 game engines should be working but I have only tested SCUMM, Tinsel (Discworld) and SAGA, and played a little bit of The Curse of Monkey Island
.It does not represent what the final backend will look like and a lot of the OpenPandora specific graphic and input handling is disabled in this release (nothing is mapped to the DPad and game buttons/triggers for example). It does support the keyboard, nubs and touchscreen fine however (for the most part) and most regular ScummVM keyboard shortcuts should work fine.
My plan is to commit the changes to the ScummVM codebase as soon as I have things cleaned up a bit and make the backend official (and manage releases accordingly) but as I am now away for the next few days I thought I would do a quick test release 1st so people have something to mess about with it on there new toy.
To install just download and unzip the file and copy the resulting scummvm-openpandora-2010-05-26.pnd to the following folder on your SD card (or USB2 stick):
/pandora/menu –> This will cause the ScummVM app icon to show up in the Xfce menu sorted by category.
/pandora/desktop –> This will cause the ScummVM app to appear as an icon on the Desktop of Xfce.Either folder will also ensure the application icon shows up in MiniMenu.
To run, just select the icon as normal, the ScummVM GUI will start up and you can add games as you would normally do with any other ScummVM release (including Mass Add).
Note: On the OpenPandora /media is the root mount folder for removable storage devices. Your SD cards are known by the driver name (MMC) and the card number so the root of your 1st SD card is normally /media/mmcblk0p1, 2nd SD card is normally /media/mmcblk1p1. When you 1st add games you will need to select the SD card you are using (or a folder on your USB2 stick).
Downloads:
Feedback:
Any feedback, please leave comments or drop me a mail.
Regards,
John Willis
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ScummVM: 1.0.0 “Shiny Logo” released for the GP2X and GP2XWiz
This is just a quick post is to announce the 1.0.0 releases of the ScummVM for both the GP2X and the GP2X Wiz following on from the official announcement.
Please provide feedback on these releases and enjoy using them, this is a huge milestone for the ScummVM project and we are all very proud of this release.
New features since the 1.0.0 RC1 for my backends:
Below are the main features and fixes added with this new release from the earlier RC1 release.
Both releases feature additional ARM assembly optimised routines and tweaks to the build system along with a myriad of small ‘nips and tucks’.
There are also further tweaks to refine the use of the “Return to Launcher” and “Global Main Menu” features (remember that Left Trigger and Select/Home/Menu will bring up the Global Main Menu in any game).
This is in addition to the hundreds (litterally) of bug fixes that have gone into the core and game engines for this release from the ScummVM development team.
Supported engines:
Both releases feature support for all the game engines that are due to be included with the 1.0.0 release.
This includes support for high resolution games.
Specific restrictions:
Each of the releases has a small number of restrictions that have an affect on the games/engines you are able to use with each platform.
GP2X: The biggest restriction with this platform is the overhead of the scaling when using 640*480 games on the 320*240 screen making such game perform poorly.
GP2X Wiz: The downscaling support is a recently added feature to the Wiz backend and as such some issues still remain with high resolution games exhibiting ‘tearing’ when updating the screen under some circumstances. Unfortunately this seems to be an exhibit of the Wiz screen tearing bug and while efforts have been taken to minimise it in this release it the problem has not totally gone away.
Providing feedback:
If you would like me to consider a feature or fix a bug help me to help you by ensuring the reports end up recorded in official places.
- Bug Reports (ScummVM’s Sourceforge bug tracker)
- Feature Requests (ScummVM’s Sourceforge feature tracker)
- Source Code Patches (ScummVM’s Sourceforge patch tracker)
- General Forum Feedback (ScummVM’s GP2X/GP2X Wiz forum)
Downloads:
Regards,
John
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ScummVM: 1.0.0 “Preview 2” for the GP2X and GP2X Wiz.
This is just a quick post is to announce the “preview 2” test releases of the upcoming ScummVM 1.0.0 for both the GP2X and the GP2X Wiz.
Note: Please don’t mirror or hotlink preview/test/alpha etc. releases or put them on download services but rather, direct people to this page. This helps me ensure that users always have the most recent versions.
Please test and provide feedback on these releases as they will form the basis of the official 1.0.0 release candidate release for these platforms.
New features since preview 1:
Below are the main features and fixes added with this new release.
Both releases feature additional ARM assembly optimised routines that offer performance increases in a number of games including “Sam and Max” and “The Curse of Monkey Island”. Both releases also feature tweaks to the default volume levels to cut down on sample clipping.
There are also tweaks to refine the use of the “Return to Launcher” and “Global Main Menu” features (remember that Left Trigger and Select/Home/Menu will bring up the Global Main Menu in any game).
GP2X: Lots of code cleanup and a few tweaks to lower memory usage. Disabling “Aspect Ratio Correction” now also works as expected rather then stretching the screen.
GP2X Wiz: The biggest new feature is the addition of downscaling support using an optimised ARM assembly routine. This means the Wiz release now features support for the 64*4xx games such as Discworld 2, The Curse of Monkey Island etc. – It should also be mentioned that this seems to work well (better then I expected as I am not a fan of downscaling). Lots of my testers reported that the high resolution games are often extremely playable and look very nice on the Wiz’s OLED screen.
There has also been substantial code clean up and fixes since the preview 1 release.
Supported engines:
Both releases feature support for all the game engines that are due to be included with the 1.0.0 release.
This includes support for high resolution games.
Specific restrictions:
Each of the releases has a small number of restrictions that have an affect on the games/engines you are able to use with each platform.
GP2X: The biggest restriction with this platform is the overhead of the scaling when using 640*480 games on the 320*240 screen making such game perform poorly.
GP2X Wiz: The downscaling support is a new feature to the Wiz backend and as such issues may still remain with some high resolution games. I have already spotted a minor issue where the screen is not totally cleaned when some types of screen movement occur.
Providing feedback:
If you would like me to consider a feature or fix a bug help me to help you by ensuring the reports end up recorded in official places.
- Bug Reports (ScummVM’s Sourceforge bug tracker)
- Feature Requests (ScummVM’s Sourceforge feature tracker)
Note: Feature Requests for 1.0.0 are closed but any requests will be looked at for future releases.
- Source Code Patches (ScummVM’s Sourceforge patch tracker)
- General Forum Feedback (ScummVM’s GP2X/GP2X Wiz forum, I also check any official news posts I make to the GP32x forums)
Downloads:
Please ensure you download the correct version for your device.
- GP2X F100/F200: download
Extract the contents of the zip to a suitable folder on your SD card and launch “scummvm.gpe” to run.
Review the README-GP2X for more information.
- GP2X Wiz: download
Extract the contents of the zip to the game folder on your SD card, ensuring that you have a “scummvm.ini” in your game folder and the rest of ScummVM in a “scummvm” subfolder. Launch “ScummVM” from the main SD launcher menu to run.
Review the README-GP2XWIZ for more information.
Regards,
John
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ScummVM: 1.0.0 “Preview 1” for the GP2X and GP2X Wiz.
NOTE: This post is now out of date, please see the most recent posts for more info.
This is just a quick post is to announce the “preview 1” test releases of the upcoming ScummVM 1.0.0 for both the GP2X and the GP2X Wiz.
Note: Please don’t mirror preview/test/alpha etc. releases or put them on download services but rather, direct people to this page. This helps me ensure that users always have the most recent versions.
Please test and provide feedback on these releases as they will form the basis of the official 1.0.0 release for these platforms.
New features:
Both the GP2X and the GP2X Wiz backends benefit from some long overdue code cleanup and general TLC in this release. Where possible both backends are using common/similar code to aid in there long term maintenance.
Both releases also now feature support for the ScummVM virtual keyboard. This can be accessed by holding the left trigger and pressing the right trigger (the old ‘0’ for Monkey Island 2 copy protection key combination).
The ScummVM virtual keyboard works well but it’s feature set is still maturing. If you have virtual keyboard specific feedback I would welcome that. It should be noted that the virtual keyboard works independently of the game engine and the running game is paused when it is in use.
GP2X Wiz: If you have used the early alpha releases for the GP2X Wiz then you will be pleasantly surprised, all the known issues with saving, OGG Vorbis playback and volume control have been resolved along with loads of other minor fixes.
Supported engines:
Both releases feature support for all the game engines that are due to be included with the 1.0.0 release.
Specific restrictions:
Each of the releases has a small number of restrictions that have an affect on the games/engines you are able to use with each platform.
GP2X: The biggest restriction with this platform is pure performance (some audio can be choppy) and the overhead of the scaling code when using 640*480 games on the 320*240 screen.
This renders high resolution games such as Discworld 2 totally unusable on the device and games such as Curse of Monkey Island, Touché and the Broken Sword games very slow (to the point of unplayable IMHO but others disagree).
GP2X Wiz: Whilst the Wiz is a more powerful console then the GP2X on paper there are still a number of features lacking compared to it’s older sibling. The most noteworthy is the complete lack of any down-scaling support in this release.
This means that any games that have graphics higher then > 320*240 will fail to function on this release. Most/all 320*240 or lower resolution games run very well at full or near full speed on the device.
Providing feedback:
If you would like me to consider a feature or fix a bug help me to help you by ensuring the reports end up recorded in official places.
- Bug Reports (ScummVM’s Sourceforge bug tracker)
- Feature Requests (ScummVM’s Sourceforge feature tracker)
Note: Feature Requests for 1.0.0 are closed but any requests will be looked at for future releases.
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- Source Code Patches (ScummVM’s Sourceforge patch tracker)
- General Forum Feedback (ScummVM’s GP2X/GP2X Wiz forum, I also check any official news posts I make to the GP32x forums)
Downloads:
Please ensure you download the correct version for your device.
- GP2X F100/F200: download
Extract the contents of the zip to a suitable folder on your SD card and launch “scummvm.gpe” to run.
Review the README-GP2X for more information.
- GP2X Wiz: download
Extract the contents of the zip to the game folder on your SD card, ensuring that you have a “scummvm.ini” in your game folder and the rest of ScummVM in a “scummvm” subfolder. Launch “ScummVM” from the main SD launcher menu to run.
Review the README-GP2XWIZ for more information.
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ScummVM: A quick and dirty alpha release for the GP2X Wiz.
NOTE: This post is now out of date, please see the most recent posts for more info.
As some people know I have been hacking around with the Wiz on and off for some time now (in addition to the Pandora) and while I got ScummVM running on the Wiz quite some time ago I have been holding off on a release so that I could get a little more time to fix issues with the Wiz backend.
Well time has been rather cruel of late and I have not had as much time as I would like to clean up things and add funky features so rather then leave a half completed ScummVM backend languishing on my hard disk and rotting I decided to find a few hours to trim down the code, bring it up to date and put aside all the non working bits for now (mostly scaling support, OpenGLes parts, better controls, that sort of stuff) and get a ‘raw and ready’ ScummVM release out so people can start to give me feedback etc.
This release is mostly untested and is built from mainline (HEAD) ScummVM revision 41101. Expect odd issues and things not to quite be working correctly yet. If your not happy with the odd crash and bit of unexpected behavior then this build is not for you.
Anyway, onto what you get in this release and what you need to do to get it running.
You can download the release here – Don’t forget to check the README-GP2XWIZ text file in the zip.
As this is an early alpha release and is likely to get superseded quickly I would appreciate it if you did not mirror the download but rather pointed users back to this page.
Once you have downloaded the release you need to extract the contents of the zip to the ‘game’ folder on your SD card. Once extracted you should have a ‘scummvm.ini’ file in the game folder and a separate ‘scummvm’ folder with all the actual files needed by the Wiz.
Pop the SD card into your Wiz and select ScummVM from the SD games menu. If all goes well after a few seconds you should be greeted with the ScummVM game launcher. From this point it behaves very much like any other ScummVM release.
Controls are very similar to the GP2X F200 release (including touchscreen support) with a few notable exceptions. Menu now brings up the game menu and Left trigger + Menu now brings up the global main menu for ScummVM.
Other then that things pretty much match the layout of the GP2X F200 release. If you want to refresh yourself of the control mappings I have included full details in the README-GP2XWIZ text file in the zip.
Known Issues:
- No scaling support so only 320*xxx games run. Games that need a bigger screen then the Wiz will just crash ScummVM. Scaling support is on the TODO.
- Save support may be erratic. Not quite sure of the cause yet but some of my testers had the odd issues with saves not writing correctly.
- Speed. For most games speed is quite good but I have noticed a few points when performance really gets bad. Still looking into that.
- OGG Vorbis support: One tester mentioned that games he used that had OGG Vorbis audio did not work. Still looking into that.
Feedback on this release:
The feedback avenues for the Wiz release are the same as the existing GP2X release.
In order to help me keep track of requests, bugs etc. I am asking that people kindly report such issues to the correct places (or at least copy them there). I don’t spend all my time looking at forums and bug reports placed on random internet forums are never very helpful to me (i.e. they are very unlikely to get fixed or even read). The same applies to feature requests etc. etc.
If you would like me to consider a feature or fix a bug help me to help you by ensuring the reports end up recorded in official places.- Bug Reports (ScummVM’s Sourceforge bug tracker)
- Feature Requests (ScummVM’s Sourceforge feature tracker)
- Source Code Patches (ScummVM’s Sourceforge patch tracker)
- General Forum Feedback (ScummVM’s GP2X forum, I also occasionally check news posts I make to the GP32x forums)
Source Code:
Source for this release will be up on a ScummVM patch tracker in the next few days (or, if the team view it as good enough, hopefully committed to SVN).
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Unpacking the GP2X Wiz
I was recently fortunate enough to be sent a ‘near release’ prototype of the new GamePark Holdings (GPH) portable games console, the GP2X Wiz. Considering that, it only seems fitting to put together a quick post with some random observations and pictures.
Remember that these observations are not based on a long period of testing so come with the caveat that my opinions may change!
Now, obviously this is the successor to the GP2X (and spiritually the GP32).
What is interesting from my point of view is the direction GPH have taken the Wiz.
First thing you note is that it’s a tiny little console (only a little bigger then a GameBoy Micro). It’s small. Not really small but somehow much smaller then I was expecting.
Secondly, GPH seem to be betting a lot of making the device accessible to Flash developers (this really does feel like it is the focus for the device as the front end ‘launcher’ is flash based). This is quite a marked departure from the GP2X and feels more like a step into the casual game market that is often dominated by mobile phones. I guess this change makes sense for their Korean markets.
Time will tell what effect this has on the wider markets and the adoption of Flash on the device. I suspect very little to start with as a lot of GP2X devs will no doubt get a Wiz and treat it as a logical extension of what they have done there and start hacking the hardware and giving flash little more then a glance
. Given time however Flash could lower the entry level for apps and open the door to creative non-coders and that can only be a good thing for homebrew.Anyway, onto some hardware information.
The GP2X Wiz is based on the MagicEyes Pollux SoC clocked at 533MHz and powered along by its ARMv5 ARM926EJ core. Paired with that you have the usual large page NAND, 64MB of RAM, touch screen and an SDHC slot for storage. Oh, and finally a decent fitted lithium-ion battery (that proudly tells you not to let Children and Pets chew or lick it as it may be a health risk).
I was initially a little surprised that GPH did not opt for the MagicEyes MMSP2+ SoC in the Wiz (the GP2X used the older MMSP2 SoC) as moving to the VRender range means you loose some very handy features (The ARM94* 2nd core, the basic 2D engine, RGB scalar etc.) but on the flip side you do get an OpenGL ES 1.1 3D core. Unfortunately, as it stands, no one has got the said 3D core doing much yet (but I know Pickle was doing a little investigation work). As there are only a few dozen of these devices out and about in hackers hands that is no surprise. It is something I want to dabble with time permitting
. One interesting thing I want to test sometime is to discover if the Pollux used in the Wiz suffers the same issues with strangled RAM bandwidth that the MMSP2+ suffers with. When I get time I will try the apps I built to test RAM bandwidth on the MMSP2+. If the Pollux is as bad as the MMSP2+ when it comes to RAM bandwidth that could be a bit of a snag.
The form factor.
It’s really shiny. To say the plastic used smudges easily is a massive understatement
. That said it feels well made and fairly solid to hold with no flex (a pleasant continuation of the GP2X F200 level of build quality rather than a slide back to the dire quality of the 1st GP2X’s). It even has a slot for the stylus now, something the F200 GP2X did not manage.The control layout is not quite to my tastes (big hands so it can tend to feel a little cramped). Buttons seem responsive and have a fairly positive feeling. The dPad is not as bad as all that but I have not really tried it in games yet. Not sure I am a convert to the ‘split dPad’ button layout for the right hand side mind you. This also raises the point that the L and R triggers are inset from the edges of the unit. That feels a little odd but you get used to it I guess. All in all, the controls are not great but not bad. They do the job.
The screen (when it is not suffering something like a vsync tear) is very nice. Its OLED technology and is nice and bright. Assuming the screen setup issues are software its a classy screen despite the low (comparatively) resolution of 320*240.
Something else that jumped out at me was the interesting choice GPH has made by deciding to move everything other than the headphones to the EXT port on the bottom. This includes things like the USB (device and host), TV out and charging. You won’t be connecting your Wiz to a PC directly without some additional fly leads due to the lack of a USB device port on the unit.
I suspect GPH plans to ship (as an extra or included, not sure) a dock or clip-on unit that provides at least USB and TV out and maybe WiFi if the picture below is accurate.
The software platform.
The 1st thing that greats you is the Flash menu GPH have developed for the unit.
Not a lot to say about it really. It feels like a sloppier version of the menu used on the GP2X. I hope this is down to the unit being pre-release but the menu crashes regularly and does a generally poor job of being a menu. Another aspect of the pre-release software is the lack of a lot else on the unit (that reliably works) so there is not a lot of software to talk about.
It is Linux 2.6 based but I have yet to get hold of the source to have a look at how clean the MagicEyes/GPH changes are. Looking at the file system and kernel it seems safe to assume that AESOP Embedded did the kernel porting work like they have done for other MagicEyes chips.
It seems to ship with a decent set of libraries and SDL. It is not clear if the stock SDL features some basic hardware acceleration.
I’ll update this and add more pictures when there is final software available as it is more then a little unfair to draw real conclusions from early code such as this
So what do I plan to do with it?
Not a lot right now (for at least the next few days) as I have some other projects to clear off my plate but once they are out of the way the 1st thing I want to do is clean up my basic ScummVM port then look at what is needed to add the Wiz as a supported machine to OpenEmbedded and look at what funky stuff can be done towards supporting stuff like kexecboot and a full Ångström distribution
.What about the Pandora?
Well it’s no secret that I look after the Ångström based operating system for the Pandora (among other things) and I guess that could represent a conflict of interests (yeah, right) but I would draw your attention to one little fact. I am a geek who likes to mess around with electronics
. The more the merrier. I could not give a stuff about ‘community politics’. I just simply look at something and ask myself ‘does that look interesting’ and ‘will I mess about with it’.Having now had a little time to mess about with the Wiz it is obvious to me that I will be doing some hacking about with it and I can’t really see how it and the Pandora are in any way directly ‘competing’. Different design goals, different software goals, different platforms and different price points
. Both look like decent hacking platforms in there own way. When they are out, and if you can afford it, get both or just ask yourself what you want to do with it and ignore anyone who sounds rather too devout about one platform or the other.The Wiz with some other consoles to get an idea of size.
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ScummVM: 0.12.0 "Preview 2" released.
All,
This post is to announce the preview 2 release of the upcoming 0.12.0 release for the GP2X.
This release fully supports all GP2X’s (F100 and F200 with touchscreens).
There are improvements to the touchscreen code in this release and improved support for USB keyboards. If all goes well this will be largely unchanged for the official release.
You can download the release here .
The official forum is here.
This should support all new games added in the 0.12.0 release cycle. These new games are largely untested on the GP2X so feedback about them is especially important.
All being well this is pretty much what will end up as the official 0.12.0 release apart from USB keyboard and improved touchscreen support to be added in later previews.
How to provide feedback?
In order to help me keep track of requests, bugs etc. I am asking that people kindly report such issues to the correct places (or at least copy them there). I don’t spend all my time looking at forums and bug reports placed on random internet forums are never very helpful to me (i.e. they are very unlikely to get fixed). The same applies to feature requests etc. etc.
If you would like me to consider a feature or fix a bug help me to help you by ensuring the reports end up recorded in the one official place.- Bug Reports (ScummVM’s Sourceforge bug tracker)
- Feature Requests (ScummVM’s Sourceforge feature tracker)
- Note: Feature Requests for 0.12.0 are closed but any requests will be looked at for the next release.
- Source Code Patches (ScummVM’s Sourceforge patch tracker)
- General Forum Feedback (ScummVM’s GP2X forum, I also check any official news posts I make to the GP32x forums)
-
ScummVM: 0.12.0 "Preview 1" released.
All,
This post is to announce the preview 1 release of the upcoming 0.12.0 release for the GP2X.
This release fully supports all GP2X’s (F100 and F200 with touchscreens).
Touchscreen support is fairly primitive but should improve with preview 2> due to some changes I have in the works..
You can download the release here (pulled, use preview 2>) .
The official forum is here.
This should support all new games added in the 0.12.0 release cycle. These new games are largely untested on the GP2X so feedback about them is especially important.
All being well this is pretty much what will end up as the official 0.12.0 release apart from USB keyboard and improved touchscreen support to be added in later previews.
How to provide feedback?
In order to help me keep track of requests, bugs etc. I am asking that people kindly report such issues to the correct places (or at least copy them there). I don’t spend all my time looking at forums and bug reports placed on random internet forums are never very helpful to me (i.e. they are very unlikely to get fixed). The same applies to feature requests etc. etc.
If you would like me to consider a feature or fix a bug help me to help you by ensuring the reports end up recorded in the one official place.- Bug Reports (ScummVM’s Sourceforge bug tracker)
- Feature Requests (ScummVM’s Sourceforge feature tracker)
- Note: Feature Requests for 0.12.0 are closed but any requests will be looked at for the next release.
- Source Code Patches (ScummVM’s Sourceforge patch tracker)
- General Forum Feedback (ScummVM’s GP2X forum, I also check any official news posts I make to the GP32x forums)











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