If i open any of the games i imported into batocera for scummvm, they will have sound, but the screen will be completely black. Anyone know what im potentially doing wrong, the games I got using the content downloader work just fine.

while bebeath a steel sky and flight of the amazon queen work like a charm, most of the others like broken sword and broken sword 2.5 start and the screen goes instant black. but for the irony you can hear the audio playing just fine. broken sword 2 actually works as it should too. if i add broken sword and broken sword 2.5 directly to the delivered scummvm both of them work fine aswell.


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ScummVM is distributed as free software under the GPL-2.0-or-later license, enabling anyone to use the project as an engine for a game. For example, Revolution Software repackaged their Broken Sword games for a DVD release, using ScummVM with the included sword1 and sword2 engines to support modern computers.[1]

2. Each game folder requires it's own .scummvm file in there. This file will launch the desired game and it's what we "Trick" Hyperspin into thinking are the actual roms. Here ( -database-scummvm/tree/master/games) is a link to premade .scummvm files. HOWEVER they will need renaming to match the Hyperspin's ScummVM.xml named entries. If you want to make your own...just create a text file and put the shortened game name (Link here ) on the first line, save it with the .scummvm extension (NOT .txt) for them to work.


3. Some games require a .DAT file for the game engine (e.g Lure of the Temptress or the 3 Kyrandia games). You'll know if it's missing, as the game will say when you try to luanch it. Link to the ScummVM Github repo to get these .DAT's here ( -1-4-1/dists/engine-data).

Edit by Thatman84

MASTER branch location for Engine Data. Above link is for ScummVM 1.4.1 branch


4. The RetroArch core can be fussy about some of the game rips. Just because the rips you have work on PC or the Official ScummVM Android app...does NOT mean that RA will like them. On rare occasions there were audio issues, I found the Mac versions would work OK to get games with voices playing correctly (only a few use these .sou files which seem to cause the kerfuffle).


5. Quitting the game in the menu takes you back to the ScummVM launcher. It is NOT necessary to add the games into the launcher. I would suggest you configure a custom key to quit RetroArch completely, this would then quit you back to Hyperspin instead to pick another game.


All the best with the write up Thatman!

I'm having trouble doing the first part of this guide. It says to download the scummvm.zip and extract it then put it in the retroarch systems folder. I have done that. Then open the scummvm core in retroarch and set the theme and extra paths. I try to do that but it doesn't show anything up in the browser I hit go up and nothing happens. Is there a way to do it manually???

I have all my media in folders per game and I put the scummvm files inside of each game in my roms folder and changed my scummvm database. I used the scummvm files from the download link. I can get it to work in retroarch just fine but when I use hyperspin I'll click on a game and the screen will go black for a sec then it kick's me back to the scummvm menu.

Ok, to make the fixes that I want and maintain the portability, I will have to break the current way I'm doing doing things. Probably good time to do that. This means people will have to redo their ScummVM setup with the updated plugin once its done. I plan to move everything into the scummvm folder where ever it lives for 10.12. Once you've imported your games via the bat files. I plan to add an option to convert your batrunner imported games to launch scummvm straight from launchbox skipping the batrunner and bat files. I believe the pause features will then work for those who want them while still maintaining portability with scummvm games and my scummvm configuration utility that converts the scummvm ini file to all relative paths. Thoughts on this approach?

I wrote a MATLAB script to scan my scummvm ini and create .scummvm files with the short names and have just scanned in those. I'm content with doing this for the time being; however if I do end up switching back due to features in the future I think that approach sounds fine.

Libretro docs clearly state to use the Short Name inside the .scummvm files - but as above, this is broken in the core and just won't work for some games. For example, the short name for Bargon Attack is "bargon" which is shared in all versions (bargon for dos, bargon-amiga for Amiga, bargon-amiga-1 incorrectly for Atari ST, bargon-de for German DOS, etc.). If you try using that in a scummvm file you can start the DOS versions of the game, but Amiga and Atari ST version will drop out to the ScummVM debugger. If instead you use the full target name or the gameid of "gon" which is identical for all versions, they'll all start correctly.

WIth respect to stand-alone ScummVM, you can't start games by passing it an external file. But you can start it from an external batch file that can also be made with such a script - something as simple as "scummvm.exe " - and naming that file appropriately will allow LB to scrape all details.

Ok so here is the deal. Like you mentioned, every game that ScummVM officially supports has a (sort of) unique identifier that is its short name. While I don't remember what the ScummVM docs say about this, what I am referring to is the abbreviated name that is used as the header for each game entry within your scummvm.ini. There is a "gameid" for each entry, but this is most certainly not unique as it seems to me like it is more of an "engineid", i.e. telling the Scumm engine which base interpreter to use for that entry, and obviously there are only so many of these that are shared between various games within the ScummVM set.

The "(CD/DOS/German)" version was found first due to its alphabetical position from its folder name, so it was assigned atlantis, while the "Floppy/DOS/English" version was found second during the scan (again due to its folder name) so it was assigned atlantis-1. You will notice that some versions also have their own short names, like atlantis-amiga, but ultimately these are handled the same way in that if you have multiple versions, of that version, -N (where N is the next available number) will simply be appended to the end. So unlike MAME where each game has a fixed internal name that is used to launch it, the short names in ScummVM are more or less an an index for each individual's scummvm.ini to let ScummVM which entry to refer to when starting. There tends to be a lot of overlap between any two person's INIs due to the "prefered" names that are used, but as you add variants of games to any INI, the exact short names that appear will differ depending on the exact variants and folder names that an individual has/used.

This way, each game gets the correct title, and the "rom" file for each game in my LB database is effectively shortname.scummvm, which makes it clear what the file is for in my file-system, but since the "Don't use extensions" option is checked only the short name will be passed to scummvm.exe when starting a game. So while that whole folder/file structure you end up creating holds no actual game data, it is ideal for getting games to start correctly with launchbox and ensuring each game receives the correct metadata. This has worked perfectly for all my ScummVM games.

I just tried to load one of my ScummVM games and found the system was now broken with the current LB releases. It had been a while since I played one so I had not noticed it was a broken mess. I was using the plugin by epicFail which was a huge time saver and help to the community.

Using retroarch any scummvm games that use kyra.dat don't work no matter where you put the kyra.dat file. Also like mentioned above phantasmagoria 2 doesn't work (C++ Assertion Failed Error). Folowing this in case anyone find a work around. This has been reported to retroarch/libretro also.

On standalone you have to connect a keyboard to skip the protection (Pi outside of GPi) and create save states (normal and light mode) so you can access them through the scummvm launcher later when in the GPi again.

For example, you can copy the game  Broken Sword  into the directory  Broken Sword 1.scummvm  in the directory scummvm.

In this directory, create a file named sword1.scummvm ff782bc1db

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