Friday 7 November 2008

Completeable!

... kinda. Apparently. As of r328, the game should be completable without the use of the library. However, no-one has played it through from start to finish: if anyone wants to try to play the game all the way through, please let us know if it works! As stated in the last post though, disassembling the AI for the microscope puzzle is going to take quite some time as it is very complicated: at the moment Stauf may seem considerably more stupid than you remember him (in fact, his moves aren't even valid: he basically does nothing the entire game). But still. The game's completeable! Yay!

21 comments:

RadicalR said...

You might want to put instructions on how to compile your source so people can test it. Of course, if I missed it, feel free to link me and then after, smack me.att

Ickus said...

It's pretty easy, the things you need are:
1. TortoiseSVN
2. Microsoft Visual Studio Express 2008

Steps:
1. Make a folder called ScummVM
2. Right click on it and choose SVN checkout, enter https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/
3. Go into the engines folder in ScummVM and create a folder called "groovie" (without quotes)
4. SVN checkout that folder with http://t7gre.googlecode.com/svn/trunk/
5. move up a few folders and right click on ScummVM and go to tortoisesvn, apply patch, and select groovie.patch inside ScummVM\engines\groovie; if you run into problems right click on any of the red blocks of text and select "mine before theirs"
6. repeat for msvc9.patch
7. Follow compiling instructions from here: http://wiki.scummvm.org/index.php/Compiling_ScummVM/Visual_Studio

RadicalR said...

Everything compiles fine until I hit this...

21>LINK : fatal error LNK1181: cannot open input file 'tinsel_release/tinsel.lib'

Anyone else get this error?

RadicalR said...

Never mind. I had to build the tinsel stuff first and then manually build scummvm. The fun of code.

RadicalR said...

Great, I got it compiled. Now how do I load the game into ScummVM?

RadicalR said...

Somehow, I feel stupider and stupider every time I post... Good news is that I got the game working, bad news is I don't know how to extract the audio tracks on this CD. Any hints here?

Unknown said...

The audio tracks can just be ripped as mp3 / ogg, and put in the same directory as the game, named "track1.mp3", "track2.mp3"... t7g encounters a new problem, as it has audio tracks on both cds, so the audio track won't play over the credits atm, we're working on that. Thanks for taking the time to try it out! And thank you andrew for the guide to compiling in Windows, that might well find its way onto our wiki at some stage :-D

RadicalR said...

Uhh, that's the problem. My computer isn't detecting any audio tracks. Just a Data track.

Some help here? And sorry if this gets double posted. My computer ate the other one.

Unknown said...

Ah, I see. I believe there are versions that do not have audio tracks (see the versions listed here): are you sure that yours does?

RadicalR said...

Ah, hell. I don't think it's one of those one. Currently searching for CD-DA audio elsewhere. (NEITHER copy had the audio track. Figures.)

Ickus said...

I realized I forgot to mention the tinsel thing right after I posted, sorry.

spookypeanut, I'm arablizzard2413 on the google code page. For some reason I show up as Andrew on here :-p

Anonymous said...

This is great news you guys bring! Coincidently i have installed and started playing the 7th Guest two weeks ago under Dosbox, not aware of this scummvm plugin.

Anyway, since i am a bit of a newb to compiling and scummvm plugins, when will the first compiled win32 version be released?

Unknown said...

I keep getting compile errors like

'Error' in namespace 'Common' does not name a type
'EngineFeature' has not been declared

:(

Ickus said...

Scummvm rev. 35011; T7gre rev. 332 for Win32
http://www.freefilehoster.com/uploads/1226454222scummvm_t7gre.zip

Anonymous said...

Thanks a lot Andrew, for the link, i will test it out tonight when i am done working.

Question, will this plugin be officially committed into ScummVM? Or will it always be a plugin, that you can optionally download?

Anyway, thanks a lot for the hard work on this great addition to ScummVM, jvprat, spookypeanut, Sean, Andrew and anybody else that i forgot, thanks!

Unknown said...

Hey I got it to work, sweet.

Guess it was cause I checked out the latest version of Scummvm, 35012, instead of 35011. 35011 compiled fine.
Nice work guys.

Unknown said...

That's strange that 35011 worked and 35012 didn't... I'll check out if there have been code changes that we need to take into account.
There's discussion on the scummvm mailing list at the moment as to whether it should be added in, naturally I'll keep you posted on their decision :-)

Ickus said...

Hmm? I just compiled 35012, it worked just fine.

Anonymous said...

Played the game for some time and it works great so far, except for a few little issues. Thanks again for this great plugin. Anyway, to make things a little more clear, i run the DOS/English version of The 7th Guest via ScummVM on a Windows XP Pro SP3 system, and i use TiMidity++ for my MIDI sound.

1.) Music/sound stops when i go to the menu in The 7th Guest, also at that same time the following message appears in the ScummVM window:
"setting game volume: 0, 1000"

2.) When i go to the GMM and return to the game, the 'skeleton hand' appear transparent (not always), this happens with or without any Graphics/Render mode set in ScummVM.
Screenshot: http://img113.imageshack.us/my.php?image=skeletonhandpj1.png

3.) Just after starting The 7th Guest via ScummVM, i get the following messages:
"setting game volume: 99, 0
WARNING: Unsupported XMIDI controller 114 (0x72)!"

The second message about the XMIDI controller keeps coming back the whole time i play the game.

4.) When starting the intro the following messages appear:
"setting game volume: 0, 1000
setting game volume: 0, 0
setting game volume: 99, 300
WARNING: (This video is special somehow!)!
Special vid: 0x2402"

During the intro the following messages randomly return:
"setting game volume: 99, 50
setting game volume: 0, 2500"

Near the end of the intro, when you wake up in the house the following messages appear:
"WARNING: MidiParser: defaultXMidiCallback(1)!
WARNING: MidiParser: defaultXMidiCallback(1)!
setting game volume: 75, 750"

At the end of the intro, when you get to the point you can actually play the game the following message appears:
"WARNING: (This video is special somehow!)!
Special vid: 0x1426"

5.) At the point in the intro when you wake up in the house the colours seems all weird for a few secs.
Screenshot: http://img65.imageshack.us/my.php?image=coloursxp1.png

6.) GMM "Return To Launcher ScummVM" crashes (i guess this problem is more of a ScummVM problem since allmost every game crashes when i do that)

Ickus said...

That's normal, xmidi isn't finished yet.

Ickus said...

ScummVM r35058, t7gre r336
library video in the intro has been fixed.
http://www.freefilehoster.com/uploads/1226696053ScummVM-35058_t7gre-336.zip

Just finished a full game playthrough, noticed no regressions since r332. Ego's puzzle hints still don't play but I'm guessing that's because the timer hasn't been implemented yet :)