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246 lines
9.2 KiB
Markdown
246 lines
9.2 KiB
Markdown
ScummVM 3DS README
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------------------------------------------------------------------------
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Table of Contents:
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------------------
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1.0) Installation
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* 1.1 3DSX installation
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* 1.2 CIA installation
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* 1.3 Additional files
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2.0) Controls
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* 2.1 Default key mappings
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* 2.2 Hover mode
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* 2.3 Drag mode
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3.0) Supported Games
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4.0) Compiling
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* 4.1 Prerequisites
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* * 4.1.1 Compiling third-party libraries
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* * 4.1.2 Manually setting up the environment
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* * 4.1.3 Note on FLAC
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* 4.2 Compiling ScummVM
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* 4.3 Warning for build sizes
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1.0) Installation
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-----------------
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There are two possible formats to be used: 3DSX and CIA.
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The 3DSX format is considered more ethical because it does not make use of
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invalid title IDs, which get logged. It is also compatible with homebrew loading
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methods that do not involve CFW.
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The 3DSX format is exclusively used by the Homebrew Launcher and its derivatives.
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The CIA format can be installed directly to the 3DS home menu and can be launched
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using any CFW (Custom Firmware) of your choice.
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Installing the Homebrew Launcher or any CFW is beyond the scope of this README.
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1.1) 3DSX installation
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----------------
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You need to merely extract the ScummVM 3DSX files to your SD card so that all
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files reside in the `/3ds/scummvm/` directory. It can then be launched by Homebrew Launcher
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or a similar implementation.
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1.2) CIA installation
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---------------------
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The CIA format requires a DSP binary dump saved on your SD card as `/3ds/dspfirm.cdc`
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for proper audio support. You can search online to find software to dump this.
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Not having this file will cause many problems with games that need audio, sometimes
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even crashing, so this is NOT considered optional.
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Using any CIA installation software (search elsewhere for that), you need to install
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the `scummvm.cia` file. Then, just like what is done with the 3DSX installation, you
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need to extract all ScummVM 3DS files (`scummvm.cia` excluded) to the root of your SD
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card so that all files reside in the `/3ds/scummvm/` directory.
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1.3) Additional files
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---------------------
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In order to use the Virtual Keyboard, you need to get the:
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`backends/vkeybd/packs/vkeybd_small.zip` file from ScummVM's repository, and
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place it on your SD card, in the `/3ds/scummvm/kb` folder.
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In case you want a translated GUI, you need to get the:
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`scummvm/gui/themes/translations.dat` file from ScummVM's repository, and place
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it on your SD card, in the `/3ds/scummvm/themes` folder.
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2.0) Controls
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-------------
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2.1) Default key mappings
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-------------------------
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The D-Pad and A/B/X/Y buttons have mirrored usage. So they do the same things
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depending on if you're right or left-handed.
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| Buttons | Function |
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|------------|--------------------------------|
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| A / D-left | Left-click |
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| X / D-up | Right-click |
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| B / D-down | ESC (skips cutscenes and such) |
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| L | Use virtual keyboard |
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| R | Toggle hover/drag modes |
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| Start | Open game menu |
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| Select | Open 3DS config menu |
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| Circle Pad | Move the cursor |
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2.2) Hover mode
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---------------
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When you use the touchscreen, you are simulating the mere moving of the mouse. You
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can click only with taps, meaning it is impossible to drag stuff or hold down a
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mouse button without using buttons mapped to right/left-click.
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2.3) Drag mode
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--------------
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Every time you touch and release the touchscreen, you are simulating the click and
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release of the mouse buttons. At the moment, this is only a left-click.
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3.0) Supported Games
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--------------------
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The full game engine compatibility list can be found here:
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https://scummvm.org/compatibility/
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While all the above games should run on the 3DS (report if they do not), there are
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many games which are unplayable due to the lack of CPU speed on the 3DS. So if
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you play any games that run really slow, this is not considered a bug, but rather
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a hardware limitation. Though possible GPU optimizations are always in the works.
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The New 3DS console has much better performance, but there are still many newer and
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high-resolution games that cannot be played. A list of these unplayable games and
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game engines will eventually be listed here.
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4.0) Compiling
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--------------
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4.1) Prerequisites
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------------------
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- Latest version of devkitPro, which comes with devkitARM and `libctru`
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- `citro3d` thorugh devkitPro's pacman
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- Optional: You should compile third-party libraries for the 3ds (commonly referred
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to as portlibs in the devkitPRO community). Some games requires these to operate
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properly.
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4.1.1) Compiling third-party libraries
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--------------------------------------
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It is strongly recommended that you use devkitPro's pacman in order to get the most recent
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portlibs for your build.
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The following libraries can be downloaded with pacman:
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| Library | Package |
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----------------|------------------------
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| zlib | 3ds-zlib |
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| libpng | 3ds-libpng |
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| libjpeg | 3ds-libjpeg-turbo |
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| freetype2 | 3ds-freetype |
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| libmad | 3ds-libmad |
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| libogg | 3ds-libogg |
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| tremor | 3ds-libvorbisidec |
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At the moment of writing, `faad` and `flac` are not in the devkitPro 3DS pacman
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repository. They can be compiled by following the instructions in the section below,
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in case they cannot be found through pacman.
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The following pacman packages are also recommended:
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- `3ds-dev`
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- `devkitpro-pkgbuild-helpers`
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Once you have the `devkitpro-pkgbuild-helpers` package, you should be able to find
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the following scripts in your `/opt/devkitpro` folder:
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- `devkitarm.sh`
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- `3dsvars.sh`
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Run them one after the other with `source` in order to setup your environment variables
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for cross-compiling:
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```
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$ source /opt/devkitpro/devkitarm.sh
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$ source /opt/devkitpro/3dsvars.sh
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```
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After that, you can download the libraries you want to cross compile, run any autoconf
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scripts that they may have, and then they can usually be built with the following steps
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from their source directory:
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```
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$ mkdir -p $PORTLIBS
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$ ./configure --prefix=$PORTLIBS --host=arm-none-eabi --disable-shared \
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--enable-static
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$ make
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$ make install
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```
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Most libraries used can be compiled with same commands and configuration flags.
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4.1.2) Manually setting up the environment
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------------------------------------------
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In case you don't have the helpers package downloaded, you can use the following to set-up
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your environment variables.
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It is assumed that you have these variables already set up. If not, then do so:
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- DEVKITPRO Your root devkitPro directory
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- DEVKITARM Your root devkitARM directory (probably same as $DEVKITPRO/devkitARM)
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- CTRULIB Your root libctru directory (probably same as $DEVKITPRO/libctru)
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In the source directory of the library:
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```
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$ export PORTLIBS=$DEVKITPRO/portlibs/3ds
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$ export PATH=$DEVKITARM/bin:$PATH
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$ export PKG_CONFIG_PATH=$PORTLIBS/lib/pkgconfig
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$ export PKG_CONFIG_LIBDIR=$PORTLIBS/lib/pkgconfig
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$ export CFLAGS="-g -march=armv6k -mtune=mpcore -mfloat-abi=hard -O2
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-mword-relocations -ffunction-sections -fdata-sections"
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$ export CPPFLAGS="-I$PORTLIBS/include -I$CTRULIB/include"
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$ export LDFLAGS="-L$PORTLIBS/lib"
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```
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4.1.3) Note on FLAC:
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--------------------
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At the moment of writing, the `libflac` library cannot be compiled for the 3DS out of the box.
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However, the following patch (for the Nintendo Switch) can be adapted and applied to it:
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https://github.com/devkitPro/pacman-packages/tree/master/switch/flac
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Afterwards, the library can be built with:
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```
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$ CFLAGS="${CFLAGS} -D__3DS__ " \
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./configure --prefix="${PORTLIBS_PREFIX}" --host=arm-none-eabi \
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--disable-shared --enable-static \
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--disable-xmms-plugin --disable-cpplibs \
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--disable-sse --without-ogg
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```
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4.2) Compiling ScummVM
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----------------------
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Do the following in a fresh terminal.
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In case you get a "compiler not found" message, add the toolchain's executables to your PATH:
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```$ export PATH=$DEVKITARM/bin:$PATH```
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Note: In more recent codebases of ScummVM, you may or may not need to set the following beforehand:
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```$ export PKG_CONFIG_LIBDIR=$PORTLIBS/lib/pkgconfig```
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See above for $PORTLIBS.
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From the root of the scummvm repository:
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```
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$ ./configure --host=3ds
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$ make
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```
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Additionally compile to specific formats to be used on the 3DS:
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```
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$ make scummvm.3dsx
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$ make scummvm.cia
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```
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**_Read the warning about build sizes below._**
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Assuming everything was successful, you'll be able to find the binary
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files in the root of your scummvm folder.
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Note: for the CIA format, you will need the 'makerom' and 'bannertool' tools which are
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not supplied with devkitPro.
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4.3) Warning for build sizes
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---------------------------
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The above configuration command will include all game engines by default and will
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likely be too massive to be stable using either the 3DSX or the CIA format.
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Until dynamic modules are figured out, you should configure engines like this:
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```
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$ ./configure --host=3ds --disable-all-engines --enable-engine=scumm-7-8,myst,riven, \
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sword1,sword2,sword25,sci,lure,sky,agi,agos
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```
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Choose whatever engines you want, but if the ELF's .text section exceeds ~10MB-12MB,
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you may experience crashes in memory-intensive games such as COMI, Broken Sword and Discworld 2.
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