Many thanks for the explanation, still a bit confused though. If the plugins are just just linked to the latest version, why are they changing in size and no longer working with games they did previously?
I'm no dev, so might be missing something very obvious.
Thanks, I understand now and will add it. Of course, I'm just getting started and need to figure out the right way to do this for AmigaOS 4.1. Any help would be greatly appreciated.
Maybe just leave the OpenGL shaders alone for now. Once you’ve built a stable version, have a go at experimenting with the shaders.
I’ve had a quick look at the source code – perhaps something I found might be helpful (I’m not sure, as I’ve no way of testing it).
Take a look at these OpenGL-related options in the MorphOS commit – in the MorphOS version, shaders are disabled.
Please do not post crash logs in the forum. You can submit them directly to the developer on os4depot. Just click the [Show crashlogs] button on the files readme page on os4depot.
I've submitted your crashlogs for you and replaced them with quicklinks.
After that it broke for him (he didn't cross compile but rather did it all on his x1000).
Hope that helps, Dave
@MaijestroQuote:
Maijestro wrote:
As I mentioned earlier, there were dozens of commits after 2.9.0, and all builds after 2.9.0 now have issues with some engines. Not all of them, but yes, the issues are there.
Grim is running; movement animation now behaves correctly.
What I still need to fix.
Dialogue, music, graphics Voice output (in progress) Subtitles (same cause) Fullscreen (in progress) GL_OUT_OF_MEMORY (needs monitoring)
If you have any requests, let me know so I can incorporate them. The Vulkan graphics manager has been removed for now; there was little progress there.
ScummVM 2026 2.0 now supports the PhoenixVR Engine for the first time, e.g., for the game “Necronomicon: The Dawning of Darkness”—which I tested right away, of course And it’s already working well; by “well,” I mean there’s a bit of pixel garbage here and there—it could also be a BigEndian issue.
The engine is very new and will certainly be improved in future versions of ScummVM.
Original PS1 Version:
ScummVM 2026 2.0 Steam Version (AmigaOs4.1)
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
The Ultima plugin still doesn't work for Ultima VI. The Raziel version did and the plugin is a larger size. Just seems a bit strange that the newer version appears to be half the size and doesn't work. (No suitable plugin found)
Could never get Eye of The Beholder to work on the older version but could Eye of The Beholder II.
Neither work on this latest version. EOBI not recognised when trying to add it and EOBII is added but again, no suitable plugin found.
The Ultima plugin still doesn't work for Ultima VI. The Raziel version did and the plugin is a larger size. Just seems a bit strange that the newer version appears to be half the size and doesn't work. (No suitable plugin found)
Could never get Eye of The Beholder to work on the older version but could Eye of The Beholder II.
Neither work on this latest version. EOBI not recognised when trying to add it and EOBII is added but again, no suitable plugin found.
Cheers
I'll upload the new build in 1–2 days; it includes a lot of improvements, and yes, Ultima and Ultima 8 will work as well. I've also added the EOB engine, but I've had to retest it. Please be patient a little longer.
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
ScummVM fullscreen window opens behind the Workbench. Root cause:
SDL2 opens the window with WFLG_BACKDROP on the WB screen when running at desktop resolution (1920x1080). Backdrop windows are always behind all other windows by design. The AmigaOS4 compositor ignores all attempts to bring the window to front.
What we tried: SDL_RaiseWindow ignored by compositor. SDL_AMIGAOS4_FORCE_FRONT 1 sets 1920x1080 but stays behind. IIntuition->ScreenToFront after SDL_SetWindowFullscreen (Path B) never reached. IIntuition->ScreenToFront after SDL_CreateWindow (Path A) crashes. WA_StayTop via engineInit() crashes, and SDL2 source confirms it cannot be set after window creation. strings on original lib shows no FORCE_FRONT or ScreenToFront.
The following was used original SDK lib: libSDL2-2.30_gl4es.so (4.3MB) from /opt/ppc-amigaos/ppc-amigaos/SDK/local/clib4/lib/ — this contains gl4es and is the only one that makes OpenGL work correctly.
Nothing is working. ScummVM does go into full-screen mode, but it always stays behind the Workbench. I can see this clearly because I can bring everything back to the front using ALT + N. I've been stuck on this for three days now and just can't seem to find a solution. If there's anything else I can try, please let me know.
Edited by Maijestro on 2026/4/6 18:07:32
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
@Maijestro thankyou for v6.2.0 your work is much appreciated. i have noticed a couple of differences from your previous version, Mass ad doesnt appear to find any files at all and the pointer for workbench does not reappear after clicking on windowed game. is this a configuration issue? because previous version did not have this prob.
Swisso wrote:@Maijestro thankyou for v6.2.0 your work is much appreciated. i have noticed a couple of differences from your previous version, Mass ad doesnt appear to find any files at all and the pointer for workbench does not reappear after clicking on windowed game. is this a configuration issue? because previous version did not have this prob.
Start ScummVM once to initialize everything, then close ScummVM. From now on, you can use ScummVM normally and add your games.
You can release the mouse pointer with CTRL + M; (PC Keyboard)it should only be locked within the engines.
Please also read the attached README file.
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
I downloaded the lastest version of the program, but I cannot get it to see any games at all. The previous one was seeing the Sierra games, but not I am getting "ScummVM could not find any game in the specified directory!"
Solved: I see you have to start it once, quit it, and then start it again and it loads the games.
First, the Sierra games are still working. The shader I use with OpenGL works fine. I know that not all the shaders are ported over. I use the anti-aliasing/advanced-aa.glslp.
Second, Testing Ultima 8, works perfectly over here. In fact, a bug where your character would disappear has been corrected in one of my saved games. Great work!
Third, tested more games, Beneath a Steel Sky, Return To Zork, Goblins, Elvira, Lucas Art Games including Indiana Jones and Monkey Island. (I will test more as we move along).
Fourth, When loading a game you get the game plus another enrty that says Unknown Level 9 game or version (v3). Not sure what that is.
Fifth, Mass Adding Games works perfectly from what I can tell. I added over 30 games using it, it scanned the directories and added the games, no problems there.
Sixth, I was getting the GUI Scale error when you choose over 100% but once I quit and restarted the programm, that error was gone and I am able to Scale the GUI to 150% - Larger which is how I like it.
This is getting better! Great work Maijestro. The only major bug I can see is the starting the program and then having to restart it to get it working properly at first. The program itself is very responsive and the load time is great!
On a side note, I just wanted to say that I appreciate any developer we have and any work they have done for our platform. Having said that, the port Raziel did was very buggy for me and often crashed on exit. I appreciated Raziel work and it had some nice features, but it was unstable for me.
Cannot wait until the next version to test! Please include Might and Magic Plugin LOL!
Yogi
Edited by yogi32 on 2026/4/10 0:21:14 Edited by yogi32 on 2026/4/10 11:40:01
Thanks for the feedback. With the next upcoming version, Might and Magic 1 should now work for you as well; the MM/MM1 and XEEN plugins are already included, but only XEEN was enabled—I’ve now done the same with the MM Engine.
Massive optimizations were made for 2.0, including font and GUI caching; I removed many incorrectly set paths, and in some cases, searches were performed in different locations, with everything being scanned and loaded multiple times, which unnecessarily slowed down startup. A side effect of this is that ScummVM now needs to be started once during the first use; here, you simply set your desired GUI settings. Close ScummVM and restart it; from then on, everything will be found correctly and can be used.
"Unknown Level 9 game or version (v3)"
I'm not quite sure what it is yet, and yes, I've come across it before, but I suspect it only happens when you don't use the original game files. I'll look into it further, but the games can still be played.
This weekend, I'll release an updated version that includes native CAMD support via Camd.library for the MT32 as a device.
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
Thanks to @smarkusg for providing me with the source code for Fliudsynth-Sans-Glib, I immediately implemented it to ScummVM, and yes, it works great with the right soundfont.
You’ll like it, and on my X5000 and another beta tester, it works really well without putting a heavy load on the CPU for ScummVM. I’m trying to finish the final build of ScummVM 2026.2.0 this weekend.
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
Another new version! Here are my finding from testing the new version.
First, the Gui Scale bug is back. When the GUI is in Fullscreen and you adjust the Scale to anything other than 100% I get that error "Surface::transBlitFrom: BytesperPixel must be 1, 2, 4." it then quits.
Second, you still have to start it, quit it, and then start it again to add any games. So no change there.
Third, Thanks Maijestro, Might and Magic the Xeen Engine I tested Might and Magic 4 and it works great. Might and Magic 1 does not work yet, it says Game ID is not supported.
Fourth, Space Quest 6, Kings Quest VII do not start and give the Game ID not supported sci32 support not compiled in error.
Fifth, Police Quest runs pretty good except the mouse pointer is just a black box, but the game runs otherwise just fine.
Overall it is very snappy and I notice it is not using a lot of CPU usage compared to older versions which is great.
Keep up the good work and looking forward to more testing! Thanks Maijestro for your hard work on this.
Thank you for your feedback. I was able to fix a few things:
- BUG FIX: Fixed GUI scale crash — switching the scale in full-screen mode no longer causes the “Surface::transBlitFrom: bytesPerPixel must be 1, 2, 4” error and program termination (3bpp surfaces are now correctly converted to 32-bit)
- BUG FIX: GUI Scale default set to 100% on first launch — GUI is now fully functional on first start without a config file
- BUG FIX: False “Unknown Level 9 game or version” detection fixed — games like Necronomicon no longer show a spurious Level 9 entry in the game list. The root cause was a logic error in the Level 9 scanner (present in all ScummVM platforms) which has been corrected.
And don’t worry about the first launch—it’s intended to work this way. ScummVM starts up very quickly the first time and then creates the paths, so you should simply configure your GUI settings on the first launch. Close ScummVM, restart it, and then add your games. However, I can also fix this problem very easily by passing a .ini file to ScummVM with a minimal configuration. You can also copy your own saved ScummVM.ini file into the Progdir directory before the first start; that should work as well, and you won’t have to let ScummVM re-read everything from scratch.
The new build is already available in the upload on os4depot, feel free to test it.
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE