After other developers have already developed/ported great things for AmigaOS 4.1, I would also like to contribute something.
My first project is to port ScummVM 2026.1.0, which is very up-to-date, to AmigaOS 4.1. For the development environment, I am using Walkero's Docker images (Aos4-gcc11) on my MacStudio m4 Max.
@walkero
Thank you very much for providing this! It's great.
Okay, what did I do? First, I upgraded the SDK and added features: Warp3d/gles2/gl4es SDL2/2.32.8 and some libsdl stuff.
Here's a quick question: the SDK also provides clib4, but I don't know the current status. Should I update it to the latest version, and if so, where can I find everything?
ScummVM AmigaOS4 – Status 03/06/2026
## ✅ What works
- Build successful: ~39MB binary (stripped)
- 9 engines: titanic, wintermute, wme3d, agos, dreamweb, sherlock, sword25, stark, bladerunner
- GUI starts without errors
- Starship Titanic: **fully playable!**
- Bladerunner: **starts and runs** (somewhat slow, due to hardware)
- Alpha Polaris: **starts and runs** – but memory leak after 1-2 minutes (under investigation)
- Version string: **2026.1.1 “Like a Version” AmigaOS4.1** (clean, without Git hash)
There are still a few issues to resolve, but the build is currently making a favorable impression. OpenGL with shader support is functioning, and the first engines can be launched.
⚠️ Known limitations
- Bladerunner runs, but is somewhat slow (hardware-related, PPC 2.2GHz)
- Alpha Polaris: Memory leak after 1-2 minutes (under investigation)
- libz.so warnings during linking are harmless
- MSADPCM WAV warnings in the debug log are harmless
- make: gdate: No such file or directory → harmless
- Makefile.common warnings about duplicate dist target rules → harmless
- ppc-amigaos-strip section lma adjusted warnings → harmless
- AmigaOS4 Shell: no 2> operator (only > for stdout)
That's what I'll do next. The goal is to create a truly clean and error-free build for AmigaOS 4.1.
## 🔜 Possible next steps
- Diagnose and fix Alpha Polaris memory leak (evaluate RAM:surf.log)
- Remove PATCH 16 after diagnosis
- Test other engines (agos, sherlock, etc.)
- Test savegame functionality
- Prepare patch set for ScummVM upstream (PATCH 15 – genuine upstream bug)
And yes, I too have encountered many bugs and limitations within the SDK, the OpenGL SDK, and also the ScummVM code. But hey, that's the challenge.
Of course, AI/KI supported me here, and that's the only way I was able to get this far.


