[Scummvm-cvs-logs] SF.net SVN: scummvm:[34568] scummvm/trunk/backends

fingolfin at users.sourceforge.net fingolfin at users.sourceforge.net
Tue Sep 16 00:43:21 CEST 2008


Revision: 34568
          http://scummvm.svn.sourceforge.net/scummvm/?rev=34568&view=rev
Author:   fingolfin
Date:     2008-09-15 22:43:20 +0000 (Mon, 15 Sep 2008)

Log Message:
-----------
DS: Backported 0.12 changes to trunk

Modified Paths:
--------------
    scummvm/trunk/backends/fs/ds/ds-fs.cpp
    scummvm/trunk/backends/platform/ds/arm9/makefile
    scummvm/trunk/backends/platform/ds/arm9/source/cdaudio.h
    scummvm/trunk/backends/platform/ds/arm9/source/dsmain.cpp
    scummvm/trunk/backends/platform/ds/arm9/source/dsmain.h
    scummvm/trunk/backends/platform/ds/arm9/source/dsoptions.cpp
    scummvm/trunk/backends/platform/ds/arm9/source/dsoptions.h
    scummvm/trunk/backends/platform/ds/arm9/source/gbampsave.cpp
    scummvm/trunk/backends/platform/ds/arm9/source/osystem_ds.cpp
    scummvm/trunk/backends/platform/ds/arm9/source/osystem_ds.h
    scummvm/trunk/backends/platform/ds/arm9/source/portdefs.h
    scummvm/trunk/backends/platform/ds/arm9/source/ramsave.cpp
    scummvm/trunk/backends/platform/ds/arm9/source/ramsave.h
    scummvm/trunk/backends/platform/ds/arm9/source/touchkeyboard.cpp
    scummvm/trunk/backends/platform/ds/arm9/source/touchkeyboard.h
    scummvm/trunk/backends/platform/ds/makefile

Added Paths:
-----------
    scummvm/trunk/backends/platform/ds/arm9/dist/
    scummvm/trunk/backends/platform/ds/arm9/dist/readme_ds.txt
    scummvm/trunk/backends/platform/ds/logog.bmp

Modified: scummvm/trunk/backends/fs/ds/ds-fs.cpp
===================================================================
--- scummvm/trunk/backends/fs/ds/ds-fs.cpp	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/fs/ds/ds-fs.cpp	2008-09-15 22:43:20 UTC (rev 34568)
@@ -416,6 +416,7 @@
 	if (DS::isGBAMPAvailable()) {
 		FAT_chdir("/");
 
+		// Turn all back slashes into forward slashes for gba_nds_fat
 		char* p = realName;
 		while (*p) {
 			if (*p == '\\') *p = '/';
@@ -441,6 +442,7 @@
 	int r = 0;
 	while (handle[r].used) r++;
 
+#ifdef GBA_SRAM_SAVE
 	if (strchr(mode, 'w')) {
 //		consolePrintf("Writing %s\n", realName);
 		handle[r].sramFile = (DSSaveFile *) DSSaveFileManager::instance()->openSavefile(realName, true);
@@ -448,6 +450,7 @@
 //		consolePrintf("Reading %s\n", realName);
 		handle[r].sramFile = (DSSaveFile *) DSSaveFileManager::instance()->openSavefile(realName, false);
 	}
+#endif
 
 	if (handle[r].sramFile) {
 		handle[r].used = true;

Added: scummvm/trunk/backends/platform/ds/arm9/dist/readme_ds.txt
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/dist/readme_ds.txt	                        (rev 0)
+++ scummvm/trunk/backends/platform/ds/arm9/dist/readme_ds.txt	2008-09-15 22:43:20 UTC (rev 34568)
@@ -0,0 +1,840 @@
+	
+
+
+                    The official port of ScummVM
+                 to the Nintendo DS handheld console
+                     by Neil Millstone (agentq)
+                   http://scummvm.drunkencoders.com
+------------------------------------------------------------------------
+Visit the main ScummVM website <http://www.scummvm.org>
+
+
+
+
+     Contents
+     ------------------------------------------------------------------------
+
+	 
+
+    * What's New?
+    * What is ScummVM DS?
+    * Features
+    * Screenshots
+    * How to Get ScummVM DS Onto Your DS - Simple Explanation
+          o Using a CF/SD/Mini SD/Micro SD card reader and a DLDI driver
+          o Instructions for specific card readers
+    * What to do if saving doesn't work or your card gets corruped -
+      force SRAM saves
+    * How to use ScummVM DS
+    * Game Specific Controls
+    * DS Options Screen
+    * Which games are compatible with ScummVM DS
+    * Predictive dictionary for Sierra AGI games
+    * Converting your CD audio
+    * Converting speech to MP3 format
+    * Frequently Asked Questions
+    * Downloads
+    * Contributors
+    * Donations and Getting Help
+    * Building from Sources
+
+
+
+      What's New?
+      ------------------------------------------------------------------------
+
+ScummVM DS 0.12.0
+
+ * New games supported: Lure of the Temptress, Nippon Safes, Lost in Time.
+ * New laptop-style trackpad input method.  Uses relative movement when you
+   drag on the touch screen.
+ * New option which allows you to drag to hover, tap the touch screen to
+   click, and double tap the screen to right click.
+ * Reorganised DS Options screen into three tabs for clearer navigation
+ * New top screen scaling options let you choose the scaling factor used 
+   on startup.
+ * The usual round of bug fixes.
+
+
+ScummVM DS 0.11.1
+
+ * Bugfix release - No new DS port features
+
+
+ScummVM DS 0.11.0
+
+ * New games supported: Elvira 1 and 2, Waxworks (Amiga version)
+ * Software scaler for improved image quality. Turn it on using the DS options
+   screen (press select during the game). Thanks to Tramboi and Robin Watts for
+   this feature!
+ * Function keys added to virtual keyboard (used in AGI games)
+ * Plenty of bug fixes 
+
+      What is ScummVM DS?
+      ------------------------------------------------------------------------
+
+ScummVM DS is a part of the ScummVM project.  The ScummVM project is an
+attempt to re-engineer many classic point and click adventure games of the 
+80s and 90s to run on modern computer hardware.  Technology has changed a 
+lot since these games were written, and so ScummVM attempts to replicate the 
+gameplay of the original games in exacting details, without any of the original
+code that the game ran on.  ScummVM needs a copy of the original game, in order
+to take the graphics, sound, and scripts that made the game work.
+
+ScummVM is written in such a way that it can be 'ported' from one type of
+machine to another, and ScummVM DS is a port of ScummVM to the Nintendo DS 
+handheld games console.
+
+
+      Features
+      ------------------------------------------------------------------------
+
+    * Runs nearly all of Lucasarts' SCUMM games up to and including Sam
+      & Max Hit the Road
+    * Runs many non-Lucasarts point-and-click adventures too
+    * Supports sound
+    * Provides a GUI to change settings and choose games
+    * Supports using the DS touch screen for controls
+    * Suports saving games to compatible flash cards
+    * All games run at pretty much full speed
+
+
+
+
+
+      How to Get ScummVM DS Onto Your DS - Simple Explanation
+      ------------------------------------------------------------------------
+
+Nintendo don't want you to run ScummVM on your DS.  They control
+which companies can make games on the DS, and there is an expensive
+process to go through in order to be licenced.  Having to pay for 
+this would prevent me from giving away ScummVM for free.  
+
+So, the result is that to run ScummVM on your DS you'll need an
+unofficial card reader.  There are many of these, and all are different.  
+Popular models at the time of writing are the R4DS and the M3DS Real, 
+but many different models work.  You need to buy one of these, and at
+MicroSD card to go with it.
+
+There are also slot-2 card readers which fit into the bottom slot on
+your DS, usually used for Game Boy Advance games.  These are less common
+these days, and although they have certain advantages, the details of 
+these are beyond the scope of this website.  Information on these is 
+quite easy to find by searching.
+
+Once you have your card reader and a MicroSD card, you will also need
+a copy of the game you want to run.  ScummVM can run a large variety
+of games, but you must own a real boxed copy of the game.  These games
+are still under copyright, and it is illegal to copy them from a friend
+or download them from the Internet without paying.  The exception to 
+this are the three Revolution Software games.  These are 'Beneath a
+Steel Sky', 'Lure of the Temptress' and 'Flight of the Amazon Queen'.
+Revolution have kindly allowed us to give these games away for free.
+You can download them from the main ScummVM site at 
+<http://www.scummvm.org/downloads.php>
+
+NOTE: Previous version of ScummVM DS supported a method which used a
+zip file to run games on unsupported flash card readers.  This method
+is no longer supported.
+
+
+      How to Get ScummVM DS Onto Your DS - Using a CF/SD/Mini SD/Micro
+      SD card reader and a DLDI driver
+      ------------------------------------------------------------------------
+
+ScummVM DS needs something called a DLDI driver to run on each make 
+and model of card reader.  Many modern card readers (R4DS, M3 DS Real)
+handle this autmatically and for those, you don't have to do anything.
+Just running ScummVM on the card will handle this step for you.  
+For others, you will need to follow the steps in this section before
+ScummVM DS will work.
+
+All DS card readers are different in the way that they work. In order to
+support many different card readers, ScummVM DS uses a DLDI driver installed
+into the ScummVM DS code. This is done using a program called DLDITool
+which you can download and run on your computer. Each DLDI driver is
+designed to tell ScummVM DS how to use a specific type of card reader.
+These drivers can be used with any homebrew program which supports the
+DLDI interface.
+
+While each card reader should work with these instructions, there are
+some exceptions. Please read the card reader notes
+section to see if there is any specific information about your card reader.
+
+Here is what you need to do:
+
+    * Visit the DLDI page <http://dldi.drunkencoders.com/> and
+      download the executable for DLDITool for your operating system
+      (versions are available for Windows, Linux, and MacOS)
+    * Download the DLDI for your card reader. This is the big table at
+      the top of the page. The first column marked DLDI is the one you
+      want. You should get a single file with a .dldi extension.
+    * Extract DLDITool into a folder, and put the DLDI of your choice in
+      the same folder.
+    * If you're using the command line version of DLDITool enter the
+      following at a command prompt:
+
+          dlditool <dldiname> <scummvm nds name>
+
+
+      If you're using the Windows GUI version, double click on
+      dlditool32.exe, select your card reader from the box, drag your
+      ScummVM binaries (either the .nds, or the .ds.gba version
+      depending on your card reader. I think only Supercards use the
+      .ds.gba files) into the lower box, then click patch.
+
+      Either way, you should see 'Patched Successfully'. If you don't,
+      you're doing something wrong.
+
+      You need to patch one of the builds labeled A - F depending on
+      which game you want to run. See the table on the ScummVM DS
+      website to see which games are supported by which build.
+
+    * Put the patched .nds or .ds.gba files on your flash card. If
+      you're using the Supercard, you will need to use the .ds.gba
+      files, but rename them to .nds.
+    * Put your game data in any folder on the card. Do NOT use a zip file.
+    * Boot up your DS and run ScummVM.
+    * Click 'Add Game', browse to the folder with your game data, click
+      'Choose', then 'OK'. Click 'Start' to run the game. 
+
+If your copy of ScummVM DS has been successfully patched, you will get a
+message on the top screen that looks like this:
+
+	DLDI Device:
+	GBA Movie Player (Compact Flash)
+
+The message should show the name of your card reader. If it is wrong,
+you have used the wrong DLDI file.
+
+If you haven't patched your .nds file, you will get the following message
+
+	DLDI Driver not patched!
+	DLDI Initialise failed.
+
+In this case, you've made a mistake following the above instructions, or
+have patched the wrong file.
+
+You may also see the following message:
+
+	DLDI Device:
+	GBA Movie Player (Compact Flash)
+	DLDI Initialise failed.
+
+In this case, the driver did not start up correctly. The driver is
+probably broken, or you've used the wrong one for your card reader.
+
+In the case of the Supercard, M3 Lite and DS Link, there are several
+drivers available. You might want to try one of the others.
+
+This version of ScummVM DS will run on any card reader that has a DLDI
+driver available. If yours doesn't, you need to pressure your card
+reader manufacturer to release one.
+
+DO NOT EMAIL ME TO ASK ME TO CREATE A DRIVER FOR YOUR CARD READER, I
+CANNOT DO THIS.
+
+
+      How to Get ScummVM DS Onto Your DS - Instructions for specific
+      card readers
+      ------------------------------------------------------------------------
+
+    * *GBAMP CF:* You need to upload replacement firmware to your card
+      reader before it will work. You can download the firmware program
+      here <http://chishm.drunkencoders.com/NDSMP/index.html>. Name your
+      .nds file _BOOT_MP.nds.
+    * *M3 CF/SD:* Copy the .nds file to your card with the M3 Game
+      Manager in order to avoid an annoying message when you boot your
+      M3. Use the default options to copy the file. Be sure to press 'A'
+      in the M3 browser to start the .nds file, and not 'Start', or it
+      won't work.
+    * *M3 CF/SD:* Copy the .nds file to your card with the M3 Game
+      Manager in order to avoid an annoying message when you boot your
+      M3. Use the default options to copy the file. Be sure to press 'A'
+      in the M3 browser to start the .nds file, and not 'Start', or it
+      won't work.
+    * *Supercard CF/SD (slot-2):* Use the .ds.gba files to run ScummVM
+      on the Supercard. Other than that, just follow the instructions as
+      normal.
+    * *Supercard Lite (slot-2):* It has been reported that only the
+      standard Supercard driver and the Moonshell version work with
+      ScummVM DS.
+    * *Datel Max Media Dock: * If you haven't already, upgrade your
+      firmware to the latest version. The firmware that came with my Max
+      Media Dock was unable to run ScummVM DS at all. Click here to
+      visit Datel's support page and download the latest firmware
+      <http://us.codejunkies.com/mpds/support.htm>
+    * *NinjaDS*: There are firmware upgrades for this device, but for
+      me, ScummVM DS ran straight out of the box. Visit this page
+      <http://www.ninjads.com/news.html> to download the latest firmware
+      if you want. If you have installed FlashMe on your DS, it will
+      make your DS crash on boot when the NinjaDS is inserted. You can
+      hold the 'select' button during boot to disable FlashMe, which
+      will allow the NinjaDS to work. Due to this, it is not recommended
+      to install FlashMe if you use a NinjaDS.
+    * *EZ-Flash*: This card reader uses .ds.gba files from the ScummVM
+      archive. Rename them to .nds before patching them with the DLDI
+      patcher.
+    * *R4DS*: If you upgrade the firmware for your R4DS to version 1.10
+      or later, the card will autmatically DLDI patch the game, meaning
+      you don't have to use dlditool to patch the .NDS file. This makes
+      things a lot easier! 
+    * *M3DS Real*: This card autmatically DLDI patches the game, meaning
+      that you do not need to do this yourself.
+
+
+
+      Which games are compatible with ScummVM DS?
+      ------------------------------------------------------------------------
+
+I'm glad you asked. Here is a list of the compatible games in version
+0.12.0. Demo versions of the games listed should work too.
+
+Flight of the Amazon Queen, Beneath a Steel Sky, and Lure of the
+Temptress have generously been released as freeware by the original 
+authors, Revolution Software <http://www.revolution.co.uk/>. This is a
+great thing and we should support Revolution for being so kind to us. 
+You can download the game data from the official ScummVM download page
+<http://www.scummvm.org/downloads.php>.
+
+The other games on this list are commercial, and still under copyright,
+which means downloading them without paying for it is illegal. You can
+probably find a second-hand copy on eBay. Please don't email me to ask
+for a copy, as I am unable to send it to you.
+
+Game                                      Build   Notes
+
+Manic Mansion                             A	
+
+Zak McKracken and the Alien Mindbenders   A	
+
+Indiana Jones and the Last Crusade        A	
+
+Loom                                      A	
+
+Passport to Adventure                     A	
+
+The Secret of Monkey Island               A	
+
+Monkey Island 2: LeChuck's Revenge        A	
+
+Indiana Jones and the Fate of Atlantis    A	
+
+Day of the Tentacle	                  A	
+
+Sam & Max Hit the Road	                  A     Some slowdown in a few scenes
+                                                when MP3 audio is enabled
+
+Bear Stormin' (DOS)                       A
+
+Fatty Bear's Birthday Surprise (DOS)      A
+
+Fatty Bear's Fun Pack (DOS)               A
+
+Putt-Putt's Fun Pack (DOS)                A
+
+Putt-Putt Goes to the Moon (DOS)          A
+
+Putt-Putt Joins the Parade (DOS)          A     Can sometimes crash due to low memory
+
+Beneath a Steel Sky                       B
+
+Flight of the Amazon Queen                B
+
+Simon the Sorcerer 1                      C     Zoomed view does not follow the
+                                                speaking character
+Simon the Sorcerer 2                      C     Zoomed view does not follow the
+                                                speaking character
+Elvira 1                                  C
+
+Elvira 2                                  C
+
+Waxworks (Amiga version)                  C
+
+Gobliiins                                 D	
+
+Gobliins 2                                D	
+
+Goblins 3                                 D
+
+Ween: The Prophecy                        D	
+
+Bargon Attack                             D	
+
+Lost in Time                              D
+
+Future Wars                               D	
+
+All Sierra AGI games.
+For a complete list, see this page
+<http://wiki.scummvm.org/index.php/AGI>   D	
+
+Inherit the Earth                         E	
+
+The Legend of Kyrandia                    F     Zoomed view does not follow the
+                                                speaking character
+
+Lure of the Temptress                     G
+
+Nippon Safes                              G
+
+There is no support for Full Throttle, The Dig, or The Curse of Monkey
+Island because of memory issues. There simply is not enough RAM on the
+DS to run these games. Sorry. Also there is no support for Windows Humongous
+Entertainment games. The extra code required to make this work uses up
+too much RAM.
+
+
+      What to do when saving doesn't work or your card gets corrupted -
+      forcing SRAM Saves
+      ------------------------------------------------------------------------
+
+This method only works for cards which use the Game Boy Advance slot on the
+bottom of your DS.
+
+If ScummVM DS cannot save games to your SD card, or it causes corruption
+when it does, you can force it to use GBA SRAM to save the game. This
+uses your flash cart reader's GBA features to save the game to a .sav or
+.dat file (depending on the reader). Only slot-2 devices can use SRAM saves, 
+and only ones with support for GBA games.
+
+If you want to use SRAM save, just create a text file called scummvm.ini
+(or scummvmb.ini, scummvmc.ini for builds B or C) in the root of your
+card which contains the following:
+
+[ds]
+forcesramsave=true
+
+When you boot your game, ScummVM DS will not save games to your SD card
+directly, instead it will save to GBA SRAM. On most cards, you need to
+transfer the data to your SD card by rebooting and using your card
+reader's boot-up menu. Using this method, around four saves can me made.
+
+One disadvantage of forcing SRAM saves is that your settings won't be
+saved. You can add games manually to the ini file so that you don't have
+to select them on each boot. Just add a section like the following on
+for each game on your card.
+
+[monkey2]
+description=Monkey Island 2: LeChuck's Revenge (English/DOS)
+path=mp:/MONKEY2
+
+
+      How to Use ScummVM
+      ------------------------------------------------------------------------
+
+Once you've booted up ScummVM, you'll see the start up screen. 
+
+ 1. Tap the 'Add' button with the pen, then browse to the folder
+    containing your game data. Once you have clicked on your folder, you will
+    not see any files inside.  This is normal, as the folder selector only shows
+    folders!
+
+ 2. Click the 'Choose' button.
+
+ 3. You will get some options for the game. You can usually just click 'Ok' to
+    this. 
+
+ 4. Now click on the name of the game you want to play from the list and
+    click 'Start'. Your game will start!
+
+You can use the B button to skip cutscenes, and the select button to
+show an options menu which will let you tweak the DS contols, including
+switch between scaled and unscaled video modes. The text is clearer in
+the unscaled mode, but the whole game doesn't fit on the screen. To
+scroll around, hold either shoulder button and use the D-pad or drag the
+screen around with the stylus. Even in scaled mode, a small amount is
+missing from the top and bottom of the screen. You can scroll around to
+see those areas. The top screen shows a zoomed-in view. This scrolls
+around to focus on the character who's speaking, and also follows where
+the pen touches the screen. You can change the zoom level by holding one
+of the shoulder buttons and pressing B to zoom in and A to zoom out.
+
+Press the start button for the in-game menu where you can load or save
+your game (this works in Lucasarts games, other games vary). Saves will
+write directly to your flash card. You can choose the folder where they
+are stored using the GUI that appears when you boot up. If you're using
+a GBA Flash Cartridge, or an unsupported flash card adaptor, you will be
+using GBA SRAM to save your game. Four or five save game will fit in
+save RAM. If you save more games than will fit, a warning will appear on
+the top screen. When you turn your DS off, the new save will be lost,
+and only the first ones you saved will be present.
+
+Many of the games use both mouse buttons. Usually the right button often
+performs the default action on any object you click on. To simulate this
+with the DS pen, you can switch the input into one of three modes. Press
+left on the D-pad to enable the left mouse button. Press right on the
+D-pad to enable the right mouse button. Press up on the D-pad to enable
+hover mode. In this mode, you won't click on anything, just hover the
+mouse cursor over it. This lets you pick out active objects in the scene.
+
+An icon on the top screen will show you which mode you're in.
+
+In hover mode, there are some additional controls. While holding the pen
+on the screen, tapping D-pad left or D-pad right (or A/Y in left handed
+mode) will click the left or right mouse button.
+
+There is an alternative method of control which doesn't require you to
+change modes with the D-pad.  Press 'Select' to bring up the DS options,
+and choose 'Tap for left click, double tap for right click'.  In this
+mode, you can quickly tap the screen to left click the mouse, and tap twice
+to right click the mouse.
+
+
+Here is a complete list of controls in right-handed mode (the default
+setting):
+Key                Usage
+Pad Left           Left mouse button
+Pad Right          Right mouse button
+Pad Up             Hover mouse (no mouse button)
+Pad Down           Skip dialogue line (for some Lucasarts games), Show inventory
+                   (for Beneath a Steel Sky), Show active objects (for Simon the Sorceror)
+Start              Pause/game menu (works in some games)
+Select             DS Options
+B                  Skip cutscenes
+A                  Swap main screen and zoomed screen
+Y                  Show/Hide debug console
+X                  Show/Hide on-screen keyboard
+L + D-pad or L + Pen	Scroll touch screen view
+L + B              Zoom in
+L + A	           Zoom out
+
+
+
+And here's left-handed mode:
+Key                Usage
+Y	           Left mouse button
+A	           Right mouse button
+X	           Hover mouse (no mouse button)
+B	           Skip dialogue line (for some Lucasarts games), Show inventory (for
+                   Beneath a Steel Sky), Show active objects (for Simon the Sorceror)
+Start              Pause/game menu (works in some games)
+Select             DS Options
+D-pad down         Skip cutscenes
+D-pad up           Swap main screen and zoomed screen
+D-pad left         Show/Hide debug console
+D-pad right        Show/Hide on-screen keyboard
+R + D-pad or R + Pen	Scroll touch screen view
+R + D-pad down     Zoom in
+R + d-pad right    Zoom out
+
+
+
+      Game-specific controls
+      ------------------------------------------------------------------------
+
+    * Sam and Max Hit the Road: The current cursor mode is displayed on
+      the top screen. Use d-pad right to switch mode.
+    * Indiana Jones games: If you get into a fight, press Select, and
+      check the box marked 'Use Indy Fighting Controls'.
+      Return to the game, then use the following controls to fight:
+
+      D-pad left: move left
+      D-pad right: move right
+      D-pad up: guard up
+      D-pad down: guard down
+      Y: guard middle
+      X: Punch high
+      A: Punch middle
+      B: Punch low
+      Left shoulder: Fight towards the left
+      Right shoulder: Fight towards the right
+
+      The icon on the top screen shows which way you're currently
+      facing. Remember to turn the option off when the fight ends, or
+      the normal controls won't work!
+    * Beneath a Steel Sky: Press D-pad down to show your inventory.
+    * Simon the Sorcerer 1/2: Press D-pad down to show active objects.
+    * AGI games: Press Start to show the menu bar.
+    * Bargon Attack: Press Start to hit F1 when you need to start the
+      game. Use the on-screen keyboard (hit X) to press other function keys.
+
+
+      DS Options Screen
+      ------------------------------------------------------------------------
+
+Pressing the 'select' button during any game to show the DS options
+screen.  This screen shows options specific to the Nintendo DS version
+of ScummVM.
+
+Controls tab
+
+Indy Fight Controls - Enable fighting controls for the Indiana Jones
+games.  See 'Game Specific Controls' for more information.
+
+Left handed Mode - Switch the controls on the D-pad with the controls
+on the A/B/X/Y buttons.
+
+Show mouse cursor - Shows the game's mouse cursor on the bottom screen.
+
+Snap to edges - makes it easier for the mouse controls to reach the edges
+of the screen.  Useful for Beneath a Steel Sky and Goblins 3.
+
+Touch X offset - if your screen doesn't perform properly, this setting
+allows you to adjust when the cursor appears left or right relative to
+the screen's measured touch position.  
+
+Touch Y offset - if your screen doesn't perform properly, this setting
+allows you to adjust when the cursor appears higher or lower relative to
+the screen's measured touch position.  
+
+Use Laptop Trackpad-style cursor control - In this mode, use the lower
+screen to drag the cursor around, a bit like using a trackpad on a laptop.
+When this option is enabled, the following option is also enabled.
+
+Tap for left click, double tap for right click - In this mode, you can
+quickly tap on the screen to left click the mouse, or quickly
+double tap on the screen to right click the mouse.  If you find clicking
+or double-clicking difficult, try and make a firmer touch on the screen,
+and keep the pen down for longer.
+
+Sensitivity - this bar adjusts the speed of cursor movement when laptop
+trackpad-style cursor control is enabled (see above).
+
+Graphics Tab
+
+Scaling options:
+
+Three scaling options are available for the main screen.
+
+Harware Scale - Scales using the DS hardware scaler using a flicker method.
+Produces lower quality graphics but doesn't slow the game down.
+
+Software Scale - Scales using the CPU.  A much higher quality image is
+produced, but at the expense of speed in some games.
+
+Unscaled - Allows you to see the graphics as originaly displayed.  This
+doesn't fit on the DS screen, but you can scroll the screen around by holding
+the left shoulder button and using the D-pad or touch screen.
+
+Top screen zoom - These three options control the zoom level of the top
+screen when ScummVM is started up.  Changing this option will set the zoom
+to the specified level immediately.
+
+Initial top screen scale:
+
+This option controls the scaling level of the zoomed screen.  In ScummVM
+DS, one screen shows a zoomed-in view of the action, and this option controls
+how zoomed in it is.  You can also adjust this in the game by holding L and
+pressing A/B.
+
+General Tab
+
+High Quality Audio - Enhance the sound quality, at the expense of some
+slowdown during some games.
+
+Disable power off - ScummVM DS turns the power off when the game quits.
+This option disables that feature.
+
+
+
+
+
+
+      Auto completion dictionary for Sierra AGI games
+      ------------------------------------------------------------------------
+
+If you are playing a Sierra AGI game, you will be using the on-screen
+keyboard quite a lot (press X to show it). To reduce the amount you have
+to type, the game can automatically complete long words for you. To use
+this feature, simply copy the PRED.DIC file from the ScummVM DS archive
+into your game folder on your card. Now, when you use the keyboard,
+possible words will be shown underneith it. To type one of those words,
+simply double click on it with your stylus.
+
+
+      Converting your CD audio
+      ------------------------------------------------------------------------
+
+ScummVM supports playing CD audio for specific games which came with
+music stored as standard music CD tracks. To use this music in ScummVM
+DS, they need to be ripped from the CD and stored in a specific format.
+This can only be done for the CD versions of certain games, such as
+Monkey Island 1, Loom, and Gobliiins. All the floppy games and CD games
+that didn't have CD audio tracks for music don't require any conversion,
+and will work unmodified on ScummVM DS. MP3 audio files for CD music are
+not supported.
+
+Cdex can do the conversion very well and I recommend using it to convert
+your audio files, although any CD ripping software can be used, so feel
+free to use your favourite program. The format you need to use is
+IMA-ADPCM 4-bit Mono. You may use any sample rate. All other formats
+will be rejected, including uncompressed WAV files.
+
+Now I will to describe how to rip your CD tracks with Cdex, which can be
+found here: Cdex Homepage <http://sourceforge.net/projects/cdexos/>.
+Other software can be used to create IMA ADPCM files under Linux or
+MacOS.
+
+To set this up in Cdex, select Settings from the Options menu. On the
+Encoder tab, select 'WAV Output Encoder'. Under 'Encoder Options',
+choose the following:
+
+      Format: WAV
+      Compression: IMA ADPCM
+      Samplerate: 22050 Hz
+      Channels: Mono
+      On the fly encoding: On
+
+Next, go to the 'Filenames' tab and select the folder you want to save
+your Wav files to. Under 'Filename format', enter 'track%3'. This should
+name your WAV files in the correct way. Click OK.
+
+Now select all the tracks on your CD, and click 'Extract CD tracks to a
+compressed audio file'. Cdex should rip all the audio off your CD.
+
+Now all you have to do is copy the newly created WAV files into the same
+directory that your other game data is stored on your CompactFlash card.
+Next time your run ScummVM DS, it should play with music!
+
+*Important Note:* Do not select 'Extract CD tracks to a WAV file'. This
+creates uncompressed WAVs only. You want 'Extract CD tracks to a
+compressed audio file'.
+
+
+      Converting Speech files to MP3 format
+      ------------------------------------------------------------------------
+
+ScummVM supports playing back speech for talkie games in MP3 format.
+Unfortunately, the DS CPU is not quite up to the task, and MP3 audio
+will sometimes cause slowdown in your game. However, if your flash card
+isn't big enough to fit the audio files on, you will have no choice!
+
+To convert your audio you will need a copy of the ScummVM Tools package
+<http://sourceforge.net/project/showfiles.php?group_id=37116&package_id=67433>.
+You will also need a copy of the LAME MP3 encoder
+<http://www.free-codecs.com/Lame_Encoder_download.htm>.
+
+Once this is all installed and set up, the process to encode your audio
+varies from game to game, but the Lucasarts games can all be compressed
+using the following command line:
+
+compress_scumm_sou --mp3 monster.sou
+
+This produces a monster.so3 file which you can copy to your flash card
+and replaces the original monster.sou. Ogg format (monster.sog) and flac
+format files are not currently supported by ScummVM DS, and it is
+unlikely they will ever be supported. There is no way to convert .sog or
+.so3 files back to .sou files. Just dig out your original CD and copy
+the file from that.
+
+
+      Frequently Asked Questions
+      ------------------------------------------------------------------------
+
+I get a lot of email about ScummVM DS. Nearly all of them are exactly
+the same. Here I'm going to try and answer the questions that everybody
+asks me in the hope that I will spend less time answering questions that
+are clearly in the documentation and more time helping people who have a
+real problem or have discovered a real bug.
+
+*Q:* I can't see the bottom line of inventory items in Day of the
+Tentacle, Monkey Island 2, or a few other games! What do I do?
+*A:* Hold down the left shoulder button and use D-pad (or the touch
+screen) to scroll the screen around.
+
+*Q:* I dont see a menu when I press Start in Flight of the Amazon Queen
+or Simon the Sorcerer. Is ScummVM broken?
+*A:* No. To save in Simon the Sorcerer, click 'use', then click on the
+postcard in your inventory. In Flight of the Amazon Queen, click 'use',
+then click on the journal in your inventory.
+
+*Q:* Why does ScummVM crash when I play Monkey Island 1?
+*A:* This happens when MP3 audio tracks are present from the PC version
+of ScummVM. Delete the MP3 tracks and reencode them to ADPCM WAV files
+as described in the CD audio section.
+
+*Q:* When will you support my Mini/Micro SD card reader? I want it!
+Pretty please?
+*A:* ScummVM uses DLDI drivers. If your card reader manufacturer doesn't
+provide a driver, there is nothing I can do about it. The people to ask
+are the card reader manufacturers themselves.
+
+*Q:* Can't you use the extra RAM in the M3/Supercard or the official
+Opera Expansion Pack to support more games like The Dig and Full
+Throttle? DS Linux has done it, so why can't you?
+*A:* Not at the moment. The extra RAM has certain differences to the
+build in RAM which makes it difficult to use for general programs. As
+ScummVM DS is an official port, the changes to the ScummVM code base
+must be minimal to avoid making the code difficult to read for other
+users. I do have plans to work on this some time in the future, but
+don't nag me about when it'll be done. If and when there's progress with
+this, I will post on the ScummVM forums about it.
+
+
+*Q:* ScummVM DS turns off my DS when I hit 'Quit' in the game or quit
+from the frontend. Why doesn't it return to the menu?
+*A:* Due to bugs in the ScummVM codebase, many of the ScummVM games
+cannot quit cleanly leaving the machine in the same state as when it
+started. You will notice that no other versions of ScummVM can quit back
+to the menu either. This will be fixed at some time in the future.
+
+
+
+
+      Contributors
+      ------------------------------------------------------------------------
+
+ScummVM DS uses chishm's GBA Movie Player FAT driver.
+The CPU scaler is by Tramboi and Robin Watts
+The ARM code was optimised by Robin Watts
+Thanks to highpass for the ScummVM DS icons.
+Thanks to zhevon for the Sam & Max cursor code.
+Thanks to theNinjaBunny for the M3 Adaptor guide on this site.
+Thanks also to everyone on the GBADev Forums.
+
+This program was brought to you by caffiene, sugar, and late nights.
+
+
+      Donations and Getting Help
+      ------------------------------------------------------------------------
+
+If you have problems getting ScummVM to work on your hardware, please
+read the FAQ first. /Please/ don't ask me questions which are
+answered in the FAQ, I get many emails about this program each day, and
+I can't help the people who really need help if I'm answering the same
+question all the time which is already answered on this page. Other than
+that, feel free to post on the ScummVM DS forum <http://forums.scummvm.org>
+for help. Please do your research first though. There is no way of
+running this on an out-of-the box DS without extra hardware. Most of
+these things are fairly inexpensive though.
+
+If you want to contact me, please email me on scummvm at millstone dot
+demon dot co dot uk.
+
+If you want to help with the development of ScummVM DS, great! Download
+the source code and get building. There are plenty of things left to do.
+
+You can also help by making a donation if you've particularly enjoyed
+ScummVM DS. This uses Paypal, and is completely secure. There's no
+pressure though, ScummVM DS is completely free. This is just for those
+who would like to make a contribution to further development.
+
+
+
+      Building from Sources
+      ------------------------------------------------------------------------
+
+ScummVM is an open source project.  This means that anyone is free to
+take the source code to the project and make their own additions and fixes,
+contributing them back to the authors for consideration for the next version.
+
+To build ScummVM DS from source, it's probably better to checkout the
+latest version of the code from the ScummVM SVN repository. The ScummVM
+Sourceforge.net homepage <http://sourceforge.net/projects/scummvm> has
+all the information about how to do this.
+
+By default, ScummVM DS expects to find libmad, an MP3 compressor library
+targeted for the ARM platform.  If you don't have this, you must disable
+libmad support by opening 'backends/platform/ds/arm9/makefile' and
+commenting out the line which says USE_MAD = 1.
+
+Then, enter the 'backends/platform/ds' folder and type:
+make SCUMM_BUILD=a
+
+The executable nds file will build inside 'backends/platform/ds/arm9/SCUMMVM-A'.
+
+For other builds, substitute the letters b - g in the above line.
+
+
+


Property changes on: scummvm/trunk/backends/platform/ds/arm9/dist/readme_ds.txt
___________________________________________________________________
Added: svn:mime-type
   + text/plain
Added: svn:eol-style
   + native

Modified: scummvm/trunk/backends/platform/ds/arm9/makefile
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/makefile	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/makefile	2008-09-15 22:43:20 UTC (rev 34568)
@@ -8,25 +8,29 @@
 # Select the build by setting SCUMM_BUILD to a,b,c,d,e,f or g.
 # Anything else gets build a.
 
-ifeq ($(SCUMM_BUILD),g)
+ifeq ($(SCUMM_BUILD),h)
+        DS_BUILD_H = 1
+ else
+ ifeq ($(SCUMM_BUILD),g)
         DS_BUILD_G = 1
-else
- ifeq ($(SCUMM_BUILD),f)
+  else
+  ifeq ($(SCUMM_BUILD),f)
         DS_BUILD_F = 1
- else
-  ifeq ($(SCUMM_BUILD),e)
+  else
+   ifeq ($(SCUMM_BUILD),e)
         DS_BUILD_E = 1
-  else
-   ifeq ($(SCUMM_BUILD),d)
+   else
+    ifeq ($(SCUMM_BUILD),d)
         DS_BUILD_D = 1
-   else
-    ifeq ($(SCUMM_BUILD),c)
+    else
+     ifeq ($(SCUMM_BUILD),c)
         DS_BUILD_C = 1
-    else
-     ifeq ($(SCUMM_BUILD),b)
+     else
+      ifeq ($(SCUMM_BUILD),b)
         DS_BUILD_B = 1
-     else
+      else
         DS_BUILD_A = 1
+      endif
      endif
     endif
    endif
@@ -80,8 +84,8 @@
 # I actually had to use
 # ./configure --host=arm-elf --enable-speed --enable-sso -enable-fpm=arm CFLAGS='-specs=ds_arm9.specs -mthumb-interwork' LDFLAGS='C:/Progra~1/devkitpro/libnds/lib/libnds9.a' --disable-shared --disable-debugging
 
+ARM = 1
 USE_ARM_SOUND_ASM = 1
-ARM = 1
 USE_ARM_COSTUME_ASM = 1
 
 ifdef DS_BUILD_A
@@ -140,7 +144,14 @@
 	BUILD=scummvm-G
 endif
 
+ifdef DS_BUILD_H
+	DEFINES = -DDS_NON_SCUMM_BUILD -DDS_BUILD_H
+	LOGO = logog.bmp
+	ENABLE_PARALLACTION = STATIC_PLUGIN
+	BUILD=scummvm-H
+endif
 
+
 ARM7BIN	:= -7 $(CURDIR)/../../arm7/arm7.bin
 ICON		:= -b ../../../logo.bmp "ScummVM;By Neil Millstone;"
 
@@ -152,6 +163,7 @@
 		-mcpu=arm9tdmi -mtune=arm9tdmi -fomit-frame-pointer\
 		-mthumb-interwork -DUSE_ARM_COSTUME_ASM=1
 
+
 # -ffast-math 
 
 ifdef USE_DEBUGGER
@@ -165,7 +177,7 @@
 endif
 
 CXXFLAGS=	$(CFLAGS) -Wno-non-virtual-dtor -Wno-unknown-pragmas -Wno-reorder  \
-		-fno-exceptions -fno-rtti -mthumb-interwork
+		-fno-exceptions -fno-rtti -mthumb-interwork -ffunction-sections -fdata-sections
 
 #		-mthumb
 
@@ -185,7 +197,7 @@
 endif
 
 
-LDFLAGS = -specs=ds_arm9.specs -mthumb-interwork -Wl,--wrap,time -mno-fpu -Wl,-Map,map.txt
+LDFLAGS = -specs=ds_arm9.specs -mthumb-interwork -Wl,--wrap,time -mno-fpu -Wl,-Map,map.txt -Wl,--gc-sections
 
 INCLUDES= -I$(portdir)/$(BUILD) -I$(srcdir) -I$(srcdir)/engines \
 			-I$(portdir)/data -I$(portdir)/../commoninclude \
@@ -237,7 +249,8 @@
 DATA_OBJS := $(portdir)/data/icons.o $(portdir)/data/keyboard.o $(portdir)/data/keyboard_pal.o $(portdir)/data/default_font.o $(portdir)/data/8x8font_tga.o
 
 
-COMPRESSOR_OBJS := $(portdir)/source/compressor/lz.o
+COMPRESSOR_OBJS := 
+#$(portdir)/source/compressor/lz.o
 
 FAT_OBJS :=  $(portdir)/source/fat/disc_io.o $(portdir)/source/fat/gba_nds_fat.o\
 			$(portdir)/source/fat/io_fcsr.o $(portdir)/source/fat/io_m3cf.o\
@@ -257,14 +270,15 @@
 #			$(portdir)/source/fat/io_sd_common.o $(portdir)/source/fat/io_scsd_s.o \
 #			$(portdir)/source/fat/io_sc_common.o $(portdir)/source/fat/io_sd_common.o
 
-LIBCARTRESET_OBJS := $(portdir)/source/libcartreset/cartreset.o
+LIBCARTRESET_OBJS := 
+#$(portdir)/source/libcartreset/cartreset.o
 
 # Files in this list will be optimisied for speed, otherwise they will be optimised for space
 OPTLIST := actor.cpp ds_main.cpp osystem_ds.cpp blitters.cpp fmopl.cpp rate.cpp mixer.cpp isomap.cpp image.cpp gfx.cpp sprite.cpp actor_path.cpp actor_walk.cpp
 #OPTLIST :=
 
 # Compiler options for files which should be optimised for speed
-OPT_SPEED := -O2
+OPT_SPEED := -O3
 
 # Compiler options for files which should be optimised for space
 OPT_SIZE := -Os
@@ -286,7 +300,7 @@
 include $(srcdir)/Makefile.common
 
 semiclean:
-	$(RM) $(portdir)/source/dsoptions.o $(portdir)/source/dsmain.o $(FAT_OBJS) $(DATA_OBJS) $(portdir)/source/wordcompletion.o
+	$(RM) $(portdir)/source/dsoptions.o $(portdir)/source/dsmain.o $(FAT_OBJS) $(DATA_OBJS) $(portdir)/source/wordcompletion.o $(portdir)/source/dsoptions.o 
 
 clean:
 	$(RM) $(OBJS) $(EXECUTABLE)

Modified: scummvm/trunk/backends/platform/ds/arm9/source/cdaudio.h
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/cdaudio.h	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/cdaudio.h	2008-09-15 22:43:20 UTC (rev 34568)
@@ -20,7 +20,7 @@
  *
  */
  
- #ifndef _CDAUDIO_H_
+#ifndef _CDAUDIO_H_
 #define _CDAUDIO_H_
 
 namespace DS {

Modified: scummvm/trunk/backends/platform/ds/arm9/source/dsmain.cpp
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/dsmain.cpp	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/dsmain.cpp	2008-09-15 22:43:20 UTC (rev 34568)
@@ -66,6 +66,7 @@
 
 #include <nds.h>
 #include <nds/registers_alt.h>
+#include <nds/arm9/exceptions.h>
 
 //#include <ARM9/console.h> //basic print funcionality
 
@@ -76,7 +77,6 @@
 #include "icons_raw.h"
 #include "fat/gba_nds_fat.h"
 #include "fat/disc_io.h"
-//#include "common/config-manager.h"
 #include "keyboard_raw.h"
 #include "keyboard_pal_raw.h"
 #define V16(a, b) ((a << 12) | b)
@@ -95,6 +95,26 @@
 #endif
 #include "backends/fs/ds/ds-fs.h"
 
+extern "C" u32 getExceptionAddress( u32 opcodeAddress, u32 thumbState);
+extern const char __itcm_start[];
+static const char *registerNames[] =
+	{	"r0","r1","r2","r3","r4","r5","r6","r7",
+		"r8 ","r9 ","r10","r11","r12","sp ","lr ","pc " };
+
+/*
+extern "C" void* __real_malloc(size_t size);
+
+extern "C" void* __wrap_malloc(size_t size) {
+	void* res = __real_malloc(size);
+	if (res) {
+		return res;
+	} else {
+		consolePrintf("Failed alloc %d\n", size);
+		return NULL;
+	}
+}
+*/
+
 namespace DS {
 
 // From console.c in NDSLib
@@ -167,7 +187,7 @@
 u8 gameID;
 
 bool snapToBorder = false;
-bool consoleEnable = true;
+bool consoleEnable = false;
 bool gameScreenSwap = false;
 bool isCpuScalerEnabled();
 //#define HEAVY_LOGGING
@@ -196,7 +216,14 @@
 bool cursorEnable = false;
 bool mouseCursorVisible = true;
 bool rightButtonDown = false;
+bool touchPadStyle = false;
+int touchPadSensitivity = 8;
+bool tapScreenClicks = true;
 
+int tapCount = 0;
+int tapTimeout = 0;
+int tapComplete = 0;
+
 // Dragging
 int dragStartX, dragStartY;
 bool dragging = false;
@@ -212,14 +239,22 @@
 // Scale
 bool twoHundredPercentFixedScale = false;
 bool cpuScalerEnable = false;
-#define NUM_SUPPORTED_GAMES 20
 
+		// 100    256
+		// 150	  192
+		// 200	  128
+
+		// (256 << 8) / scale 
+		
+
+
 #ifdef USE_PROFILER
 int hBlankCount = 0;
 #endif
 
 u8* scalerBackBuffer = NULL;
 
+#define NUM_SUPPORTED_GAMES 21
 
 gameListType gameList[NUM_SUPPORTED_GAMES] = {
 	// Unknown game - use normal SCUMM controls
@@ -247,6 +282,7 @@
 	{"elvira2",		CONT_SIMON},
 	{"elvira1",		CONT_SIMON},
 	{"waxworks",		CONT_SIMON},
+	{"parallaction",	CONT_NIPPON},
 };
 
 gameListType* currentGame = NULL;
@@ -259,6 +295,7 @@
 bool penReleased;
 bool penDownLastFrame;
 s32 penX, penY;
+s32 penDownX, penDownY;
 int keysDownSaved;
 int keysReleasedSaved;
 int keysChangedSaved;
@@ -298,10 +335,42 @@
 	cpuScalerEnable = enable;
 }
 
+void setTrackPadStyleEnable(bool enable) {
+	touchPadStyle = enable;
+}
 
+void setTapScreenClicksEnable(bool enable) {
+	tapScreenClicks = enable;
+}
+
+void setGameScreenSwap(bool enable) {
+	gameScreenSwap = enable;
+}
+
+void setSensitivity(int sensitivity) {
+	touchPadSensitivity = sensitivity;
+}
+
+void setTopScreenZoom(int percentage) {
+		// 100    256
+		// 150	  192
+		// 200	  128
+
+		// (256 << 8) / scale 
+		
+	s32 scale = (percentage << 8) / 100;
+	subScreenScale = (256 * 256) / scale;
+
+//	consolePrintf("Scale is %d %%\n", percentage);
+}
+
 //	return (ConfMan.hasKey("cpu_scaler", "ds") && ConfMan.getBool("cpu_scaler", "ds"));
 
+controlType getControlType() {
+	return currentGame->control;
+}
 
+
 //plays an 8 bit mono sample at 11025Hz
 void playSound(const void* data, u32 length, bool loop, bool adpcm, int rate)
 {
@@ -428,14 +497,14 @@
 	consolePrintf("initing game...");
 	#endif
 
-	static bool firstTime = true;
+//	static bool firstTime = true;
 
 
 	setOptions();
 
 	//strcpy(gameName, ConfMan.getActiveDomain().c_str());
 	strcpy(gameName, ConfMan.get("gameid").c_str());
-	consolePrintf("\n\n\n\nCurrent game: '%s' %d\n", gameName, gameName[0]);
+//	consolePrintf("\n\n\n\nCurrent game: '%s' %d\n", gameName, gameName[0]);
 
 	currentGame = &gameList[0];		// Default game
 	
@@ -446,16 +515,12 @@
 		}
 	}
 		
-	if (firstTime) {
+/*	if (firstTime) {
 		firstTime = false;
 
-		if (ConfMan.hasKey("22khzaudio", "ds") && ConfMan.getBool("22khzaudio", "ds")) {
-			startSound(22050, 8192);
-		} else {
-			startSound(11025, 4096);
-		}
 
 	}
+*/
 	#ifdef HEAVY_LOGGING
 	consolePrintf("done\n");
 	#endif
@@ -630,7 +695,7 @@
 
 void setShowCursor(bool enable)
 {
-	if (currentGame->control == CONT_SCUMM_SAMNMAX)
+	if ((currentGame) && (currentGame->control == CONT_SCUMM_SAMNMAX))
 	{
 		if (cursorEnable) {
 			sprites[1].attribute[0] = ATTR0_BMP | 150;
@@ -653,23 +718,28 @@
 	mouseHotspotX = hotspotX;
 	mouseHotspotY = hotspotY;
 
+	//consolePrintf("Set cursor icon %d, %d\n", w, h);
+
 	{
 		int off = 128*64;
 	
 	
 		memset(SPRITE_GFX + off, 0, 32 * 32 * 2);
 		memset(SPRITE_GFX_SUB + off, 0, 32 * 32 * 2);
+
 	
 		for (uint y=0; y<h; y++) {
 			for (uint x=0; x<w; x++) {
 				int color = icon[y*w+x];
+
+				//consolePrintf("%d:%d ", color, OSystem_DS::instance()->getDSPaletteEntry(color));
 	
 				if (color == keycolor) {
 					SPRITE_GFX[off+(y)*32+x] = 0x0000; // black background
 					SPRITE_GFX_SUB[off+(y)*32+x] = 0x0000; // black background
 				} else {
-					SPRITE_GFX[off+(y)*32+x] = BG_PALETTE[color] | 0x8000;
-					SPRITE_GFX_SUB[off+(y)*32+x] = BG_PALETTE[color] | 0x8000;
+					SPRITE_GFX[off+(y)*32+x] = OSystem_DS::instance()->getDSCursorPaletteEntry(color) | 0x8000;
+					SPRITE_GFX_SUB[off+(y)*32+x] = OSystem_DS::instance()->getDSCursorPaletteEntry(color) | 0x8000;
 				}
 			}
 		}
@@ -732,6 +802,7 @@
 		sprites[1].attribute[1] = ATTR1_SIZE_64 | pos;
 		sprites[1].attribute[2] = ATTR2_ALPHA(1) | 176;
 	}
+
 }
 
 
@@ -744,6 +815,7 @@
 
 	u16 buffer[32 * 32 * 2];
 
+	releaseAllKeys();
 
 	if (displayModeIs8Bit) {
 //		static int test = 0;
@@ -1108,7 +1180,7 @@
 
 	} else {
 
-
+		DS::releaseAllKeys();
 		// Restore the palette that the keyboard has used
 		for (int r = 0; r < 256; r++) {
 			BG_PALETTE_SUB[r] = BG_PALETTE[r];
@@ -1156,6 +1228,194 @@
 	return displayModeIs8Bit;
 }
 
+void doScreenTapMode(OSystem_DS* system)
+{
+	Common::Event event;
+	static bool left = false, right = false;
+
+	if (left) {
+		event.type = Common::EVENT_LBUTTONUP;
+		event.mouse = Common::Point(getPenX(), getPenY());
+		system->addEvent(event);
+		left = false;
+	}
+
+	if (right) {
+		event.type = Common::EVENT_RBUTTONUP;
+		event.mouse = Common::Point(getPenX(), getPenY());
+		system->addEvent(event);
+		right = false;
+	}
+
+
+	if (tapComplete == 1) {
+		event.type = Common::EVENT_LBUTTONDOWN;
+		event.mouse = Common::Point(getPenX(), getPenY());
+		system->addEvent(event);
+		tapComplete = 0;
+		left = true;
+	} else if (tapComplete == 2) {
+		event.type = Common::EVENT_RBUTTONDOWN;
+		event.mouse = Common::Point(getPenX(), getPenY());
+		system->addEvent(event);
+		tapComplete = 0;
+		right = true;
+	}
+
+
+	if (getKeysDown() & KEY_LEFT) {
+		event.type = Common::EVENT_LBUTTONDOWN;
+		event.mouse = Common::Point(getPenX(), getPenY());
+		system->addEvent(event);
+	}
+
+	if (getKeysReleased() & KEY_LEFT) {
+		event.type = Common::EVENT_LBUTTONUP;
+		event.mouse = Common::Point(getPenX(), getPenY());
+		system->addEvent(event);
+	}
+
+
+	if (getKeysDown() & KEY_RIGHT) {
+		event.type = Common::EVENT_RBUTTONDOWN;
+		event.mouse = Common::Point(getPenX(), getPenY());
+		system->addEvent(event);
+	}
+
+	if (getKeysReleased() & KEY_RIGHT) {
+		event.type = Common::EVENT_RBUTTONUP;
+		event.mouse = Common::Point(getPenX(), getPenY());
+		system->addEvent(event);
+	}
+
+	event.type = Common::EVENT_MOUSEMOVE;
+	event.mouse = Common::Point(getPenX(), getPenY());
+	system->addEvent(event);
+}
+
+void doButtonSelectMode(OSystem_DS* system)
+{
+	Common::Event event;
+
+
+	if ((!(getKeysHeld() & KEY_L)) && (!(getKeysHeld() & KEY_R))) {
+		event.type = Common::EVENT_MOUSEMOVE;
+		event.mouse = Common::Point(getPenX(), getPenY());
+		system->addEvent(event);
+		//consolePrintf("x=%d   y=%d  \n", getPenX(), getPenY());
+	}
+
+	static bool leftButtonDown = false;
+	static bool rightButtonDown = false;
+
+	if (getPenReleased() && (leftButtonDown || rightButtonDown)) {
+		if (leftButtonDown) {
+			event.type = Common::EVENT_LBUTTONUP;
+		} else {
+			event.type = Common::EVENT_RBUTTONUP;
+		}
+
+		event.mouse = Common::Point(getPenX(), getPenY());
+		system->addEvent(event);
+	}
+
+
+	if ((mouseMode != MOUSE_HOVER) || (!displayModeIs8Bit)) {
+		if (getPenDown() && (!(getKeysHeld() & KEY_L)) && (!(getKeysHeld() & KEY_R))) {	
+			if ((mouseMode == MOUSE_LEFT) || (!displayModeIs8Bit)) {
+				event.type = Common::EVENT_LBUTTONDOWN;
+				leftButtonDown = true;
+			} else {
+				event.type = Common::EVENT_RBUTTONDOWN;
+				rightButtonDown = true;
+			}
+
+			event.mouse = Common::Point(getPenX(), getPenY());
+			system->addEvent(event);
+		}
+		
+	} else {
+		// In hover mode, D-pad left and right click the mouse when the pen is on the screen
+
+		if (getPenHeld()) {
+			if (getKeysDown() & KEY_LEFT) {
+				event.type = Common::EVENT_LBUTTONDOWN;
+				event.mouse = Common::Point(getPenX(), getPenY());
+				system->addEvent(event);
+			}
+			if (getKeysReleased() & KEY_LEFT) {
+				event.type = Common::EVENT_LBUTTONUP;
+				event.mouse = Common::Point(getPenX(), getPenY());
+				system->addEvent(event);
+			}
+
+
+			if (getKeysDown() & KEY_RIGHT) {
+				event.type = Common::EVENT_RBUTTONDOWN;
+				event.mouse = Common::Point(getPenX(), getPenY());
+				system->addEvent(event);
+			}
+			if (getKeysReleased() & KEY_RIGHT) {
+				event.type = Common::EVENT_RBUTTONUP;
+				event.mouse = Common::Point(getPenX(), getPenY());
+				system->addEvent(event);
+			}
+		}
+	}
+
+	if (!((getKeysHeld() & KEY_L) || (getKeysHeld() & KEY_R)) && (!getIndyFightState()) && (!getKeyboardEnable())) {
+
+		if (!getPenHeld() || (mouseMode != MOUSE_HOVER)) {
+			if (getKeysDown() & KEY_LEFT) {
+				mouseMode = MOUSE_LEFT;
+			}
+		
+			if (rightButtonDown)
+			{
+				Common::Event event;
+				event.mouse = Common::Point(getPenX(), getPenY());
+				event.type = Common::EVENT_RBUTTONUP;
+				system->addEvent(event);
+				rightButtonDown = false;
+			}
+				
+		
+			if (getKeysDown() & KEY_RIGHT) {
+				if ((currentGame->control != CONT_SCUMM_SAMNMAX) && (currentGame->control != CONT_FUTURE_WARS) && (currentGame->control != CONT_GOBLINS)) {
+					mouseMode = MOUSE_RIGHT;
+				} else {
+					// If we're playing sam and max, click and release the right mouse
+					// button to change verb
+					Common::Event event;
+		
+					if (currentGame->control == CONT_FUTURE_WARS) {
+						event.mouse = Common::Point(320 - 128, 200 - 128);
+						event.type = Common::EVENT_MOUSEMOVE;
+						system->addEvent(event);
+					} else {
+						event.mouse = Common::Point(getPenX(), getPenY());
+					}
+					
+					rightButtonDown = true;
+		
+		
+					event.type = Common::EVENT_RBUTTONDOWN;
+					system->addEvent(event);
+		
+					//event.type = Common::EVENT_RBUTTONUP;
+					//system->addEvent(event);
+				}
+			}
+		
+		
+		
+			if (getKeysDown() & KEY_UP) {
+				mouseMode = MOUSE_HOVER;
+			}
+		}
+	}
+}
+
 void addEventsToQueue() {
 	#ifdef HEAVY_LOGGING
 	consolePrintf("addEventsToQueue\n");
@@ -1285,54 +1545,6 @@
 
 				}
 	
-				if (!getPenHeld() || (mouseMode != MOUSE_HOVER)) {
-					if (getKeysDown() & KEY_LEFT) {
-						mouseMode = MOUSE_LEFT;
-					}
-
-					if (rightButtonDown)
-					{
-						Common::Event event;
-						event.mouse = Common::Point(getPenX(), getPenY());
-						event.type = Common::EVENT_RBUTTONUP;
-						system->addEvent(event);
-						rightButtonDown = false;
-					}
-						
-
-					if (getKeysDown() & KEY_RIGHT) {
-						if ((currentGame->control != CONT_SCUMM_SAMNMAX) && (currentGame->control != CONT_FUTURE_WARS) && (currentGame->control != CONT_GOBLINS)) {
-							mouseMode = MOUSE_RIGHT;
-						} else {
-							// If we're playing sam and max, click and release the right mouse
-							// button to change verb
-							Common::Event event;
-
-							if (currentGame->control == CONT_FUTURE_WARS) {
-								event.mouse = Common::Point(320 - 128, 200 - 128);
-								event.type = Common::EVENT_MOUSEMOVE;
-								system->addEvent(event);
-							} else {
-								event.mouse = Common::Point(getPenX(), getPenY());
-							}
-							
-							rightButtonDown = true;
-
-		
-							event.type = Common::EVENT_RBUTTONDOWN;
-							system->addEvent(event);
-		
-							//event.type = Common::EVENT_RBUTTONUP;
-							//system->addEvent(event);
-						}
-					}
-
-
-
-					if (getKeysDown() & KEY_UP) {
-						mouseMode = MOUSE_HOVER;
-					}
-				}
 	
 					
 				
@@ -1358,52 +1570,13 @@
 	
 		if (!keyboardEnable) {
 
-			if ((!(getKeysHeld() & KEY_L)) && (!(getKeysHeld() & KEY_R))) {
-				event.type = Common::EVENT_MOUSEMOVE;
-				event.mouse = Common::Point(getPenX(), getPenY());
-				system->addEvent(event);
-				//consolePrintf("x=%d   y=%d  \n", getPenX(), getPenY());
+			if ((tapScreenClicks) && (getIsDisplayMode8Bit()))
+			{
+				doScreenTapMode(system);
 			}
-
-			if ((mouseMode != MOUSE_HOVER) || (!displayModeIs8Bit)) {
-					if (getPenDown() && (!(getKeysHeld() & KEY_L)) && (!(getKeysHeld() & KEY_R))) {	
-						event.type = ((mouseMode == MOUSE_LEFT) || (!displayModeIs8Bit))? Common::EVENT_LBUTTONDOWN: Common::EVENT_RBUTTONDOWN;
-						event.mouse = Common::Point(getPenX(), getPenY());
-						system->addEvent(event);
-					}
-					
-					if (getPenReleased()) {
-						event.type = mouseMode == MOUSE_LEFT? Common::EVENT_LBUTTONUP: Common::EVENT_RBUTTONUP;
-						event.mouse = Common::Point(getPenX(), getPenY());
-						system->addEvent(event);
-					}
-			} else {
-				// In hover mode, D-pad left and right click the mouse when the pen is on the screen
-	
-				if (getPenHeld()) {
-					if (getKeysDown() & KEY_LEFT) {
-						event.type = Common::EVENT_LBUTTONDOWN;
-						event.mouse = Common::Point(getPenX(), getPenY());
-						system->addEvent(event);
-					}
-					if (getKeysReleased() & KEY_LEFT) {
-						event.type = Common::EVENT_LBUTTONUP;
-						event.mouse = Common::Point(getPenX(), getPenY());
-						system->addEvent(event);
-					}
-
-
-					if (getKeysDown() & KEY_RIGHT) {
-						event.type = Common::EVENT_RBUTTONDOWN;
-						event.mouse = Common::Point(getPenX(), getPenY());
-						system->addEvent(event);
-					}
-					if (getKeysReleased() & KEY_RIGHT) {
-						event.type = Common::EVENT_RBUTTONUP;
-						event.mouse = Common::Point(getPenX(), getPenY());
-						system->addEvent(event);
-					}
-				}
+			else
+			{
+				doButtonSelectMode(system);
 			}
 			
 			if (((!(getKeysHeld() & KEY_L)) && (!(getKeysHeld() & KEY_R)) || (indyFightState))  && (displayModeIs8Bit)) {
@@ -1536,8 +1709,8 @@
 	
 
 void setIcon(int num, int x, int y, int imageNum, int flags, bool enable) {
-	sprites[num].attribute[0] = ATTR0_BMP | (enable? y: 192) | (!enable? ATTR0_DISABLED: 0); 
-	sprites[num].attribute[1] = ATTR1_SIZE_32 | x | flags;
+	sprites[num].attribute[0] = ATTR0_BMP | (enable? (y & 0xFF): 192) | (!enable? ATTR0_DISABLED: 0); 
+	sprites[num].attribute[1] = ATTR1_SIZE_32 | (x & 0x1FF) | flags;
 	sprites[num].attribute[2] = ATTR2_ALPHA(1)| (imageNum * 16);
 }
 
@@ -1551,28 +1724,30 @@
 	int offs;
 
 	if (displayModeIs8Bit) {
-		switch (mouseMode) {
-			case MOUSE_LEFT: {
-				offs = 1;
-				break;
+		if (!tapScreenClicks) {
+			switch (mouseMode) {
+				case MOUSE_LEFT: {
+					offs = 1;
+					break;
+				}
+				case MOUSE_RIGHT: {
+					offs = 2;
+					break;
+				}
+ 				case MOUSE_HOVER: {
+					offs = 0;
+					break;
+				}
+				default: {
+					// Nothing!
+					offs = 0;
+					break;
+				}
 			}
-			case MOUSE_RIGHT: {
-				offs = 2;
-				break;
-			}
-			case MOUSE_HOVER: {
-				offs = 0;
-				break;
-			}
-			default: {
-				// Nothing!
-				offs = 0;
-				break;
-			}
+		
+			setIcon(0, 208, 150, offs, 0, true);
 		}
 	
-		setIcon(0, 208, 150, offs, 0, true);
-	
 		if (indyFightState) {
 			setIcon(1, (190 - 32), 150, 3, (indyFightRight? 0: ATTR1_FLIP_X), true);
 //			consolePrintf("%d\n", indyFightRight);
@@ -1630,7 +1805,7 @@
 		BG3_CX = x + (((frameCount & 1) == 0)? 64: 0);
 		BG3_CY = y;
 		
-		if (!gameScreenSwap) {
+		if ((!gameScreenSwap) || (touchPadStyle)) {
 			touchX = x >> 8;
 			touchY = y >> 8;
 		}
@@ -1659,7 +1834,7 @@
 			BG3_YDY = y;
 		}
 		
-		if (!gameScreenSwap) {		
+		if ((!gameScreenSwap) || (touchPadStyle)) {		
 			touchScX = x;
 			touchScY = y;
 		}
@@ -1675,7 +1850,7 @@
 		touchY = y >> 8;
 	} else */{
 
-		if (gameScreenSwap) {
+		if ((gameScreenSwap) && (!touchPadStyle)) {
 			touchX = x >> 8;
 			touchY = y >> 8;
 		}
@@ -1695,7 +1870,7 @@
 
 	} else */{
 
-		if (gameScreenSwap) {
+		if ((gameScreenSwap) && (!touchPadStyle)) {
 			touchScX = x;
 			touchScY = y;
 		}
@@ -1756,18 +1931,22 @@
 
 	frameCount++;
 	
-	if ((cursorEnable) && (mouseCursorVisible))
-	{
+	if ((cursorEnable) && (mouseCursorVisible)) {
 		if (!keyboardEnable) {
 			storedMouseX = penX;
 			storedMouseY = penY;
 		}
 
-		setIconMain(3, storedMouseX - mouseHotspotX, storedMouseY - mouseHotspotY, 8, 0, true);
-	}
-	else
-	{
+		if (gameScreenSwap) {
+			setIcon(3, storedMouseX - mouseHotspotX, storedMouseY - mouseHotspotY, 8, 0, true);
+			setIconMain(3, 0, 0, 0, 0, false);
+		} else {
+			setIconMain(3, storedMouseX - mouseHotspotX, storedMouseY - mouseHotspotY, 8, 0, true);
+			setIcon(3, 0, 0, 0, 0, false);
+		}
+	} else {
 		setIconMain(3, 0, 0, 0, 0, false);
+		setIcon(3, 0, 0, 0, 0, false);
 	}
 
 
@@ -1825,7 +2004,7 @@
     SUB_BG3_YDX = 0;
     SUB_BG3_YDY = (int) (subScreenHeight / 192.0f * 256);*/
 
-	static int ratio = ( 320 << 8) / SCUMM_GAME_WIDTH;
+	static int ratio = (320 << 8) / SCUMM_GAME_WIDTH;
 	
 	bool zooming = false;
 	
@@ -1850,8 +2029,12 @@
 		subScreenWidth = 256 >> 1;
 		subScreenHeight = 192 >> 1;
 	} else {
-		subScreenWidth = (((SCUMM_GAME_HEIGHT * 256) / 192) * subScreenScale) >> 8;
-		subScreenHeight = SCUMM_GAME_HEIGHT * subScreenScale >> 8;
+//		subScreenWidth = (((SCUMM_GAME_HEIGHT * 256) / 192) * subScreenScale) >> 8;
+//		subScreenHeight = SCUMM_GAME_HEIGHT * subScreenScale >> 8;
+
+
+		subScreenWidth = (256 * subScreenScale) >> 8; 
+		subScreenHeight = (192 * subScreenScale) >> 8;
 		
 		if ( ((subScreenWidth) > 256 - 8) && ((subScreenWidth) < 256 + 8) ) {
 			subScreenWidth = 256;
@@ -2214,43 +2397,141 @@
 
 //	if (getKeysHeld() & KEY_L) consolePrintf("%d, %d   penX=%d, penY=%d tz=%d\n", IPC->touchXpx, IPC->touchYpx, penX, penY, IPC->touchZ1);
 
-	if ((penDownFrames > 1)) {			// Is this right?  Dunno, but it works for me.
+	bool penDownThisFrame = (IPC->touchZ1 > 0) && (IPC->touchXpx > 0) && (IPC->touchYpx > 0);
+	bool firstFrame = penDownFrames == 2;
+	static bool moved = false;
 
-		if ((penHeld)) {
-			penHeld = true;
+	if ((tapScreenClicks) && (!getKeyboardEnable()) && (getIsDisplayMode8Bit())) {
+
+		if ((tapTimeout >= 0)) {
+			tapTimeout++;
+	
+			if (((tapTimeout > 15) || (tapCount == 2)) && (tapCount > 0)) {
+				tapComplete = tapCount;
+				tapCount = 0;
+//				consolePrintf("Taps: %d\n", tapComplete);
+			}
+		}
+
+		
+
+		if ((penHeld) && (!penDownThisFrame)) {
+			if ((touchPadStyle) || (moved) || (tapCount == 1)) {
+				if ((penDownFrames > 0) && (penDownFrames < 6) && ((tapTimeout == -1) || (tapTimeout > 2))) {
+					tapCount++;
+					tapTimeout = 0;
+//					consolePrintf("Tap! %d\n", penDownFrames);
+					moved = false;
+				}
+			}
+		}
+	}
+
+	
+
+	if ((touchPadStyle) && (getIsDisplayMode8Bit())) {
+	
+		if ((penDownFrames > 0)) {			
+	
+	
+			if ((penHeld)) {
+	
+				if (penDownThisFrame)
+				{
+					if (penDownFrames >= 2) {
+						int diffX = IPC->touchXpx - penDownX;
+						int diffY = IPC->touchYpx - penDownY;
+
+						int speed = ABS(diffX) + ABS(diffY);
+
+						if ((ABS(diffX) < 35) && (ABS(diffY) < 35))
+						{
+	
+							if (speed >= 8)
+							{
+								diffX *= ((speed >> 3) * touchPadSensitivity) >> 3;
+								diffY *= ((speed >> 3) * touchPadSensitivity) >> 3;
+							}
+		
+							penX += diffX;
+							penY += diffY;
+							if (penX > 255) penX = 255;
+							if (penX < 0) penX = 0;
+							if (penY > 191) penY = 191;
+							if (penY < 0) penY = 0;
+						}
+	
+//						consolePrintf("x: %d y: %d\n", IPC->touchYpx - penDownY, IPC->touchYpx - penDownY);
+						penDownX = IPC->touchXpx;
+						penDownY = IPC->touchYpx;
+	
+					}
+				}
+				else
+				{
+				}
+	
+	
+			} else {
+				penDown = true;
+				penHeld = true;
+				penDownSaved = true;
+	
+				// First frame, so save pen positions
+				if (penDownThisFrame) {
+					penDownX = IPC->touchXpx;
+					penDownY = IPC->touchYpx;
+				}
+			}
+	
+		} else {
+			if (penHeld) {
+				penReleased = true;
+				penReleasedSaved = true;
+			} else {
+				penReleased = false;
+			}
+	
 			penDown = false;
+			penHeld = false;
+		}
+	} else {
+		if ((penDownFrames > 1)) {			// Is this right?  Dunno, but it works for me.
+	
+			if ((penHeld)) {
+				penHeld = true;
+				penDown = false;
+			} else {
+				penDown = true;
+				penHeld = true;
+				penDownSaved = true;
+			}
 
 			if ((IPC->touchZ1 > 0) && (IPC->touchXpx > 0) && (IPC->touchYpx > 0)) {
 				penX = IPC->touchXpx + touchXOffset;
 				penY = IPC->touchYpx + touchYOffset;
+				moved = true;
 			}
+					
 
+	
 		} else {
-			penDown = true;
-			penHeld = true;
-			penDownSaved = true;
-
-			//if ( (ABS(penX - IPC->touchXpx) < 10) && (ABS(penY - IPC->touchYpx) < 10) ) {
-			if ((IPC->touchZ1 > 0) && (IPC->touchXpx > 0) && (IPC->touchYpx > 0)) {
-				penX = IPC->touchXpx;
-				penY = IPC->touchYpx;
+			if (penHeld) {
+				penReleased = true;
+				penReleasedSaved = true;
+			} else {
+				penReleased = false;
 			}
-			//}
+	
+			penDown = false;
+			penHeld = false;
 		}
+	
+	
+	}
 
-	} else {
-		if (penHeld) {
-			penReleased = true;
-			penReleasedSaved = true;
-		} else {
-			penReleased = false;
-		}
 
-		penDown = false;
-		penHeld = false;
-	}
 
-
 	if ((IPC->touchZ1 > 0) || ((penDownFrames == 2)) ) {
 		penDownLastFrame = true;
 		penDownFrames++;
@@ -2258,7 +2539,6 @@
 		penDownLastFrame = false;
 		penDownFrames = 0;
 	}
-	
 }
 
 int leftHandedSwap(int keys) {
@@ -2345,8 +2625,7 @@
 	int x = ((penX * touchScX) >> 8) + touchX;
 	x = x < 0? 0: (x > gameWidth - 1? gameWidth - 1: x);
 
-	if (snapToBorder)
-	{
+	if (snapToBorder) {
 		if (x < 8) x = 0;
 		if (x > gameWidth - 8) x = gameWidth - 1;
 	}
@@ -2358,8 +2637,7 @@
 	int y = ((penY * touchScY) >> 8) + touchY;
 	y = y < 0? 0: (y > gameHeight - 1? gameHeight - 1: y);
 
-	if (snapToBorder)
-	{
+	if (snapToBorder) {
 		if (y < 8) y = 0;
 		if (y > gameHeight - 8) y = gameHeight - 1;
 	}
@@ -2376,6 +2654,8 @@
 	return v;
 }
 
+#ifdef GBA_SRAM_SAVE
+
 void formatSramOption() {
 	consolePrintf("The following files are present in save RAM:\n");
 	DSSaveFileManager::instance()->listFiles();
@@ -2397,8 +2677,8 @@
 		}
 	}
 }
+#endif
 
-
 void setIndyFightState(bool st) {
 	indyFightState = st;
 	indyFightRight = true;
@@ -2495,8 +2775,6 @@
 	char dldiId[5];
 };
 
-#define NUM_CARD_READERS 7
-
 cardTranslate cardReaderTable[] = {
 	{DEVICE_TYPE_M3SD,		DEVICE_M3SD,	"M3SD"},
 	{DEVICE_TYPE_M3CF,		DEVICE_M3CF,	"M3CF"},
@@ -2518,13 +2796,13 @@
 
 		consolePrintf("DLDI Device ID: %s\n", id);
 
-		for (int r = 0; r < NUM_CARD_READERS; r++) {
+		for (int r = 0; r < ARRAYSIZE(cardReaderTable); r++) {
 			if (!stricmp(id, cardReaderTable[r].dldiId)) {
 				deviceType = cardReaderTable[r].cartResetId;
 			}
 		}
 	} else {
-		for (int r = 0; r < NUM_CARD_READERS; r++) {
+		for (int r = 0; r < ARRAYSIZE(cardReaderTable); r++) {
 			if (disc_getDeviceId() == cardReaderTable[r].svmId) {
 				deviceType = cardReaderTable[r].cartResetId;
 			}
@@ -2572,13 +2850,66 @@
 /////////////////
 
 
-int main(void)
-{
 
+void dsExceptionHandler() {
+	consolePrintf("Blue screen of death");
+	setExceptionHandler(NULL);
+
+	
+	u32	currentMode = getCPSR() & 0x1f;
+	u32 thumbState = ((*(u32*)0x027FFD90) & 0x20);
+
+	u32 codeAddress, exceptionAddress = 0;
+
+	int offset = 8;
+
+	if ( currentMode == 0x17 ) {
+		consolePrintf("\x1b[10Cdata abort!\n\n");
+		codeAddress = exceptionRegisters[15] - offset;
+		if (	(codeAddress > 0x02000000 && codeAddress < 0x02400000) ||
+				(codeAddress > (u32)__itcm_start && codeAddress < (u32)(__itcm_start + 32768)) )
+			exceptionAddress = getExceptionAddress( codeAddress, thumbState);
+		else
+			exceptionAddress = codeAddress;
+			
+	} else {
+		if (thumbState)
+			offset = 2;
+		else
+			offset = 4;
+		consolePrintf("\x1b[5Cundefined instruction!\n\n");
+		codeAddress = exceptionRegisters[15] - offset;
+		exceptionAddress = codeAddress;
+	}
+
+	consolePrintf("  pc: %08X addr: %08X\n\n",codeAddress,exceptionAddress);
+
+	int i;
+	for ( i=0; i < 8; i++ ) {
+		consolePrintf(	"  %s: %08X   %s: %08X\n",
+					registerNames[i], exceptionRegisters[i],
+					registerNames[i+8],exceptionRegisters[i+8]);
+	}
+//	u32 *stack = (u32 *)exceptionRegisters[13];
+//	for ( i=0; i<10; i++ ) {
+//		consolePrintf( "\x1b[%d;2H%08X: %08X %08X", i + 14, (u32)&stack[i*2],stack[i*2], stack[(i*2)+1] );
+//	}
+
+	memoryReport();
+
+	while(1);
+}
+
+
+
+
+int main(void) {
+
 	soundCallback = NULL;
 
 	initHardware();
 
+	setExceptionHandler(dsExceptionHandler);
 
 #ifdef USE_DEBUGGER
 	for (int r = 0; r < 150; r++) {
@@ -2662,36 +2993,33 @@
 	consolePrintf("-------------------------------\n");
 	consolePrintf("ScummVM DS\n");
 	consolePrintf("Ported by Neil Millstone\n");
-	consolePrintf("Version 0.11.1 beta2");
+	consolePrintf("Version 0.13.0 SVN ");
 #if defined(DS_BUILD_A)
 	consolePrintf("build A\n");
 	consolePrintf("Lucasarts SCUMM games (SCUMM)\n");
-	consolePrintf("-------------------------------\n");
 #elif defined(DS_BUILD_B)
 	consolePrintf("build B\n");
 	consolePrintf("BASS, QUEEN\n");
-	consolePrintf("-------------------------------\n");
 #elif defined(DS_BUILD_C)
 	consolePrintf("build C\n");
 	consolePrintf("Simon/Elvira/Waxworks (AGOS)\n");
-	consolePrintf("-------------------------------\n");
 #elif defined(DS_BUILD_D)
 	consolePrintf("build D\n");
 	consolePrintf("AGI, CINE, GOB\n");
-	consolePrintf("-------------------------------\n");
 #elif defined(DS_BUILD_E)
 	consolePrintf("build E\n");
 	consolePrintf("Inherit the Earth (SAGA)\n");
-	consolePrintf("-------------------------------\n");
 #elif defined(DS_BUILD_F)
 	consolePrintf("build F\n");
 	consolePrintf("The Legend of Kyrandia (KYRA)\n");
-	consolePrintf("-------------------------------\n");
 #elif defined(DS_BUILD_G)
-	consolePrintf("build F\n");
-	consolePrintf("Lure of the Temptress (LURE)\n");
+	consolePrintf("build G\n");
+	consolePrintf("Lure of the Tempress (LURE)\n");
+#elif defined(DS_BUILD_H)
+	consolePrintf("build H\n");
+	consolePrintf("Nippon Safes (PARALLATION)\n");
+#endif
 	consolePrintf("-------------------------------\n");
-#endif
 	consolePrintf("L/R + D-pad/pen:    Scroll view\n");
 	consolePrintf("D-pad left:   Left mouse button\n");
 	consolePrintf("D-pad right: Right mouse button\n");
@@ -2807,9 +3135,11 @@
 	g_system = new OSystem_DS();
 	assert(g_system);
 
+#ifdef GBA_SRAM_SAVE
 	if ((keysHeld() & KEY_L) && (keysHeld() & KEY_R)) {
 		formatSramOption();
 	}
+#endif
 
 	IPC->adpcm.semaphore = false;
 
@@ -2830,6 +3160,8 @@
 	const char *argv[] = {"/scummvmds", "--config=scummvmf.ini"};
 #elif defined(DS_BUILD_G)
 	const char *argv[] = {"/scummvmds", "--config=scummvmg.ini"};
+#elif defined(DS_BUILD_H)
+	const char *argv[] = {"/scummvmds", "--config=scummvmh.ini"};
 #endif
 
 	while (1) {

Modified: scummvm/trunk/backends/platform/ds/arm9/source/dsmain.h
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/dsmain.h	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/dsmain.h	2008-09-15 22:43:20 UTC (rev 34568)
@@ -38,7 +38,8 @@
 	CONT_SIMON,
 	CONT_FUTURE_WARS,
 	CONT_AGI,
-	CONT_GOBLINS
+	CONT_GOBLINS,
+	CONT_NIPPON,
 };
 
 struct gameListType {
@@ -56,6 +57,7 @@
 int 	getPenY();
 GLvector getPenPos();
 void 	consumePenEvents();
+controlType getControlType();
 
 // Pad reading
 int 	getKeysHeld();
@@ -64,6 +66,8 @@
 int 	getKeysReleased();
 void 	consumeKeys();
 int 	leftHandedSwap(int keys);
+void	setGameScreenSwap(bool enable);
+void	setSensitivity(int sensitivity);
 
 // Video
 void 	displayMode8Bit();											// Switch to 8-bit mode5
@@ -81,6 +85,7 @@
 void 	setTalkPos(int x, int y);
 void 	setTopScreenTarget(int x, int y);
 void	set200PercentFixedScale(bool on);
+void	setTopScreenZoom(int percentage);
 
 // Timers
 void 	setTimerCallback(OSystem_DS::TimerProc proc, int interval);		// Setup a callback function at a regular interval
@@ -88,7 +93,9 @@
 void 	doTimerCallback();												// Call callback function if required
 
 // Sound
-void 	doSoundCallback();												// Call function if sound buffers need more data
+void 	doSoundCallback();												
+void 	startSound(int freq, int buffer);	// Start sound hardware
+// Call function if sound buffers need more data
 void 	playSound(const void* data, u32 length, bool loop, bool adpcm = false, int rate = 22050);		// Start a sound
 void 	stopSound(int channel);
 int		getSoundFrequency();
@@ -131,6 +138,8 @@
 bool 	getIndyFightState();
 bool    isCpuScalerEnabled();
 void	setCpuScalerEnable(bool enable);
+void	setTrackPadStyleEnable(bool enable);
+void	setTapScreenClicksEnable(bool enable);
 
 // Display
 bool 	getIsDisplayMode8Bit();

Modified: scummvm/trunk/backends/platform/ds/arm9/source/dsoptions.cpp
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/dsoptions.cpp	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/dsoptions.cpp	2008-09-15 22:43:20 UTC (rev 34568)
@@ -25,6 +25,7 @@
 #include "gui/dialog.h"
 #include "gui/newgui.h"
 #include "gui/ListWidget.h"
+#include "gui/TabWidget.h"
 #include "osystem_ds.h"
 #include "engines/scumm/scumm.h"
 #include "touchkeyboard.h"
@@ -41,9 +42,68 @@
 
 namespace DS {
 
-DSOptionsDialog::DSOptionsDialog() : GUI::Dialog(5, 0, 320 - 5, 230 - 20) {
-	addButton(this, 10, 175, "Close", GUI::kCloseCmd, 'C');
+DSOptionsDialog::DSOptionsDialog() : GUI::Dialog(0, 0, 320 - 10, 230 - 40) {
 
+	addButton(this, 10, 170, "Close", GUI::kCloseCmd, 'C');
+	_tab = new GUI::TabWidget(this, 5, 5, 300, 230 - 20 - 40 - 10);
+
+	_tab->addTab("Controls");
+
+	_leftHandedCheckbox = new GUI::CheckboxWidget(_tab, 5, 5, 130, 20, "Left handed mode", 0, 'L');
+	_indyFightCheckbox = new GUI::CheckboxWidget(_tab, 5, 20, 140, 20, "Indy fight controls", 0, 'I');
+	_showCursorCheckbox = new GUI::CheckboxWidget(_tab, 150, 5, 130, 20, "Show mouse cursor", 0, 'T');
+	_snapToBorderCheckbox = new GUI::CheckboxWidget(_tab, 150, 20, 130, 20, "Snap to edges", 0, 'T');
+
+	new GUI::StaticTextWidget(_tab, 20, 35, 100, 15, "Touch X Offset", GUI::kTextAlignLeft);
+	_touchX = new GUI::SliderWidget(_tab, 130, 35, 130, 12, 1);
+	_touchX->setMinValue(-8);
+	_touchX->setMaxValue(+8);
+	_touchX->setValue(0);
+	_touchX->setFlags(GUI::WIDGET_CLEARBG);
+
+	new GUI::StaticTextWidget(_tab, 20, 50, 100, 15, "Touch Y Offset", GUI::kTextAlignLeft);
+	_touchY = new GUI::SliderWidget(_tab, 130, 50, 130, 12, 2);
+	_touchY->setMinValue(-8);
+	_touchY->setMaxValue(+8);
+	_touchY->setValue(0);
+	_touchY->setFlags(GUI::WIDGET_CLEARBG);
+
+	new GUI::StaticTextWidget(_tab, 130 + 65 - 10, 65, 20, 15, "0", GUI::kTextAlignCenter);
+	new GUI::StaticTextWidget(_tab, 130 + 130 - 10, 65, 20, 15, "8", GUI::kTextAlignCenter);
+	new GUI::StaticTextWidget(_tab, 130 - 20, 65, 20, 15, "-8", GUI::kTextAlignCenter);
+
+
+	_touchPadStyle = new GUI::CheckboxWidget(_tab, 5, 80, 270, 20, "Use laptop trackpad-style cursor control", 0x20000001, 'T');
+	_screenTaps = new GUI::CheckboxWidget(_tab, 5, 95, 285, 20, "Tap for left click, double tap right click", 0x20000002, 'T');
+
+	_sensitivityLabel = new GUI::StaticTextWidget(_tab, 20, 110, 110, 15, "Sensitivity", GUI::kTextAlignLeft);
+	_sensitivity = new GUI::SliderWidget(_tab, 130, 110, 130, 12, 1);
+	_sensitivity->setMinValue(4);
+	_sensitivity->setMaxValue(16);
+	_sensitivity->setValue(8);
+	_sensitivity->setFlags(GUI::WIDGET_CLEARBG);
+
+	_tab->addTab("Graphics");
+
+	new GUI::StaticTextWidget(_tab, 5, 70, 180, 15, "Initial top screen scale:", GUI::kTextAlignLeft);
+
+	_100PercentCheckbox = new GUI::CheckboxWidget(_tab, 5, 85, 230, 20, "100%", 0x30000001, 'T');
+	_150PercentCheckbox = new GUI::CheckboxWidget(_tab, 5, 100, 230, 20, "150%", 0x30000002, 'T');
+	_200PercentCheckbox = new GUI::CheckboxWidget(_tab, 5, 115, 230, 20, "200%", 0x30000003, 'T');
+
+	new GUI::StaticTextWidget(_tab, 5, 5, 180, 15, "Main screen scaling:", GUI::kTextAlignLeft);
+
+	_hardScaler = new GUI::CheckboxWidget(_tab, 5, 20, 270, 20, "Hardware scale (fast, but low quality)", 0x10000001, 'T');
+	_cpuScaler = new GUI::CheckboxWidget(_tab, 5, 35, 270, 20, "Software scale (good quality, but slower)", 0x10000002, 'S');
+	_unscaledCheckbox = new GUI::CheckboxWidget(_tab, 5, 50, 270, 20, "Unscaled (you must scroll left and right)", 0x10000003, 'S');
+
+	_tab->addTab("General");
+
+	_highQualityAudioCheckbox = new GUI::CheckboxWidget(_tab, 5, 5, 250, 20, "High quality audio (slower) (reboot)", 0, 'T');
+	_disablePowerOff = new GUI::CheckboxWidget(_tab, 5, 20, 200, 20, "Disable power off", 0, 'T');
+
+	_tab->setActiveTab(0);
+
 	_radioButtonMode = false;
 	
 #ifdef DS_SCUMM_BUILD
@@ -52,47 +112,18 @@
 	}
 #endif
 
-	new GUI::StaticTextWidget(this, 90, 10, 130, 15, "ScummVM DS Options", GUI::kTextAlignCenter);
+//	new GUI::StaticTextWidget(this, 90, 10, 130, 15, "ScummVM DS Options", GUI::kTextAlignCenter);
 
-	_leftHandedCheckbox = new GUI::CheckboxWidget(this, 5, 70, 130, 20, "Left handed mode", 0, 'L');
-	_indyFightCheckbox = new GUI::CheckboxWidget(this, 5, 40, 200, 20, "Indy fighting controls", 0, 'I');
-	_twoHundredPercentCheckbox = new GUI::CheckboxWidget(this, 5, 55, 230, 20, "Zoomed screen at fixed 200% zoom", 0, 'T');
-	_highQualityAudioCheckbox = new GUI::CheckboxWidget(this, 5, 25, 250, 20, "High quality audio (slower) (reboot)", 0, 'T');
-	_disablePowerOff = new GUI::CheckboxWidget(this, 5, 85, 130, 20, "Disable power off", 0, 'T');
-	_showCursorCheckbox = new GUI::CheckboxWidget(this, 5, 100, 130, 20, "Show mouse cursor", 0, 'T');
 
 //#ifdef ALLOW_CPU_SCALER
 //	_cpuScaler = new GUI::CheckboxWidget(this, 160, 115, 90, 20, "CPU scaler", 0, 'T');
 //#endif
 
-	new GUI::StaticTextWidget(this, 180, 70, 130, 15, "Main screen:", GUI::kTextAlignLeft);
-
-	_hardScaler = new GUI::CheckboxWidget(this, 140, 85, 170, 20, "Hardware scale (fast)", 0x10000001, 'T');
-	_cpuScaler = new GUI::CheckboxWidget(this, 140, 100, 170, 20, "Software scale (quality)", 0x10000002, 'S');
-	_unscaledCheckbox = new GUI::CheckboxWidget(this, 140, 115, 170, 20, "Unscaled", 0x10000003, 'S');
 	
 
 
-	_snapToBorderCheckbox = new GUI::CheckboxWidget(this, 5, 115, 120, 20, "Snap to border", 0, 'T');
 
-	new GUI::StaticTextWidget(this, 20, 145, 110, 15, "Touch X Offset", GUI::kTextAlignLeft);
-	_touchX = new GUI::SliderWidget(this, 130, 145, 130, 12, 1);
-	_touchX->setMinValue(-8);
-	_touchX->setMaxValue(+8);
-	_touchX->setValue(0);
-	_touchX->setFlags(GUI::WIDGET_CLEARBG);
 
-	new GUI::StaticTextWidget(this, 20, 160, 110, 15, "Touch Y Offset", GUI::kTextAlignLeft);
-	_touchY = new GUI::SliderWidget(this, 130, 160, 130, 12, 2);
-	_touchY->setMinValue(-8);
-	_touchY->setMaxValue(+8);
-	_touchY->setValue(0);
-	_touchY->setFlags(GUI::WIDGET_CLEARBG);
-
-	new GUI::StaticTextWidget(this, 130 + 65 - 10, 175, 20, 15, "0", GUI::kTextAlignCenter);
-	new GUI::StaticTextWidget(this, 130 + 130 - 10, 175, 20, 15, "8", GUI::kTextAlignCenter);
-	new GUI::StaticTextWidget(this, 130 - 10, 175, 20, 15, "-8", GUI::kTextAlignCenter);
-
 #ifdef DS_SCUMM_BUILD
 	_delDialog = new Scumm::SaveLoadChooser("Delete game:", "Delete", false, Scumm::g_scumm);
 #endif
@@ -125,10 +156,36 @@
 		_unscaledCheckbox->setState(false);
 	}
 
-	if (ConfMan.hasKey("twohundredpercent", "ds")) {
-		_twoHundredPercentCheckbox->setState(ConfMan.getBool("twohundredpercent", "ds"));
+	
+	if (ConfMan.hasKey("topscreenzoom", "ds")) {
+
+		_100PercentCheckbox->setState(false);		
+		_150PercentCheckbox->setState(false);		
+		_200PercentCheckbox->setState(false);		
+		
+		switch (ConfMan.getInt("topscreenzoom", "ds"))
+		{
+			case 100: {
+				_100PercentCheckbox->setState(true);
+				break;
+			}
+
+			case 150: {
+				_150PercentCheckbox->setState(true);
+				break;
+			}
+
+			case 200: {
+				_200PercentCheckbox->setState(true);
+				break;
+			}
+		}
+
+	} else if (ConfMan.hasKey("twohundredpercent", "ds")) {
+		_200PercentCheckbox->setState(ConfMan.getBool("twohundredpercent", "ds"));
 	} else {
-		_twoHundredPercentCheckbox->setState(false);
+		// No setting
+		_150PercentCheckbox->setState(true);
 	}
 
 	if (ConfMan.hasKey("22khzaudio", "ds")) {
@@ -165,6 +222,29 @@
 		_touchY->setValue(0);
 	}
 
+	if (ConfMan.hasKey("sensitivity", "ds")) {
+		_sensitivity->setValue(ConfMan.getInt("sensitivity", "ds"));
+	} else {
+		_sensitivity->setValue(8);
+	}
+
+	if (ConfMan.hasKey("touchpad", "ds")) {
+		_touchPadStyle->setState(ConfMan.getBool("touchpad", "ds"));
+	} else {
+		_touchPadStyle->setState(0);
+	}
+
+	if (ConfMan.hasKey("screentaps", "ds")) {
+		_screenTaps->setState(ConfMan.getBool("screentaps", "ds"));
+	} else {
+		_screenTaps->setState(0);
+	}
+
+	_screenTaps->setEnabled(!_touchPadStyle->getState());
+	_sensitivity->setEnabled(_touchPadStyle->getState());
+	_sensitivityLabel->setEnabled(_touchPadStyle->getState());
+	_sensitivityLabel->draw();
+
 	if (!_cpuScaler->getState() && !_unscaledCheckbox->getState()) {
 		_hardScaler->setState(true);
 	}
@@ -180,7 +260,7 @@
 void DSOptionsDialog::updateConfigManager() {
 	ConfMan.setBool("lefthanded", _leftHandedCheckbox->getState(), "ds");
 	ConfMan.setBool("unscaled", _unscaledCheckbox->getState(), "ds");
-	ConfMan.setBool("twohundredpercent", _twoHundredPercentCheckbox->getState(), "ds");
+//	ConfMan.setBool("twohundredpercent", _twoHundredPercentCheckbox->getState(), "ds");
 	ConfMan.setBool("22khzaudio", _highQualityAudioCheckbox->getState(), "ds");
 	ConfMan.setBool("disablepoweroff", _disablePowerOff->getState(), "ds");
 #ifdef ALLOW_CPU_SCALER
@@ -190,6 +270,24 @@
 	ConfMan.setInt("yoffset", _touchY->getValue(), "ds");
 	ConfMan.setBool("showcursor", _showCursorCheckbox->getState(), "ds");
 	ConfMan.setBool("snaptoborder", _snapToBorderCheckbox->getState(), "ds");
+	ConfMan.setBool("touchpad", _touchPadStyle->getState(), "ds");
+	ConfMan.setBool("screentaps", _screenTaps->getState(), "ds");
+	ConfMan.setInt("sensitivity", _sensitivity->getValue(), "ds");
+
+	u32 zoomLevel = 150;
+
+	if (_100PercentCheckbox->getState()) {
+		zoomLevel = 100;
+	} else if (_150PercentCheckbox->getState()) {
+		zoomLevel = 150;
+	} else if (_200PercentCheckbox->getState()) {
+		zoomLevel = 200;
+	}
+
+	consolePrintf("Saved zoom: %d\n", zoomLevel);
+
+	ConfMan.setInt("topscreenzoom", zoomLevel, "ds");
+
 	DS::setOptions();
 }
 
@@ -227,6 +325,70 @@
 
 	}
 
+	if ((!guard) && (_radioButtonMode))
+	{
+		guard = true;
+
+		if ((sender == _touchPadStyle) && (cmd == 0x20000001)) {
+
+			if (_touchPadStyle->getState()) {
+				// Swap screens when turning on trackpad style, it feels
+				// much more natural!
+				DS::setGameScreenSwap(true);
+
+				_screenTaps->setState(true);
+				_screenTaps->setEnabled(false);
+				_screenTaps->draw();
+				_sensitivity->setEnabled(true);
+				_sensitivityLabel->setEnabled(true);
+				_sensitivityLabel->draw();
+				_sensitivity->draw();
+			} else {
+				DS::setGameScreenSwap(false);
+
+				_screenTaps->setEnabled(true);
+				_screenTaps->setState(false);
+				_screenTaps->draw();
+				_sensitivity->setEnabled(false);
+				_sensitivityLabel->setEnabled(false);
+				_sensitivityLabel->draw();
+				_sensitivity->draw();
+			}
+		}
+
+		guard = false;
+	}
+
+	if ((!guard) && (_radioButtonMode)) {
+
+		guard = true;
+
+		if (cmd == 0x30000001) {
+			_100PercentCheckbox->setState(true);
+			_150PercentCheckbox->setState(false);
+			_200PercentCheckbox->setState(false);
+			DS::setTopScreenZoom(100);
+		}
+
+		if (cmd == 0x30000002) {
+			_100PercentCheckbox->setState(false);
+			_150PercentCheckbox->setState(true);
+			_200PercentCheckbox->setState(false);
+			DS::setTopScreenZoom(150);
+		}
+
+		if (cmd == 0x30000003) {
+			_100PercentCheckbox->setState(false);
+			_150PercentCheckbox->setState(false);
+			_200PercentCheckbox->setState(true);
+			DS::setTopScreenZoom(200);
+		}
+
+		guard = false;
+
+	}
+
+
 	if (cmd == GUI::kCloseCmd) {
 		updateConfigManager();
 		close();
@@ -297,6 +459,8 @@
 }
 
 void setOptions() {
+	static bool firstLoad = true;
+
 	ConfMan.addGameDomain("ds");
 
 	if (ConfMan.hasKey("lefthanded", "ds")) {
@@ -327,10 +491,16 @@
 		DS::setUnscaledMode(false);
 	}
 
-	if (ConfMan.hasKey("twohundredpercent", "ds")) {
-		DS::set200PercentFixedScale(ConfMan.getBool("twohundredpercent", "ds"));
-	} else {
-		DS::set200PercentFixedScale(false);
+	if (firstLoad) {
+		if (ConfMan.hasKey("topscreenzoom", "ds")) {
+			DS::setTopScreenZoom(ConfMan.getInt("topscreenzoom", "ds"));
+		} else {
+			if (ConfMan.hasKey("twohundredpercent", "ds")) {
+				DS::setTopScreenZoom(200);
+			} else {
+				DS::setTopScreenZoom(150);
+			}
+		}
 	}
 
 	if (ConfMan.hasKey("xoffset", "ds")) {
@@ -345,6 +515,12 @@
 		DS::setTouchXOffset(0);
 	}
 
+	if (ConfMan.hasKey("sensitivity", "ds")) {
+		DS::setSensitivity(ConfMan.getInt("sensitivity", "ds"));
+	} else {
+		DS::setSensitivity(8);
+	}
+
 #ifdef ALLOW_CPU_SCALER
 	if (ConfMan.hasKey("cpu_scaler", "ds")) {
 		DS::setCpuScalerEnable(ConfMan.getBool("cpu_scaler", "ds"));
@@ -353,6 +529,33 @@
 	}
 #endif	
 
+	if (ConfMan.hasKey("screentaps", "ds")) {
+		DS::setTapScreenClicksEnable(ConfMan.getBool("screentaps", "ds"));
+	} else {
+		DS::setTapScreenClicksEnable(false);
+	}
+
+	if (ConfMan.hasKey("touchpad", "ds")) {
+		bool enable = ConfMan.getBool("touchpad", "ds");
+		
+		DS::setTrackPadStyleEnable(enable);
+
+		if ((enable) and (firstLoad)) {
+			// If we've just booted up, want to swap screens when trackpad mode is in use
+			// but not every time we enter the options dialog.
+			DS::setGameScreenSwap(true);
+		}
+
+		if (enable) {
+			DS::setTapScreenClicksEnable(true);
+		}
+			
+	} else {
+		DS::setTrackPadStyleEnable(false);
+	}
+
+
+	firstLoad = false;
 }
 
 }

Modified: scummvm/trunk/backends/platform/ds/arm9/source/dsoptions.h
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/dsoptions.h	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/dsoptions.h	2008-09-15 22:43:20 UTC (rev 34568)
@@ -30,6 +30,7 @@
 #include "gui/object.h"
 #include "gui/widget.h"
 #include "gui/dialog.h"
+#include "gui/TabWidget.h"
 #include "scumm/dialogs.h"
 
 namespace DS {
@@ -45,11 +46,18 @@
 	void togglePause();
 	void updateConfigManager();
 
+	GUI::TabWidget* _tab;
+
+	GUI::StaticTextWidget* _sensitivityLabel;
+
 	GUI::SliderWidget* _touchX;
 	GUI::SliderWidget* _touchY;
+	GUI::SliderWidget* _sensitivity;
 	GUI::CheckboxWidget* _leftHandedCheckbox;
 	GUI::CheckboxWidget* _unscaledCheckbox;
-	GUI::CheckboxWidget* _twoHundredPercentCheckbox;
+	GUI::CheckboxWidget* _100PercentCheckbox;
+	GUI::CheckboxWidget* _150PercentCheckbox;
+	GUI::CheckboxWidget* _200PercentCheckbox;
 	GUI::CheckboxWidget* _indyFightCheckbox;
 	GUI::CheckboxWidget* _highQualityAudioCheckbox;
 	GUI::CheckboxWidget* _disablePowerOff;
@@ -59,6 +67,9 @@
 	GUI::CheckboxWidget* _hardScaler;
 	GUI::CheckboxWidget* _cpuScaler;
 	
+	GUI::CheckboxWidget* _touchPadStyle;
+	GUI::CheckboxWidget* _screenTaps;
+
 #ifdef DS_SCUMM_BUILD
 	Scumm::SaveLoadChooser* _delDialog;
 #endif

Modified: scummvm/trunk/backends/platform/ds/arm9/source/gbampsave.cpp
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/gbampsave.cpp	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/gbampsave.cpp	2008-09-15 22:43:20 UTC (rev 34568)
@@ -155,11 +155,13 @@
 		sprintf(fileSpec, "%s/%s", getSavePath(), name);
 	}
 	
-//	consolePrintf(fileSpec);
+//	consolePrintf("Opening the file: %s\n", fileSpec);
 	GBAMPSaveFile* sf = new GBAMPSaveFile(fileSpec, saveOrLoad);
 	if (sf->isOpen()) {
+//		consolePrintf("Ok");
 		return sf;	
 	} else {
+//		consolePrintf("Fail");
 		delete sf;
 		return NULL;	
 	}

Modified: scummvm/trunk/backends/platform/ds/arm9/source/osystem_ds.cpp
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/osystem_ds.cpp	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/osystem_ds.cpp	2008-09-15 22:43:20 UTC (rev 34568)
@@ -41,7 +41,8 @@
 OSystem_DS* OSystem_DS::_instance = NULL;
 
 OSystem_DS::OSystem_DS()
-	: eventNum(0), lastPenFrame(0), queuePos(0), _mixer(NULL), _timer(NULL), _frameBufferExists(false)
+	: eventNum(0), lastPenFrame(0), queuePos(0), _mixer(NULL), _timer(NULL), _frameBufferExists(false),
+	_disableCursorPalette(true), _graphicsEnable(true)
 {
 //	eventNum = 0;
 //	lastPenFrame = 0;
@@ -71,7 +72,13 @@
 	_timer = new DSTimerManager();
     	DS::setTimerCallback(&OSystem_DS::timerHandler, 10);
 
-	_mixer->setOutputRate(11025 /*DS::getSoundFrequency()*/);
+	if (ConfMan.hasKey("22khzaudio", "ds") && ConfMan.getBool("22khzaudio", "ds")) {
+		DS::startSound(22050, 8192);
+	} else {
+		DS::startSound(11025, 4096);
+	}
+
+	_mixer->setOutputRate(DS::getSoundFrequency());
 	_mixer->setReady(true);
     
 	OSystem::initBackend();
@@ -79,7 +86,7 @@
 
 bool OSystem_DS::hasFeature(Feature f) {
 //	consolePrintf("hasfeature\n");
-	return (f == kFeatureVirtualKeyboard);
+	return (f == kFeatureVirtualKeyboard) || (f == kFeatureCursorHasPalette);
 }
 
 void OSystem_DS::setFeatureState(Feature f, bool enable) {
@@ -107,7 +114,7 @@
 }
 
 bool OSystem_DS::setGraphicsMode(const char *name) {
-//	consolePrintf("Set gfx mode %s\n", name);
+	consolePrintf("Set gfx mode %s\n", name);
 	return true;
 }
 
@@ -116,8 +123,15 @@
 }
 
 void OSystem_DS::initSize(uint width, uint height) {
-//	consolePrintf("Set gfx mode %d x %d\n", width, height);
-	DS::setGameSize(width, height);
+	// For Lost in Time, the title screen is displayed in 640x400.
+	// In order to support this game, the screen mode is set, but
+	// all draw calls are ignored until the game switches to 320x200.
+	if ((width == 640) && (height == 400)) {
+		_graphicsEnable = false;
+	} else {
+		_graphicsEnable = true;
+		DS::setGameSize(width, height);
+	}
 }
 
 int16 OSystem_DS::getHeight() {
@@ -129,9 +143,8 @@
 }
 
 void OSystem_DS::setPalette(const byte *colors, uint start, uint num) {
-//	consolePrintf("Set palette %d, %d colours\n", start, num);
-//return;
-	if (!DS::getIsDisplayMode8Bit()) return;
+//	consolePrintf("Setpal %d, %d\n", start, num);
+
 	for (unsigned int r = start; r < start + num; r++) {
 		int red = *colors;
 		int green = *(colors + 1);
@@ -141,19 +154,46 @@
 		green >>= 3;
 		blue >>= 3;
 		
-		if (r != 255)
+//		if (r != 255)
 		{		
-			BG_PALETTE[r] = red | (green << 5) | (blue << 10);
-			if (!DS::getKeyboardEnable()) {
-				BG_PALETTE_SUB[r] = red | (green << 5) | (blue << 10);
+			u16 paletteValue = red | (green << 5) | (blue << 10);
+
+			if (DS::getIsDisplayMode8Bit()) {
+				BG_PALETTE[r] = paletteValue;
+				if (!DS::getKeyboardEnable()) {
+					BG_PALETTE_SUB[r] = paletteValue;
+				}
 			}
+
+			_palette[r] = paletteValue;
 		}
-//		if (num == 16) consolePrintf("pal:%d r:%d g:%d b:%d\n", r, red, green, blue);
+	//	if (num == 255) consolePrintf("pal:%d r:%d g:%d b:%d\n", r, red, green, blue);
 		
 		colors += 4;
 	}
 }
 
+void OSystem_DS::setCursorPalette(const byte *colors, uint start, uint num) {
+
+//	consolePrintf("Cursor palette set: start: %d, cols: %d\n", start, num);
+	for (unsigned int r = start; r < start + num; r++) {
+		int red = *colors;
+		int green = *(colors + 1);
+		int blue = *(colors + 2);
+		
+		red >>= 3;
+		green >>= 3;
+		blue >>= 3;
+		
+		u16 paletteValue = red | (green << 5) | (blue << 10);
+		_cursorPalette[r] = paletteValue;
+	
+		colors += 4;
+	}
+
+	_disableCursorPalette = false;
+}
+
 bool OSystem_DS::grabRawScreen(Graphics::Surface* surf) {
 	surf->create(DS::getGameWidth(), DS::getGameHeight(), 1);
 
@@ -184,9 +224,11 @@
 }
 
 
+#define MISALIGNED16(ptr) (((u32) (ptr) & 1) != 0)
+
 void OSystem_DS::copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) {
-//	consolePrintf("Copy rect %d, %d   %d, %d ", x, y, w, h);
-	
+	//consolePrintf("Copy rect %d, %d   %d, %d ", x, y, w, h);
+	if (!_graphicsEnable) return;	
 	if (w <= 1) return;
 	if (h < 0) return;
 	if (!DS::getIsDisplayMode8Bit()) return;
@@ -195,6 +237,9 @@
 	s32 stride;
 	u16* bgSub = (u16 *) BG_GFX_SUB;
 
+	// The DS video RAM doesn't support 8-bit writes because Nintendo wanted
+	// to save a few pennies/euro cents on the hardware.
+
 	if (_frameBufferExists) {
 		bg = (u16 *) _framebuffer.pixels;
 		stride = _framebuffer.pitch;
@@ -203,46 +248,117 @@
 		stride = DS::get8BitBackBufferStride();
 	}
 
-	u16* src = (u16 *) buf;
+	if (((pitch & 1) != 0) || ((w & 1) != 0) || (((int) (buf) & 1) != 0)) {
+
+		// Something is misaligned, so we have to use the slow but sure method
+
+		int by = 0;
+
+		for (int dy = y; dy < y + h; dy++) {
+			u8* dest = ((u8 *) (bg)) + (dy * stride) + x;
+			u8* destSub = ((u8 *) (bgSub)) + (dy * 512) + x;
+			u8* src = (u8 *) buf + (pitch * by);
+			
+			u32 dx;
+
+			u32 pixelsLeft = w;
+
+			if (MISALIGNED16(dest))	{
+				// Read modify write
+
+				dest--;
+				u16 mix = *((u16 *) dest);
+
+				mix = (mix & 0x00FF) | (*src++ << 8);
+
+				*dest = mix;
+				*destSub = mix;
+
+				dest += 2;
+				destSub += 2;
+				pixelsLeft--;
+			}
+
+			// We can now assume dest is aligned
+			u16* dest16 = (u16 *) dest;
+			u16* destSub16 = (u16 *) destSub;
+
+			for (dx = 0; dx < pixelsLeft; dx+=2)	{
+				u16 mix;
+
+				mix = *src + (*(src + 1) << 8);
+				*dest16++ = mix;
+				*destSub16++ = mix;
+				src += 2;
+			}
+
+			pixelsLeft -= dx;
+
+			// At the end we may have one pixel left over
+
+			if (pixelsLeft != 0) {
+				u16 mix = *dest16;
+
+				mix = (mix & 0x00FF) | ((*src++) << 8);
+
+				*dest16 = mix;
+				*destSub16 = mix;
+			}
+
+			by++;
+				
+		}
+
+//		consolePrintf("Slow method used!\n");
+
+
+	} else {
+
+		// Stuff is aligned to 16-bit boundaries, so it's safe to do DMA.
 	
-	if (DS::getKeyboardEnable()) {
+		u16* src = (u16 *) buf;
+		
+		if (DS::getKeyboardEnable()) {
+		
+			for (int dy = y; dy < y + h; dy++) {
+				u16* dest = bg + (dy * (stride >> 1)) + (x >> 1);
+			
+				DC_FlushRange(src, w << 1);
+				DC_FlushRange(dest, w << 1);
+				dmaCopyHalfWords(3, src, dest, w);
 	
-		for (int dy = y; dy < y + h; dy++) {
-			u16* dest = bg + (dy * (stride >> 1)) + (x >> 1);
+				while (dmaBusy(3));
+						
+				src += pitch >> 1;
+			}
 		
-			DC_FlushRange(src, w << 1);
-			DC_FlushRange(dest, w << 1);
-			dmaCopyHalfWords(3, src, dest, w);
-					
-			src += pitch >> 1;
-		}
+		} else {
+			for (int dy = y; dy < y + h; dy++) {
+				u16* dest1 = bg + (dy * (stride >> 1)) + (x >> 1);
+				u16* dest2 = bgSub + (dy << 8) + (x >> 1);
+				
+				DC_FlushRange(src, w << 1);
+				DC_FlushRange(dest1, w << 1);
+				DC_FlushRange(dest2, w << 1);
+						
+				dmaCopyHalfWords(3, src, dest1, w);
 	
-	} else {
-		for (int dy = y; dy < y + h; dy++) {
-			u16* dest1 = bg + (dy * (stride >> 1)) + (x >> 1);
-			u16* dest2 = bgSub + (dy << 8) + (x >> 1);
-			
-			DC_FlushRange(src, w << 1);
-			DC_FlushRange(dest1, w << 1);
-			DC_FlushRange(dest2, w << 1);
-					
-			dmaCopyHalfWords(3, src, dest1, w);
-			dmaCopyHalfWords(3, src, dest2, w);
-					
-			src += pitch >> 1;
+				if ((!_frameBufferExists) || (buf == _framebuffer.pixels)) {
+					dmaCopyHalfWords(2, src, dest2, w);
+				}
+	
+				while (dmaBusy(2) || dmaBusy(3));
+						
+				src += pitch >> 1;
+			}
 		}
 	}
-	
 //	consolePrintf("Done\n");
-	
-			
-	
 }
 
 void OSystem_DS::updateScreen() {
 
-	if ((_frameBufferExists) && (DS::getIsDisplayMode8Bit()))
-	{
+	if ((_frameBufferExists) && (DS::getIsDisplayMode8Bit())) {
 		_frameBufferExists = false;
 
 		// Copy temp framebuffer back to screen
@@ -253,6 +369,12 @@
 	DS::doSoundCallback();
 //	DS::doTimerCallback();
 	DS::addEventsToQueue();
+
+	// Force back buffer usage for Nippon Safes, as it doesn't double buffer it's output
+	if (DS::getControlType() == DS::CONT_NIPPON) {
+		OSystem_DS::instance()->lockScreen();
+		OSystem_DS::instance()->unlockScreen();
+	}
 }
 
 void OSystem_DS::setShakePos(int shakeOffset) {
@@ -334,9 +456,23 @@
 }
 
 void OSystem_DS::setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, byte keycolor, int targetCursorScale) {
-	DS::setCursorIcon(buf, w, h, keycolor, hotspotX, hotspotY);
+	if ((w > 0) && (w < 64) && (h > 0) && (h < 64))
+	{
+		memcpy(_cursorImage, buf, w * h);
+		_cursorW = w;
+		_cursorH = h;
+		_cursorHotX = hotspotX;
+		_cursorHotY = hotspotY;
+		_cursorKey = keycolor;
+		_cursorScale = targetCursorScale;
+		refreshCursor();
+	}
 }
 
+void OSystem_DS::refreshCursor() {
+	DS::setCursorIcon(_cursorImage, _cursorW, _cursorH, _cursorKey, _cursorHotX, _cursorHotY);
+}
+
 void OSystem_DS::addEvent(Common::Event& e) {
 	eventQueue[queuePos++] = e;
 }
@@ -489,7 +625,11 @@
 	if (DS::isGBAMPAvailable() && (!forceSram)) {
 		return &mpSaveManager;
 	} else {
+#ifdef GBA_SRAM_SAVE
 		return &saveManager;
+#else
+		return NULL;
+#endif
 	}
 }
 

Modified: scummvm/trunk/backends/platform/ds/arm9/source/osystem_ds.h
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/osystem_ds.h	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/osystem_ds.h	2008-09-15 22:43:20 UTC (rev 34568)
@@ -52,17 +52,32 @@
 	Common::Event eventQueue[96];
 	int queuePos;
 	
+#ifdef GBA_SRAM_SAVE
 	DSSaveFileManager saveManager;
+#endif
 	GBAMPSaveFileManager mpSaveManager;
 	DSAudioMixer* _mixer;
 	DSTimerManager* _timer;
 	Graphics::Surface _framebuffer;
 	bool _frameBufferExists;
+	bool _graphicsEnable;
 
+	static OSystem_DS* _instance;
 
-	static OSystem_DS* _instance;
+	u16 _palette[256];
+	u16 _cursorPalette[256];
+
+	u8 _cursorImage[64 * 64];
+	uint _cursorW;
+	uint _cursorH;
+	int _cursorHotX;
+	int _cursorHotY;
+	byte _cursorKey;
+	int _cursorScale;
+
 	
 	Graphics::Surface* createTempFrameBuffer();
+	bool _disableCursorPalette;
 
 public:
 	typedef void (*SoundProc)(byte *buf, int len);
@@ -159,7 +174,16 @@
 	virtual void clearAutoComplete();
 	virtual void setCharactersEntered(int count);
 
+	u16 getDSPaletteEntry(u32 entry) { return _palette[entry]; }
+	u16 getDSCursorPaletteEntry(u32 entry) { return !_disableCursorPalette? _cursorPalette[entry]: _palette[entry]; }
+
+	virtual void setCursorPalette(const byte *colors, uint start, uint num);
+
+	virtual void disableCursorPalette(bool dis) { _disableCursorPalette = dis; refreshCursor(); }
+
 	FilesystemFactory *getFilesystemFactory();
+
+	void refreshCursor();
 };
 
 static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {

Modified: scummvm/trunk/backends/platform/ds/arm9/source/portdefs.h
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/portdefs.h	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/portdefs.h	2008-09-15 22:43:20 UTC (rev 34568)
@@ -81,8 +81,11 @@
 
 #define ITCM_DATA	__attribute__((section(".itcm")))
 
+// Since I can't change the engine at the moment (post lockdown) this define can go here.
+// This define changes the mouse-relative motion which doesn't make sense on a touch screen to 
+// a more conventional form of input where the menus can be clicked on.
+#define LURE_CLICKABLE_MENUS
 
-
 //#include "common/array.h"
 //#include "common/str.h"
 

Modified: scummvm/trunk/backends/platform/ds/arm9/source/ramsave.cpp
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/ramsave.cpp	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/ramsave.cpp	2008-09-15 22:43:20 UTC (rev 34568)
@@ -19,7 +19,9 @@
  * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
  * 
  */
- // Save in order 1,2,3,4,larger 2,5
+#ifdef GBA_SRAM_SAVE
+
+
 #include "ramsave.h"
 #include "nds.h"
 #include "compressor/lz.h"
@@ -237,7 +239,7 @@
 	return size;
 }
 
-bool DSSaveFile::matches(char* prefix, int num) {
+bool DSSaveFile::matches(const char *prefix, int num) {
 	char str[16];
 	if (isValid()) {
 		sprintf(str, "%s%02d", prefix, num);
@@ -251,7 +253,7 @@
 	}
 }
 
-bool DSSaveFile::matches(char* filename) {
+bool DSSaveFile::matches(const char *filename) {
 	if (isValid()) {
 		return !strcmp(save.name, filename);
 	} else {
@@ -532,3 +534,5 @@
 		return 0;
 	}
 }
+
+#endif

Modified: scummvm/trunk/backends/platform/ds/arm9/source/ramsave.h
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/ramsave.h	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/ramsave.h	2008-09-15 22:43:20 UTC (rev 34568)
@@ -78,8 +78,8 @@
 	
 	bool isValid() { return save.isValid; }
 	bool isTemp() { return isTempFile; }
-	bool matches(char* prefix, int num);
-	bool matches(char* filename);
+	bool matches(const char *prefix, int num);
+	bool matches(const char *filename);
 	
 	void clearData();
 	void compress();

Modified: scummvm/trunk/backends/platform/ds/arm9/source/touchkeyboard.cpp
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/touchkeyboard.cpp	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/touchkeyboard.cpp	2008-09-15 22:43:20 UTC (rev 34568)
@@ -402,6 +402,23 @@
 	}				
 }
 
+void releaseAllKeys() {
+	for (int r = 0; r < DS_NUM_KEYS; r++) {
+		if (keys[r].pressed) {
+			DS::setKeyHighlight(r, false);
+
+			OSystem_DS* system = OSystem_DS::instance();
+			
+			Common::Event event;
+			createKeyEvent(r, event);
+			event.type = Common::EVENT_KEYUP;
+			system->addEvent(event);
+
+			keys[r].pressed = false;
+		}
+	}	
+}
+
 void addKeyboardEvents() {
 	bool resetShift = false;
 
@@ -446,7 +463,7 @@
 //				consolePrintf("Key: %d\n", r);
 				if ((keys[r].character == Common::KEYCODE_INVALID)) {
 					// Close button
-					DS::closed = true;
+					//DS::closed = true;
 				} else {
 					createKeyEvent(r, event);
 				}				
@@ -492,9 +509,14 @@
 			   	OSystem_DS* system = OSystem_DS::instance();
 				
 				Common::Event event;
-				createKeyEvent(r, event);
-				event.type = Common::EVENT_KEYUP;
-				system->addEvent(event);
+				if ((keys[r].character == Common::KEYCODE_INVALID)) {
+					// Close button
+					DS::closed = true;
+				} else {
+					createKeyEvent(r, event);
+					event.type = Common::EVENT_KEYUP;
+					system->addEvent(event);
+				}
 
 				keys[r].pressed = false;
 

Modified: scummvm/trunk/backends/platform/ds/arm9/source/touchkeyboard.h
===================================================================
--- scummvm/trunk/backends/platform/ds/arm9/source/touchkeyboard.h	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/arm9/source/touchkeyboard.h	2008-09-15 22:43:20 UTC (rev 34568)
@@ -40,6 +40,7 @@
 void addAutoComplete(char* word);
 void clearAutoComplete();
 void setCharactersEntered(int count);
+void releaseAllKeys();
 
 }
 


Property changes on: scummvm/trunk/backends/platform/ds/logog.bmp
___________________________________________________________________
Added: svn:mime-type
   + image/bmp

Modified: scummvm/trunk/backends/platform/ds/makefile
===================================================================
--- scummvm/trunk/backends/platform/ds/makefile	2008-09-15 22:37:45 UTC (rev 34567)
+++ scummvm/trunk/backends/platform/ds/makefile	2008-09-15 22:43:20 UTC (rev 34568)
@@ -36,3 +36,23 @@
 	make all       SCUMM_BUILD=f
 	make semiclean
 	make all       SCUMM_BUILD=g
+	make semiclean
+	make all       SCUMM_BUILD=h
+
+allbuildssafe:
+	make clean     SCUMM_BUILD=a
+	make all       SCUMM_BUILD=a
+	make clean     SCUMM_BUILD=b
+	make all       SCUMM_BUILD=b
+	make clean     SCUMM_BUILD=c
+	make all       SCUMM_BUILD=c
+	make clean     SCUMM_BUILD=d
+	make all       SCUMM_BUILD=d
+	make clean     SCUMM_BUILD=e
+	make all       SCUMM_BUILD=e
+	make clean     SCUMM_BUILD=f
+	make all       SCUMM_BUILD=f
+	make clean     SCUMM_BUILD=g
+	make all       SCUMM_BUILD=g
+	make clean     SCUMM_BUILD=h
+	make all       SCUMM_BUILD=h


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