Search found 3529 matches

by eriktorbjorn
Mon Jun 06, 2022 5:23 am
Forum: Help and Support
Topic: Sherlock Holmes: Serrated Scalpel Bug
Replies: 3
Views: 1295

Re: Sherlock Holmes: Serrated Scalpel Bug

Praetorian wrote: Sun Jun 05, 2022 6:35 pm Perhaps eriktorbjorn might know more about the issue.
Sorry, I have no idea. I seem to recall that with the issue that was fixed, leaving and re-entering the room would unfreeze them though. (I could be wrong about that.)
by eriktorbjorn
Fri Jun 03, 2022 2:02 pm
Forum: Help and Support
Topic: GL question
Replies: 1
Views: 1802

Re: GL question

Raziel wrote: Fri Jun 03, 2022 12:27 pm What is the difference between TinyGL and OpenGL/OpenGL (with shaders) in ScummVM.
TinyGL is a software implementation of (a subset of) OpenGL, so it doesn't do hardware acceleration..

I don't know what the shaders are used for, so I look forward to someone else answering that one.
by eriktorbjorn
Sat May 21, 2022 11:54 am
Forum: Help and Support
Topic: Aspect Ratio Correction on FM Towns Games
Replies: 104
Views: 90125

Re: Aspect Ratio Correction on FM Towns Games

I'm following this thread with interest as I hope we one day through hacking will have a prefect version of Loom. A perfect hack would have voiceover and music, plus all removed or censored text and graphics along with this ratio hack. That would mean re-recording the whole thing, since the voiceov...
by eriktorbjorn
Fri May 06, 2022 7:48 am
Forum: Other Ports
Topic: ZX Spectrum Next port
Replies: 3
Views: 7050

Re: ZX Spectrum Next port

Which is the oldest version with the least level of abstractions and object orientation that is stable and feature complete enough to run Monkey Island 1? The earliest version where Monkey Island 1 is mentioned is 0.0.2. 0.0.1 only mentions Monkey Island 2, which was apparently the first game Scumm...
by eriktorbjorn
Tue May 03, 2022 5:19 am
Forum: Help and Support
Topic: How to extract ATLANTIS.000 from the Steam version of Fate of Atlantis?
Replies: 3
Views: 1363

Re: How to extract ATLANTIS.000 from the Steam version of Fate of Atlantis?

I don't have that particular version of the game myself, but this is what I see in the file detection_steam.h: { GID_INDY4, Common::kPlatformWindows, "atlantis.%03d", "ATLANTIS.000", "Indiana Jones and the Fate of Atlantis.exe", 224336, 12035 }, { GID_INDY4, Common::kPl...
by eriktorbjorn
Tue Apr 26, 2022 1:29 pm
Forum: Help and Support
Topic: No mouse,keyboard on 2.60git via emuelec
Replies: 7
Views: 1981

Re: No mouse,keyboard on 2.60git via emuelec

with the emuelec 4.3 LIB and scummvm 2.6 i got this error ./scummvm-2-6: undefined symbol: SDL_SetWindowMouseRect I guess that's what would happen if you're using ScummVM with an older version of SDL than it was built with. It checks at compile-time, but not at runtime, e.g.: #if SDL_VERSION_ATLEAS...
by eriktorbjorn
Thu Apr 07, 2022 7:14 am
Forum: Fangame Creation
Topic: SQ1 AGI (accented letters - fan trad)
Replies: 7
Views: 7991

Re: SQ1 AGI (accented letters - fan trad)

Hi eriktorbjorn, It's not a " g " it's a " ç ". It's true that it looks like a g :wink: I think he was speaking of the "g" in "les deux gars d'Andromèdes" in your DosBox screenshot, and how in the French one the top part of the "g" looks squeezed co...
by eriktorbjorn
Wed Apr 06, 2022 4:52 pm
Forum: Fangame Creation
Topic: SQ1 AGI (accented letters - fan trad)
Replies: 7
Views: 7991

Re: SQ1 AGI (accented letters - fan trad)

I just checked, and it seems the Hercules font does not, unfortunately, have any accented characters. Just the standard ASCII set, and a handful of special characters.
by eriktorbjorn
Wed Apr 06, 2022 2:57 pm
Forum: Fangame Creation
Topic: SQ1 AGI (accented letters - fan trad)
Replies: 7
Views: 7991

Re: SQ1 AGI (accented letters - fan trad)

If I understand correctly, most of the time ScummVM will use a hard-coded font - defined in engines/agi/font.cpp, where each character is 8x8 pixels. The "è" character in that one looks like this: ###..... ........ .####... ##..##.. ######.. ##...... .####... ........ My guess, from your s...
by eriktorbjorn
Mon Apr 04, 2022 2:49 pm
Forum: Help and Support
Topic: Shift J COMI Lightsaber sounds effects broken
Replies: 5
Views: 1650

Re: Shift J COMI Lightsaber sounds effects broken

60fpshacksrock wrote: Mon Apr 04, 2022 8:18 am I meant GB's ship.
Well, as I said, I believe Shift+J only works in the exact same scenes as Shift+V does.
by eriktorbjorn
Sat Apr 02, 2022 6:14 am
Forum: Help and Support
Topic: Shift J COMI Lightsaber sounds effects broken
Replies: 5
Views: 1650

Re: Shift J COMI Lightsaber sounds effects broken

60fpshacksrock wrote: Fri Apr 01, 2022 4:38 pm So then it needs to be enabled when Guybrush is on his ship before starting a swordfight?
Depends on what you mean by "on his ship". It should work during any of these parts:

scummvm-comi-00000.png
scummvm-comi-00000.png (40.52 KiB) Viewed 1588 times
Which is also where you can press Shift+V to cheat.
by eriktorbjorn
Fri Apr 01, 2022 8:03 am
Forum: Help and Support
Topic: Shift J COMI Lightsaber sounds effects broken
Replies: 5
Views: 1650

Re: Shift J COMI Lightsaber sounds effects broken

Has anyone else had issues with the Lightsaber sounds not playing when supposedly activated (Shift J) during the swordfighting? It worked for me, using the development version of ScummVM in Linux. It's a bit fiddly though, since a) you have to press Shift+J during ship combat, not during the sword ...
by eriktorbjorn
Sun Mar 27, 2022 8:22 am
Forum: Help and Support
Topic: King's Quest 7 Error
Replies: 6
Views: 1360

Re: King's Quest 7 Error

thanks for your answer. My version only has 1 CD That's true of my English copy too, so I don't think you have to rename any files for King's Quest 7. I think I've found the warning message you're seeing, but the comment there talks about King's Quest 5 so that's not much help. At least some of the...
by eriktorbjorn
Fri Mar 25, 2022 11:01 am
Forum: Help and Support
Topic: Aspect Ratio Correction on FM Towns Games
Replies: 104
Views: 90125

Re: Aspect Ratio Correction on FM Towns Games

I gave it a quick (literally, as I was using "fast mode" a lot) playthrough, using the "z_zm_height_200_v9" branch. There were three things I noticed, though at least one of them may be deliberate. Object names were written at the top of the object image, not the bottom like the ...
by eriktorbjorn
Sat Mar 19, 2022 6:12 am
Forum: Help and Support
Topic: SCUMMvm command line parameter help
Replies: 4
Views: 1621

Re: SCUMMvm command line parameter help

Could someone please point me to info. regarding loading command line parameters to start in-development SCUMM games...? I checked the newbie guide (404 error), WIKI & FAQ but not sure if/where instructions might be in there. Command line parameters refers to starting ScummVM from a command pro...