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.)
Search found 3529 matches
- 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
- Fri Jun 03, 2022 2:02 pm
- Forum: Help and Support
- Topic: GL question
- Replies: 1
- Views: 1802
Re: GL question
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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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
Well, as I said, I believe Shift+J only works in the exact same scenes as Shift+V does.
- 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
Depends on what you mean by "on his ship". It should work during any of these parts: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?
Which is also where you can press Shift+V to cheat.
- 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 ...
- 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...
- 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 ...
- 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...