Search found 30 matches

by Nitrus
Thu Mar 06, 2014 6:40 pm
Forum: Android Port
Topic: Merging main and plugin APKs
Replies: 12
Views: 7216

@digital: Ahhh I see what you mean. Yeah, I guessed I had the end goal wrong. In that case, I have absolutely no idea how that can be achieved, but wouldn't that be a good thing for everybody? I mean, saving RAM is good in any situation :) @Timiditas: I was rocking ScummVM on a Samsung Galaxy Mini I...
by Nitrus
Wed Mar 05, 2014 11:01 pm
Forum: Android Port
Topic: Merging main and plugin APKs
Replies: 12
Views: 7216

I may be misunderstanding something here, possibly the intention and goal. What I'm trying to say is, just yesterday I compiled a single *.apk, copied it to my phone and installed it from there. With it, I got all of the officially supported engines. I didn't download nor install any other (plugin) ...
by Nitrus
Wed Mar 05, 2014 12:24 am
Forum: Android Port
Topic: Merging main and plugin APKs
Replies: 12
Views: 7216

If you're able to compile for yourself, this is easy to do. Just omit the --enable-plugins --default-dynamic flags, and you'll build a single *.apk. Otherwise, as the buildbot already provides three different daily Android builds (ARM, MIPS and x86), perhaps another configuration where all the engin...
by Nitrus
Fri Aug 09, 2013 1:09 pm
Forum: PSP Port
Topic: PSP firmware 6.60
Replies: 1
Views: 7501

I'm not certain about the other ones, but as for Beneath a Steel Sky, that was recently fixed , so just download the latest Development Build from here: http://buildbot.scummvm.org/builds.html ...and then try it out. I imagine some of the other games' issues could be fixed too. I'm not sure about th...
by Nitrus
Tue Jun 25, 2013 7:18 am
Forum: The Junkyard
Topic: The St. Chris School Lockdown - kickstarter
Replies: 6
Views: 4122

Re: The St. Chris School Lockdown - kickstarter

-- Roleplaying elements, including stats, reputation and a morality gauge! Well, that's not necessarily bad, it suggests that different situations might have different outcomes, or even different endings, which adds to the gameplay. I suspect elements such as those might have been inspired from Jap...
by Nitrus
Fri Jun 07, 2013 12:49 pm
Forum: The Junkyard
Topic: The Neverhood
Replies: 9
Views: 7233

This shouldn't be too difficult (aside from the translating work ofc), seeing as the Neverhood has a pretty big following and a myriad of tools available out there. For example, this is documentation for the file structure: http://wiki.multimedia.cx/index.php?title=BLB Which means: Smacker Videos, M...
by Nitrus
Sun Jun 02, 2013 11:47 am
Forum: The Junkyard
Topic: New claymation game by the Neverhood guys (kickstarter)
Replies: 6
Views: 4371

You're absolutely right.
Less than a week has passed, and they've reached more than a third of the goal, I'm pretty sure it's gonna succeed. (fingers crossed)
Timing is good too, the Neverhood engine in ScummMV got massive work done in the past few months.
by Nitrus
Sun May 26, 2013 5:14 pm
Forum: General Discussion
Topic: How to extract/decompile scripts for SCUMM v1-v3 games?
Replies: 3
Views: 3277

I'm not sure if this applies and/or helps, since I've never had much interest in poking around Scumm based games, but you might want to take a look at these, they could prove useful to you... Then again maybe not, just putting it out there.
by Nitrus
Thu May 16, 2013 2:16 am
Forum: Help and Support
Topic: Simon the Sorcerer GME Help Needed!
Replies: 12
Views: 8910

Yes, I gathered as much, and that's the primary reason why I gave up on it at the time. I managed to insert text through ScummVM, using some opcodes (can't remember which ones were used for text display, o_wait and some others), then I called printTextMsg I think, and was able to do it that way, tho...
by Nitrus
Tue May 14, 2013 9:17 pm
Forum: Help and Support
Topic: Simon the Sorcerer GME Help Needed!
Replies: 12
Views: 8910

I'm sorry for reviving this old post, I just wanted to post an update of what was achieved at the time: Because the talkie was not released with a simultaneous option of subtitles (due to the fact that they were incomplete at the time), we wanted to make an unofficial patch of sorts which would sort...
by Nitrus
Sat Aug 20, 2011 6:01 pm
Forum: Android Port
Topic: Question about the mMerging of the plugin "*.apk"s
Replies: 1
Views: 1585

Nevermind, figured it out. It was the --enable-plugins, and --default-dynamic flags.
by Nitrus
Sat Aug 20, 2011 3:29 pm
Forum: Android Port
Topic: Question about the mMerging of the plugin "*.apk"s
Replies: 1
Views: 1585

Question about the mMerging of the plugin "*.apk"s

I've been able to compile the android port, only to find out that it builds the plugins as separate files, which then have to be installed on the phone separately. Can anybody tell me how to merge/make them in a single package? Would it be in the dists/android/manifest? I would appreciate some point...
by Nitrus
Tue May 31, 2011 3:38 pm
Forum: General Discussion
Topic: ScummVM 1.3.0 "Runner" released!
Replies: 16
Views: 9204

Man, you guys are awesome.
by Nitrus
Thu May 26, 2011 3:56 pm
Forum: General Discussion
Topic: Upscaling Retro 8-Bit Pixel Art To Vector Graphics
Replies: 30
Views: 22985

Yes, it works with vector graphics, but I may have missed it while reading, or it wasn't even there: I thought it outputs raster files? Even if it works with vector algorithms, I don't think that's important, IF the final results are in raster. I think the real problem here is it's speed. But IF the...
by Nitrus
Thu May 26, 2011 10:17 am
Forum: General Discussion
Topic: Upscaling Retro 8-Bit Pixel Art To Vector Graphics
Replies: 30
Views: 22985

From what I've read in the posts from the authors, there's a lot of comparison to other upscalers, like 2xSaI, so I doubt the inner workings of the algorithm are all that different, and from what I've been able to gather, ScummVM uses 2xSaI, hq2x, hq3x and others as upscalers. Surely this wouldn't b...