Search found 9 matches

by willrandship
Sun Jul 01, 2012 8:03 pm
Forum: General Discussion
Topic: ScummC Game Support
Replies: 3
Views: 2729

Ah. I can see how that would be an issue. Although, legally, there's nothing they can do about ScummC, since it does not use their engine (well, it can, but doesn't need to), nor does it use their development tools. While neutrality is nice, if it came down to blows ScummC development should be legal.
by willrandship
Sun Jul 01, 2012 4:26 am
Forum: General Discussion
Topic: ScummC Game Support
Replies: 3
Views: 2729

ScummC Game Support

I was wondering, is there a particular reason why there isn't a less hackish way to run ScummC game builds? So far I've only seen two methods: Patch ScummVM (and those patches are old with the newest at v1.1.1) or run them as Day of the Tentacle. I was thinking that there could be a way to have a &q...
by willrandship
Tue Oct 18, 2011 7:31 pm
Forum: General Discussion
Topic: (Theoretical ATM) Making an engine, getting it in ScummVM.
Replies: 9
Views: 5087

Yeah, the scumm engine is very messy. I was just thinking that since I'd have to make authoring tools of some sort regardless, I might as well use an engine that has already proved itself. I was thinking about using lure, sky or one of the swords. I'm not sure about them yet, though, because looking...
by willrandship
Tue Oct 18, 2011 2:22 am
Forum: General Discussion
Topic: (Theoretical ATM) Making an engine, getting it in ScummVM.
Replies: 9
Views: 5087

Just a quick thought: Providing I don't use any data files from the original games, it should still be legal to have a commercial engine based off of, say, the BASS/Broken Sword engines, right? I was thinking that since I'd have to make some kind of data editor anyways, it would be easier to base it...
by willrandship
Wed Sep 28, 2011 6:04 pm
Forum: General Discussion
Topic: Running ScummVM in the browser through Native Client
Replies: 13
Views: 13229

You could have your games on your google account, or be loadable from the PC. Considering most of the games (excluding FM-Towns and CD Audio Ones) have very small file sizes it should be quite convenient.

Also, you would have scummvm on the go, on any pc. That's an improvement all its own.
by willrandship
Wed Sep 28, 2011 6:01 pm
Forum: General Discussion
Topic: (Theoretical ATM) Making an engine, getting it in ScummVM.
Replies: 9
Views: 5087

Well, I would if I'd known about it. Other than This One , is there any reference documentation on how to use it? Also, how unhappy would everyone be if it depended on OpenGL? I had a really cool idea for a feature that would provide 3D graphics without any extra strain on the game creators, but if ...
by willrandship
Wed Sep 28, 2011 4:15 am
Forum: General Discussion
Topic: (Theoretical ATM) Making an engine, getting it in ScummVM.
Replies: 9
Views: 5087

(Theoretical ATM) Making an engine, getting it in ScummVM.

It's hard to come up with 50 char titles. So sue me. Here's my question: If I were to make a free Scumm-like engine (think AGS, but hopefully cleaner and available on many more platforms) and have it released as open source, tools included so others could make their own games for it, how hard would ...
by willrandship
Fri Jun 03, 2011 9:08 pm
Forum: Help and Support
Topic: No Sound for FM-TOWNS
Replies: 1
Views: 1336

Okay, now I feel stupid :P

I'd ripped the Audio tracks, but had forgotten to put them actually into the game folder. Thanks anyways!
by willrandship
Fri Jun 03, 2011 5:16 am
Forum: Help and Support
Topic: No Sound for FM-TOWNS
Replies: 1
Views: 1336

No Sound for FM-TOWNS

So, versions, etc: ScummVM 1.3 OpenSuse 11.4, XFCE Timidity 2.13 FM-Towns games, like LOOM, will not play any sound. Their counterparts, ie. EGA loom will, and everything else works correctly. As far as I'm aware, TiMidity is working, considering I can play MIDIs through it in the terminal and they ...