Search found 24 matches

by elvisish
Sat Dec 29, 2018 11:21 am
Forum: General Discussion
Topic: Monkey Island Ultimate Talkie EGA?
Replies: 5
Views: 1695

Re: Monkey Island Ultimate Talkie EGA?

@LogicDeLuxe interested in a hack? :D
by elvisish
Thu Dec 27, 2018 3:55 pm
Forum: General Discussion
Topic: Monkey Island Ultimate Talkie EGA?
Replies: 5
Views: 1695

Re: Monkey Island Ultimate Talkie EGA?

Is it possible to use Ultimate Talkie with the 16-color ega version of MI? It is unlikely, because the UT edition website lists the following requirement: "A VGA compatible graphics card for the DOS version". Also, I think the UT builder would be looking for data files that came with the VGA versio...
by elvisish
Tue Dec 25, 2018 7:53 pm
Forum: General Discussion
Topic: Monkey Island Ultimate Talkie EGA?
Replies: 5
Views: 1695

Monkey Island Ultimate Talkie EGA?

Is it possible to use Ultimate Talkie with the 16-color ega version of MI?
by elvisish
Sat Dec 15, 2018 2:24 pm
Forum: General Discussion
Topic: Aspect ratio stretch pre-upscale or post-upscale?
Replies: 6
Views: 1691

Re: Aspect ratio stretch pre-upscale or post-upscale?

Those two files will only give a partial answer (which I already gave here ). This actually depends on the graphics mode and stretch mode selected in the options. If you select the OpenGL graphics mode, then all the scaling and stretching, including the aspect ratio correction, is done in one pass ...
by elvisish
Tue Dec 11, 2018 10:02 pm
Forum: General Discussion
Topic: Aspect ratio stretch pre-upscale or post-upscale?
Replies: 6
Views: 1691

Re: Aspect ratio stretch pre-upscale or post-upscale?

Thanks, but I can't read that. Can you tell me which order the stretching occurs?
by elvisish
Mon Dec 10, 2018 7:29 pm
Forum: General Discussion
Topic: Aspect ratio stretch pre-upscale or post-upscale?
Replies: 6
Views: 1691

Aspect ratio stretch pre-upscale or post-upscale?

I'm interested in how ScummVM actually performs the aspect ratio stretch so each pixel is 1.2 tall. Is this done pre-upscale and then scaled up to full screen, or is it always performed on the up-scale? Otherwise, Guybrush would look like "forced aspect correction": https://i.imgur.com/Al4UJ4V.jpg S...
by elvisish
Fri Dec 07, 2018 12:51 pm
Forum: Help and Support
Topic: Aspect Ratio Correction on FM Towns Games
Replies: 4
Views: 5242

Re: Aspect Ratio Correction on FM Towns Games

11 years later and this still isn't an option because of FM Townes authenticity? Why not have it in anyways so people can decide how they want it to look, just as games without subtitles and speech simultaneously do, games intended for a limited amount platforms can be run on any system, and improve...
by elvisish
Tue Sep 11, 2018 8:45 pm
Forum: The Junkyard
Topic: Monkey 1 Ultimate Talkie Edition (released)
Replies: 125
Views: 154496

Still wondering if it's possible to use the original sound effects with ultimate talkie? Love the vocies but hate the new sound effects.
by elvisish
Wed Aug 29, 2018 1:41 pm
Forum: General Discussion
Topic: Framecap in ScummVM?
Replies: 9
Views: 2550

No, there is nothing even close to that. Engines call screen update up to 200 times per second, and normally there are dirty rectangles involved, so the frames are not even redrawn. The FPS topic normally belongs to hardware or hardware emulators. ScummVM is none of these. Eugene Ahh so technically...
by elvisish
Tue Aug 28, 2018 3:23 pm
Forum: General Discussion
Topic: Framecap in ScummVM?
Replies: 9
Views: 2550

No, there is nothing even close to that. Engines call screen update up to 200 times per second, and normally there are dirty rectangles involved, so the frames are not even redrawn. The FPS topic normally belongs to hardware or hardware emulators. ScummVM is none of these. Eugene Ahh so technically...
by elvisish
Tue Aug 28, 2018 10:39 am
Forum: General Discussion
Topic: Framecap in ScummVM?
Replies: 9
Views: 2550

There is no such thing as frames per second in ScummVM. Your question is not valid in our context. Every engine runs at their own speed which often ruled by the game scripts, and all of that, in turn, is served by the backends. The only place where the FPS is more or less steady in ScummVM is the v...
by elvisish
Mon Aug 27, 2018 9:40 pm
Forum: General Discussion
Topic: Framecap in ScummVM?
Replies: 9
Views: 2550

Framecap in ScummVM?

Is there a framecap or framerate limit in ScummVM? I'm interested since a lot of games for it wouldn't go much about 60fps, usually about 30fps. Is there an actual cap on the rendering side of ScummVM at all? FRAPS gives me 100+fps for ScummVM running Maniac Mansion.
by elvisish
Tue Aug 21, 2018 10:34 am
Forum: General Discussion
Topic: Does ScummVM use hardware or software rendered cursors?
Replies: 3
Views: 1799

It's interesting since the cursor moves without any sort of latency which is usually accompanied with software drawn cursors (thimble weed park for instance would be software drawn and feels slightly laggy). It also always moves at full frame rate, rather than locked to the games frame rate (fatty b...
by elvisish
Mon Aug 20, 2018 7:50 pm
Forum: General Discussion
Topic: Does ScummVM use hardware or software rendered cursors?
Replies: 3
Views: 1799

Does ScummVM use hardware or software rendered cursors?

I understand in Windows, the cursor can only be rendered a certain size when using hardware (GPU) rendered cursors, but most ScummVM games are displayed with cursor sizes that far exceed the limit. However, usually software cursors have some form of lag on them, or so I found. How are the cursors re...
by elvisish
Sat Jan 06, 2018 3:59 pm
Forum: The Junkyard
Topic: Wayne's World
Replies: 10
Views: 11702

Great PnC title!
Image
Image