Search found 17 matches

by futaris
Mon Feb 16, 2009 2:48 am
Forum: General Discussion
Topic: FreeSCI SCI engine implementation has been merged in
Replies: 69
Views: 53694

Great news. I assume that whatever FreeSCI supports, should work in ScummVM.[/url]
by futaris
Mon Jun 25, 2007 12:18 am
Forum: PocketPC/WinCE Port
Topic: Using bluetooth mouse
Replies: 6
Views: 11165

I got a Stowaway BT mouse, and it works fine on my XDA mini running Pocket PC 2003SE. However, SDL doesn't support it correctly in landscape mode, and the cursor isn't drawn correctly, since the driver draws over the top.
by futaris
Mon Jun 25, 2007 12:16 am
Forum: PSP Port
Topic: Mapping Controls?
Replies: 4
Views: 6438

This sounds a lot like the zones system used on Pocket PC / Smartphone.

D-pad cursor sounds like an even better/unique idea though, but then you'd have two select buttons. I guess most engines that don't use the right mouse button, have a lucasarts type of display down the bottom.
by futaris
Sun Jun 24, 2007 7:50 am
Forum: PocketPC/WinCE Port
Topic: scummvm 0.X.0 and slide out keyboard for a verizon xv6700
Replies: 3
Views: 8829

It shouldn't be a known issue with AGI games. I happily can use my Stowaway XT IR keyboard on my XDA Mini. Does the keyboard work fine in other engines? Also, if the predictive input screen is up, you can't use any other keys besides D-pad, enter and number keys.
by futaris
Fri Jun 22, 2007 1:04 pm
Forum: PocketPC/WinCE Port
Topic: ScummVM 0.10.0 and slide out keyboards
Replies: 6
Views: 12965

Only annoying thing with AGI engine is that when you run it on a 320x240 pocket pc in full screen the text isn't 100% clear, since the screen is stretched from 320x200 to 320x240. Would be nice if the text is drawn after the stretching using a 9x8 or 10x8 font, rather than using a 8x8 stretched font.
by futaris
Fri Jun 22, 2007 12:35 pm
Forum: PocketPC/WinCE Port
Topic: ScummVM 0.10.0 and slide out keyboards
Replies: 6
Views: 12965

Whoops my mistake. You just need to unmap the cursor control from the d-pad and it works fine.
by futaris
Fri Jun 22, 2007 12:30 pm
Forum: PocketPC/WinCE Port
Topic: ScummVM 0.10.0 and slide out keyboards
Replies: 6
Views: 12965

It's a shame that the d-pad isn't mapped to keyboard control for agi though. I'm used to keypad input from the XT days in AGI games, and don't really like using the stylus/mouse. :( I'll guess I'll modify the source and contrib some diffs sometime soonish.
by futaris
Mon Jun 18, 2007 6:25 am
Forum: PocketPC/WinCE Port
Topic: Using bluetooth mouse
Replies: 6
Views: 11165

This should be possible on Windows Mobile 5 or 6 now:
http://www.teksoftco.com/index.php?section=bluemouse

NB, has anyone tried this?
by futaris
Fri Aug 04, 2006 3:55 am
Forum: Other Ports
Topic: GBA port
Replies: 10
Views: 20041

The only engine that will run on the GBA is the AGI engine. GBAGI works pretty well. You could also use PocketNES and run the NES version of Maniac Mansion or Kings Quest. But that's about it.[/url]
by futaris
Wed Jul 19, 2006 3:55 am
Forum: Help and Support
Topic: No real fullscreen with linux
Replies: 16
Views: 13897

Don't run the SDL/X-Windows version. Boot up in console mode and use it from the framebuffer. NB, you will still need to use a scaler mode, depending on your framebuffer.
by futaris
Tue Jul 18, 2006 1:45 am
Forum: Help and Support
Topic: AGI Required Files
Replies: 9
Views: 6725

AGI is still WIP atm. I'm working on dictionary based (like GBAGI) input for it atm. Files needed are: logdir picdir viewdir snddir object viewdir vol.* words.tok Depending on what version of AGI the game is these files may or may not be there. About the only files you don't need are the OVL and EXE...
by futaris
Fri Jul 14, 2006 11:58 pm
Forum: PSP Port
Topic: Latest build with AGI support
Replies: 12
Views: 12764

Thanks guys... Thankfully agi is a very simple engine. However, I also need to change the button mappings slightly. For the PSP, I ended up remapping the DPAD to the numpad inputs in SDL. The way the PSP button code is written, you can't walk diagonally, since it polls the keyboard. When my changes ...
by futaris
Thu Jul 13, 2006 9:13 pm
Forum: PSP Port
Topic: Latest build with AGI support
Replies: 12
Views: 12764

Ok joostp. I have started to look at the code and figured out where the getString Command gets its input from. Anyhow, I'm planning on just porting the parse menu system from GBAGI first, and going from there... I'm also going to modify the polEvent function to use the D-pad buttons for keypad movem...
by futaris
Tue Jul 11, 2006 10:44 am
Forum: PSP Port
Topic: Latest build with AGI support
Replies: 12
Views: 12764

rZr: If you use the right settings for PSPVBA it seems ok, but it is only running at 10fps. I quickly ran SQ: TLC with the following settings: Sound enable: yes Skip frame: 0 Turbo mode: 0 Show fps: yes Render mode: fit Screen Ymin: 0 Screen Ymax: 160 Disable SFX: no Swap Analog/Cursor: no Clock feq...
by futaris
Fri Jul 07, 2006 9:16 pm
Forum: PocketPC/WinCE Port
Topic: 0.9 Cannot find 'PocketSCUMM' (or one of its components)
Replies: 3
Views: 7330

Best to ask about this on the PocketMatrix forums or the PocketGamer forums ... I think people there have run ScummVM on the Sigmarion devices. I seem to remember Arisme talking about how to do it, anyway. NB, I vaguely recall someone writing a GAPI emulator for WinCE 5.0 or something similar... Hop...