Search found 18 matches

by athrxx
Wed Dec 19, 2012 10:13 pm
Forum: General Discussion
Topic: ScummVM Summons the Heroes of the Forgotten Realms
Replies: 16
Views: 8596

Re: Finished EOB1

Truus999 wrote: The new question is ;-) The dropped party member is gone. Is that the same behaviour as in the original game.

Yes, that's normal behavior. Where else should these characters appear, anyway?.
by athrxx
Sun Dec 16, 2012 1:36 pm
Forum: General Discussion
Topic: ScummVM Summons the Heroes of the Forgotten Realms
Replies: 16
Views: 8596

Re: Finished EOB1

Further more I have a two question which MAY be bugs. When dropping a party member he becomes a set of bones. When resurrecting dead people by the dwarven cleric with a full party the person you replace ends als as a set of bones Was this the same in the original? Sounds like a bug. I'll try to fix...
by athrxx
Tue Jul 17, 2012 8:51 pm
Forum: General Discussion
Topic: Eye of the Beholder
Replies: 7
Views: 7645

Re: Eye of the Beholder

Does the SegaCD version of the game use the same engine as the DOS version? Not as far as we know. EDIT: I also think no developer working on EoB has the SegaCD version, so it's hard to verify whether it's really using a different engine. I'm not a ScummVM developer, but I do have a copy of the Seg...
by athrxx
Sun May 06, 2012 9:53 pm
Forum: Help and Support
Topic: Lands of Lore Bug report
Replies: 6
Views: 4364

VI, IX and X were indeed valid bug reports. I have fixed these issues.
by athrxx
Sat Feb 25, 2012 1:38 pm
Forum: Help and Support
Topic: Bug with ScummVM when selecting MIDI devices.
Replies: 3
Views: 2387

I have attempted to fix the issue you mentioned.
Please test with the latest build (http://www.scummvm.org/downloads/scummvm-win32.exe or http://buildbot.scummvm.org/builds.html). It can take a while until the changes get picked up, though.
by athrxx
Fri Feb 03, 2012 11:23 pm
Forum: Help and Support
Topic: Bug with ScummVM when selecting MIDI devices.
Replies: 3
Views: 2387

As far as I remember we don't really deal with devices which have the exact same name. Using the IDs (like DosBox) for identifying devices is usually not such a good idea, since they may easily change (just remove one of you USB cables and you'll most likely have most or all of your DosBox IDs wrong...
by athrxx
Fri Nov 04, 2011 5:23 pm
Forum: General Discussion
Topic: Fate of Atalntis Fighting ...
Replies: 20
Views: 11560

Looking at the yellow manual card that shows the keyboard/mouse/joystick controls seems to verify this, too. I can't read Japanese, but the card shows a keyboard picture with descriptions for certain keys. There is no description for the number keys. If it would help, I could translate the Japanese...
by athrxx
Sat Oct 01, 2011 1:01 pm
Forum: General Discussion
Topic: Fate of Atalntis Fighting ...
Replies: 20
Views: 11560

My tests (looking at disasm and scripts, also checking with UNZ) seem to indicate that keyboard fighting is not supported in the FM-TOWNS version, although the 'f' key still works for switching keyboard mode on and off. The only key that works is the '0' key for an instant win (verified with UNZ). L...
by athrxx
Sat Sep 17, 2011 5:20 pm
Forum: Help and Support
Topic: MUNT Windows Driver doesn't show up in ScummVM
Replies: 4
Views: 2241

Do you at least get the default Windows GM emulator ("Microsoft GS Wavetable Synth [Windows Midi]") or any other Windows Midi devices? I have never tried the munt WDM driver myself. But ScummVM simply iterates over the available devices via midiOutGetDevCaps() and saves the device names in a list. N...
by athrxx
Mon Jun 27, 2011 11:37 pm
Forum: General Discussion
Topic: Fate of Atalntis Fighting ...
Replies: 20
Views: 11560

What we fixed in the FM-TOWNS versions of SCUMM games is graphics (including Japanese mode) and sound.

Keyboard fighting in Fate of Atlantis cannot be affected by that (if it didn't work before it won't work now).

I'll have a look a that issue (if noone is faster than me ;-) ).
by athrxx
Sun Jun 26, 2011 12:48 pm
Forum: General Discussion
Topic: ScummVM frontend/launcher?
Replies: 5
Views: 4131

Re: ScummVM frontend/launcher?

Does such a thing exist? Since ScummVM supports a finite list of games, there could be a wonderful frontend for it, complete with a database full of tasty info about each game (year, platform, media, publisher, developer, genre, etc), plus screenshots, box scans, media scans etc. Something like MAM...
by athrxx
Sun Jun 19, 2011 12:51 pm
Forum: General Discussion
Topic: FM-TOWNS Japanese font lag fixed!
Replies: 2
Views: 2021

Re: FM-TOWNS Japanese font lag fixed!

I just installed ScummVM 1.3.0, and I couldn't help but notice that my Japanese FM-TOWNs Zak McKracken now displays characters properly. I'm absolutely thrilled! A huge thank you to whomever decided to address this problem. I've been looking forward to it for literal years. You might have noticed t...
by athrxx
Sat Jun 18, 2011 11:09 pm
Forum: General Discussion
Topic: "This arrow is ..quite annoying..."
Replies: 24
Views: 15723

I had this slight problem - I don't know if it's the game's fault or ScummVM's: I forgot to visit the pod-room in the Draracle caves so I never got Lora as a companion. No big deal, I thought, but suddenly, after visiting the Draracle, she's there and leaves the caves with me. I'll restart the game...
by athrxx
Thu Jun 16, 2011 3:36 pm
Forum: iPhone Port
Topic: Whats wrong with the new ScummVM Version?
Replies: 22
Views: 15920

Could someone please test whether the issue is still present in the latest daily builds? http://buildbot.scummvm.org/snapshots/master/iphone-master-latest.tar.bz2 EDIT: There has been an important update. We have found and fixed a general issue with ARM devices (Android, iPhone, etc.). You can test ...
by athrxx
Sun Jun 12, 2011 11:53 pm
Forum: SymbianOS Port
Topic: problem with 1.3.0 version (Nokia E90 & Zak McKracken)
Replies: 8
Views: 11225

8-bit mode still works fine for me on the PC (MinGW with --disable-16bit).

The porter might want to try a build with DISABLE_TOWNS_DUAL_LAYER_MODE which disables some more parts of the new code.