Search found 23 matches

by Tobis87
Mon Jul 04, 2016 10:04 am
Forum: Help and Support
Topic: 6x Scaler
Replies: 4
Views: 4437

As nobody seems to know I hacked together the same solution I used to patch dosbox.

Normal4-6x + Advmame4x, Advmame6x (expanded 3x)
http://pastebin.com/raw/T0rKXZC9

Two screenshots
http://imgur.com/a/ZcUW6
by Tobis87
Thu Jun 30, 2016 8:02 pm
Forum: Help and Support
Topic: 6x Scaler
Replies: 4
Views: 4437

6x Scaler

Hello I would like to implement a 6x scaler based on the advmame3x and advmame2x combined. Why? Because I would like to use the native resolution of my new lcd 1920x1200 (which would be for 320x200 games applied with 6x scaler). I already backported the old advmame4x patch from sourceforge to 1.8.1 ...
by Tobis87
Thu May 10, 2012 7:37 pm
Forum: General Discussion
Topic: Eye of the Beholder
Replies: 7
Views: 9343

The unreleased 32-Bit engine of Eye of the Beholder 3 was released some time ago by the developer to the public domain: http://vogons.zetafleet.com/viewtopic.php?t=20601 I own the copyright to the AESOP package itself, and as far as I'm concerned, it can be considered public-domain. You can do anyth...
by Tobis87
Fri Dec 17, 2010 3:00 pm
Forum: General Discussion
Topic: SoundFonts in Windows 7 x64?
Replies: 22
Views: 21734

Bit OT, but if you have a X-Fi card you should be able to load soundfonts... It also works with an Audigy 2. If you're running Linux, you will need to install awesfx. And create an upstart script in /etc/init/autostart.conf, place the soundfont into /usr/share/sounds/sf2. # autostart - part of the ...
by Tobis87
Thu Nov 25, 2010 12:46 am
Forum: General Discussion
Topic: SoundFonts in Windows 7 x64?
Replies: 22
Views: 21734

How did you achieve that? I would like to get this working, and it sounds like yours is the most likely fix at the current time. I would very much appreciate directions- I'm fairly tech-savvy, but have limited experience with recompiling. I've done some java stuff and a bit of beginner-level stuff ...
by Tobis87
Fri Nov 19, 2010 12:53 am
Forum: General Discussion
Topic: SoundFonts in Windows 7 x64?
Replies: 22
Views: 21734

The support for lots of other DOS-era stuff was dropped in the 64 bit versions starting with Vista. Sorry, but this is not an issue with the library. But if you're interested why they did: Legacy Mode-> *286/386 Protected Mode *V86 Mode *Real Mode Long mode-> *64-bit Mode *Compatibility Mode The CP...
by Tobis87
Thu Nov 18, 2010 10:35 pm
Forum: General Discussion
Topic: SoundFonts in Windows 7 x64?
Replies: 22
Views: 21734

LordHoto wrote:That's right the Win64 doesn't include FluidSynth, thus the sound font setting should be of no real use there.
Why is it not included?

I was able to cross-compile FluidSynth 1.0.8 for Win x64, but only as a shared dll.
And so far ScummVM seems to work well with it.
by Tobis87
Mon Nov 08, 2010 2:14 pm
Forum: General Discussion
Topic: Quick question about Win KQ6 mouse pointers
Replies: 123
Views: 69630

I like the undithering mode, but I don't care if it is on by default or not. However I would like to see an additional undithering filter which would also filter the bitmaps. This would make it look constant. What do you mean? In SCI, the undithering algorithm doesn't draw dithered colors in the ba...
by Tobis87
Sun Nov 07, 2010 4:55 pm
Forum: General Discussion
Topic: Quick question about Win KQ6 mouse pointers
Replies: 123
Views: 69630

I like the undithering mode, but I don't care if it is on by default or not.

However I would like to see an additional undithering filter which would also filter the bitmaps. This would make it look constant.
by Tobis87
Sat Oct 16, 2010 4:57 pm
Forum: The Junkyard
Topic: Advmame4x patch ported for ScummVM 1.0.0
Replies: 3
Views: 5741

Updated against ScummVM 1.2.0; diff -urN scummvm-1.2.0/backends/platform/sdl/graphics.cpp scummvm-1.2.0/backends/platform/sdl/graphics.cpp --- scummvm-1.2.0/backends/platform/sdl/graphics.cpp 2010-09-06 19:28:17.000000000 +0200 +++ scummvm-1.2.0/backends/platform/sdl/graphics.cpp 201...
by Tobis87
Mon Jan 18, 2010 9:39 pm
Forum: General Discussion
Topic: Aspect Ratio
Replies: 15
Views: 15977

If we did what you suggest, the image would become *even more squished* :-). Well it already looks squished, if you would play it on a screen which auto scales it. 320x240 * 2 = 640x480. 640x480 is a valid resolution on my 16:10 screen. But I don't get black borders, if I use that resolution. There...
by Tobis87
Mon Jan 18, 2010 8:02 pm
Forum: General Discussion
Topic: Aspect Ratio
Replies: 15
Views: 15977

I also don't own the fm-towns version, but wouldn't it be possible to implement a "reverse" aspect ratio correction? By multiplying vertically with 5/6? Especially as widescreen lcds (16:10) become more common with a resolution of 1680x1050 which is a direct multiplier (5,25) of 320x200, t...
by Tobis87
Tue Jan 05, 2010 10:07 pm
Forum: The Junkyard
Topic: Advmame4x patch ported for ScummVM 1.0.0
Replies: 3
Views: 5741

The patch was already posted there a few years ago and it was rejected, because of the "scaler policy". It shouldn't go into trunk anyway, but instead everyone who is interested can use the patch. It is just the updated version which compiles with Release 1.0.0.
by Tobis87
Tue Jan 05, 2010 8:29 pm
Forum: Other Ports
Topic: ScummVM on Windows x64 with MinGW-w64
Replies: 7
Views: 13673

No, I haven't applied any patches to ScummVM, and scummsys.h reads: // // GCC specific stuff // #if defined(__GNUC__) #define NORETURN_POST __attribute__((__noreturn__)) #define PACKED_STRUCT __attribute__((__packed__)) ...
by Tobis87
Tue Jan 05, 2010 5:15 pm
Forum: The Junkyard
Topic: Advmame4x patch ported for ScummVM 1.0.0
Replies: 3
Views: 5741

Advmame4x patch ported for ScummVM 1.0.0

Hi! Here it is, the unofficial patch for big screens. diff -urN backends/platform/sdl/graphics.cpp backends/platform/sdl/graphics.cpp --- backends/platform/sdl/graphics.cpp 2009-11-07 01:09:32.000000000 +0100 +++ backends/platform/sdl/graphics.cpp 2009-11-17 19:17:19....