Search found 488 matches

by joostp
Wed Dec 23, 2009 9:46 am
Forum: Dreamcast Port
Topic: Missing game engines
Replies: 3
Views: 10727

I've updated the buildbot config to include the draci and teenagent plugins in the dreamcast trunk builds, they should be included in the next nightly build.
by joostp
Sun Dec 06, 2009 9:56 pm
Forum: Help and Support
Topic: Beneath a Steel Sky version 0.0368 and 0.0372
Replies: 2
Views: 1700

From memory; just a few (localisation) text fixes and fixing of a few speech samples. Definitely nothing major.
by joostp
Sat Sep 05, 2009 11:39 am
Forum: iPhone Port
Topic: Performance (some lagging issues) Monkey Island 3
Replies: 1
Views: 3228

The guy in the video uses an older version of ScummVM on iPhone which used a different ('unofficial', but generally faster) method of drawing to the screen. It's likely possible to optimize the current rendering a bit to get better / similar performance, though at the moment your only choice of gett...
by joostp
Fri Sep 04, 2009 12:43 pm
Forum: PSP Port
Topic: Cruise for a corpse, no save?
Replies: 1
Views: 3744

Try holding the R button while pressing start.
by joostp
Fri Sep 04, 2009 10:17 am
Forum: General Discussion
Topic: ScummVM 1.0.0rc1 "Grog XD" is ready for your testi
Replies: 23
Views: 16198

Oh ffs.... If you google for Grog, the first thing you get is the Wikipedia page that explains exactly what it is. The search results differ based on country. It's possible that for him, the delivery service was (one of) the first hit(s). Also, given that this "expert" was asked to investigate some...
by joostp
Thu Aug 20, 2009 6:07 pm
Forum: General Discussion
Topic: Broken Sword & Hints
Replies: 11
Views: 8366

The hints were added to the Director's Cut, none of the original games had them.
by joostp
Wed Aug 19, 2009 4:30 pm
Forum: PSP Port
Topic: Scummvm 0.13 coming to psp?
Replies: 159
Views: 111538

Seems there is a regression. In 0.13.1 it was a tad too slow, now it just crawls (~2 fps), even with a higher cpu clock setting and higher compiler optimization setting. I filed a bug report about this, hope it can get fixed for the 1.0 release. It needs someone tracking down which revision introduc...
by joostp
Wed Aug 19, 2009 3:21 pm
Forum: PSP Port
Topic: Scummvm 0.13 coming to psp?
Replies: 159
Views: 111538

Pix2 wrote:If I was going to have a go at speeding any engine up it would be groovie. 7th guest is so nearly playable & I've got the soundtrack all ready to go.
Is it? It's dead-slow here...
by joostp
Wed Aug 19, 2009 12:02 pm
Forum: PSP Port
Topic: Scummvm 0.13 coming to psp?
Replies: 159
Views: 111538

3) FOTAQ still did not work for me. This time however I accidentally discovered that saves show up if saved in slots other than 1! Peculiar issue? Whenever I try to save in slot 1, save disappears when I re-enter the journal. Oh well, at least I can save now in other slots. But could you please dou...
by joostp
Wed Aug 19, 2009 12:00 am
Forum: PSP Port
Topic: Scummvm 0.13 coming to psp?
Replies: 159
Views: 111538

It's strange because I set it the same way Pix does, at pretty much the same point.

Can you check tonight's build when you get a chance? I changed some cursor stuff that might fix the issue you were seeing, and would also be good to know if it's still 222mhz for you.
by joostp
Tue Aug 18, 2009 8:21 pm
Forum: PSP Port
Topic: Scummvm 0.13 coming to psp?
Replies: 159
Views: 111538

R button you say? But that's my double-click in Discworld 1! :) Oh well, we can't have everything now, can we? Access to both menus at once surely make up for that. The old R-trigger is now mapped to triangle, so you can still use your double-click. Wasn't the d-pad used for precise movement all th...
by joostp
Tue Aug 18, 2009 6:47 pm
Forum: PSP Port
Topic: Scummvm 0.13 coming to psp?
Replies: 159
Views: 111538

Well the new build will set the clockrate to 333mhz itself, possibly overriding whatever you had set beforehand. There's just too many unoptimized new engines to get a good user experience at 222mhz. In addition I've also increased the compiler optimization level, which should in theory produce sli...
by joostp
Tue Aug 18, 2009 2:54 pm
Forum: PSP Port
Topic: Scummvm 0.13 coming to psp?
Replies: 159
Views: 111538

Ah, thought you'd updated the keyboard graphics as well, if not, then indeed it's a bit hacky. It may be better actually to switch to the common ScummVM virtual keyboard soon, that also frees up the select button for bringing up the old F5 menu... As for replacing the Adlib soundtracks, that's actua...
by joostp
Tue Aug 18, 2009 1:43 pm
Forum: PSP Port
Topic: Scummvm 0.13 coming to psp?
Replies: 159
Views: 111538

Yup, works without "skipping time" now! Awesome job Bluddy! That's just what this port needed. I don't know what issues is JoostP talking about, but could it be a difference that I'm running a PSP Slim? Different memory allocation and all that jazz... I don't know what caused it, but with the very ...
by joostp
Fri Aug 14, 2009 11:48 pm
Forum: PSP Port
Topic: Scummvm 0.13 coming to psp?
Replies: 159
Views: 111538

Any feedback on Bluddy's patch would be much appreciated. I was having some problems with it, which is why it's not committed yet. Hopefully we can iron out those issues soon. Also, a reminder that we have buildbot generated nightly builds (which as of today are provided as EBOOTs rather than ELFs, ...