Search found 1062 matches

by MusicallyInspired
Mon Aug 19, 2019 5:40 pm
Forum: Fangame Creation
Topic: Official support for Wintermute 2D engine?
Replies: 6
Views: 2398

Re: Official support for Wintermute 2D engine?

This is in totally the wrong subforum.
by MusicallyInspired
Wed Aug 14, 2019 8:03 pm
Forum: Help and Support
Topic: King's Quest VI: CD DOS Version
Replies: 4
Views: 1251

Re: King's Quest VI: CD DOS Version

As long as its set once in the game's options it should be permanent. There's a scummvm.ini (or is it .cfg?) somewhere on your system, whether in the ScummVM folder or in %appdata% or My Documents or whatever, with every game entry's settings stored inside it which is read by ScummVM at launch. That...
by MusicallyInspired
Wed Aug 14, 2019 2:32 pm
Forum: Help and Support
Topic: King's Quest VI: CD DOS Version
Replies: 4
Views: 1251

Re: King's Quest VI: CD DOS Version

There's a flag in the engine options tab to use the hi-res art or not. This is so you can play the DOS version (with full colour DOS cursors) while using the hi-res portraits which wasn't possible previously without a Win3.x installation in DOSBox or an older computer. It's a feature. But one that y...
by MusicallyInspired
Tue Aug 13, 2019 1:16 pm
Forum: General Discussion
Topic: Breaking engines into executable modules
Replies: 17
Views: 4261

Re: Breaking engines into executable modules

The Nintendo DS port is no longer updated and is unsupported. But the functionality was made out of its necessity at the time. It doesn't make sense to remove a feature like this just because there doesn't (yet) seem to be a use for it. Especially when it's optional.
by MusicallyInspired
Mon Aug 12, 2019 3:40 pm
Forum: General Discussion
Topic: Breaking engines into executable modules
Replies: 17
Views: 4261

Re: Breaking engines into executable modules

The Nintendo DS port had to be split into various engines because of memory issues (the original Nintendo DS has 4 MB of RAM and 256 kB of Serial Flash Memory). And even then, Full Throttle and The Dig had to be split from the rest of the SCUMM games into their own build and used with a GBA port-loa...
by MusicallyInspired
Mon Aug 12, 2019 2:14 pm
Forum: General Discussion
Topic: What is the meaning of stable versions in the nightly builds?
Replies: 7
Views: 2014

Re: What is the meaning of stable versions in the nightly builds?

It does say at the top of the page:
These builds are totally untested, may not be nicely packaged (i.e. may not run without further configuration) and contain debug information so should be used by developers only.
by MusicallyInspired
Mon Aug 12, 2019 2:04 pm
Forum: Help and Support
Topic: How to get widescreen in ScummVM 2.0
Replies: 4
Views: 1027

Re: How to get widescreen in ScummVM 2.0

Eww why would you WANT to stretch it?? :P
by MusicallyInspired
Tue Jun 25, 2019 4:15 am
Forum: The Junkyard
Topic: ESRGAN: AI Neural Net Upscaling (For HiRes Packs?)
Replies: 55
Views: 30396

Re: ESRGAN: AI Neural Net Upscaling

Man that's good!
by MusicallyInspired
Thu Jun 13, 2019 3:59 am
Forum: Help and Support
Topic: Myst:failed to open qtw/broder.mov
Replies: 1
Views: 1278

Re: Myst:failed to open qtw/broder.mov

Make sure you've copied all the necessary data files from the game CD to the game directory on your computer. If it's a downloaded version of the game...uh, just make sure those files are present I guess lol.
by MusicallyInspired
Tue Jun 04, 2019 3:07 am
Forum: Nintendo Switch Port
Topic: Touchscreen calibration way off (Lakka-Switch)
Replies: 3
Views: 2749

Re: Touchscreen calibration way off (Lakka-Switch)

That's what I figured. I prefer Lakka because I don't have to install any CFW on my untouched Switch and I'm virtually immune to a ban.
by MusicallyInspired
Mon Jun 03, 2019 3:43 am
Forum: Nintendo Switch Port
Topic: Touchscreen calibration way off (Lakka-Switch)
Replies: 3
Views: 2749

Touchscreen calibration way off (Lakka-Switch)

I'm using Lakka-Switch to play ScummVM games on my Switch and using touchscreen controls is impossible because the cursor is locked to the pillar-boxed game screen and the touch controls span the entire Switch display. Besides that it seems to be random where the cursor will end up when you're tappi...
by MusicallyInspired
Wed May 29, 2019 2:11 am
Forum: The Junkyard
Topic: ESRGAN: AI Neural Net Upscaling (For HiRes Packs?)
Replies: 55
Views: 30396

Re: ESRGAN: AI Neural Net Upscaling

The scene is really coming along! Sadly, without me. :( My desktop PC mobo died and I'm stuck on my laptop without a great GPU. Those results look fantastic! Who needs a special edition with this capability!.....if ScummVM gets a "texture pack/asset swap" feature, that is. ;)
by MusicallyInspired
Sat May 11, 2019 5:43 pm
Forum: General Discussion
Topic: MT-32 Hardware use
Replies: 2
Views: 1541

Re: MT-32 Hardware use

In the Audio, MIDI, and MT-32 tabs in the Options menu, set the preferred/General MIDI/MT-32 devices (respectively) to your MIDI out device that your MT-32 is physically connected to. Then also in the MT-32 tab check "True Roland MT-32 (disable GM emulation)". You can do this in global opt...
by MusicallyInspired
Tue May 07, 2019 8:38 pm
Forum: Help and Support
Topic: SCI stereo AdLib/OPL music
Replies: 1
Views: 1159

Re: SCI stereo AdLib/OPL music

IIRC there is an OPL driver out there for earlier SCI versions that utilizes more polyphony and reads the panning information. So it is possible in DOS too. Nevertheless, maybe it should be an optional toggle to utilize it for earlier games (off by default)?