Search found 145 matches

by mac_es
Tue Jan 05, 2016 3:48 pm
Forum: General Discussion
Topic: STARK engine
Replies: 18
Views: 33760

Re: STARK engine

mac_es wrote:For me too, It runs!

Though there is not possibility to put the shaders directory in the extra path, Residual dir... I'm trying to keep the game directory as clean as possible.

Cheers
If you put in the residualVM directory:

engines/stark/shaders directory also works...
by mac_es
Tue Jan 05, 2016 3:20 pm
Forum: General Discussion
Topic: STARK engine
Replies: 18
Views: 33760

Re: STARK engine

For me too, It runs!

Though there is not possibility to put the shaders directory in the extra path, Residual dir... I'm trying to keep the game directory as clean as possible.

Cheers
by mac_es
Tue Jan 05, 2016 11:33 am
Forum: General Discussion
Topic: STARK engine
Replies: 18
Views: 33760

Re: STARK engine

Also if I modify the source to compile I got an error in stark engine: INFO: OpenGL Vendor: Intel INFO: OpenGL Renderer: Intel(R) HD Graphics 4000 INFO: OpenGL Version: 4.0.0 - Build 10.18.10.4276 INFO: OpenGL Red bits: 8 INFO: OpenGL Green bits: 8 INFO: OpenGL Blue bits: 8 INFO: OpenGL Alpha bits: ...
by mac_es
Tue Jan 05, 2016 10:33 am
Forum: General Discussion
Topic: STARK engine
Replies: 18
Views: 33760

Re: STARK engine

Hello, I got the glew sources from http://glew.sourceforge.net. I was able to compile glew without any issues. You might need to add the glew libraries manually your system, as "make install" did not work for me... Afterwards I was able to build the latest sources (including stark engine)...
by mac_es
Mon Apr 21, 2014 9:13 am
Forum: Android Port
Topic: Kitkat save problem
Replies: 16
Views: 16504

Hello, There is a solution with no root access. Scummvm needs to use a new framework. With this framework it doesn't matter if you want to write in the sd, ext sd even in google drive The pitfall is that the framework is new to kitkat so I don't know scummvm enough to evaluate the migration to the n...
by mac_es
Tue Apr 01, 2014 10:29 am
Forum: General Discussion
Topic: Android porting thread.
Replies: 211
Views: 684190

Hello, The tests were with Oficial Samsung ROMs. I don't own the SGS2 so I can't verify it right now, but I can tell you that the crash was introduced in the time you remove the splash screen... Before that it was working in SGS2 4.1.2 These are the libraries required by residualvm: 0x00000001 (NEED...
by mac_es
Mon Mar 31, 2014 10:04 am
Forum: Android Port
Topic: FMTowns-Games: Mouse cursor encased in blue box
Replies: 11
Views: 8434

I have replied in the github
by mac_es
Mon Mar 31, 2014 8:11 am
Forum: Android Port
Topic: FMTowns-Games: Mouse cursor encased in blue box
Replies: 11
Views: 8434

Hello digitall, Sorry but I'm not registered in github so I report here. However I can report in sf.net if you prefer... The fix improves but it doesn't work as spected. Before, we had a blue box with no transparency (it was opaque, you can't see under it) With the fix, it has some transparency so y...
by mac_es
Mon Mar 31, 2014 7:46 am
Forum: General Discussion
Topic: Android porting thread.
Replies: 211
Views: 684190

Hi,


FYI:


Samsung Galaxy S2 4.1.2 FC

Samsung Galaxy S4 (9505, quad) 4.4.2 Works perfectly
by mac_es
Mon Mar 31, 2014 7:14 am
Forum: Android Port
Topic: FMTowns-Games: Mouse cursor encased in blue box
Replies: 11
Views: 8434

hi,

There is a patch commited for the wii. It can be ported to the android backend?

Cheers
by mac_es
Mon Mar 31, 2014 7:13 am
Forum: Android Port
Topic: Kitkat save problem
Replies: 16
Views: 16504

Hello,

Here you have an explanation of what is going on this:

http://www.androidpolice.com/2014/02/17 ... ting-them/

ScummVM is doing all it can.... Android is stopping it from saving
by mac_es
Wed Feb 12, 2014 3:13 pm
Forum: General Discussion
Topic: Mouse interface for Grim Fandango (Fan made mod)
Replies: 118
Views: 275412

It looks correct!
by mac_es
Wed Feb 12, 2014 1:18 pm
Forum: General Discussion
Topic: Mouse interface for Grim Fandango (Fan made mod)
Replies: 118
Views: 275412

Here you have a Windows x86 version: [deleted, view the next post] This is the configure Checking whether building plugins was requested... no Checking for Ogg Vorbis... yes Checking for Tremor... no (Ogg Vorbis/Tremor support is mutually exclusive) Checking for FLAC >= 1.0.1... yes Checking for MAD...
by mac_es
Fri Jan 31, 2014 4:30 pm
Forum: General Discussion
Topic: Android porting thread.
Replies: 211
Views: 684190

I just tried <nocompress extension='' />, which translates to an empty string. Checking the resulting .apk indeed results in uncompressed assets/resources. Can you try that, then? Yes, indeed when I posted I have tried already... @mac_es Which version of the SDK and NDK are you using? I have not se...
by mac_es
Fri Jan 31, 2014 2:52 pm
Forum: General Discussion
Topic: Android porting thread.
Replies: 211
Views: 684190

That somehow enables compression for everything, which is what we didn't want. Passing in just 'zip' as an extension does the trick, I think. As aapt's command help: -0 specifies an additional extension for which such files will not be stored compressed in the .apk. An empty string means to not com...