Search found 84 matches

by robinwatts
Thu Apr 08, 2010 12:17 pm
Forum: PocketPC/WinCE Port
Topic: Pity this is dying...
Replies: 9
Views: 11036

Thraka wrote:I just bought the HD2.. Just loaded this on there. Sad face here. No real hardware buttons to map, games are just too small to use your fingers to navigate a mouse.
Start ScummVM. Click Options. Under the GFX tab, set the Graphics mode to 2x. Try again.

Should be easier for you now...

Robin
by robinwatts
Sat Apr 03, 2010 10:37 am
Forum: PocketPC/WinCE Port
Topic: New build: Test please! [Obsolete]
Replies: 5
Views: 7204

New build: Test please! [Obsolete]

Hi all, As you may know, the normal PocketPC/WinCE port maintainer is unavailable this time around, so I'm trying to fill in for him. As such, I've just done a build for what should be the new 1.1.0 release. Due to pressure of "real life", this is happening very last minute, so there is fa...
by robinwatts
Mon Mar 22, 2010 10:39 am
Forum: PocketPC/WinCE Port
Topic: Pity this is dying...
Replies: 9
Views: 11036

[quote="NLS"]Pity... I would really love a multitouch enabled, 640x800 optimized for Snapdragon (1GHz :() SCUMMVM...[/quote] So, what's the problem? That's still an ARM based device, and all the nice shiny optimised code that already exists will run even more nicely and shinily on that. Wh...
by robinwatts
Fri Dec 04, 2009 9:53 am
Forum: PocketPC/WinCE Port
Topic: Fullscreen
Replies: 4
Views: 14209

Re: Fullscreen

[quote="Cartman316"]I use a HTC HD2 with ScummVM 1.0.0rc1 for WindowsCE. [/quote] That's an 800x480 device. Most games are 320x200, so by doubling the screen size we'll use 640x400 - that's probably what you are seeing. If you enable aspect ratio scaling, then you might improve that to usi...
by robinwatts
Thu Oct 01, 2009 9:50 pm
Forum: iPhone Port
Topic: Broken Sword
Replies: 4
Views: 5594

Re: Broken Sword

[quote="Luther"]Eager to play this again after many years I bought the Sold Out Software twin pack from Amazon. However the files on the disc are totally different from the ones listed as needed in the ScummVM Wiki. Will it work with this version or I have I just wasted my time and money?!...
by robinwatts
Thu Aug 27, 2009 10:31 am
Forum: PocketPC/WinCE Port
Topic: WVGA Devices
Replies: 27
Views: 47639

I did some work on the WinCE ports handling of large screens about a month ago. You should find that new builds cope much better now.

We still won't fill a 800x480 screen, but at least the cursor will be correctly positioned, and the 640x480 that *is* used will be updated a lot faster.

Robin
by robinwatts
Tue Dec 02, 2008 10:51 am
Forum: Nintendo DS Port
Topic: Help needed testing new version of ScummVM for NDS
Replies: 15
Views: 15194

Morden wrote: P.S. - You made a small mistake in the Build 2 link. You wrote .../nds/Thumb002/ while it should be .../NDS/Thumb002/ :]
Oops. Thanks. I've edited the original post and corrected it.

Robin
by robinwatts
Sat Nov 29, 2008 1:16 pm
Forum: Nintendo DS Port
Topic: Help needed testing new version of ScummVM for NDS
Replies: 15
Views: 15194

My, how embarassing. The game speedup is my fault. While doing the thumb build, we had to work around a problem caused by a compiler bug in the interrupt handling. In the course of debugging that I raised the frequency of the internal timer from 1000 times a second to 2000 times a second... hence do...
by robinwatts
Sun Nov 23, 2008 12:23 pm
Forum: Nintendo DS Port
Topic: Help needed testing new version of ScummVM for NDS
Replies: 15
Views: 15194

Help needed testing new version of ScummVM for NDS

Hi all, As you're no doubt aware, the ScummVM team is constantly busy behind the scenes improving ScummVM to support new games, new features and fix bugs etc. As a side effect of this work, the memory usage of ScummVM tends to creep gradually upwards - something that makes it harder and harder for i...
by robinwatts
Tue Nov 18, 2008 10:58 am
Forum: Nintendo DS Port
Topic: Extra RAM = Less choppiness?
Replies: 3
Views: 4829

Currently, the NDS version of ScummVM makes no use of the extra RAM at all. The system doesn't even know of it's existence. The extra RAM is somewhat limited in it's abilities, as a) it's slower, and b) it only responds to certain types of reads/writes. Making use of it would certainly not be straig...
by robinwatts
Mon Jul 07, 2008 11:12 am
Forum: PocketPC/WinCE Port
Topic: Flac vs Ogg vs MP3 - CPU utilization on slower devices
Replies: 6
Views: 19670

Well, we're talking ARM here, which is quite a bit different then a typical RISC PC due to the odd multiplier performance. Yes, the RISC PC is an odditity due to the slow bus it has (the StrongARM card for the RISC PC is a plug in replacement for the ARM6 which it was originally designed with). Any...
by robinwatts
Sat Jul 05, 2008 12:50 am
Forum: PocketPC/WinCE Port
Topic: Flac vs Ogg vs MP3 - CPU utilization on slower devices
Replies: 6
Views: 19670

My experience with ARM is that when well optimized (IMDCT, synthesis filters, windowing in ASM) Tremor is a little faster then MAD when both are set to > 16 bit precision. Odd. Tremolo is faster than Tremor, and is slower than AMPlayer (on the RISC PC that I tested it on years ago). I'm not sure ho...
by robinwatts
Tue May 13, 2008 9:49 am
Forum: PocketPC/WinCE Port
Topic: Flac vs Ogg vs MP3 - CPU utilization on slower devices
Replies: 6
Views: 19670

In general, in my experience on ARM devices, an optimised Ogg decoder will be about 50-100% slower than an optimised MP3 decoder. Very rough figures.

No idea about flac.

HTH,

Robin
by robinwatts
Mon Dec 24, 2007 2:35 pm
Forum: Nintendo DS Port
Topic: ScummVM DS 0.11.0 beta1 released for testing! [obsolete]
Replies: 36
Views: 44196

Since the VRAM doesn't support 8-bit writes (only 16/32 bit ones), a copy must exist in system RAM. Ah! That's a biggy that I hadn't realised. You estimated it would take 40ms to scale a 640x480 screen to 256x192. I think that's a little optimistic, because we would need to scale in two directions,...
by robinwatts
Mon Dec 24, 2007 11:36 am
Forum: Nintendo DS Port
Topic: ScummVM DS 0.11.0 beta1 released for testing! [obsolete]
Replies: 36
Views: 44196

You mention in your earlier post in this thread that the scaler is only scaling horizontally. Would it be too much of a performance hit to add the option of both directions? The source screens for currently supported games on the DS are 320x200, which have to be scaled down to fit on a 256x192 scre...