Search found 490 matches
- Fri Mar 12, 2010 9:41 am
- Forum: PSP Port
- Topic: Teen Agent: cannot save
- Replies: 16
- Views: 20370
Sounds like the TeenAgent engine opens too many files at once. A quick look at its resource.cpp confirms that it has 9 file handles open for the main .res files at all times, and then there's the theme file, save files which need handles of their own, and whatever else. To be on the safe side on PSP...
- Mon Dec 28, 2009 3:45 pm
- Forum: Dreamcast Port
- Topic: Missing game engines
- Replies: 3
- Views: 18269
- Wed Dec 23, 2009 9:46 am
- Forum: Dreamcast Port
- Topic: Missing game engines
- Replies: 3
- Views: 18269
- 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: 1992
- Sat Sep 05, 2009 11:39 am
- Forum: iPhone Port
- Topic: Performance (some lagging issues) Monkey Island 3
- Replies: 1
- Views: 3585
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...
- Fri Sep 04, 2009 12:43 pm
- Forum: PSP Port
- Topic: Cruise for a corpse, no save?
- Replies: 1
- Views: 4242
- 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: 18649
- Thu Aug 20, 2009 6:07 pm
- Forum: General Discussion
- Topic: Broken Sword & Hints
- Replies: 11
- Views: 10100
- Wed Aug 19, 2009 4:30 pm
- Forum: PSP Port
- Topic: Scummvm 0.13 coming to psp?
- Replies: 159
- Views: 125856
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...
- Wed Aug 19, 2009 3:21 pm
- Forum: PSP Port
- Topic: Scummvm 0.13 coming to psp?
- Replies: 159
- Views: 125856
- Wed Aug 19, 2009 12:02 pm
- Forum: PSP Port
- Topic: Scummvm 0.13 coming to psp?
- Replies: 159
- Views: 125856
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...
- Wed Aug 19, 2009 12:00 am
- Forum: PSP Port
- Topic: Scummvm 0.13 coming to psp?
- Replies: 159
- Views: 125856
- Tue Aug 18, 2009 8:21 pm
- Forum: PSP Port
- Topic: Scummvm 0.13 coming to psp?
- Replies: 159
- Views: 125856
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...
- Tue Aug 18, 2009 6:47 pm
- Forum: PSP Port
- Topic: Scummvm 0.13 coming to psp?
- Replies: 159
- Views: 125856
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...
- Tue Aug 18, 2009 2:54 pm
- Forum: PSP Port
- Topic: Scummvm 0.13 coming to psp?
- Replies: 159
- Views: 125856
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...