Search found 54 matches

by MetaFox
Tue Nov 29, 2005 7:24 pm
Forum: General Discussion
Topic: Maniac Mansion demos
Replies: 2
Views: 4617

To quote an old post from khalek: It does work. Basically this contains identical LFL files to the full game (except they're called MAN files in the demo). The interpreter is hard wired to run script 9 on startup instead of the boot script. You can run the demo with an option to the interpreter to s...
by MetaFox
Mon Nov 07, 2005 7:45 am
Forum: Dreamcast Port
Topic: About saving with scummvm-dc
Replies: 4
Views: 10764

Re: About saving with scummvm-dc

Earny wrote:Then i was wondering about the auto-save every 5 min, if you could set it off?
There is currently no way to turn off autosaving on the Dreamcast version of ScummVM.
by MetaFox
Sun Nov 06, 2005 2:23 pm
Forum: Dreamcast Port
Topic: Full Throttle
Replies: 11
Views: 28664

It used to reset as soon as Ben touched the tower, but that problem was fixed a while ago. Now, it's the cutscene after the tower is touched that resets the Dreamcast. So, it's skippable with ESC. This bug will still trash memory in other parts of the game though. The cutscene where you wake up in ...
by MetaFox
Sat Nov 05, 2005 6:53 pm
Forum: Dreamcast Port
Topic: Full Throttle
Replies: 11
Views: 28664

That fuel tower crash is due to the fact that the DC backend doesn't do bounds checking in copyRectToScreen(). I know, because I spent too much time tracking this exact same thing down on the PSP, and found that this part of the game likes to send negative values for some parameters for whatever re...
by MetaFox
Sat Nov 05, 2005 5:37 pm
Forum: Dreamcast Port
Topic: Full Throttle
Replies: 11
Views: 28664

Re: Full Throttle

I got up to the "bunny scene" with a CVS release a while back - as soon as the Flight of the Valkyries music cue came up the Dreamcast reset. But yeah, I had to skip a few cutscenes (the chopper scene was one of them). I'll have to fire it up again and see if it gets any farther. Thanks fo...
by MetaFox
Sat Nov 05, 2005 4:47 pm
Forum: Dreamcast Port
Topic: Monkey Island (Sega CD)
Replies: 1
Views: 6957

Re: Monkey Island (Sega CD)

The Sega CD version seems to work great with the Official 0.8.0 release, but how do you select conversation choices? When talking to other characters, the cursor disappears and you cannot choose a reply. (Pressing the "A" button always selects the top choice) "Dialogue choices in the...
by MetaFox
Wed Nov 02, 2005 11:57 am
Forum: Dreamcast Port
Topic: Simon the Sorcerer II
Replies: 2
Views: 9559

Re: Simon the Sorcerer II

Simon 2 (DOS) nontalkie does not seem to work with the 0.8.0 unofficial build. It worked with the official 0.7.0 release. Is it just this version of Simon 2 or are all versions of Simon 2 not working with the release. I tested it with the 0.8.0 Windows release and it doesn't work there either. My S...
by MetaFox
Mon Oct 31, 2005 12:56 pm
Forum: Dreamcast Port
Topic: Readme
Replies: 11
Views: 29913

I just compiled an unofficial binary of the ScummVM 0.8.0 sourcecode for the Dreamcast - so you are free to use that binary if you need it.

Though, my toolchain came from erwan, so if he'd rather supply the binaries - I don't want to step on anyone's toes.
by MetaFox
Mon Oct 31, 2005 11:11 am
Forum: General Discussion
Topic: Do you think ScummVM release testing is cut too short?
Replies: 25
Views: 34740

Regarding FM-TOWNS games: I own the Indy3 version for FM-TOWNS, and have access to ZakTowns. However, I never even saw the other games (Loom, Monkey, Monkey 2, Indy4 -- are there more?). That is all of them. The games were adapted to the FM-Towns Marty by James Leiterman. The two "unique"...