Search found 443 matches

by ezekiel000
Wed Apr 25, 2012 6:39 pm
Forum: Help and Support
Topic: Feature Suggestion: (Semi-) Automatic Bug Reports
Replies: 6
Views: 3245

I think the only thing that scummvm could do would be to be able to spit out all the environment and situation information needed for a bug report (os, arch, scummvm version, compiled in features, game version etc the version command line option does some of this at the moment) that could then be co...
by ezekiel000
Sat Apr 07, 2012 1:52 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 725093

I thought the reason for the flickering head was that the original textures contained multiple layers for the mouth movement and the current tools can't recreate them. The different heads for the jaw movement seems to work just not the textures. I think there are multiple models for each character w...
by ezekiel000
Fri Mar 02, 2012 6:16 pm
Forum: General Discussion
Topic: SCUMMVM for Windows Phone 7.5 ?
Replies: 4
Views: 3555

I would guess because none of the developers have a Windows Phone or they don't have any interest in the platform. And no one has joined the team to develop a port.
by ezekiel000
Wed Feb 15, 2012 7:49 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 725093

cplhenshaw wrote:Can you display the frames per second in residual? If so I can try various polygon counts a bit more scientifically and see how they perform.
Add show_fps=true to the [grim] section of your .residualvmrc
by ezekiel000
Thu Jan 19, 2012 8:19 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 725093

Possible, but it would likely cause gameplay issues. If you wanted to do that, it would be best done in Residual itself, rather than editing the backgrounds. It could just hide those parts of the image. But when you don't have many pixels to start with (640x480), you can't really afford to lose any...
by ezekiel000
Wed Jan 18, 2012 9:13 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 725093

The alternative for wide-screen support is to crop the image top and bottom making sure to crop so that no puzzles or objects are lost.

This obviously isn't a favourable solution but it is an option.
by ezekiel000
Wed Nov 16, 2011 10:41 pm
Forum: General Discussion
Topic: Unused/untriggered dialogue
Replies: 31
Views: 73502

The official patch includes an extra lab file that I assume takes precedent if there is a duplicate file right?
So what if you include in the patch extractor a process that will take the incorrect script from the original lab, fix it and then insert it into the lab file from the patch.
by ezekiel000
Wed Nov 16, 2011 2:29 pm
Forum: General Discussion
Topic: Unused/untriggered dialogue
Replies: 31
Views: 73502

somaen wrote:I'm looking into prettier ways to perform such user-patching, rather than modifying the lab-files wholesale.
Can't it be done on the fly whenever residual opens that script it substitutes the correct line?
by ezekiel000
Fri Oct 28, 2011 11:14 am
Forum: General Discussion
Topic: Unused/untriggered dialogue
Replies: 31
Views: 73502

I was going to try this fix but unfortunately mklab doesn't compile for me at the moment. I've submitted a bug report http://github.com/residualvm/residualvm-tools/issues/19.
by ezekiel000
Mon Oct 24, 2011 5:04 pm
Forum: The Junkyard
Topic: Which games would you like to be supported on the future?
Replies: 436
Views: 486684

Maniac Mansion Deluxe uses a dll plugin so that would have to be open sourced or reverse engineered too.
by ezekiel000
Thu Oct 20, 2011 7:16 pm
Forum: General Discussion
Topic: Unused/untriggered dialogue
Replies: 31
Views: 73502

Couldn't a utility be created to patch the game files?
Or when that script is loaded substitute the incorrect line at runtime?
by ezekiel000
Sun Oct 09, 2011 11:20 am
Forum: The Junkyard
Topic: Possible support for "The Neverhood"?
Replies: 34
Views: 50765

There is a reimplementation outside of scummvm here: http://github.com/Blaizer/Neverhood/commits/master No, that is not what I mean, and I never heard of this effort. And implementing it in Perl... well... One of ScummVM developers is working on it and more than half of the hardcoded scenes were al...
by ezekiel000
Sun Oct 09, 2011 9:20 am
Forum: The Junkyard
Topic: Possible support for "The Neverhood"?
Replies: 34
Views: 50765

There is a reimplementation outside of scummvm here:
http://github.com/Blaizer/Neverhood/commits/master
by ezekiel000
Thu Oct 06, 2011 11:30 am
Forum: The Junkyard
Topic: Which games would you like to be supported on the future?
Replies: 436
Views: 486684

Igor: Objective Uikokahonia There was an engine in development, unfortunately it never got far and was even removed from the project. Seems like this was one of the harder games to reverse engineer, I wouldn't expect anyone else picking this up anytime soon. Wasn't there a more advanced version of ...
by ezekiel000
Wed Sep 28, 2011 6:59 pm
Forum: General Discussion
Topic: (Theoretical ATM) Making an engine, getting it in ScummVM.
Replies: 9
Views: 5118

If you wanted to use opengl you could build it for Residual instead.