Search found 3524 matches
- Tue Apr 26, 2022 1:29 pm
- Forum: Help and Support
- Topic: No mouse,keyboard on 2.60git via emuelec
- Replies: 7
- Views: 1931
Re: No mouse,keyboard on 2.60git via emuelec
with the emuelec 4.3 LIB and scummvm 2.6 i got this error ./scummvm-2-6: undefined symbol: SDL_SetWindowMouseRect I guess that's what would happen if you're using ScummVM with an older version of SDL than it was built with. It checks at compile-time, but not at runtime, e.g.: #if SDL_VERSION_ATLEAS...
- Thu Apr 07, 2022 7:14 am
- Forum: Fangame Creation
- Topic: SQ1 AGI (accented letters - fan trad)
- Replies: 7
- Views: 7739
Re: SQ1 AGI (accented letters - fan trad)
Hi eriktorbjorn, It's not a " g " it's a " ç ". It's true that it looks like a g :wink: I think he was speaking of the "g" in "les deux gars d'Andromèdes" in your DosBox screenshot, and how in the French one the top part of the "g" looks squeezed co...
- Wed Apr 06, 2022 4:52 pm
- Forum: Fangame Creation
- Topic: SQ1 AGI (accented letters - fan trad)
- Replies: 7
- Views: 7739
Re: SQ1 AGI (accented letters - fan trad)
I just checked, and it seems the Hercules font does not, unfortunately, have any accented characters. Just the standard ASCII set, and a handful of special characters.
- Wed Apr 06, 2022 2:57 pm
- Forum: Fangame Creation
- Topic: SQ1 AGI (accented letters - fan trad)
- Replies: 7
- Views: 7739
Re: SQ1 AGI (accented letters - fan trad)
If I understand correctly, most of the time ScummVM will use a hard-coded font - defined in engines/agi/font.cpp, where each character is 8x8 pixels. The "è" character in that one looks like this: ###..... ........ .####... ##..##.. ######.. ##...... .####... ........ My guess, from your s...
- Mon Apr 04, 2022 2:49 pm
- Forum: Help and Support
- Topic: Shift J COMI Lightsaber sounds effects broken
- Replies: 5
- Views: 1600
Re: Shift J COMI Lightsaber sounds effects broken
Well, as I said, I believe Shift+J only works in the exact same scenes as Shift+V does.
- Sat Apr 02, 2022 6:14 am
- Forum: Help and Support
- Topic: Shift J COMI Lightsaber sounds effects broken
- Replies: 5
- Views: 1600
Re: Shift J COMI Lightsaber sounds effects broken
Depends on what you mean by "on his ship". It should work during any of these parts:60fpshacksrock wrote: ↑Fri Apr 01, 2022 4:38 pm So then it needs to be enabled when Guybrush is on his ship before starting a swordfight?
Which is also where you can press Shift+V to cheat.
- Fri Apr 01, 2022 8:03 am
- Forum: Help and Support
- Topic: Shift J COMI Lightsaber sounds effects broken
- Replies: 5
- Views: 1600
Re: Shift J COMI Lightsaber sounds effects broken
Has anyone else had issues with the Lightsaber sounds not playing when supposedly activated (Shift J) during the swordfighting? It worked for me, using the development version of ScummVM in Linux. It's a bit fiddly though, since a) you have to press Shift+J during ship combat, not during the sword ...
- Sun Mar 27, 2022 8:22 am
- Forum: Help and Support
- Topic: King's Quest 7 Error
- Replies: 6
- Views: 1332
Re: King's Quest 7 Error
thanks for your answer. My version only has 1 CD That's true of my English copy too, so I don't think you have to rename any files for King's Quest 7. I think I've found the warning message you're seeing, but the comment there talks about King's Quest 5 so that's not much help. At least some of the...
- Fri Mar 25, 2022 11:01 am
- Forum: Help and Support
- Topic: Aspect Ratio Correction on FM Towns Games
- Replies: 104
- Views: 86986
Re: Aspect Ratio Correction on FM Towns Games
I gave it a quick (literally, as I was using "fast mode" a lot) playthrough, using the "z_zm_height_200_v9" branch. There were three things I noticed, though at least one of them may be deliberate. Object names were written at the top of the object image, not the bottom like the ...
- Sat Mar 19, 2022 6:12 am
- Forum: Help and Support
- Topic: SCUMMvm command line parameter help
- Replies: 4
- Views: 1579
Re: SCUMMvm command line parameter help
Could someone please point me to info. regarding loading command line parameters to start in-development SCUMM games...? I checked the newbie guide (404 error), WIKI & FAQ but not sure if/where instructions might be in there. Command line parameters refers to starting ScummVM from a command pro...
- Mon Mar 14, 2022 2:03 pm
- Forum: General Discussion
- Topic: Amber Journey's beyond
- Replies: 2
- Views: 1250
Re: Amber Journey's beyond
HI, i've seen this game pop up in different posts and was wondering if it has been added to the list of games? It's in the list of games that use the Director engine , but I have no idea how far off that particular version is from being supported. (The development version of ScummVM detected the ga...
- Tue Mar 08, 2022 10:56 am
- Forum: Help and Support
- Topic: LOOM sound not working
- Replies: 20
- Views: 18901
Re: LOOM sound not working
EDIT2: Originally I have only ever played the EGA-version as a kid. Playing the FMTOWNS-version for a few minutes already made me fed up with the looping music blasting in my ears though :mrgreen: That's one of the main reasons I don't enjoy the FM Towns version as much as the EGA music. There just...
- Tue Mar 08, 2022 7:38 am
- Forum: Help and Support
- Topic: LOOM sound not working
- Replies: 20
- Views: 18901
Re: LOOM sound not working
Too bad there isn't a "perfect" version of Loom, with all content, all dialogue (with speech/audio), CD-audio music and all... I like Brian Moriarty's idea for what a remastered version of Loom would look like: If I was asked to “remaster” Loom, I would leave the original 16-color art and...
- Tue Mar 08, 2022 7:03 am
- Forum: Help and Support
- Topic: LOOM sound not working
- Replies: 20
- Views: 18901
Re: LOOM sound not working
I saw that table but was still unsure, as it only lists 11 tracks, but there are 18 available. Yeah, that Ouverture got lost, but I assumed so did the audio, why include a track that's never played? Too bad there isn't a "perfect" version of Loom, with all content, all dialogue (with spee...
- Mon Mar 07, 2022 11:08 am
- Forum: Help and Support
- Topic: LOOM sound not working
- Replies: 20
- Views: 18901
Re: LOOM sound not working
So I named the tracks 01-18, but now I wonder if this is correct and when track01 will actually be played. That should be correct: ScummVM expects the audio tracks to be numbered 1 and upwards, even though I guess technically track 1 on the CD is the data track. With the caveat that I've never play...