Search found 74 matches
- Wed Feb 02, 2011 1:31 am
- Forum: General Discussion
- Topic: Is ScummVM too flexible for its own good?
- Replies: 15
- Views: 11069
Re: Is ScummVM too flexible for its own good?
I think ScummVM is too flexible. Why is that a problem you might ask, well with increased flexibility you increase code complexity with will always result in more bugs and less performance (coding 101). It is pretty obvious that you did not investigate what OSystem is and what is the ScummVM archit...
- Wed Feb 02, 2011 12:38 am
- Forum: General Discussion
- Topic: Is ScummVM too flexible for its own good?
- Replies: 15
- Views: 11069
Is ScummVM too flexible for its own good?
Ok this is a bit of a radical idea (and one that has probably been raised before?). I think ScummVM is too flexible. Why is that a problem you might ask, well with increased flexibility you increase code complexity which will always result in more bugs and less performance (coding 101). Currently Sc...
- Fri Jan 07, 2011 1:00 am
- Forum: Help and Support
- Topic: No SFX in Full Throttle?
- Replies: 7
- Views: 3328
- Wed Dec 15, 2010 5:15 am
- Forum: Other Ports
- Topic: Bada port?
- Replies: 162
- Views: 187934
* is him the same person who ported ScummVM to Amiga AGA recently? http://www.amiga.org/forums/showthread.php?t=55614 Hopefully he'll start working on the Bada port now. Yep, I'm now free to spend some of my (very limited) spare time on the Bada port (yes, I have a Wave). :D Happy to try and make i...
- Wed Dec 08, 2010 12:35 am
- Forum: Other Ports
- Topic: ScummVM for Classic Amiga's
- Replies: 16
- Views: 26055
ScummVM for Classic Amiga's
All running on an 8 bit display (realtime 16 bit to 8 bit overlay conversion with alpha blend)
http://www.youtube.com/watch?v=Nh2r-3f_tiM
http://www.youtube.com/watch?v=Nh2r-3f_tiM
- Sat Dec 04, 2010 9:55 am
- Forum: Help and Support
- Topic: No SFX in Full Throttle?
- Replies: 7
- Views: 3328
- Fri Dec 03, 2010 1:43 am
- Forum: Help and Support
- Topic: No SFX in Full Throttle?
- Replies: 7
- Views: 3328
I think it might be because the in-game SFX are read from a different file resource than the intro and in-game speech...can someone please confirm or deny? The speech is probably all in the monster.sou file. Early in the game, at least, the music and sound effects seem to use the same format. They ...
- Thu Dec 02, 2010 10:37 pm
- Forum: Help and Support
- Topic: No SFX in Full Throttle?
- Replies: 7
- Views: 3328
I think it might be because the in-game SFX are read from a different file resource than the intro and in-game speech...can someone please confirm or deny? The only other thing I think it could be is a 68k compiler issue with the interpreter (eg it just isn't sending the signal to play the SFX for s...
- Wed Dec 01, 2010 11:51 pm
- Forum: Help and Support
- Topic: No SFX in Full Throttle?
- Replies: 7
- Views: 3328
No SFX in Full Throttle?
Hiya, I've just about finished my 68k port of ScummVM v1.2 :shock: Only one bug remains, for some strange reason I can't get it to play any SFX in full throttle (speech and intro plays just fine). FT must be using some different code to generate the in-game SFX (iMuse)....does anyone know why speech...
- Sun Nov 28, 2010 10:16 pm
- Forum: Other Ports
- Topic: Bada port?
- Replies: 162
- Views: 187934
- Fri Sep 03, 2010 3:46 am
- Forum: Other Ports
- Topic: Bada port?
- Replies: 162
- Views: 187934
Hi, I'm a bada developer and interested to contribute on ScummVM port on Bada. I would like to know NovaCoder status of work and I can help him about. (It's useless starting my personal port if someone is working already on it) Update, Been talking to Dokugogagoji about working on this together.......
- Tue Aug 10, 2010 12:08 am
- Forum: Other Ports
- Topic: Bada port?
- Replies: 162
- Views: 187934
- Thu Jul 29, 2010 10:32 pm
- Forum: Help and Support
- Topic: 8 bit overlay question...
- Replies: 21
- Views: 9287
- Thu Jul 29, 2010 12:00 am
- Forum: Help and Support
- Topic: 8 bit overlay question...
- Replies: 21
- Views: 9287
First screen grabs of my Amiga AGA port running with 8bit overlays for the interested Amiga EAB.
Performance is not too bad considering it's doing an 16bit to 8bit conversion in realtime.
Performance is not too bad considering it's doing an 16bit to 8bit conversion in realtime.
- Thu Jul 15, 2010 1:34 am
- Forum: Help and Support
- Topic: Plugin issue when building with GCC 2.95
- Replies: 2
- Views: 1363
Re: Plugin issue when building with GCC 2.95
Shhh don't tell everyoneclone2727 wrote:PS - We know you're building for AmigaOS 3
Thanks, I'll check to see if detection.cpp is being built properly...
Actually come to think of it, maybe it's not correctly linking to any of the SCUMM engine object files (my bad).