Search found 3524 matches
- Wed Nov 02, 2005 8:17 am
- Forum: General Discussion
- Topic: BASS Languages
- Replies: 3
- Views: 6960
- Tue Nov 01, 2005 7:35 pm
- Forum: General Discussion
- Topic: Do you think ScummVM release testing is cut too short?
- Replies: 25
- Views: 35255
Re: I voted that the testing for 0.8.0 was too short
You already mentioned that sword2 alignment problem (endianness) so, that is one out of three having an issue. Just to clarify, endianness and alignment are two completely different beasts. Endianness concerns in which order the bytes of a multi-byte value are stored, while alignment places restric...
- Tue Nov 01, 2005 7:06 pm
- Forum: Help and Support
- Topic: Graphics problem at the end of "Broken Sword 1" (S
- Replies: 6
- Views: 11070
By the way, I have posted a bug report to the ScummVM bug tracker.
- Tue Nov 01, 2005 5:52 pm
- Forum: Help and Support
- Topic: Gobliiins
- Replies: 19
- Views: 16273
- Tue Nov 01, 2005 5:47 pm
- Forum: Help and Support
- Topic: Broken Sword 1 Playstation?
- Replies: 16
- Views: 15454
Re: Broken Sword 1 Playstation?
Hello everyone, I have Broken Sword 1 for the Playstation 1, but it won't work in ScummVM in Windows. It finds the game, but doesn't start it (it gives a file-not-found error). Are Playstation 1 games not supported by ScummVM? Or is there something I have to do before being able to play the game? O...
- Tue Nov 01, 2005 2:51 pm
- Forum: General Discussion
- Topic: Graphics Mode - Render Mode
- Replies: 16
- Views: 27571
is there a way to run scummvm in opengl or overlay mode like it is in dosbox? There used to be an OpenGL backend for ScummVM, but as far as I know the only benefit was an extra (and most would say pretty mediocre) 2x scaler. It wasn't noticeably faster, at least not for me, and since no one wanted ...
- Tue Nov 01, 2005 2:43 pm
- Forum: General Discussion
- Topic: re-program ScummVM to output to hardware overlay.
- Replies: 2
- Views: 6497
Re: re-program ScummVM to output to hardware overlay.
I know in the past the SDL graphics library ScummVM uses couldn't output to hardware overlay. But recently i read it is possible now under Linux. So that makes me wonder if it's possible under windows also. Has anyone tried this? That'd be SDL's YUV Overlays I suppose. I did some experimenting with...
- Tue Nov 01, 2005 10:47 am
- Forum: Help and Support
- Topic: Graphics problem at the end of "Broken Sword 1" (S
- Replies: 6
- Views: 11070
Re: Graphics problem at the end of "Broken Sword 1"
The room is definitely wider than 640 pixels, and it is being told to scroll to the right. It doesn't because the SCROLL_FLAG variable is being set immediately to 0, before the camera has a chance to move. From what I understand of the code, 0 means "don't scroll -- ever", 1 means "sc...
- Tue Nov 01, 2005 10:20 am
- Forum: Help and Support
- Topic: Compressing .SOU?
- Replies: 11
- Views: 14560
- Tue Nov 01, 2005 7:59 am
- Forum: Help and Support
- Topic: Graphics problem at the end of "Broken Sword 1" (S
- Replies: 6
- Views: 11070
Re: Graphics problem at the end of "Broken Sword 1"
I never played it with the original interpreter, but I did see something that might have looked like the second image (it's hard to tell, it was over so quickly) at the very end of the scene, as George and Nico run away: the character seemed to vanish much too early.
- Mon Oct 31, 2005 4:13 pm
- Forum: General Discussion
- Topic: Discworld
- Replies: 484
- Views: 498578
Re: Discworld
That's one of those things that actually might happen. See http://wiki.scummvm.org/index.php/Discworld
Though the way the word "shortly" has been used in that article over the past three months, it obviously doesn't mean what I always thought it meant.
Though the way the word "shortly" has been used in that article over the past three months, it obviously doesn't mean what I always thought it meant.
- Mon Oct 31, 2005 1:39 pm
- Forum: General Discussion
- Topic: Do you think ScummVM release testing is cut too short?
- Replies: 25
- Views: 35255
I hope you didn't ignore my bugreports just because I reported to many already and you didn't take me serious. I doubt that. In fact, people are often encouraged to write individual bug reports rather than reporting several different bugs as one. It's frustrating to see so many bug reports, of cour...
- Mon Oct 31, 2005 11:35 am
- Forum: General Discussion
- Topic: Legend of Kyrandia - Unknown MD5
- Replies: 7
- Views: 14302
Re: Legend of Kyrandia - Unknown MD5
Hi i was curios about how far along the WIP was for Kyrandia Not very far, as far as I know. For the CD version, which is all I have, it plays the intro with one very noticeable glitch, and then it crashes. The floppy version supposedly has some very basic functionality in addition to that. See htt...
- Mon Oct 31, 2005 8:44 am
- Forum: General Discussion
- Topic: Do you think ScummVM release testing is cut too short?
- Replies: 25
- Views: 35255
At the risk of sounding flippant... Given how rare and/or expensive the FM-Towns games tend to be, it might be both quicker and cheaper to invest the money in a good C++ book (or maybe borrow one at the library, if that's an option) and see if you can figure out any more details about the bugs yours...