ScummVM 0.8.1 released

General chat related to ScummVM, adventure gaming, and so on.

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sev
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ScummVM 0.8.1 released

Post by sev »

So, it happened yet another time. We pushed out the release. Now go and spread the word about it. Release notes are:

Code: Select all

0.8.1 (2006-01-31)
 General:
   - More descriptive game titles in all engines.
   - Fixed crash when trying to apply aspect-ratio correction to games that
     cannot use it.
   - Fixed potential security vulnerability with oversized PATH environment
     variables.
   - Lowered the default gain for the FluidSynth music driver and made it
     configurable.

 SCUMM:
   - Scrolling fixes in COMI, so it is less CPU-hungry.
   - Added support for Maniac Mansion NES German version.
   - Fixed mouse button states in COMI.
   - Fixed overflow when using control panel for robot in the Dig.
   - Added support for sound code, used by songs in HE games.
   - Improved shadows in later HE games.
   - Fixed subtitles glitches in HE games.
   - Improved music/sound for HE games.
   - Improved support for international versions of HE games.
   - Improved support for Macintosh versions of games.
   - Fixed several minor bugs.

 BASS:
   - Fix crash when speed/volume sliders are clicked and then dragged out
     of the scummvm window.

 Gob:
   - Fixed disappearing cursor when level password is typed in
   - Warn user if he tries to run CD version directly from CD under Windows

 SAGA:
   - Fix digital music playback under BE systems.

 Simon:
   - Implemented more precise MD5-based game detection.
   - Added Polish support for Simon the Sorcerer 2.
   - Fixed fades during ride to goblins camp in Simon the Sorcerer 2.
   - Fixed palette delay at the end of Simon the Sorcerer 1.
   - Fixed sound looping in Windows version of Simon the Sorcerer 2.

 Sword1:
   - Fixed a bug where looping sounds would keep playing during cutscenes or
     when displaying any form of control panel dialog.
   - The save game dialog would erroneously claim an I/O error occurred if the
     savegame list had unused slots, and savegames were compressed.
   - Fixed a scrolling bug which caused the finale sequence to be displayed
     incorrectly.

 Sword2:
   - Fixes and cleanups to the end credits. The German credits work now.
   - Fixed missing speech/music in the second half of the game, reported to
     happen in some versions of the game.

 PS2 Port:
   - Completely reworked and now really goes official.

 PSP Port:
   - Fixed a bug that caused Broken Sword 1, and games that use ripped CDDA
     tracks (most notably the CD version of Monkey Island 1), to stop
     functioning properly after a while.

 WinCE Port:
   - Check backends/wince/README-WinCE for the latest news
   - Fixed disappearing panel when opening a list widget in GUI
   - Knakos patches (QVGA smartphones fix, easier key binding and panel
     switching)
Enjoy!


Eugene
Last edited by sev on Tue Mar 14, 2006 8:27 pm, edited 1 time in total.

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kraft
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Post by kraft »

the mirrors arnt working for the psp package

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Lord Savage
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Post by Lord Savage »

kraft wrote:the mirrors arnt working for the psp package
Same for the Mac OS X disc image

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Jimbob
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Post by Jimbob »

Lord Savage wrote: Same for the Mac OS X disc image
Try the Amsterdam mirror for the MacOSX release.

Jimbob

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kraft
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Post by kraft »

ahh thanks the amsterdam mirror works for the psp package aswell :D now to see if the new scummvm will work on a 2.5 FW psp

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Adventureguy
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Post by Adventureguy »

What about the tools? Will they get updated, too? I tried to extract the files from the German NES MM, but it doesn't work since it's not recognizing the ROM contents. Thanks if it can be updated in the near future.

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sev
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Post by sev »

Adventureguy wrote:What about the tools? Will they get updated, too? I tried to extract the files from the German NES MM, but it doesn't work since it's not recognizing the ROM contents. Thanks if it can be updated in the near future.
No, they will not. And why do you need to extract MM NES? Run it directly from .prg. Name it "Maniac Mansion (G).prg" and it will be recognized.


Eugene

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Adventureguy
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Post by Adventureguy »

OK, I don't need to, but it would be neat. Besides, when I try to restart the game with F8 I get an error. It works fine already, but maybe this could get updated when tools for ScummVM 0.9.0 are needed.

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sev
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Post by sev »

Adventureguy wrote:Besides, when I try to restart the game with F8 I get an error.
I'm unaware about this one. Please, submit a bugreport.


Eugene

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