View Full Version : ScummVM News
chrilith
03-26-2003, 05:51 AM
Don't forget to check Palm Scumm Site (http://capers.free.fr/ScummVM/)
hansschmucker
03-26-2003, 07:16 AM
That's great news.... so, when will the Palm port be included into the scummvm.org CVS?
Any chance of a new release today?
noktoto
03-26-2003, 07:43 AM
I visit this site everyday :)
SnOOker303
03-26-2003, 08:13 AM
great work!!!
im really looking forward to test this new version.
hansschmucker
03-26-2003, 06:06 PM
I dont know if I should post that here. But check the news at www.scummvm.org . Funny, I never knew him, although I know some people that went to his school. Bye Felix. Mögest du friedlich ruhen...
chrilith
03-27-2003, 03:15 AM
...
When can we get the new version from your site?;)
chrilith
03-28-2003, 05:57 AM
I finally have a (almost) fully working version !
Release this WE
chrilith
03-29-2003, 01:37 PM
New version avalaible
hansschmucker
03-29-2003, 01:40 PM
Downloading right NOW!
Does CVS mean that all ScummVM games are supported now?
chrilith
03-29-2003, 01:55 PM
nope sorry, scummvm use too many gobals data and the whole core cannot be implemented with lots of changes (i'll try to put all thosse data to an external file). So simon games The Dig and Full Throttle are not playable
hansschmucker
03-29-2003, 02:08 PM
Yep, just found out as well. And another question, could you try to implement a keyframe-only version of smush? That way DIG would at least in theory be playable.
Anyway, have you spoken to the guys over at scummvm.org? Will SCVM for Clié be implemented inzo the main CVS?
hansschmucker
03-29-2003, 02:17 PM
Okay, first bug report:
a) The autoload bug persists. ScummVM will ALWAYS try to load the specified savegame, no matter if it's turned on or off
b) crash on exit: well, the error message is gone, but that's about it. It still crashes.
c) the sound seemed a little better (although not more stable) in the previous version. I think. But I could be mistaken, since I didn't check...
d) Sound doesn't stop anymore when changing rooms in Monkey2
e) ScummVM still resets whenever you use the in-game options dialog
Ive tried it on my T|T now and the screen flicker! On Atlantis the Palm restarts after LucasArts logo disappears and on Monkey Island 2 the handheld restarts somewhere in the beginning where the icons flashing.
hansschmucker
03-30-2003, 10:48 AM
It flickers because the deault mode is direct screen access, which doesn't syncronize with the screen refreshs. Setting it to double buffer or flip should do
Originally posted by hansschmucker
It flickers because the deault mode is direct screen access, which doesn't syncronize with the screen refreshs. Setting it to double buffer or flip should do
That solved the problem. T|T still restarts though. When starting Atlantis the screen goes black and nothing happends.
hansschmucker
03-30-2003, 12:16 PM
Hmm... it seems like the simulator doesn't simulate the memory managment too well. The problem is basically, that the TT has less "Heap" (TT: ~500kb, NX ~4000kb), so the TT needs its very own memory managment, which hasn't been implemented (yet)
squish
03-30-2003, 12:59 PM
I thought it was more like TT: ~700kb, NX ~1400kb
"so the TT needs its very own memory managment", still hoping for that miracle to happen ;)
milmber
03-30-2003, 01:38 PM
The text seems to have dissappeared from zak 256..?? Plus..it seems like my NX still freezes when exiting a scummvm...
hansschmucker
03-30-2003, 02:41 PM
Yep, exit bug persists... but text works with zak (at least my version)... very strange
@squish
I'm no developer, but I'm pretty sure the NX has 2MB+
Sorry for the typos in the news. The one at the top is fireball's and the missing "for" is mine
milmber
03-30-2003, 03:01 PM
hansschmucker,
you see text in zak256..hmm..perhaps it is the version I have or maybe something like powerrun interfering with it..?( I run it from memory) I have the fm tunes ( or something like that..) version of zak256...that the one you are using?
My files are 00.LFL - 99.LFL
hansschmucker
03-30-2003, 03:12 PM
TownsFM version as well... I have to admit I downlaoded it off the web, since I have the original EGA/CGA version. Anyway, I can't imagine how any program could interfere with ScummVM in such a way. The LFL files are of course the same, like with any other Scumm2/3 game. Best try the desktop version of ScummVM on your files ( http://www.scummvm.org ) and see if it works there.
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