Search found 14 matches
- Thu Oct 25, 2007 5:16 pm
- Forum: iPhone Port
- Topic: iPod Touch/iPhone Port?
- Replies: 237
- Views: 379698
If the whole saving and loading gives problems, why not tell a game to pause? I'm not sure whether each engine has a pause option, but it should be valid: Get a call ->pause game after the call ->unpause game The problem is that I don't think the iPhone backgrounds the application when you click th...
- Wed Oct 24, 2007 5:12 pm
- Forum: iPhone Port
- Topic: iPod Touch/iPhone Port?
- Replies: 237
- Views: 379698
That would be... tricky :). Emulators can do it since the games basically run in a virtual machine with its own seperate memory space. In ScummVM everything is native, all you could do is do a full memory dump of the whole application and somehow restore that afterwards. Which won't work :P Ouch, I...
- Wed Oct 24, 2007 3:46 pm
- Forum: iPhone Port
- Topic: iPod Touch/iPhone Port?
- Replies: 237
- Views: 379698
- Wed Oct 24, 2007 12:49 am
- Forum: iPhone Port
- Topic: iPod Touch/iPhone Port?
- Replies: 237
- Views: 379698
- Tue Oct 23, 2007 6:01 pm
- Forum: iPhone Port
- Topic: iPod Touch/iPhone Port?
- Replies: 237
- Views: 379698
I've got a full-blown port working. Instead of using the SDL backend, I've written an iPhone backend which uses CoreSurface for rendering. The CoreSurface buffer is then attached to a LayerKit layer, so I've got scaling, aspect ratio correction, and automatic rotation between portait and landscape ...
- Tue Oct 23, 2007 12:54 am
- Forum: iPhone Port
- Topic: iPod Touch/iPhone Port?
- Replies: 237
- Views: 379698
It would be pretty handy to use SDL for the rest of the stuff that's needed, so I'd appreciate it :). At least to find out whether the SDL support is actually there yet or not, or whether we'll have to set up native support for everything. OK, it's a big of a learning curve, but I'll give it a shot...
- Mon Oct 22, 2007 9:59 pm
- Forum: iPhone Port
- Topic: iPod Touch/iPhone Port?
- Replies: 237
- Views: 379698
- Mon Oct 22, 2007 8:17 pm
- Forum: iPhone Port
- Topic: iPod Touch/iPhone Port?
- Replies: 237
- Views: 379698
- Mon Oct 22, 2007 8:16 pm
- Forum: iPhone Port
- Topic: iPod Touch/iPhone Port?
- Replies: 237
- Views: 379698
Nice! Using the iphone-mame-sdl version of SDL? That's the one. There were some minor problems getting it to compile, but I took a look at the NES emulator and figured out a way to fix the errors. The big problem right now is the lack of mouse support, that's a pure SDL problem and it's one that th...
- Mon Oct 22, 2007 6:45 pm
- Forum: iPhone Port
- Topic: iPod Touch/iPhone Port?
- Replies: 237
- Views: 379698
Thought some of you might be interested to see this
http://images.punknews.org/images/scummvm/iphonescummmain.jpg I spent some time on this today, and this is how far I've gotten. There are still some major problems: most notably, the "mouse" doesn't work. This is because the SDL-iPhone code I'm using isn't working. I will see what I can d...
- Tue Mar 14, 2006 7:10 pm
- Forum: Other Ports
- Topic: Universal (Mac OS X) build for Scummvm completed
- Replies: 18
- Views: 30381
You can use Lipo to make your universal binary before you have your build environment. You probably know this, but just in case:
Code: Select all
lipo -create scummvm_intel scummvm_ppc -output scummvm
- Sun Mar 12, 2006 5:59 pm
- Forum: Other Ports
- Topic: OSX86 port
- Replies: 30
- Views: 38039
- Sun Mar 12, 2006 5:31 pm
- Forum: Other Ports
- Topic: Universal (Mac OS X) build for Scummvm completed
- Replies: 18
- Views: 30381
- Sun Mar 12, 2006 6:51 am
- Forum: Other Ports
- Topic: Universal (Mac OS X) build for Scummvm completed
- Replies: 18
- Views: 30381
Universal (Mac OS X) build for Scummvm completed
Hi, I've made a proper Universal build of ScummVM; it's compiled identically to the mainline packages (i.e. Vorbis, MPEG2, FLAC, etc.) and is native on both platforms. It's tested and working fine as far as I can tell, and the only changes I made were for endianness (due to assumptions about PPC) an...