Search found 17 matches
- Tue Apr 09, 2024 5:10 pm
- Forum: Help and Support
- Topic: 2.7.1 WinXP-win32 builds don't work under WinXP SP3
- Replies: 27
- Views: 25881
Re: 2.7.1 WinXP-win32 builds don't work under WinXP SP3
For the record, the Windows 9x build of v2.8.0 was skipped due to some last minute issues with ScummVM's dependencies that broke backwards compatibility. It should be mostly resolved now with v2.8.1, but in case this happens again I'd encourage testing Win9x builds from the buildbot during testing p...
- Sun Jan 15, 2023 11:54 pm
- Forum: Nintendo DS Port
- Topic: Is there any hope to move cursor in games via D-pad?
- Replies: 3
- Views: 8471
Re: Is there any hope to move cursor in games via D-pad?
If you select the “Game options” button in the launcher and switch to the Keymaps tab, you’ll find a separate list of actions specific to the game. These override actions in the global keymap, so you’ll need to clear any actions that use the D-Pad before you can use it for the virtual mouse.
- Tue Apr 26, 2022 6:14 pm
- Forum: Other Ports
- Topic: Samsung TV port
- Replies: 2
- Views: 7533
Re: Samsung TV port
Hello. I've been thinking of a port of ScummVM for modern Samsung TVs running Tizen. Is it possible? If no, why? If yes, is there any interest? (btw, I don't have any experience on programming, this post is just a little experiment) There used to be a Tizen port of ScummVM, however it was removed i...
- Sat Jan 01, 2022 8:01 pm
- Forum: General Discussion
- Topic: Can somebody explain how opengles2 / opengl with shaders works in scummvm ?
- Replies: 1
- Views: 1579
Re: Can somebody explain how opengles2 / opengl with shaders works in scummvm ?
This should summarize the purpose of the relevant defines, as I understand them. Note that the meaning of some of these have changed in recent development versions from GitHub, and might not match up 100% with current release versions. - The USE_OPENGL define is for the 2D graphics manager, which is...
- Fri Dec 24, 2021 9:22 pm
- Forum: Android Port
- Topic: No SDL surface option
- Replies: 6
- Views: 2434
Re: No SDL surface option
The SDL Scaler options (AdvMame, HQ, SuperSAI, SuperEagle etc) have not yet been implemented for OpenGL mode -- there's some old work done towards that, but more is needed. We don't have an ETA for this; it's possible that it will be implemented in the future and we're open to code contributions (v...
- Sun Dec 05, 2021 10:06 pm
- Forum: Help and Support
- Topic: Windows XP Problem
- Replies: 1
- Views: 1215
Re: Windows XP Problem
I haven't encountered this issue for myself, but I have committed a change that should hopefully fix this. It'll be available in nightly builds starting from tomorrow.
- Wed Oct 27, 2021 9:16 pm
- Forum: Nintendo DS Port
- Topic: New ScummVM version doesn't find any games
- Replies: 5
- Views: 9631
Re: New ScummVM version doesn't find any games
Something that might be causing a problem is using a flash card that doesn't provide access to the extra hardware on the DSi. I'm currently using TWiLight Menu++ via a DSi exploit, which doesn't need a flash card and allows using the full 16 MB of RAM. It's apparently possible to use TWiLight Menu++...
- Tue Oct 12, 2021 6:44 pm
- Forum: Nintendo DS Port
- Topic: New ScummVM version doesn't find any games
- Replies: 5
- Views: 9631
Re: New ScummVM version doesn't find any games
What model of DS are you using? All of my testing has been done on the DSi, which has more RAM than the original DS and DS Lite, and those systems are likely to have memory issues with the plugin code that the releases use. I did prepare a set of non-plugin builds during the testing period that shou...
- Mon Aug 16, 2021 10:36 pm
- Forum: PocketPC/WinCE Port
- Topic: ScummVM 2.3.0git running on PocketPC
- Replies: 10
- Views: 63245
Re: ScummVM 2.3.0git running on PocketPC
1) rotating the screen landscape/portrait? I looked at the SDL for Windows CE README file , and it seems to suggest that it handles rotation automatically when running in full screen, so you might want to experiment with that in the options menu. 2) adding a virtual keyboard? Yes, you can compile w...
- Mon Aug 16, 2021 9:45 am
- Forum: PocketPC/WinCE Port
- Topic: ScummVM 2.3.0git running on PocketPC
- Replies: 10
- Views: 63245
Re: ScummVM 2.3.0git running on PocketPC
Looks promising :-) The issue here is that when using the Surface SDL graphics code, the window resolution is set based on the game resolution, which is usually 320x200 times an integer scale value, and setting the size of the overlay (the layer that contains the GUI) based on that, as opposed to al...
- Fri Jul 23, 2021 4:32 pm
- Forum: Help and Support
- Topic: Mystery House on 3DS ScummVM
- Replies: 2
- Views: 845
Re: Mystery House on 3DS ScummVM
I've opened a PR that should fix this (https://github.com/scummvm/scummvm/pull/3191). In the meantime, a workaround would be to unmap the "Skip Line" action in the "Edit Game" dialog for Mystery House.
- Fri Jul 17, 2020 2:43 pm
- Forum: Android Port
- Topic: Cannot access game menu
- Replies: 2
- Views: 3800
Re: Cannot access game menu
The Global Main Menu is usually mapped to the physical menu button on the device. If your device doesn’t have one, you can remap it to another button or key using the keymapper. This can be done by selecting the Options button from the launcher, then selecting the Keymaps tab. You can also switch to...
- Thu Mar 05, 2020 10:47 pm
- Forum: Nintendo Switch Port
- Topic: MIDI (General MIDI, MT-32, etc...)
- Replies: 12
- Views: 20324
Re: MIDI (General MIDI, MT-32, etc...)
Fluidsynth library hasn't been ported to Switch because it has a ton of dependencies. That's why fluidsynth is not available on Switch, only Adlib and MT32. Have you tried using fluidsynth-lite ? There's a Switch port of that here , although since I haven't tried it on the Switch, I have no idea wh...
- Wed Nov 13, 2019 1:16 pm
- Forum: Android Port
- Topic: ScummVM 2.1.0 unavailable on Google Play Store
- Replies: 38
- Views: 40789
- Mon Oct 21, 2019 4:29 pm
- Forum: Help and Support
- Topic: Installation snapshot question
- Replies: 8
- Views: 3030
Re: Installation snapshot question
In this case, it might be better to use the foreach function in Make instead of using shell functionality. For example:
This should work, however I haven't tried it.
Code: Select all
$(foreach plugin, $(PLUGINS), $(STRIP) $(plugin) -o $(AMIGAOSPATH)/$(plugin);)