Search found 435 matches

by LogicDeLuxe
Thu Jun 14, 2018 1:23 pm
Forum: General Discussion
Topic: Original save screens
Replies: 2
Views: 2820

ScummVM can only show original save screens when they are scripted in the game. Not all games did this.
by LogicDeLuxe
Sat Jun 09, 2018 7:16 am
Forum: The Junkyard
Topic: Monkey Island petition
Replies: 4
Views: 7347

Yes, haven't you realized yet that Disney doesn't care about fans? Not exactly. I know at least one case when they did care. There is the older German dubbing for Arielle. A track they always said, they didn't want to use anymore, but fans asked a lot for it. And it ended up on the Blu-Ray as a bon...
by LogicDeLuxe
Sat Apr 07, 2018 7:14 pm
Forum: General Discussion
Topic: MI2 - Ultimate Talkie Edition v0.2 | Language selection
Replies: 5
Views: 4221

Re: MI2 - Ultimate Talkie Edition v0.2 | Language selection

ScummVM currently has support for this unofficial version built in, but unlike for the talkie version of MI1, language selection is not permitted - i.e. ScummVM forces the game to start in english (game text and subtitles). This is probably because there is no translated version of the MI2 talkie, ...
by LogicDeLuxe
Sun Apr 01, 2018 10:08 am
Forum: Help and Support
Topic: Indy walkthru from Mixnmojo.com
Replies: 4
Views: 3008

Those are also available at https://gamefaqs.gamespot.com/search?game=indiana+jones
A very useful site for game guides in general, imho.
by LogicDeLuxe
Sun Mar 11, 2018 7:55 pm
Forum: General Discussion
Topic: What files go in each of the 6 Loom 5 1/4 disks?
Replies: 8
Views: 5373

In that case, my 5 1/4 disks are erased, so I have to copy the contents from the 3 1/2 which I have, but I don't know exactly what files I need to put in each disk. There is an index of rooms in the resources, which is made for a distinct version of the game. Whenever a room is not on the current d...
by LogicDeLuxe
Sun Mar 11, 2018 10:55 am
Forum: General Discussion
Topic: What files go in each of the 6 Loom 5 1/4 disks?
Replies: 8
Views: 5373

Not sure that it will work though. Back in the days, the devs played a lot of tricks on the files AND on the disks to get them to fit. I don't think LucasArts is one of them. They usually even encouraged playing from backup copies in their manuals. I remember trying to do the same with broken PC di...
by LogicDeLuxe
Fri Feb 23, 2018 5:48 pm
Forum: General Discussion
Topic: The case against aspect correction of Monkey Island
Replies: 27
Views: 22290

Most important reason for me to use aspect ratio correction is the way persons look. And almost every one of them look unhealthy fat without it.
by LogicDeLuxe
Thu Feb 22, 2018 10:24 pm
Forum: General Discussion
Topic: The case against aspect correction of Monkey Island
Replies: 27
Views: 22290

As you noticed with the Loom screenshots already, many other proportions look right in a 4:3 aspect ratio, despite of the distorted cycles. Seems odd indeed. I noticed that back in the 90's already. I suspect, the drawing routines they used were missing aspect ratio correction, a feature many graphi...
by LogicDeLuxe
Thu Feb 15, 2018 3:22 pm
Forum: General Discussion
Topic: The case against aspect correction of Monkey Island
Replies: 27
Views: 22290

regardless of the intention of the LucasArts designers. The intention obviously was a 320x200 mode in a 4:3 aspect ratio. The original IBM-PC had NTSC output and RGB output with the same timing. The 200 lines were chosen, as they can be displayed on NTSC within the overscan safe area. Also valid fo...
by LogicDeLuxe
Thu Feb 15, 2018 10:45 am
Forum: General Discussion
Topic: The case against aspect correction of Monkey Island
Replies: 27
Views: 22290

Heres what it looks like on A500 with 1084s At 50 Hz that is. Apparently, LucasArts didn't made any attempt to fix that mode's aspect ratio. If your chipset allows it (ECS), try running it on 60 Hz instead. With WHDload, you can just add "NTSC" to the parameter list, iIrc. If you're playi...
by LogicDeLuxe
Tue Jan 23, 2018 10:36 am
Forum: Help and Support
Topic: How to display games as they were intended with a CRT?
Replies: 12
Views: 8093

khaz wrote:Is there a way to tweak OpenGL so that it stretches correctly?
Using a 4:3 resolution like 800x600 should do. Most modern software assume square pixels.
by LogicDeLuxe
Fri Jan 19, 2018 10:31 pm
Forum: Help and Support
Topic: How to display games as they were intended with a CRT?
Replies: 12
Views: 8093

khaz wrote:Sure, I could adjust the width of the displayed image, but then it would mess with every other software that use 720x400 correctly.
You could use a different timing like 85 Hz. Then, the monitor should distinguish that from regular DOS resolutions and remember the adjustments separately.
by LogicDeLuxe
Fri Jan 19, 2018 8:33 pm
Forum: Help and Support
Topic: How to display games as they were intended with a CRT?
Replies: 12
Views: 8093

I don't know what my graphics card and/or monitor do exactly, but I can't see any sign of stretching. No doubled pixels, no in-between with merged colours, etc. That means that no resampling takes place, which is certainly a good thing. Then the 720 is just a wild guess by the monitor and can be ig...
by LogicDeLuxe
Fri Jan 19, 2018 7:15 pm
Forum: Help and Support
Topic: How to display games as they were intended with a CRT?
Replies: 12
Views: 8093

It really is 320 pixels. Don't trust the 720, the monitor simply doesn't know any better. This mismatch may cause aliasing, but probably isn't noticeable due to the really low resolution, hence can be ignored. You may try to define a 960x600 resolution and use the 3x scaler. It is not exactly DOS ti...
by LogicDeLuxe
Fri Jan 19, 2018 12:58 pm
Forum: Help and Support
Topic: How to display games as they were intended with a CRT?
Replies: 12
Views: 8093

VGA doubled the lines in 200 and 240 row resolutions. To replicate this, you would set the resolution to 640x400 and use the 2x scaler on lowres games and disable aspect ratio correction. 70 Hz is VGA standard for 400 (and 200 logical) lines, but many graphic cards could be set to higher frequencies...