Search found 17 matches

by Roman
Sat Jan 10, 2015 7:19 pm
Forum: General Discussion
Topic: Monkey Island 4 not detected anymore?
Replies: 2
Views: 8162

Re: Monkey Island 4 not detected anymore?

yeah...I found out myself already and edited my post..thanks anyway..
by Roman
Sat Jan 10, 2015 6:53 pm
Forum: General Discussion
Topic: Monkey Island 4 not detected anymore?
Replies: 2
Views: 8162

Monkey Island 4 not detected anymore?

Hi, I used a nighly build last december with my Monkey Island 4 files ...and it worked fine. Now I switched to the official 0.2.0 binary and the setup does not recognize the files anymore at all. Did I miss something? edit: ok...silly me... :oops: Monkey 4 is only supported by the nightly 0.3 builds...
by Roman
Sun Mar 22, 2009 12:28 pm
Forum: Nintendo DS Port
Topic: Please test! ScummVM DS 0.13.1 beta1 download here!
Replies: 19
Views: 31100

Just wanted to report that I've been toying around with build A and all German Lucas Adventures for an hour now and everything works flawlessly on a M3 real with Sakura 1.35.
by Roman
Sat Dec 29, 2007 1:15 pm
Forum: Nintendo DS Port
Topic: Little OT: Ron Gilbert loves ScummVM wants it official on DS
Replies: 9
Views: 11806

PsYcO wrote:also, why pay for something thats free?
Free to us nerds and pirates. Normal people never heard of flashlinker cards or even Scummvm.
by Roman
Fri Dec 28, 2007 1:51 pm
Forum: Nintendo DS Port
Topic: ScummVM DS 0.11.0 beta1 released for testing! [obsolete]
Replies: 36
Views: 45973

I don't know if it has been said already, but Future Wars doesn't seem to work with this build. Tried the English and German DOS and the English Amiga version. All of them start and end with a blackscreen. No error messages in the console.
by Roman
Mon Dec 24, 2007 11:41 am
Forum: Nintendo DS Port
Topic: ScummVM DS 0.11.0 beta1 released for testing! [obsolete]
Replies: 36
Views: 45973

Can you make an option for the secondary screen to display the game in native res? I personally find that the zoomed view isn't much help, but if it was able to show 1:1 and focussing automatically as it currently does, this would be better. I dislike the zoomed top screen too. It doesn't look good...
by Roman
Sun Dec 23, 2007 9:34 pm
Forum: Nintendo DS Port
Topic: ScummVM DS 0.11.0 beta1 released for testing! [obsolete]
Replies: 36
Views: 45973

Thanks a lot for the wonderful CPU scaling!
I did'n use ScummVM DS until now because of its ugly scaling, so for me this is more than an update, for me this is the first serious Scummvm DS release. Just tried it with Indy and it's looking perfect!
by Roman
Mon May 28, 2007 10:58 am
Forum: Other Ports
Topic: Gamecube
Replies: 163
Views: 191669

Every GC-Linux app has this problem if your TV isn't a monitor-like modern one. I guess you mean an LCD TV? Do you know if there's any way to fix the shift?? Not only LCD, but yes, LCDs shouldn't have the problem. Many modern TVs (LCD or not) have their own y/z axis settings or they display basical...
by Roman
Mon May 14, 2007 2:14 pm
Forum: Other Ports
Topic: Gamecube
Replies: 163
Views: 191669

The shift to the left exists because GC-Linux ignores our x-axis settings from our GameCube dashboards. Every GC-Linux app has this problem if your TV isn't a monitor-like modern one. I have the additional problem, that my TV starts to display stuff on the y-axis very late, so I can't read the text ...
by Roman
Sat May 12, 2007 1:09 am
Forum: Other Ports
Topic: Gamecube
Replies: 163
Views: 191669

I've just tried it on my nbd image via PSO/BBA and it works great, saves and loads as always and Monkey Island 2 is finally playable, thanks a lot. Having the menu on the start button is nice too because it's simply more gamecubesque that way. :) Cursor finemovement on the C stick is a very useful a...
by Roman
Thu May 03, 2007 9:44 am
Forum: General Discussion
Topic: control setup in scummVM GUI?
Replies: 2
Views: 2587

Nope. It is a porter's task to define a keyboard mapping suitable for his target system/device, rather than the task of our users! Which is why a "ScummVM porter" is not the same as "some random guy who simply recompiled ScummVM". OK, but I'm talking about a situation where no p...
by Roman
Wed May 02, 2007 11:16 am
Forum: General Discussion
Topic: control setup in scummVM GUI?
Replies: 2
Views: 2587

control setup in scummVM GUI?

I know, coders hate suggestions, but this one needs to be said IMHO. ;) Since scummVM exists for linux, it exists for a lot of systems even the fathers of scummVM propably don't know. I for instance am using ScummVM for the GameCube for years now. First some nice guy from gcdev.com compiled a specia...
by Roman
Wed Feb 28, 2007 12:17 pm
Forum: Other Ports
Topic: Gamecube
Replies: 163
Views: 191669

BTW: I think Scumm VM GC deserves it's own GUI, so I've started to make one, when it's finished I'll upload it, perhaps you'd like to include it into your package. Looks nice. I'm waiting until someone will try to tweak the GUI , not GUI colors :). One note. Please, do not give special names to bui...
by Roman
Wed Feb 28, 2007 12:08 am
Forum: Other Ports
Topic: Gamecube
Replies: 163
Views: 191669

OK, thanks, I've included your SDL into my NBD image. Didn't notice any difference though. BTW: I think Scumm VM GC deserves it's own GUI, so I've started to make one, when it's finished I'll upload it, perhaps you'd like to include it into your package. http://img247.imageshack.us/img247/6896/summv...
by Roman
Mon Feb 26, 2007 3:29 am
Forum: Other Ports
Topic: Gamecube
Replies: 163
Views: 191669

I will be working on some way to emulate key-presses for numbers (mainly for Monkey Island) and I will see if it's possible to use the yellow c-stick. Great. The "5" would be still a problem, but the right trigger is unused at the moment AFAIK. Another question: Your LibSDL is a lot small...