Search found 595 matches

by DrMcCoy
Fri Mar 30, 2012 9:39 am
Forum: The Junkyard
Topic: simon the sorcerer & goblins 2 spanish Amiga versions
Replies: 10
Views: 7346

aldozx wrote:554.721 bytes
Thanks, added in rev 8a4da1e.
aldozx wrote:btw, will this goblins 2 spanish version work on the next scummvm beta or in the next official version?
It should work in the next daily build. You may need to re-add the game to ScummVM, though.
by DrMcCoy
Thu Mar 29, 2012 8:58 pm
Forum: The Junkyard
Topic: simon the sorcerer & goblins 2 spanish Amiga versions
Replies: 10
Views: 7346

Yes. And how big is that file (in bytes, the exact number)?
by DrMcCoy
Thu Mar 29, 2012 12:19 pm
Forum: The Junkyard
Topic: simon the sorcerer & goblins 2 spanish Amiga versions
Replies: 10
Views: 7346

Re: simon the sorcerer & goblins 2 spanish Amiga version

on goblins 2 amiga/spanish scummvm recognize the game as english version and run the game in english language Hmm, could you do that: http://wiki.scummvm.org/index.php/Reporting_unknown_MD5_checksums For the file "intro.stk"? I can send you the adf files if you want why would be illegal? ...
by DrMcCoy
Thu Mar 29, 2012 1:06 am
Forum: The Junkyard
Topic: simon the sorcerer & goblins 2 spanish Amiga versions
Replies: 10
Views: 7346

Re: simon the sorcerer & goblins 2 spanish Amiga version

if you coders of scummvm are interested I can upload them.. That would be illegal. In general, in cases like these, we would ask you to donate the original game disks to us, send via (snail) mail. goblins 2 spanish version Hmm, unless they changed the filenames around, all gob2 Amiga versions shoul...
by DrMcCoy
Mon Jan 23, 2012 4:34 pm
Forum: The Junkyard
Topic: Shivers 1
Replies: 39
Views: 34947

bradsmithsite, you do realize distributing such images would be illegal, right?
by DrMcCoy
Fri Nov 04, 2011 7:24 pm
Forum: Android Port
Topic: 1.3.0 qHD Resolution Phone Problem. Help please.
Replies: 10
Views: 5336

Just as an aside: don't blame the spam filter. http://imageshack.us/photo/my-images/513/snap20111104224145.png/ is not an image, it's an HTML page, so the -tags don't work on that. The help on the side of that URL even tells you how to embed the image: [URL=http://imageshack.us/photo...
by DrMcCoy
Mon Aug 29, 2011 8:04 pm
Forum: General Discussion
Topic: Playtoons Support
Replies: 1
Views: 1706

Yeah, it is. It's kinda an early and stripped down version of the other Playtoons titles. The later ones aren't that playable in ScummVM yet. The story mode works okay (minus a few graphical glitches), but the construction mode is still completely broken and unimplemented. They are on the TODO list ...
by DrMcCoy
Sat Aug 13, 2011 9:36 am
Forum: General Discussion
Topic: Discworld II - English.smp
Replies: 2
Views: 2021

It uses a custom ADPCM algorithm, so no dice opening it with standard audio tools. If you want to the raw audio, you'll need to write your own decoder, using the ScummVM code as a guideline. Have a look at engines/tinsel/sound.cpp for the format of the SMP file (important for finding the sample offs...
by DrMcCoy
Wed Aug 03, 2011 9:12 pm
Forum: Help and Support
Topic: OSX Lion and Fullscreen
Replies: 35
Views: 40675

What exactly did you "hack together" there?

If you just built with a recent SDL checkout, please says that.
Otherwise, if you actually changed some code, you're obligated under the terms of the GPL to provide those changes. Also, we always love patches *hinthint*. :P
by DrMcCoy
Mon Aug 01, 2011 1:10 am
Forum: The Junkyard
Topic: Is Discworld Noir likely to be supported?
Replies: 10
Views: 14876

There was actually one forum member, whose name escapes me right now, who started a tinsel-noir project on Sourceforge to reimplement the game. Are you talking about a second project or are you having a blind day today? Because: There is the start of a noir engine here: http://tinselnoir.svn.source...
by DrMcCoy
Mon Aug 01, 2011 12:27 am
Forum: The Junkyard
Topic: Is Discworld Noir likely to be supported?
Replies: 10
Views: 14876

I thought the visuals in Discworld Noir were pre-rendered...they certainly don't look like they are realtime 3D models. From what I can see, they're mostly prerendered. The default Lewton walking/standing animation is realtime, though. Everything else is prerendered, even most (all?) of the other L...
by DrMcCoy
Fri Jul 29, 2011 4:47 pm
Forum: General Discussion
Topic: About SCUMMVM exiting when checksums fail
Replies: 1
Views: 1551

Actually, most engines have a filename-based fallback detector. In that case, the game still runs and a warning with the MD5 checksums and a request to send us those checksums is printed to stdout. When the game doesn't run at all, it's either 1) an experimental engine that's not finished yet and th...
by DrMcCoy
Mon Jul 25, 2011 1:44 am
Forum: The Junkyard
Topic: Bobdevis' Diablo and Hellfire project
Replies: 36
Views: 68049

The problem is that for that to work smoothly you need to know how you code will look like before you start ;) You should have a general idea how to do something, yes. You can of course try things out, change and scrap them later. In general, it's not that much of a hassle to change both the .h and...
by DrMcCoy
Mon Jul 25, 2011 12:51 am
Forum: The Junkyard
Topic: Bobdevis' Diablo and Hellfire project
Replies: 36
Views: 68049

If you have a system that works in a header-less, linear include-chain then that drastically reduces the amount of files you have to keep up to date, right? You normally don't change header-files all the time. You often normally prototype your class (and by class, I mean actually one small-ish self...
by DrMcCoy
Mon Jul 25, 2011 12:22 am
Forum: The Junkyard
Topic: Bobdevis' Diablo and Hellfire project
Replies: 36
Views: 68049

For the rest the whole thing is header-less at the moment. It has been nice because you can change stuff faster this way. That's neither true nor how it works. At all. :P The idea is that they all have to exist all the time so that the render-thread can read the ui-stuff lockless. Misconception: It...