Search found 595 matches

by DrMcCoy
Sun Jul 24, 2011 11:35 pm
Forum: The Junkyard
Topic: Bobdevis' Diablo and Hellfire project
Replies: 36
Views: 66918

I was under the impression you should stay away from bit-shifts to stay endian-independent? Not really. Shifting works the same, no matter the endianness. md5's suggestion isn't really optimal either. Better have a look here: http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2 'levm...
by DrMcCoy
Sun Jul 24, 2011 8:03 pm
Forum: The Junkyard
Topic: Bobdevis' Diablo and Hellfire project
Replies: 36
Views: 66918

Well, if I can give you some advice, open a github account, read some git for beginners tutorials and go along with it. The history won't be as "clean" as it could be, you'll basically start with a big "Initial commit" commit, but it's better than nothing. Maybe it's just me and ...
by DrMcCoy
Sun Jul 24, 2011 6:12 pm
Forum: The Junkyard
Topic: Bobdevis' Diablo and Hellfire project
Replies: 36
Views: 66918

Not to sound "ungrateful", but I for one would prefer a proper repository with history. Always very interesting and enlightening how people organize their commits.

Did you, perchance, properly manage your code with git, hg, bazaar, what-have-you?
by DrMcCoy
Thu Jul 21, 2011 7:21 pm
Forum: Help and Support
Topic: OSX Lion and Fullscreen
Replies: 35
Views: 40156

Re: OSX Lion and Fullscreen

Or try switching to SDL 1.3. Apart from the general portability madness a new library brings, switching ScummVM to SDL 1.3 comes with another problem: SDL 1.3 drops CD-ROM support . Meaning, most of our direct CD audio code won't work anymore. The reasoning for that move is pretty crappy too: "...
by DrMcCoy
Wed Jul 20, 2011 4:08 pm
Forum: The Junkyard
Topic: Squeezing some MBs out of Toonstruck & Urban Runner data
Replies: 4
Views: 4223

Re: Squeezing some MBs out of Toonstruck & Urban Runner

The compress_gob.exe tool Yeah, no, don't use that. That tool just recreates an STK/ITK file from a previously extracted one (using extract_gob_stk). It's not for decreasing the size of an STK/ITK file. I'm sure, however, that a lot could be saved with some simple extraction/recompression. As far a...
by DrMcCoy
Sat Jul 16, 2011 2:27 am
Forum: General Discussion
Topic: 7th level Monty Python and other games
Replies: 10
Views: 9624

I was one of lead engineers on Monty Python's Meaning of Life. And I was one of a handful of engineers entrusted to make changes to the TopGun source code. Having said that, I don't have the source and can't remember sufficient details to begin deciphering the game files. Improbable and therefore k...
by DrMcCoy
Fri May 27, 2011 11:32 pm
Forum: General Discussion
Topic: Compatibility of Lucasarts games
Replies: 4
Views: 2806

Yes, parts of the team received the source code for those from the rights holders.
by DrMcCoy
Wed May 25, 2011 4:23 pm
Forum: General Discussion
Topic: Upscaling Retro 8-Bit Pixel Art To Vector Graphics
Replies: 30
Views: 34041

Re: Upscaling Retro 8-Bit Pixel Art To Vector Graphics

Would it be possible to implement such a feature into SCUMMVM at some point Possible? Probably. There's a few caveats, however: The ScummVM graphics system currently has no idea about vector graphics, so a vector renderer would need to be added too. This would take quite some works and increase the...
by DrMcCoy
Sun May 22, 2011 9:34 pm
Forum: General Discussion
Topic: ScummVM RSS Feeds
Replies: 6
Views: 3190

Re: ScummVM RSS Feeds

Nitrus wrote:Are there any plans to implement this in the future?
No.
Nitrus wrote:Look here for further explanation:
http://www.phpbb.com/community/viewtopic.php?t=1214645
Note: This is a mod for phpBB3. We are still running phpBB2.
by DrMcCoy
Mon May 16, 2011 8:49 pm
Forum: General Discussion
Topic: Compatibility of Lucasarts games
Replies: 4
Views: 2806

By convention, we generally don't give any games we've added support in ScummVM for by reverse-engineering them more than 95%.
by DrMcCoy
Mon May 16, 2011 12:39 pm
Forum: The Junkyard
Topic: AGS Is Going Open-Source!
Replies: 77
Views: 109547

I must admit, the details of all the arguments for/against relicensing to GPLv3 are hazy in my memory (there's a surprise :P).

Anyway, adding clauses, as was suggested by RickJ_Ags, is a completely different anymal than going from "GPLv2 or later" to "GPLv3 or later".
by DrMcCoy
Mon May 16, 2011 10:34 am
Forum: The Junkyard
Topic: AGS Is Going Open-Source!
Replies: 77
Views: 109547

It would be my guess that he is referring to burdens/obligations real or perceived that would be placed on the authors of AGS games by the GPL. IANAL, but from what I understand, the actual games are completely outside the scope of ScummVM's and the engine's license. adding a couple mutually agreea...
by DrMcCoy
Fri May 13, 2011 1:38 am
Forum: Help and Support
Topic: How are you guys running unsupported Sierra SCI games?
Replies: 1
Views: 2234

Re: How are you guys running unsupported Sierra SCI games?

I'm running the 1.30 nightly builds for both windows/Wii We're currently in a pre-release testing periods. All nightly build are of the stable 1.3.0 branch, with unsupported games disabled. What you think you want is a build from the 1.4.0 dev branch. Games like Gabriel Knight and King's Quest 7 ke...
by DrMcCoy
Sun May 08, 2011 9:03 pm
Forum: The Junkyard
Topic: AGS Is Going Open-Source!
Replies: 77
Views: 109547

I've said that, should the ScummVM team want to, they are welcome to go ahead and implement support for running AGS games into ScummVM. Well, that would work for 2.x, which I understand is fixed and not further developed anymore (correct me if I'm wrong), this is all fine and dandy. But for the sti...
by DrMcCoy
Fri May 06, 2011 3:15 pm
Forum: Android Port
Topic: Day of the tentacle problem - no voices
Replies: 3
Views: 8784

Recopy the file from your original medium.
Also, reread the forum rules, especially rule #0.