Search found 32 matches

by Mr_Nutz
Wed Apr 27, 2011 4:17 pm
Forum: General Discussion
Topic: Get Ready for Testing!
Replies: 53
Views: 59521

Game: Space Quest I: The Sarien Encounter (SCI/Macintosh/English) Game Version: VGA remake, MAC version ScummVM Version: "1.3.0git3422-f584f2f" (april 27 2011) Operating System: Gentoo 64-bits Problems: The music in the Arcadia stops afer exiting the room that contained the Star Generator ...
by Mr_Nutz
Mon Feb 14, 2011 3:33 pm
Forum: Help and Support
Topic: Force a resolution in OpenGL mode on Linux? (GIT Version)
Replies: 12
Views: 13858

You've to fiddle with the sources for that, but you CAN force any resolution you want for the SDL-OpenGL filters. Take a look at the ::setupFullScreenMode method in backends/graphics/openglsdl/openglsdl_graphics.cpp Leave the SDL_Rect* declaration (first line in the moethod's code), and you can dele...
by Mr_Nutz
Sun Feb 13, 2011 11:35 am
Forum: Help and Support
Topic: Refresh rate differencies among versions of a same game
Replies: 4
Views: 3355

I'm not having a problem. It's a technical question.
I appreciate your interest in helping me, but that's not the kind of answer I need.
by Mr_Nutz
Sun Feb 13, 2011 10:14 am
Forum: Help and Support
Topic: Refresh rate differencies among versions of a same game
Replies: 4
Views: 3355

Refresh rate differencies among versions of a same game

Hello there I've this doubt now that I can run Scummvm with vsync on, thanks to the OpenGL scaler :) For example: DOS versions of Scumm games ran on 70HZ video modes (320x200@70HZ I guess), while MAC versions usually ran on more advanced display modes, like 640x480@60HZ. Is that right for Scummvm al...
by Mr_Nutz
Sun Feb 06, 2011 12:41 pm
Forum: Help and Support
Topic: Testing the OpenGL graphics manager by vgvgf
Replies: 6
Views: 5114

Thanks, Raziel.

Well, somewhere in the sources the screen modes are set, so I'll look for that and change it to suit my needs.
I'll write here about results. 70HZ games must be run at 70HZ! :D
by Mr_Nutz
Sun Feb 06, 2011 1:09 am
Forum: Help and Support
Topic: Testing the OpenGL graphics manager by vgvgf
Replies: 6
Views: 5114

ok, I've finally built the openGL version. The problem is that I can enable vsync at driver level, and it works of course, but most games update screen 70 times per second (look at Ween intro sequence, it's only smooth in a 70HZ video mode). So, te question now is: How can I specify (commandline, so...
by Mr_Nutz
Sat Feb 05, 2011 10:02 pm
Forum: Help and Support
Topic: Testing the OpenGL graphics manager by vgvgf
Replies: 6
Views: 5114

The latest sources? Do you mean the latest official downloadable sources and not the git ones??
by Mr_Nutz
Sat Feb 05, 2011 7:21 pm
Forum: Help and Support
Topic: Testing the OpenGL graphics manager by vgvgf
Replies: 6
Views: 5114

Testing the OpenGL graphics manager by vgvgf

Hello there I've read here http://vgvgf.com.ar/gsoc/2010/07/28/opengl-graphics-manager-almost-there/ that openGL graphics backend for Scummvm was completed this summer. According to other posts, it's coming in 1.3.0, but I build my own Linux Scummvm, so I'd like to test the new OpenGL backend so I c...
by Mr_Nutz
Mon Mar 15, 2010 9:59 am
Forum: General Discussion
Topic: Simon 1 talkie CD32: bad fx sounds
Replies: 1
Views: 2019

This is fixed in 1.1.0 code.
Sorry, this isn't the place to report souch things to begin with.
by Mr_Nutz
Mon Mar 01, 2010 4:25 pm
Forum: General Discussion
Topic: Simon 1 talkie CD32: bad fx sounds
Replies: 1
Views: 2019

Simon 1 talkie CD32: bad fx sounds

Hello there I've been playing this version (Simon 1 talkie, Amiga Cd32), and it seems it has some weird sound effect problems: they are totally wrong, so ducks sound like wood crackling, etc... Voices are in-place and well: it's only sound effects that are wrong. Am I the only person who has noticed...
by Mr_Nutz
Sun Oct 04, 2009 7:15 pm
Forum: Other Ports
Topic: Compiling on OSX against SDL 1.3
Replies: 20
Views: 23237

Yes, I read that. But future versions of Scummvm will use libSDL 1.3 or whatever. We're talking about init parameters for surface creation for the actual version or next version, not future versions. Of course you'll come with another solution for libSDL 1.3, but I don't get why you shouldn't use wh...
by Mr_Nutz
Sun Oct 04, 2009 4:36 pm
Forum: Other Ports
Topic: Compiling on OSX against SDL 1.3
Replies: 20
Views: 23237

Correct me if I'm wrong, please: all we need is to get an openGL surface pinter in the sdl_videodriver() call. With the SDL_OPENGLBLIT parameter, it should return a surface pointer tht sould allow normal blitting operation for 2D graphics. From the SDL documentation, for the SDL_OPENGLBLIT: "Cr...
by Mr_Nutz
Thu Oct 01, 2009 7:24 am
Forum: Other Ports
Topic: Compiling on OSX against SDL 1.3
Replies: 20
Views: 23237

I've been looking at SLDMAME 0.134 sources: It's interesting because it makes use of openGL as it's libSDL backend, and archieves perfect scrolling with vsync. No tearing at all. And it uses libSDL 1.2.13, the latest published stable version in the libSDL site. It uses the headers in the MscOSX fram...
by Mr_Nutz
Wed Sep 30, 2009 2:10 pm
Forum: Other Ports
Topic: Compiling on OSX against SDL 1.3
Replies: 20
Views: 23237

Hey hey, mr elf, I know you can make your own binaries :D Just trying to help a little, little bit... And about believing Quartz or OpenGL could fix tearing, it has a reason: OpenGL has vsync ON by default with a lot of OSX drivers, and most of us believe Quartz uses an OpenGL backend for graphics a...
by Mr_Nutz
Wed Sep 30, 2009 9:16 am
Forum: Other Ports
Topic: Compiling on OSX against SDL 1.3
Replies: 20
Views: 23237

I compiled SCUMMVM against libSDL SVN (1.2.x branch). It compiled right: it works right and it renders on Quartz instear of Quckdraw. No error on start anymore. But tearing is still present. Do you want the binaries to replace the one in the OSX build? I tried playing with the SDL_SetVideoMode funti...