Simon 2 overworld map

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jefklak
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Simon 2 overworld map

Post by jefklak »

Hello,


I'm playing simon the sorcerer 2, but when going to the overworld map, I can't seem to scroll to the fountain and mucSwumplings building locations to the far right. I tried the L/R+ d-pad and other things and can see it a *tiny* little bit moving, but that's it. Simon 2 CD version (works perfectly in scummvm in windows), scummvm ds 0.9.1 build C, ds x-treme (although I higly doubt it's the card)
Edit: never mind, pushing to the left/right corners of the screen works :)


Any hints :)
Thanks!


P.S. I'm having a little bit trouble with the unscaled main screen VS scaled main screen thing. scaled is needed because you can't access all actions in your lower bar otherwise, but with unscaled I can clearly read the text - scaled creates very very ugly looking text. The 200% zoom in the upper screen is just too much and without it, it's just too low. Hmm, what's the optimal setting on how to interact with people/read text/choose text options in general?

P.S.2 - I'd love to have the actual 'active' pointer follow you on the screen (upper/lower/whatever), because right now it's kinda difficult to know which action you're performing. Especially in Simon 2 with the icons instead of "pick up/use" text which will be lighter when active. You know what I mean, for instance the magnifying glass at the current pointing position, or the hat/mouth (talk) icon, ...
agentq
ScummVM Porter
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Post by agentq »

In unscaled mode you can scroll to view parts of the screen that are not visible. In fact, it's the very first question in the FAQ.

Yeah, it's imperfect. The scaled screen doesn't look all that great, but the scaled screen requires scrolling, which can be annoying. The upper screen can be smoothly zoomed in and out for any scale you fancy. Just hold L and use A and B. I think you need to read the instructions on the ScummVM DS if you want to get the most from it.

As for the active pointer, I can easily make this display as it does in Sam & Max, where a box containing the current cursor is displayed on the screen.
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jefklak
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Post by jefklak »

agentq wrote:As for the active pointer, I can easily make this display as it does in Sam & Max, where a box containing the current cursor is displayed on the screen.
That would be great!
tomten
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Joined: Mon Oct 16, 2006 9:16 am

Post by tomten »

agentq wrote:As for the active pointer, I can easily make this display as it does in Sam & Max, where a box containing the current cursor is displayed on the screen.
Maybe you should do this for Kyrandia as well? The pointer in Kyrandia takes the form of any picked-up object, and while the game narrative will usually tell you what you just picked up, not seeing the pointer can be frustrating.
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