Hi,
Pressing START should bring up the ScummVM menu, this works fine for Monkey1 & 2, and Fate of Atlantis. I was trying to play Simon1, but pressing start does nothing and w/o the ScummVM menu, i can't save/load!
Any ideas!?
Can't get ScummVM Menu on Simon1 !
Moderator: ScummVM Team
- eriktorbjorn
- ScummVM Developer
- Posts: 3561
- Joined: Mon Oct 31, 2005 7:39 am
You don't even need the manual. Calypso's note mentions that the map and postcard are magic, and when you examine the postcard Simon will tell you to "Use it to save, or load a saved game. Or, if you're a complete wimp, then you could use it to quit out of the game."clem wrote:consult your Simon manual - as far as I know you need to "use" the postcard...
probably intentionally never enabled - should be possible to put that on F5 though?SniperZoz wrote:indeed i feel stupid not having realised that !!! but still - shouldn't the ScummVM interface work when Start is pressed (just like the other games i've played) or was is intentionally disabled !?
maybe make a feature request for that, no idea if anyone has tried doing that before
clem
- eriktorbjorn
- ScummVM Developer
- Posts: 3561
- Joined: Mon Oct 31, 2005 7:39 am
It's not that the AGOS engine disables the ScummVM interface. It's more accurate to say that the SCUMM engine implements its dialog windows by re-using the same mechanism as is used for the ScummVM launcher.SniperZoz wrote:indeed i feel stupid not having realised that !!! but still - shouldn't the ScummVM interface work when Start is pressed (just like the other games i've played) or was is intentionally disabled !?
Getting the Start button to trigger a "use postcard" action might be difficult. Things might break horribly if we allowed the player to save at points where the original didn't (e.g. in the middle of a non-interactives scene), and we'd have to figure out how to trigger the correct script.
Changing the AGOS save/load dialog to look like the SCUMM dialog would also be tricky, and even if we got it to work we'd have to do it all over again for The Feeble Files because that one has a lot of extra features that the Simon games do not..
I've heard the suggestion of having a common options dialog that all the engines could re-use (without necessarily replacing the original one), but I don't think any work has been done on that.