SVN Build updated
Moderator: ScummVM Team
Quick review: the ScummVM menu now loads four times as longer (!!!), Nippon Safes Inc. is no longer recognized as a supported game, the keymapper works and therefore the mouse-over problem is solved fully. But Goblins 3 still don't scroll the screen, only, fancy this -- the dropdown menu. Yesss, exactly, the menu moves as if the screen had moved, but the screen itself does not. Haven't yet tested how this affects the Full Throttle bike combat scenes.
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- ScummVM Porter
- Posts: 1423
- Joined: Sun Oct 30, 2005 2:27 pm
- Location: Malmoe, Sweden
I don't even get Goblins III working properly in my emulator, I need to figure out how that menu positioning is working (it should always be centered regardsless of the offset of the whole screen). Currently the menu is always positioned at the same place as the whole screen, hopefully its only a Gob III problem (I have only seen it there).
Not sure what have been done to the menu handling. I guess you have lots of games installed??
Not sure what have been done to the menu handling. I guess you have lots of games installed??
Well, yeah, I do have to scroll. And I installed 0.11.0 on top of 0.10.0 to keep the saves and settings intact. At least that was my reasoning when I did it.
And it IS only a Gob III problem as only Gob III has screen scrolling Suffice to say it works well enough in the Win32 version of ScummVM as I've completed it there.
And it IS only a Gob III problem as only Gob III has screen scrolling Suffice to say it works well enough in the Win32 version of ScummVM as I've completed it there.
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- ScummVM Porter
- Posts: 1423
- Joined: Sun Oct 30, 2005 2:27 pm
- Location: Malmoe, Sweden
Yes I know, I compared them my self. So I must be something really strange with the Symbian version. But at least I have a chance to debug it on the pc to figure it out.
And I have not heard any reports of big crashes on the last build which is good, since I swapped SDL version, which might cause problems.
And I have not heard any reports of big crashes on the last build which is good, since I swapped SDL version, which might cause problems.
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- ScummVM Porter
- Posts: 1423
- Joined: Sun Oct 30, 2005 2:27 pm
- Location: Malmoe, Sweden
No. Each engine could be just not compiled. See list of engines compiled with your port build in the About dialog.Noelemahc wrote:Ohkay, Lure of the Temptress works, Broken Sword 1 is also not recognized as a valid game even though the Win32 ScummVM works from the same files without a hitch. I'm genuinely stumped, as I've thought the datafile checks are handled equally and identically across all platforms.
AFAIK, Broken Swords do not run at all, so I suppose Anotherguest just did not complie them to reduce executable size.
Eugene
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- ScummVM Porter
- Posts: 1423
- Joined: Sun Oct 30, 2005 2:27 pm
- Location: Malmoe, Sweden
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- ScummVM Porter
- Posts: 1423
- Joined: Sun Oct 30, 2005 2:27 pm
- Location: Malmoe, Sweden
Now you can download first 0.12.0 SVN version and first for 2008!
http://anotherguest.k0.se/cvsbuilds/scu ... v3_all.sis
and
http://anotherguest.k0.se/cvsbuilds/scu ... Q3_all.sis
Tested S60v3 version on 6120 and UIQ3 version on W950.
GOB3 scrolls ok on both now even though left scrolling is harder than right scrolling.
S60v3 SDL changes
- Green key to enter/leave control mode
then
- 1 to change input mode
- 2-4 to change screen mode
- up and down to change the global SDL volume
- # with change caps mode when in multitap input mode
- 0 will not conflict while playing AGI games.
Known problems:
- LURE dont update screen properly when interacting with menus and items
- Control mode redraws sometimes leaves the screen blank, even though it should n't
http://anotherguest.k0.se/cvsbuilds/scu ... v3_all.sis
and
http://anotherguest.k0.se/cvsbuilds/scu ... Q3_all.sis
Tested S60v3 version on 6120 and UIQ3 version on W950.
GOB3 scrolls ok on both now even though left scrolling is harder than right scrolling.
S60v3 SDL changes
- Green key to enter/leave control mode
then
- 1 to change input mode
- 2-4 to change screen mode
- up and down to change the global SDL volume
- # with change caps mode when in multitap input mode
- 0 will not conflict while playing AGI games.
Known problems:
- LURE dont update screen properly when interacting with menus and items
- Control mode redraws sometimes leaves the screen blank, even though it should n't
Tested this and I've got to say - it works! The scrolling issue seems to be connected with the positioning of the 'borders' which the cursor has to rub against when scrolling the screen. If you move the cursor to the right, the screen will start scrolling before the cursor reaches the visible edge, but when moving left, the cursor has to go up against the edge directly to get a scroll out. Good thing the keymapper is finally fixed because rapidly tapping whatever you've mapped the "move cursor left" key to makes it scroll a lot faster that rubbing the stylus all over the place
I'm gonna set out on finding whether this is completable or not now, as the cutscenes work A-OK.
P.S. English floppy version of Gob3, running on UIQ3/W950 here
I'm gonna set out on finding whether this is completable or not now, as the cutscenes work A-OK.
P.S. English floppy version of Gob3, running on UIQ3/W950 here
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- ScummVM Porter
- Posts: 1423
- Joined: Sun Oct 30, 2005 2:27 pm
- Location: Malmoe, Sweden
The thing is that it will only scroll when having the mousebutton up, so tapping the screen will usually only try to select something. I'm thinking about adding a mouse mode,where pendown/up does not mean left/right button down, perhaps with the inclusion of having keyboard keys for left/right buttons.