Tony Tough, a New Supported Game
Moderator: ScummVM Team
Tony Tough, a New Supported Game
The ScummVM team, in close collaboration with Nayma soft (the legal rights owner) and DotEmu, is happy to announce support for Tony Tough in our development branch. The title is available for purchase from DotEmu.
However, the game was tested only on Windows and Linux, so we would like to announce our usual testing period. Please grab the game from your attic or purchase it from DotEmu, test it with a daily build and submit your bug reports to our bug tracker.
We would also like to take this opportunity to announce the affiliation program with DotEmu: By buying games through this link or by using the banner on the right side of the page, you will be supporting ScummVM.
However, the game was tested only on Windows and Linux, so we would like to announce our usual testing period. Please grab the game from your attic or purchase it from DotEmu, test it with a daily build and submit your bug reports to our bug tracker.
We would also like to take this opportunity to announce the affiliation program with DotEmu: By buying games through this link or by using the banner on the right side of the page, you will be supporting ScummVM.
- eriktorbjorn
- ScummVM Developer
- Posts: 3558
- Joined: Mon Oct 31, 2005 7:39 am
With the English version that I have, I copied the Music, Roasted and Voices folders, along with data1.cab file. I then removed mpal.dll and TonyTough.exe files from my copy of Roasted, since I figured that these are the files that ScummVM provides a replacement for.woodoste wrote:I still own the original CD-ROM so which are the files required to run it on ScummVM?
I'm not sure if the Layers sub-folder (in Music) is actually used but I kept it to err on the side of caution. I've only played part of the game, but it seems to work.
- MajinChibi
- Posts: 91
- Joined: Mon Sep 03, 2007 10:07 pm
- Location: Berlin, Germany
https://github.com/scummvm/scummvm/blob ... t?raw=trueMajinChibi wrote:where is the "tony.dat" ? (ios port , newest daily build, is asking)
- MajinChibi
- Posts: 91
- Joined: Mon Sep 03, 2007 10:07 pm
- Location: Berlin, Germany
Tony Tough uses a color format not supported by the iOS backend. Thus it will not work in its current state. The same should apply for Android.MajinChibi wrote:Thanks!
Now i get a
"Could not initialize color format."
And after that a color messed up screen.
(german cd version)
(1.6.0git2050-g9d7b55e )
- eriktorbjorn
- ScummVM Developer
- Posts: 3558
- Joined: Mon Oct 31, 2005 7:39 am
[Edit: Of course, while I was writing this LordHoto posted a much shorter reply. Because that's the way the universe works. ]
To elaborate a bit, the game uses 16 bits per pixel. As you probably know, one way of representing colours on a computer is to break them down into a red, a green and a blue colour component. 8 bit graphics usually means you have a 256-colour palette, and you use the 8 bits to represent each possible entry in this palette. With 16 bits, you generally don't need a palette since you can do quite well by storing the colour components directly into these 16 bits.
But there are at least two different common ways of storing colours in 16 bits. You can use five bits (32 different levels) for each colour, and use the remaining bit for something else (or just ignore it), or you can use five bits each for two of the colours and six bits (64 different levels) for the third (usually the green one). These two modes are sometimes referred to as 555 and 565.
I think the iOS port currently only supports 565, while Tony Tough uses 555.
I don't know much about the iOS port so I could be wrong, but I get the impression that it simply doesn't support the colour format used by the Tony Tough engine.MajinChibi wrote: Now i get a
"Could not initialize color format."
And after that a color messed up screen.
(german cd version)
(1.6.0git2050-g9d7b55e )
To elaborate a bit, the game uses 16 bits per pixel. As you probably know, one way of representing colours on a computer is to break them down into a red, a green and a blue colour component. 8 bit graphics usually means you have a 256-colour palette, and you use the 8 bits to represent each possible entry in this palette. With 16 bits, you generally don't need a palette since you can do quite well by storing the colour components directly into these 16 bits.
But there are at least two different common ways of storing colours in 16 bits. You can use five bits (32 different levels) for each colour, and use the remaining bit for something else (or just ignore it), or you can use five bits each for two of the colours and six bits (64 different levels) for the third (usually the green one). These two modes are sometimes referred to as 555 and 565.
I think the iOS port currently only supports 565, while Tony Tough uses 555.
- MajinChibi
- Posts: 91
- Joined: Mon Sep 03, 2007 10:07 pm
- Location: Berlin, Germany
- misterhands
- Posts: 20
- Joined: Thu Oct 25, 2012 12:37 pm
- Location: France
- Strangerke
- ScummVM Developer
- Posts: 335
- Joined: Wed Sep 06, 2006 8:39 am
- Location: Belgium
- misterhands
- Posts: 20
- Joined: Thu Oct 25, 2012 12:37 pm
- Location: France