IIrc, you have to drop a crystal in the mail slot to trigger that cut scene. After that, you can switch characters at any time and enter the door with both of them.
Aspect Ratio Correction on FM Towns Games
Moderator: ScummVM Team
- LogicDeLuxe
- Posts: 437
- Joined: Thu Nov 10, 2005 9:54 pm
Re: Aspect Ratio Correction on FM Towns Games
Re: Aspect Ratio Correction on FM Towns Games
@Raziel , @LogicDeLuxe ,
Thanks for the instructions.
I will check this, hopefully next week.
Thanks for the instructions.
I will check this, hopefully next week.
Re: Aspect Ratio Correction on FM Towns Games
Long time has passed, and it doesn't even compile for me now...
Therefore, I've created a new version.
Can you please verify it again with the new version?
Code: Select all
git checkout z_zm_height_200_v9
Code: Select all
room 6
So, please update what's the status of this.
Re: Aspect Ratio Correction on FM Towns Games
Well, for that one as well, I've tried "jumping over" (by 'room 28'), and it works for me.elvisish wrote: ↑Sat Jan 02, 2021 10:31 pm @ZvikaZ Seems to be a slight bug in the dragon's lair, trying to actually select the hotspot and get it to stay:
https://imgur.com/CgDRTug
Maybe the problem depends on other conditions as well, so, please supply a save game.
(and if you can, check with the new version I've posted yesterday)
Thanks!
Re: Aspect Ratio Correction on FM Towns Games
@ZvikaZ: Do you need any more Loom testing or are you about done?
- LogicDeLuxe
- Posts: 437
- Joined: Thu Nov 10, 2005 9:54 pm
Re: Aspect Ratio Correction on FM Towns Games
I tried that on Linux Mint. For me, it is different than the screenshot, but also some colors don't turn gray. Skin colors and some blue colors remain.ZvikaZ wrote: ↑Wed Feb 03, 2021 4:54 pm I've "jumped" over there, with debug console andand it looks well.Code: Select all
room 6
Re: Aspect Ratio Correction on FM Towns Games
Well, I've decided to split the effort, and send a PR without Loom - https://github.com/scummvm/scummvm/pull/2913, and have Loom as a separate future PR.
But yes, I'm very interested in Loom testing. If you can do it, it'd be great.
Last edited by ZvikaZ on Thu Apr 15, 2021 6:35 pm, edited 1 time in total.
Re: Aspect Ratio Correction on FM Towns Games
Have you verified how is it working on `git master`?LogicDeLuxe wrote: ↑Thu Apr 15, 2021 10:29 amI tried that on Linux Mint. For me, it is different than the screenshot, but also some colors don't turn gray. Skin colors and some blue colors remain.ZvikaZ wrote: ↑Wed Feb 03, 2021 4:54 pm I've "jumped" over there, with debug console andand it looks well.Code: Select all
room 6
I want to verify that what you see is because of my changes - there is a possibility that it's due to unrelated changes that have entered the codebase meanwhile.
If you will discover that in `git master` (or ScummVM's daily build) it's working OK, but with my changes it's problematic - indeed, this must be fixed. If that's the case, can you please supply a save game just before entering the room?
- LogicDeLuxe
- Posts: 437
- Joined: Thu Nov 10, 2005 9:54 pm
Re: Aspect Ratio Correction on FM Towns Games
I'm not exactly sure how git works. I used "git clone https://github.com/ZvikaZ/scummvm" like you instructed earlier, which downloaded the source into a newly created scummvm directory. I changed into it and used "git checkout z_zm_height_200_v9" like you also instructed to do. Then I used "./configure" and "make", as it is the common way to compile most software.
If I did anything wrong there, please write step by step instructions how to do it the right way.
Re: Aspect Ratio Correction on FM Towns Games
You did great.LogicDeLuxe wrote: ↑Thu Apr 15, 2021 8:28 pmI'm not exactly sure how git works. I used "git clone https://github.com/ZvikaZ/scummvm" like you instructed earlier, which downloaded the source into a newly created scummvm directory. I changed into it and used "git checkout z_zm_height_200_v9" like you also instructed to do. Then I used "./configure" and "make", as it is the common way to compile most software.
If I did anything wrong there, please write step by step instructions how to do it the right way.
What you described is exactly the way to compile my changes.
If you can run now `git checkout master`, `./configure` and `make`, it will switch to the regular ScummVM, without my changes, and recompile.
Then, if you can please verify if the issue persists.
If it does - it's not related to my changes (but still needs to be fixed, of course).
If the issue will go away - then it means that it appeared because of something that I've done, and I'll do my best to fix it.
Re: Aspect Ratio Correction on FM Towns Games
So just a regular playthrough with an eye on the console and bug report? I can do that. Great game.ZvikaZ wrote: ↑Thu Apr 15, 2021 6:31 pmWell, I've decided to split the effort, and send a PR without Loom - https://github.com/scummvm/scummvm/pull/2913, and have Loom as a separate future PR.
But yes, I'm very interested in Loom testing. If you can do it, it'd be great.
Do I need a special build or latest nightly?
Re: Aspect Ratio Correction on FM Towns Games
Yes - this feature hasn't been incorporated yet to ScummVM's codebase, so, indeed, you need a special build.
If you want to compile yourself:
Code: Select all
git clone https://github.com/ZvikaZ/scummvm
git checkout z_zm_height_200_v9
If you're using Windows, there's a prebuilt binary: https://github.com/ZvikaZ/scummvm/files/5049228/v8.zip
Also, please note that you're using FM-Towns Loom, and enabled `Trim FM-TOWNS games to 200 pixels height` under `Engine` tab in game's configuration.
Now, you can enable or disable the regular aspect ration correction settings. In both cases you'll see a 320x200 game - either stretched or not.
And yes, after you've seen that the height is indeed trimmed, and you can enable aspect ration correction, please play Loom to the end, and as you said, keep an eye on the console, and note any graphics glitches or other weird things. If possible to try under different difficulty levels, it will be great.
If you'll find problems, please don't open an official bug report, as this code isn't official yet...
You can either report here in this thread, or directly to me (ZvikaZ) at ScummVM's Discord server.
Thanks!
Re: Aspect Ratio Correction on FM Towns Games
I will most likely play this through on my Mac (in the sofa), not sure if I know how to compile by myself thou.ZvikaZ wrote: ↑Fri Apr 16, 2021 8:10 amYes - this feature hasn't been incorporated yet to ScummVM's codebase, so, indeed, you need a special build.
If you want to compile yourself:And then your regular compile commands.Code: Select all
git clone https://github.com/ZvikaZ/scummvm git checkout z_zm_height_200_v9
If you're using Windows, there's a prebuilt binary: https://github.com/ZvikaZ/scummvm/files/5049228/v8.zip
Also, please note that you're using FM-Towns Loom, and enabled `Trim FM-TOWNS games to 200 pixels height` under `Engine` tab in game's configuration.
Now, you can enable or disable the regular aspect ration correction settings. In both cases you'll see a 320x200 game - either stretched or not.
And yes, after you've seen that the height is indeed trimmed, and you can enable aspect ration correction, please play Loom to the end, and as you said, keep an eye on the console, and note any graphics glitches or other weird things. If possible to try under different difficulty levels, it will be great.
If you'll find problems, please don't open an official bug report, as this code isn't official yet...
You can either report here in this thread, or directly to me (ZvikaZ) at ScummVM's Discord server.
Thanks!
Re: Aspect Ratio Correction on FM Towns Games
Well, I don't have a mac, but you can take a look at the instructions: https://wiki.scummvm.org/index.php/Comp ... mmVM/macOS
Re: Aspect Ratio Correction on FM Towns Games
I get no engine tab at all now when I try your windows build.ZvikaZ wrote: ↑Fri Apr 16, 2021 8:10 amYes - this feature hasn't been incorporated yet to ScummVM's codebase, so, indeed, you need a special build.
If you want to compile yourself:And then your regular compile commands.Code: Select all
git clone https://github.com/ZvikaZ/scummvm git checkout z_zm_height_200_v9
If you're using Windows, there's a prebuilt binary: https://github.com/ZvikaZ/scummvm/files/5049228/v8.zip
Also, please note that you're using FM-Towns Loom, and enabled `Trim FM-TOWNS games to 200 pixels height` under `Engine` tab in game's configuration.
Now, you can enable or disable the regular aspect ration correction settings. In both cases you'll see a 320x200 game - either stretched or not.
And yes, after you've seen that the height is indeed trimmed, and you can enable aspect ration correction, please play Loom to the end, and as you said, keep an eye on the console, and note any graphics glitches or other weird things. If possible to try under different difficulty levels, it will be great.
If you'll find problems, please don't open an official bug report, as this code isn't official yet...
You can either report here in this thread, or directly to me (ZvikaZ) at ScummVM's Discord server.
Thanks!