cde wrote:@fingolfin - I was genuinely a little perturbed to see such a flame, I understand the need for a crystal clear project direction but with new engines being supported I am pretty sure that scummVM does more today than it was intended to do a few years ago.
The "flame" was quite clearly directed at PsYcO. Reading his further posts afterwards, I feel quite justified in doing so, too
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
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And yes, indeed, we support many many more games than we did years ago. Because those fit into the purpose and philosophy of ScummVM. So we didn't veto them, we actively supported them. I think I can claim that I am responsible for the majority of the ground work which ever allowed ScummVM to easily incorporate so many engines, and so many backends (I designed the game engine APIs, large parts of the backend system, and constantly run after people to get stuff portable, for years). And vetoed bloat which would have given small devices, with very limited memory and CPU, a hard time.
So I still think, and feel in fact reaffirmed by your very own words, that I am on the right track here
![Wink ;-)](./images/smilies/icon_wink.gif)
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cde wrote:Also, my thoughts were partly inspired by that other MASSIVELY popular app MAME, which has such a ridiculous collection of boxart etc. for each game that it becomes a kind of game library.
"ridiculous" is the word I'd use, too
![Laughing :lol:](./images/smilies/icon_lol.gif)
. BTW, just because somebody is MASSIVELY popular doesn't mean they are always right. Nor is what is right for MAME automatically right for us. We are talking about two projects which share many things, but also have some *major* differences.
cde wrote:Would it be so far-fetched to consider future scummVM releases having boxart, or fading in their title music when selected in the main list, or other "candy"? Not sure anyone would want this, but it was such as relief when the interface got a facelift that I can imagine *something* changing further in the future.
No, that's not completely far-fetched. It's in fact something very very different from a built-in text/image viewer to appease people who want to use walkthroughs or read baking recipes while playing ScummVM.
But we do have to keep resource constraints in view here, too. How well does that ridiculous MAME cover&boxart library run on your Nintendo DS?
cde wrote:@agentq - not sure you should be quite so quick to say "it won't appear on the scummVM page", it wasn't so long ago that scummVMDS was officially embraced by the main project, with much rejoicing for those who wanted it. If anyone else can make a port/branch as good as yours (eew, butt kiss, sorry) it would probably have a chance at glory.
First off: We were very quickly in contact with agentq to get his port on board. Secondly, we are not talking about a great new port here, we are talking about adding an image/text reader to an existing port.
If somebody made a great new port for ScummVM for the so-far unsupported device XYZ, with a built-in text viewer, we'd contact him and ask him to join us, too. But as always, we would first require the code to comply to our coding standards. And that text/image viewer to be removed.
cde wrote:@everyone - OK, so scummVM isn't intended to be like MAME, and platform-specific feature requests seem veto-able by project leads. Fair enough. I just hope anyone with a better idea (voice chat? toaster control?) won't be put off suggesting them
![Confused :?](./images/smilies/icon_confused.gif)
We do listen to user requests, and we already implemented countless of them, but we also rejected a long list. Everybody can check that by looking through the closed item sin our feature request tracker. In this like think it's rather unfair to tell us that we would reject all feature requests without thought (a claim PsYcO made, not you, BTW, just to make this clear).