Got My Gp2x, Tested Scumm...


Cellsplitter

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Well I got it, and I've tried Curse of Monkey Island on Scumm and omg (!) it worked. Well... kinda :D The resolution of the game is clearly 640x480 so I can only see the top left corner of the game :p but damn! Totaly playable speed :lol:. I want more updates on this wonderful port :)

oh and the sound is offsync most of the times :( but w/e :)
 
It`s confusing me again!

I`m not really on track on new gp2x things since mine is broken, I have to send it to Evil Dragon soon...

But to make it clear, you all are not talking about NKs Scumm versions?
 
Quiest posted on Dec 30 2005 at 02:56 PM said:
It`s confusing me again!

I`m not really on track on new gp2x things since mine is broken, I have to send it to Evil Dragon soon...

But to make it clear, you all are not talking about NKs Scumm versions?
Nope he is as far as I can tell, I don't think DJWillis has released anything yet - bu he is working on it.

edit: typo.

Sound is fixable/fixed.

lol @ ambiguity.
 
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Quiest posted on Dec 30 2005 at 02:56 PM said:
But to make it clear, you all are not talking about NKs Scumm versions?

I would think so, only given my builds out on IRC at the moment unless someone is hosting them. There test versions so not really usable and I would not recommend them.

NK's ScummVMkr version is the one that is hosted all over the place. Easy to tell as he has aspect ratio correction off so there is a black bar at the bottom, mine are full screen with debug info sent to the serial port.

Hanz™ posted on Dec 30 2005 at 03:02 PM said:
Sound is fixable/fixed.

lol @ ambiguity.

The lag is caused by SDL but the work I am doing on SDL 1.2.9 (and others are doing on hardware accel. support) is helping to fix issues like this. See why I say fixed/fixable. It's fixed if I use my current SDL 1.2.9 code for ScummVM but other stuff is broken etc. etc. ;). Getting SDL 1.2.9 going will be done before I do a real release of my port.
 
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The lag is caused by SDL but the work I am doing on SDL 1.2.9 (and others are doing on hardware accel. support) is helping to fix issues like this. See why I say fixed/fixable. It's fixed if I use my current SDL 1.2.9 code for ScummVM but other stuff is broken etc. etc. wink.gif. Getting SDL 1.2.9 going will be done before I do a real release of my port.
hm...
I see, well good luck with that, and your work on the scalar.

edit: typo
 
I thought Monkey Island 3 was huge? As far as I remember thats why I didnt put it on my 1gb sd
 
yes, with videos and speech its a arround 600MB...
just tested it my self and its really working good besides its not scaled and there are some gfx bugs..
 
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