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  1. DJWillis

    ScummVM latest version Aug 2012 : issues

    ssokolow, Before you do that can you please copy the scummvm.config file from your appdata/scummvm folder and the scummvm.std*.txt files from appdata/scummvm/runtime and then delete them. After that restart ScummVM and re-add the games and try to start them. With a little luck they will work...
  2. DJWillis

    How Do I Get Scummvm To Save?

    Right, stick to the 1.5.0 release from the ScummVM site as I can't be bothered to try and support older versions of versions from who knows what repos or repackages. From what your saying it seems like ScummVM is seeing your SD as read only. It would be really handy to know is anything is...
  3. DJWillis

    How Do I Get Scummvm To Save?

    Can you confirm what version of ScummVM you are using and what device your using it on? I have tested saving on all 3 GPH devices fairly well and noticed no issues. Have you read the wiki pages that detail the controller mappings (and options to bring up engine specific menus etc.)...
  4. DJWillis

    Any chance of getting an updated version of SCUMMVM ?

    Actually, just for the record ScummVM updates its config file on the fly with new versions (and has done on all platforms for many years) and that is pretty solid to be honest. Very rare that it creates problems. I suspect (and it is a guess) that ekianjo actually had some bad paths in the...
  5. DJWillis

    ScummVM latest version Aug 2012 : issues

    Hi notaz, Ok, that is less messing about then I planned. I'll look at shoving it in as it really is a no cost option. Obviously not going to be added to the existing release but no harm putting it in newer builds. Thanks buddy, John
  6. DJWillis

    ScummVM latest version Aug 2012 : issues

    Thanks, very well aware of that (well the underlying OMAP hardware bits, not used it in Notaz SDL mods) but I'll stick to the path I am going down for this as it stands as it's interesting for me to tinker with and I have more than one device that I would like the resulting code to work on not...
  7. DJWillis

    ScummVM latest version Aug 2012 : issues

    Read the edited post, it's a tiny bug and I have worked out a workaround until I fix it properly in 1.5.1 (it's one line of code out of order ;) ).
  8. DJWillis

    ScummVM latest version Aug 2012 : issues

    You can't, it will maintain the aspect ratio (so you will always have borders at the side). Top and bottom borders are optional (as a lot of the games originally scaled the 320*200/640*400 surfaces to 320*240/640*480 'by design'). You can toggle aspect ratio correction for the game, it's in...
  9. DJWillis

    "Project Giana" Remake on Kickstarter

    It's hard NOT to put down $10+ for this. A nice take on updating a retro classic to play a little like Trine (by the looks of things). Gets my backing :) .
  10. DJWillis

    ScummVM latest version Aug 2012 : issues

    Hi, Is there any chance you can keep the issues to 1 thread, you have posted this thread and also in the bigger ScummVM one and sent me a PM about this :) . No need to bombard the forums ;) . Pretty sure it is your data files or config (you don't mention if your using compressed audio or...
  11. DJWillis

    Any chance of getting an updated version of SCUMMVM ?

    Hi, have you checked your data files? I have just copied the Day of the Tentacle files straight off my CD and tried it in a fresh download of the 1.5.0 release (and the earlier GIT test versions from this thread) and it works fine. Played for a few minutes without any issues up to Dr Fred. I...
  12. DJWillis

    Scummvm 1.5.0 Release For Gph Devices.

    Sorry, no, as a developer and someone who knows a lot of the people who worked on these games I don't really want to pirate it and I like to own physical or digital copies (so GoG/Steam etc.) of adventure games. I don't actually care what users do with the resulting builds. I am not going to...
  13. DJWillis

    Scummvm 1.5.0 Release For Gph Devices.

    In some cases using the dpad (not touchscreen) would cause the pointer to drift over the screen and make input rather troublesome ;). That is all sorted now.
  14. DJWillis

    Scummvm 1.5.0 Release For Gph Devices.

    Thanks, Sorry for not recalling it, it is a thread from 2 years ago for a game I don't own so did not stick in my memory ;). Anyway, I'll have to track down a copy and try and find out why it still crashes as there is nothing special about the backend code that should cause any issues with...
  15. DJWillis

    Scummvm 1.5.0 Release For Gph Devices.

    Cheers, can you tell me a little more about this Cruise for a Corpse bug? If anyone can give some more info and get it into a bug report - https://sourceforge.net/tracker/?group_id=37116&atid=418820 - that would be great so I don't loose track. As most people know I don't tend to track forum...
  16. DJWillis

    Scummvm 1.5.0 Release For Gph Devices.

    I can't be bothered to check so I guess you will never know ;). Actually, in fairness I don't have the game to hand so no idea as it is not one of the main games I test.
  17. DJWillis

    Scummvm 1.5.0 Release For Gph Devices.

    Just a quick news post to announce that 1.5.0 release builds are up for all the GPH devices (GP2X, Wiz and Caanoo) on the main ScummVM download page at http://www.scummvm.org/downloads/ The main GPH tweaks in this release are focused on the input code along with some minor clean up. Of course...
  18. DJWillis

    Any chance of getting an updated version of SCUMMVM ?

    Of course. But just to make it VERY clear auto builds (from http://buildbot.scummvm.org/) are built without optimisation and with debug symbols so are not really fit for anything other than confirming bugs or developer testing and don't represent performance of release builds in the slightest.
  19. DJWillis

    Any chance of getting an updated version of SCUMMVM ?

    1.5.0 is out now and includes the OpenPandora backend. http://www.scummvm.org/news/20120727/ John
  20. DJWillis

    Any chance of getting an updated version of SCUMMVM ?

    Thanks, as it stands that bug will be in the 1.5.0 release (as it is done) but I'll try and fix it properly for later releases. John
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