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thanks seems you've been nice enough to move all to the new ini and me stupid enough to make that situation work ;-) will check!
Excellentconfiguring a game without hacking .ini files will be in the next release
didn't have much time this weekend, but squashed a bug with mouse hooking while in framebuffer mode.Excellentconfiguring a game without hacking .ini files will be in the next release
Haven't tried, but i can think of a way it could work: Adding movie player .swf and adding the movie file path as an additional flash parameter could work. Will try when there's timeWould this work nicely for flash movies as well?
what do you mean with framebuffer window size? or what do you want to achieve? i dont understand what you want to have - please explain more so that i could either fix an issue or add a feature.Just tried it with http://terrycavanaghgames.com/maverickbird/, which runs great except for some bad tearing problems (which I guess could be fixed if you manage to get double buffering working). The game's graphics seem to be 320x240 pixels, so I tried to see if I could run it in a 320x240 framebuffer and have the hardware scaler show it at the window size, but apparently that's not how it works?
By the way, to get the game to run I had to put it in a folder called www.distractionware.com so the game wouldn't lock me out.
Well, I was expecting that if I use a framebuffer of 320x240 and a window of 640x480, it would render at 320x240 and get scaled up to 640x480 onscreen. But it only shows at 320x240 onscreen with black borders.what do you mean with framebuffer window size? or what do you want to achieve? i dont understand what you want to have - please explain more so that i could either fix an issue or add a feature.Just tried it with http://terrycavanaghgames.com/maverickbird/, which runs great except for some bad tearing problems (which I guess could be fixed if you manage to get double buffering working). The game's graphics seem to be 320x240 pixels, so I tried to see if I could run it in a 320x240 framebuffer and have the hardware scaler show it at the window size, but apparently that's not how it works?
By the way, to get the game to run I had to put it in a folder called www.distractionware.com so the game wouldn't lock me out.
nice trick btw with the foldername
Gotcha! To configure this, it's just the other way round. The "window width" and "window height" are the sizes flash renders. So you'll set that to 320 and 240 respectively. Framebuffer width and height are the sizes how big the framebuffer should get - that means how big it should actually display the contents. So that would be 640 and 480. But you can just leave both values at 0 and the framebuffer size gets automatically calculated to fullscreen while keeping the aspect ratio intact.Well, I was expecting that if I use a framebuffer of 320x240 and a window of 640x480, it would render at 320x240 and get scaled up to 640x480 onscreen. But it only shows at 320x240 onscreen with black borders.
hm, no idea what rokko chan is. usual way is downloading the .swf and putting it on the sd card, and trying it out. if it doesnt work, a direct link to the .swf will help and i can take a lookIs there any way to play Rokko Chan via it? If so, how?