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ScummVM update


ScummVM update

Postby Arisme » Feb 13, 2002 @ 11:28am

Just to let you know that I discovered a new ScummVM update yesterday, with partial support for old games :D

Loom CD boots and is almost playable (the walking boxes seem wrong) ... anyway if you want to experiment get your CVS and your compiler ready :lol:
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Postby andys » Feb 13, 2002 @ 12:30pm

WEEEEEEE!!!

(dammit, I should cvsup more often

gfx.cpp
revision 1.28
date: 2002/02/12 18:20:37; author: ender; state: Exp; lines: +195 -10
First part of Yazoo and mines work on making older scumm games work.
Not enough here to actually work yet, just the base groundwork needed.

<crosses fingers>

OOOOOOH

// {"maniac", "Maniac Mansion (C64)", GID_MANIAC64, 1, 0, 0,},
// {"zak", "Zak McKracken and the Alien Mindbenders (C64)", GID_ZAK64, 1, 0, 0,},

/* Scumm Version 2 */
// {"maniac", "Maniac Mansion", GID_MANIAC, 2, 0, 0,},
// {"zak", "Zak McKracken and the Alien Mindbenders", GID_ZAK, 2, 0, 0,},
// {"indy3", "Indiana Jones and the Last Crusade", GID_INDY3, 2, 0, 0,},

/* Scumm Version 3 */
{"indy3", "Indiana Jones and the Last Crusade (256)", GID_INDY3_256, 3, 0, 22, GF_SMALL_HEADER|GF_USE_KEY|GF_SMALL_NAMES|GF_OLD256},

etc.

I'm going to give it a play with Zak256
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Postby Arisme » Feb 13, 2002 @ 12:53pm

I've had the best results with Loom CD after my quick tests :) Zak 256 crashes quickly ... but there's hope, and a nice base to start with anyway :P

when it will work a nice thing to do would be to store the CD music in mp3 format and see if it can be played without too much hassle (since the infamous FM synthesis code won't slow us down for these games :D)

btw I understood why I couldn't make your hardware button code work ... it seems that some keys aren't mapped to the expected values on my IPAQ :?
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Postby andys » Feb 13, 2002 @ 2:18pm

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Zak!

Postby Urashima Keitaro » Feb 13, 2002 @ 6:33pm

Urashima Keitaro
 


Zak!

Postby andys » Feb 13, 2002 @ 7:12pm

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