Happens with both the german and english language versions of the game. wav file are different in my first version source (wav is the file thats listed as "dont copy it from disc2" in the scummvm datafiles sheet), and of course all video audio files (ogg vs flac) - but neither of those should be the culprite (later game resources).īooted up the known good new version, and got just the same crashes as before. pal encodes, compared to ogg encodes on the videofiles - both flac and ogg work in this port, btw. Sourced a new known good copy of the game (.flac and. :/ Only differences I noticed are, that the save menu in bsword2 is "list only" (button to switch it to images, doesnt seem to work).ĭid the best in depth analysis I could, and still experience the crashes. edit2: Broken Sword 2 seems to run without crashes. Primary button on the switch is A, and after playing many games that used that convention. Played through the game on an early version of ScummVM (1.6.0) with the same dataset, so it shouldnt be a "rom" (dataset) related issue. I can try bsword1 on the ScummVM version you ported (Win) to see if its a regression of scummvm - if needed. In game it could be a little less "slow" from a gameplay perspective - but it isn't a must. It is really "precise" when you hit R1, but then for stuff like changing sound volume, it almost needs to be (ScummVM UI requires very precise inputs). )Īlso fiddled around a bit more with precision mode. (Just indicating, that no num key mapping might not be gamebreaking for the Indy games. Also - I was able to beat Biff the bouncer in combat just using the on screen keyboard - but it wasn't very fun. ), but numberkeys and direction keys mapping (keyboard) should help to make a few more games actually playable on the plattform - so they in general are a good thing to have.Įdit: Indy 4 seems to run stable. The config above is overly concerned with inputs in "Lands of Lore" (must have been new at the time. Number keys for example are used for "fighting" in the Indy games, where the game expects you to hit inputs on reaction, so bringing up the software keyboard and entering them that way, doesnt necessarily work. Right Analog -> Numeric keypad as shown below Right Trigger -> Decreases cursor speed while pressed. Left Trigger -> Increases cursor speed while pressed. In Lands of Lore, attack button for all party members (F1+F2+F3) In the select game dialog, left=pgup, rigth=pgdown Without problems and, in fact, I prefer the gamepad to the keyboard + mouse combo.ĭpad -> Arrow keys. With this controller configuration, LOL is more than playable. Added keys needed by Lands of Lore (check the controls list for more details) Added the libfaad2 lib needed by The 7th Guest iOS (untested) IMPORTANT: If you have an xbox.cfg from the 1.3.0git Update1, delete it because Now screen options are loaded from xbox.cfg so there is no need to edit the Fixed a bug where F5 key wasn't released after returning to the launcher. Fixed a pretty big memory leak when using fluidsynth and returning to the launcher. Digital pad used for cursor keys and Y button for the ENTER key. The "Indiana Jones and the Last Crusade" fights (big thanks to zx81 for the Added numeric keypad "emulation" with the right analog needed by, for example, Changed compiling options to gain 3 MB of memory. Unlike previous versions, only games officially supported are included. The file xbox.patch is the diff patch against the 1.4.0 branch It features all the 1.4.0 supported engines, MP3, Vorbis, Flac, AACĪnd FluidSynth (the MT32 emu isn't included because the Xbox lacks The ScummVM team and the SDLx libs by Lantus. This is a ScummVM port for the Xbox1, possible thanks to the hard work of intro in "the secret of monkey island" CD version hang, audio play fine and can be skipped.no sfx in some "scumm" engine games (curse of monkey island, full throttle) !.ScHlAuChi for providing a 3.0 Switch! (you rock mate).devkitPro and libnx people: fincs, yellows8, plutoo, profi200, WntrMute. fix mp3 decoding (libmad? does it worth it?).mp3 decoder doesn't seems to work (crash), but this format should not be used anyway.no sfx in some "scumm" engine games (curse of monkey island, full throttle).3x fullscreen/windowed is probably a good choice too (less "linear blur") My personnal choice would be fullscreen tv2x thought. The game is rendered at 2x the resolution, and (linear) scaled to fit screen. runs at a pretty good framerate even with HQ scalers.In the meantime, here is the (very minimal) release information from the release page : I don't have the time to write a lot of information's right now. Here is a port of the excellent ScummVM engine to the switch.
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