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Showing content with the highest reputation on 08/15/21 in all areas

  1. Unfortunately not 1:1... Yet But I'd say that the current one is a pretty good approximation which is still missing a few accuracy quirks. An approximation which I couldn't bother to replicate on The Dig for now even though they share the same audio code because I hate that game
    1 point
  2. Not to mention that current daily builds of ScummVM on Windows default to an OpenGL rendering mode where you have no way whatsoever to simply take a 320x200 resolution game and upscale it to 2X, 3X, etc. with the window fitted to match. Instead it resizes the game screen by default into a very large and distorted resolution, around 1152x864. And the only way to resize the game window is through the extremely imprecise method of using Windows' resize function to make it into something vaguely near the resolution you want. So you either get horrible pixel stretching, with stuff like the pixelated cursors no longer fitting 1:1 on the background art - along with very noticeable letterboxing/windowboxing if you try to resize it - or (if you use the "Center" option in the launcher graphics settings) a tiny 1x window swallowed up in a void of black. Apparently the way to change this (as I just figured out after some frustrated tinkering) is to go into the launcher options and select "SDL Surface" as the render mode rather than OpenGL, which allows you to have game windows with pixel-perfect scaling. But the result is that the default presentation of LucasArts games in current ScummVM builds looks absolutely atrocious. I don't get at all why this is the default, and there isn't really any explanation in the launcher to help people find the better rendering options.
    1 point
  3. Okay, I got the latest dev build and sure enough, iMUSE sounds like it's working as it should in CMI. That makes me happy. There should be some sort of PSA for people who are buying CMI that they ought to get the latest ScummVM binary, because whatever build the game comes bundled with when purchased off GOG/Steam is probably falling short.
    1 point
  4. CMI's implementation of iMUSE doesn't seem to be fully functional in ScummVM. The best locations to conduct a comparison would be the Barbery Coast and the Goodsoup Hotel. The original interpreter transitions between the themes smoothly, while ScummVM abruptly jumps from one to the other.
    1 point
  5. Wow, good to know! I was wondering why CMI wouldn't work with your installers. It's also worth noting that dgVoodoo2 can also be used to upscale the character models in Escape from Monkey Island and add anti-aliasing. It makes the game look so much better. It does require Supersampling being turned on in your video card though, otherwise it'll have some weird lines and artefacts all over the screen.
    1 point
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