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Ticket Resolution Summary Owner Reporter
#11747 invalid Add an option for adding some black bars at the sides and bottom in windowed mode (none) onpon4
Description

Some games routinely require clicking on the very edge clicking for moving between screens, where even e.g. being a pixel above the bottom will cause your character not to walk into the next screen. I don't know how common this is, but I know it happens at least in King's Quest V and King's Quest VI (both SCI games). This is not different from the original engine in both cases I'm aware of. However, at least the Windows version of King's Quest VI (and I think King's Quest V as well) had a mitigation measure: a small, roughly 8-pixel black border surrounded the left, right, and bottom edges of the game. (In fact, it also would extend that black border on the right and bottom sides if the resolution was above the minimum 640x480 resolution, but that's neither here nor there.) The border effectively increased the range at which you could click the mouse and have it register as the edge of the screen.

ScummVM, however, does not have these black bars. A result of that is that games that require edge-clicking are very difficult, bordering on impossible, to play in windowed mode. I'm mostly familiar with King's Quest VI, so I'll speak of that: when playing on ScummVM in windowed mode, I have to slowly edge the cursor to the exact spot on the screen where the cursor is as far right/left/down as it possibly can be (pixel-perfect) before the OS starts using the cursor on the window below the ScummVM window. It always takes at least a second or so and it takes a lot of concentration. Again, this is for routine movement between rooms; KQ6 has a very large number of screens that are entered only by clicking on the extreme edge.

Adding an option in ScummVM for black bars on the sides and bottom of probably 16 pixels (possibly user-configurable), and making it so that clicks on these bars are registered as right on the edge of the screen, would greatly enhance the experience of playing these games in windowed mode in ScummVM. It still wouldn't be perfect, but it would at least be as good as the original engine and not require pixel-perfect clicking precision.

#13387 fixed SCUMM: Backyard Baseball (all three SCUMM games) - Hitting Not Being Interpreted Properly -sev Vissery
Description

A lot of the people in the BYB discord server have discussed this for a while, but there's something particularly off with the hitting in Backyard Baseball. Powerup swings going foul (they are coded specifically never to go foul), and really strong hit noises on dinky pop-ups are reasonably prevalent when performed through ScummVM and not the original games, as well as a plethora of hits that go exactly straight to the left.

As a test, I modified the code in the contact hitting script (in the actual game's code files) that sets powerup batting types to always hit between 50 and 130 degrees to instead always hit the ball at a specific angle that I want with all batting types. I'm not injecting my own code, I'm modifying only three values. In the original .exe files for each game it works exactly as it should, if you set the code to hit the ball at 90 degrees (aka straight forward), when you hit the ball it will always send the ball at 90 degrees every time no problem. In ScummVM, however, this behavior is extremely erratic and proves that it straight up fails to interpret the scripts properly, which isn't new information, just helps confirm the issue to me.

At 90 degrees it seems to work somewhat reliably with no problems? But the farther you get from 90 degrees (results less than 90 seem to break far more than results more than 90, depending on stance and player handedness), the code that tries to interpret the game's batting scripts breaks more and more, causing a lot of results that send the ball at the incorrect angle many times over and possibly even the wrong height and distance since they all are run together in the same script (which lines up with how most strong home run hits tend to go toward right field in ScummVM).

I'm not sure how else to explain it other than that, and I'm not really sure how this can be fixed, but I assure you that the hitting is definitely not accurate to the original material even though the BB games have been like this for ages on ScummVM and nobody else has really commented on it publicly. I've been playing for over 15 years and I have met multiple other people with similar levels of experience that can confirm as well that it's not right. I am willing to communicate and show more info on Discord (@Vissery # 0828) if necessary. I do have one clip however showing off how broken hitting is in an unmodified game and client (the most recent version of ScummVM, 2.5.1)https://www.youtube.com/watch?v=Xq97BdmYLeI

#11750 fixed BACKENDS: Wii - ScummVM 2.2.0 blackscreen on exit AReim1982 Tetsuo-78
Description

Whenever I try to exit ScummVM Wii 2.2.0, it will freeze with a black screen. I have to do a hardware reset of the console. It was working before, with version 2.1.1. I'm booting ScummVM from the Homebrew Channel (no forwarders). I've tried with a dozen games, and it's happening with every game I try, no matter if I use the original game's menu or the standard ScummVM menu. The games are on USB.

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