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Messages - lestat666

#41
Engine Development / Re: AGS engine PSP port
Wed 29/02/2012 01:32:12
Hey there JJS.

I love that you have made the dailies available.  It kind of makes us all beta testers now and probably makes your job easier in finding bugs.

Anyway, the ghosting effect I mentioned before in Maniac Mansion deluxe is all fixed now.  That is great.

Although, I found one other bug with the game.  Music does not work with it.  Digital sound is fine.  I noticed it when starting the game right after I pick my characters.  A song is supposed to start playing when it says "20 years ago" and the meteor crashes.  The song never starts but the sound effects are all here.  I checked it on my pc to confirm the song is supposed to be there.  Hope this can be fixed... maybe I am just configuring something wrong.

Also, I can't see to get the keyboard working in this game.  It comes up when I hit select, but I can't get the keys to work... especially F4 which is how you save.
Is this just a matter of configuring the psp.cfg for different key mapping??

thanks.
#42
Engine Development / Re: AGS engine PSP port
Mon 06/02/2012 16:28:41
Have you gotten other games working on the port?

I am guessing you have, or you wouldn't have posted to the forum.

You have to install the game on a pc and then copy over the install directory, not just the setup exe.

If this was already done, I am at a loss on this one without testing it myself.

Could be that the port doesn't have a plug in it needs to run the game.
#43
Engine Development / Re: AGS engine PSP port
Sat 14/01/2012 04:57:48
I think the reason SCUMM on the psp can stream the audio so effectively is that it is not being taxed by using midi music.

It uses adlib still, unlike the pc version.

AGS uses midi.... so that with the sound effects maybe just taxes the system too much.

That is my best guess....

The hiccuping is really apparent during the gun fights in Gemini Rue.  Again, I think this is due to midi being used.  I just puts too much of a strain on the system.

JJS, did you happen to see the ghosting effect I was talking about with the text in Maniac Mansion Deluxe?
#44
Engine Development / Re: AGS engine PSP port
Tue 10/01/2012 22:19:31
? Bump
#45
Engine Development / Re: AGS engine PSP port
Sun 08/01/2012 20:14:00
I did notice one small thing with MMD too.

Sometimes when the text is over another object, it sometimes casts a ghost effect or double letters.

Not sure if this could be fixed.
Thanks again.
#46
Engine Development / Re: AGS engine PSP port
Sun 08/01/2012 17:52:04
Well, Gemini Rue is working again, so that is great.

In MMD, I can't see any weird behavior in the vid you posted other than it hickups a little.  I guess mine does that sometimes.  And it does read the mem card when taking steps.  I guess i just never noticed it.  It isn't that noticeable for me.

This is kinda off topic, but I was trying to get Abuse for the psp working, which I got off your site.

The official abuse files are now updated to 0.8.  I followed all the instructions, but i get a bunch of errors about not being able to open sfx and some other file.....  I can't remember and then it kicks me back to the menu.

Any help is appreciated.
thanks.
#47
Engine Development / Re: AGS engine PSP port
Sat 07/01/2012 22:20:33
There is only one other hardware thing i can think of if it is not a software issue.

What kind of memory stick do you have. 
I am using an 8GB Sony Memory Stick PRO-HG Duo HX.

I keep my regular Sony pro-duo as my Magic Memory stick.

If you are using a regular pro duo, i know they have slower read speeds.
The one I am using is 30MB a sec instead of 20...   

They are only 20 bucks brand new and come with a high quality reader.
Maybe you can try that out.

If this isn't the case, it maybe a software issue that JJS has to sort out.
#48
Engine Development / Re: AGS engine PSP port
Sat 07/01/2012 02:53:23
Quote from: JJS on Thu 05/01/2012 08:40:28
This is most likely a bug that was introduced with a backward compatibility fix. It should work again in this version based on the latest changes in the GIT repository: http://jjs.at/temp/AGS_Runtime_for_PSP_3.21_git.zip

Quote from: JJS on Fri 06/01/2012 20:44:13
Quote from: Sane Co. on Fri 06/01/2012 14:51:45
When I try to play either (a) The book the box or the key or (b) the new Ben Jordan 8 demo. An error message appears saying that Error: agsflashlight.prx is an old incompatible version. On any ags port I have tried.
Should be fixed in the newest version. You can get it here: http://jjs.at/daily

What is the difference between the GIT version and the dailies versions and what version should I get?

Also, are those private links?  I can't seem to navigate to the links you provided on your actual website.  I can only seem to link to them from here.  Not that it really matters,  I was just curious because it seems we can keep even more up to date than just with the official releases.

Quote from: JJS on Fri 06/01/2012 07:29:44
Jinx1337, do you have the sound cache enabled? This is done with setting "cache_size = x" in the "sound" category of "psp.cfg", with x being bigger than 0. Standard is 10.

Did this happen to fix it Jinx1337?  I am curious, because I never had the problem and never changed any settings.

Thanks everyone for the quick input.  I thought i was going to have to wait a while.
#49
Engine Development / Re: AGS engine PSP port
Thu 05/01/2012 02:27:33
So I tried loading my save game on my pc to get past this point and i get an error stating unable to open, saved with a different interpreter.... ERRR!

Guess i am going to have to wait to see what everyone's take is on it, as I am officially stuck due to the error, unless I replay the whole game to this point on my pc....
I'd rather play it on the psp though.. looks so much better on a smaller screen.

Thanks for everyone's help.
#50
Engine Development / Re: AGS engine PSP port
Thu 05/01/2012 02:02:43
Really???

That is strange...... I just loaded up MMD.  I hadn't started it yet because i am playing gemeni rue.   No delays for footsteps when in front of the Mansion.  What mod are you using?  I wonder if that has something to do with it.  I am running pro B 10 on a psp fully hackable 2000.  Is yours a 1000?  I know the 1000s only have 32MB RAM instead of 64.....  that could have something to do with it too.

I actually came here because I ran into a problem with Gemini Rue, which i thought was fully functional.  I am getting an error at the point where i take the photo I got from Kenneth and stick it in the Terminal in the second Act.  The says Data Pack received (this is part of the game) and then I get this error.

And internal error has occured blah blah...
if problem persists, post at AGS technical forum.
(ACI version 3.21.1115)
Error: Unable to create local script: Runtime Error: unresolved import 'List'

Any ideas anybody??

#51
Engine Development / Re: AGS engine PSP port
Wed 12/10/2011 00:34:40
Maniac Mansion Deluxe is working!

I am a happy camper   ;D
#52
Engine Development / Re: AGS engine PSP port
Fri 07/10/2011 01:27:50
I can't believe I started that with one comment.  WHOOPS....

So in the new release, with the flashlight plugin implemented, should Maniac Mansion Deluxe run in that release or is that still for a future release?

I also just want to say, that I appreciate all the work you are doing on this.

#53
Engine Development / Re: AGS engine PSP port
Mon 03/10/2011 02:07:29
That never stopped ScummVM from making all their ports.
#54
Engine Development / Re: AGS engine PSP port
Tue 27/09/2011 01:11:08
The MMD guys are no longer working on the game.  It was released back in 2004 and I read somewhere they have since gotten a cease and desist letter.  So, unfortunately, it is going to have to use the flashlight plugin.

I am really excited for the new release though.  This and ScummVM made me love my psp that much more.

I plan on playing Gemeni Rue on it soon.  It's great, because I don't get much time to sit in front of a computer, but being able to bring my gaming with me, allows me to actually get some time to play.
#55
Engine Development / Re: AGS engine PSP port
Mon 26/09/2011 02:08:43
I hope JJS is still working on this.

That feature would definitely be something that would add allot of support for many games.
#56
Engine Development / Re: AGS engine PSP port
Mon 26/09/2011 01:16:11
Anybody try running Maniac Mansion Deluxe ver 1.4???

I can't seem to get it to run, and the psp port of AGS doesn't tell me that it is incompatible either.

Here is the error I am getting,
Script Link failed: Runtime Error: unresolved import /GetFlashlightMinLightLevel/

I tried version 1.1 of the game too, but that gave me a different error about a file being corrupt.

I have tried setting the resolution to 320x200 and disabling music and sound, but still it is not working.
Does anyone have any advice?

Is it even possible to run this game in this build of PSP AGS?

The game is in fact working on my pc, so I know I don't have corrupted files.

I tried contact JJS directly via his website email, but haven't heard anything, so I thought I would try here.  Not sure if he is still working on the build or not. 

It would be great to get this game working on the PSP. 

Any help is greatly appreciated.
Thanks again.
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