Accueil > News > ScummVM en version 0.8

ScummVM en version 0.8

dimanche 30 octobre 2005, par syndicman

Voici une mise à jour majeure d’une de mes applications favorites, ScummVM, qui me permet de rejouer à mes anciens hits d’aventure made in LucasArt (mais pas uniquement).

À l’heure oô j’écris ces lignes, ScummVM n’est pas encore entièrement disponible sur tous les miroirs sourceforge, patience est de mise donc pour télécharger cette version 0.8.0.

Nouveaux jeux :
 Added SAGA engine (for the games "I Have No Mouth and I Must Scream" and "Inherit the Earth").
 Added Gob engine (for the Goblins series). Currently, only the first of the Goblins games is supported.

Nouveaux portages :
 PlayStation 2
 PlayStation Portable (PSP)
 AmigaOS 4
 EPOC/SymbianOS
 OS/2 corrigé

Général :
 Reworked cursor handling in SDL backend. Now cursors can have their own palette and scaling. This is used by Humongous Entertainment games now.
 Added FluidSynth MIDI driver.
 Added GUI for the "soundfont" setting. (Currently only used by the CoreAudio and FluidSynth MIDI drivers.)
 The MPEG player could hang if the sound ended prematurely.
 Improved autoscaling GUI, which takes full advantage of your screen.
 Fixes for GCC 4.

SCUMM :
 Added support for Mac Humongous Entertainment titles.
 Added support for multiple filenames/versions using a single target.
 Implemented CGA and Hercules render modes in early LEC titles.
 Added dialogs which are shown when you modify the talkspeed or music volume using hotkeys.
 Added support for NES version of Maniac Mansion.
 Added thumbnail support for savegames.
 Broke compatibility with HE savegame (HE v71 and upwards only).
 Added possibility to disable building of HE and SCUMM v7 & v8 games support.
 Fixed the last few known music glitches in Sam & Max. (There are still some - probably - minor missing features though.)
 Added support for Commodore64 version of Zak McKracken
 Eliminated all demos targets and platform-specific targets. Config file is autoupdated.

Sword2 :
 Made the resource manager expire resources more intelligently.
 Improved performance when playing the game from CD instead of hard disk.
 Simplified sound effects handling. Again.
 Code cleanups and restructuring.
 Fixed long-standing bug in decompressing sounds from the speech/music CLU files. It was generating one sample too many, which could be heard as a very slight popping noise at the end of some sounds. Files that have been compressed with older versions of compress_sword2 will, of course, still have the same error. You may want to regenerate them.

Si vous êtes un grand aventurier et que vous souhaitez en savoir plus sur ScummVM, vous découvrirez dans cette phrase un lien vers notre dossier qui traite de cette petite merveille (on a les moyens qu’on a !).

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