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Mensajes - Gelon

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Tutoriales / Re: Emulando Symbian (incluyendo N-Gage y N-Gage Service)
« en: Agosto 07, 2022, 12:59:53 pm »
Bent ha añadido el día de ayer un mapeador táctil, lo que facilitará jugar a juegos exclusivamente táctiles en Windows.

Hace un par de meses también había añadido soporte para multi-jugador vía bluetooth a través de internet. Personalmente no he conseguido que funcione, aunque tampoco he investigado mucho.

Ahora las aplicaciones se filtran por dispositivo, de modo que cuando cambiemos de sistema no saldrán todas las aplicaciones instaladas, solo las instaladas en ese dispositivo. Una gran noticia porque antes era un pitote con tantos iconos.

General Abandonsocios / ScummVM 2.6.0 "Insane Escapism"
« en: Agosto 02, 2022, 19:15:49 pm »
New games:

Added support for Sanitarium.
Added support for Hades Challenge.
Added support for Marvel Comics Spider-Man: The Sinister Six.
Added support for The 11th Hour.
Added support for Clandestiny.
Added support for Tender Loving Care (CD-ROM Editions).
Added support for Uncle Henry's Playhouse.
Added support for Wetlands.
Added support for Chewy: Esc from F5.


The project license has been upgraded to GPLv3+.
Now ScummVM requires C++11 for building.
Removed support for VS2008, as it doesn't support C++11.
Implemented enhanced filtering in the Search box. See "Understanding the search box" in the documentation for details.
Implemented Icon view in GUI (GSoC task).
Added support for the RetroWave OPL3 sound card.
Added OpenDingux beta port.
Removed Symbian port.
Added the create_engine tool to aid when creating new engines.
Fixed mouse capture in HiDPI mode.
The GUI Options dialog now marks settings overridden via command lines in red.
In GUI launcher it is now possible to group games by different categories.
GUI launcher has new game icons grid look.


Added support for Macintosh versions of Manhunter 1-2.


Synced changes from upstream AGS.


Elvira 1: Added support for Casio MT-540/CT-460/CSM-1 and CMS/GameBlaster.
Elvira 1 & 2, Waxworks, Simon the Sorcerer: Added AdLib OPL3 mode. Depending on the game, this will prevent cut-off notes, add extra notes or instruments and/or add stereo.
Elvira 2, Waxworks: Added support for AdLib and MT-32 sound effects.
Elvira 2, Waxworks, Simon the Sorcerer floppy: Added Mixed MIDI support (MT-32 music with AdLib sound effects).
Simon the Sorcerer floppy: Improved AdLib sound effects accuracy.
Simon the Sorcerer: DOS version music tempos are now accurate. Both DOS and Windows versions now offer the choice of the DOS music tempos or the faster Windows tempos.
Simon the Sorcerer 2: Improved AdLib and GM support.
Simon the Sorcerer 2: Added workaround for the missing MT-32 tracks in the intro.


Fixed the size of the main menu buttons being incorrect in some cases.
Fixed crash at the end of the Hock-A-Loogie mini game.


Added support for skipping synchronous audio and video.
The mouse pointer is now hidden during cutscenes.
Implemented game pausing via Control-P.
After saving, the player returns back to the game instead of the Biochip menu.
The game is now always paused when the Biochip menu or the save/restore dialogs are open.
Added metadata to saved games, including thumbnails, creation date and play time.
Saved games are now sorted by slot, like in other engines, instead of being sorted alphabetically.
The currently selected item is now stored in saved games.
Comments from Arthur that play in the background can now be stopped with the space key (the same key that replays Arthur's last comment).
The agent evaluation (current points) can now be shown with Control-D.
Fixed global flag corruption in death screens.


Added text to speech for dialogs and object descriptions.


Added support for ZX Spectrum games with graphics in the Scott sub-engine.


Added support for the Traditional Chinese versions of Legend of Kyrandia 1 - 3.
Added sound support for the Macintosh version of Legend of Kyrandia.
Added support for playing the Macintosh non-talkie version of Legend of Kyrandia 1 directly from the files on the CD. This means you no longer have to run the installer to extract the data files.


Fixed the rolling bridge state in scene 13.
Fixed getting stuck when teleporting to the foot in scene 30.
Fixed inconsistent cactus state.


Refactored code to allow rendering using the original 256 color palette.
Fixed endianness issues.
Added support for the Korean release.


Added text to speech for dialogs and object descriptions.


Added support for Text To Speech in SCI floppy games.
Allow saving from the ScummVM Global Game Menu in the following games: BRAIN1, BRAIN2, ECOQUEST1, ECOQUEST2, FAIRYTALES, PHARKAS, GK1, GK2, ICEMAN, KQ1, KQ4, KQ5, KQ6, KQ7, LB1, LB2, LIGHTHOUSE, LONGBOW, LSL1, LSL2, LSL3, LSL5, LSL6, LSL6HIRES, LSL7, PEPPER, PHANT2, PQ1, PQ2, PQ3, PQ4, PQSWAT, QFG1, QFG1VGA, QFG2, QFG3, QFG4, SHIVERS, SQ1, SQ3, SQ4, SQ5, SQ6, TORIN.
Fixed many script bugs in KQ6, KQ7, GK2, QFG3, QFG4, Hoyle4.
Fixed loading autosaves in Shivers and Phantasmagoria 2.
Added support for Korean fan translations from the scummkor project: EcoQuest 2 and Gabriel Knight 2.


New Digital iMUSE engine. Support for re-compressed audio files dropped in Full Throttle, The Dig and The Curse of Monkey Island.
Rewrote music player for Amiga versions of Indy3 and Loom in accordance to the original code.
Fix missing cursor in the 16-color Macintosh versions of Loom and Indiana Jones and the Last Crusade after loading a savegame.
It is now possible to replace the music in the floppy versions of Loom with audio tracks. The ScummVM Wiki has a list of which parts of the Swan Lake ballet the game uses:
Fixed some MIDI music looping when it shouldn't in EGA/VGA floppy versions of The Secret of Monkey Island.
Fixed the lava flowing in the wrong direction in the VGA floppy version of The Secret of Monkey Island.
Fixed Full Throttle distorted graphics when Ben runs past the Corley Motors entrance.
Fixed the dissolve effect, and Bobbin's palette when leaving the darkened tent in the TurboGrafx-16 version of Loom, to match the original behavior.
Fixed incorrect dark rooms colors in MM NES on strict-alignment ports such as Dreamcast, Apple silicon and various handheld devices.
Rewrote text rendering routines for Full Throttle, The Dig and The Curse of Monkey Island in accordance to the original interpreters.
Rewrote timer handling routines to better approximate both the original hardware behavior and the intepreters' quirks.
Fix lip syncing in Backyard Baseball 2003.
Fixed various original game bugs and oversights in most of the LucasArts titles: Most of these enhancements can now be disabled in the game's settings if one prefers playing with the original behavior.
Added sliders for tweaking the CD audio playback in the MI1 CD intro, as well as VGA CD Loom in general. Loom is particularly sensitive to the amount of silence at the start of the track, and the CD version of MI1 never synced the music as well to the intro as previous versions. See the Wiki for more details.
Detect and reject the EGA floppy version of Monkey Island 1 that Limited Run Games sold in their Monkey Island 30th Anniversary Anthology, if using the default DISK4 image, which is corrupted. It's possible to recover a working image from the KryoFlux dumps they also provided.
Fixed random number generation which fixes throwing in Backyard Baseball.
Marked a workaround in Monkey Island 2 (FM-Towns version) as an enhancement; this workaround originally restored a portion of the map chasing puzzle in Booty Island which had been cut in the FM-Towns version of the game.
Made the sentence line in Maniac Mansion work like the manual says, i.e. you can click on it to execute the command.


Fixed slowdown in Serrated Scalpel intro when playing the game from a small installation.
Fixed UI glitches in Serrated Scalpel.


Fixed not being able to see House in Starfield puzzle.


Fixed a bug in the collision code that made the game unfinishable due to the tank not moving any further in scene 63.
Fixed light angle calculation which produced rendering artifacts in a few scenes.
Fixed polygon rendering method for the boat windows.
Fixed wrong shooting direction for some actors.
Fixed door movement in some situations.

Android port:

Added hardware acceleration for 3D graphics.
Improved touch controls.

macOS port:

Added support for displaying OSD messages on the Touch Bar.

Windows port:

Added "Portable Mode" in which the executable's directory is used to store application files if a scummvm.ini file is present, instead of the user's profile directory.
Fixed detection of the Application Data path on Windows 95/98/ME.

RISC OS port:

Added support for dynamic plugins.
Added a native MIDI driver.

Nintendo DS port:

Fixed screen scrolling when using the Load and Save dialogs.

Ayer publicaron la nueva versión de ScummVM con una decena de juegos nuevos, muchas mejoras en los drivers, aceleración 3D en Android y (por fin) modo portable en Windows, entre otras cosas.

Tutoriales / Re: Tutorial MAME
« en: Julio 31, 2022, 09:47:17 am »
Ha llegado MAME 0.246.

Just in time for the end of July, MAME 0.246 makes its grand entrance. The biggest upheaval this month was the reorganisation of the source code to match the project structure. If you’re paying attention, you’ll see the change on the system information screens. Apart from that, it should be transparent to users, while simplifying life for developers.

Several audio issues have been fixed this month, including a big overhaul for Fairlight CMI IIx synthesiser channel card emulation, and DAC sound for JPM Lucky Casino fruit machines. The latest enhancements for the crt-geom and crt-geom-deluxe shaders have been belatedly integrated, and the Chinese and Brazilian Portuguese user interface translations are once again up-to-date and complete. Software list updates this month include more prototype console cartridges, half a dozen newly dumped e-kara cartridges, and quite a few metadata cleanups and corrections, as well as the usual batches of Apple II floppies, Commodore 64 tapes and vgmplay music rips.

You can read all the details about development activity this month in the whatsnew.txt file, or download the source and 64-bit Windows binary packages from the download page. Until next time, happy MAMEing!

Y los sets actualizados, como siempre, en el repositorio de Pleasuredome.

Tutoriales / Re: Tutorial Sega Dreamcast
« en: Julio 14, 2022, 18:20:16 pm »
¿Qué emulador no soporta GDI? Porque muy antiguo tiene que ser.

GDI es una imagen 1:1 del disco, algo relativamente moderno. Las primeras imágenes de Dreamcast, en CD-ROM, estaban en bin/cue, para ser usadas con Utopia. Pero el primer juego en self-boot de la historia, creo que de KALISTO, usó el formato CDI, de DiscJuggler, y desde ese momento fue el formato de-facto en la scene de Dreamcast. Pero porque sí, no creo que tenga ninguna ventaja intrínseca.

Yo diría que lo que te has bajado es un TOSEC, que usa el formato típico de GDI. Redump usa multi-bins, no carpetas, para todas las plataformas, independientemente del formato estándar de la plataforma en cuestión.

Juegos / Re: Mafia: The City of Lost Heaven
« en: Julio 10, 2022, 12:35:43 pm »
Lo he ejecutado en una máquina virtual limpia y funciona directamente, sin usar el archivo de registro.

A ver si alguien puede confirmar si le funciona en su sistema o no.

Juegos / Re: Mafia: The City of Lost Heaven
« en: Julio 09, 2022, 23:55:28 pm »
Doble click, sin más. A no ser hayas asignado los ficheros reg a un programa concreto (mala idea).

De todas maneras prueba primero sin añadir el registro.

Recopilaciones / Re: Gruby's AdventurePack
« en: Julio 09, 2022, 23:52:48 pm »
Aunque parezca de coña, porque lo es, el API de VirusTotal sigue detectando contenido infectado en archivos encriptados con contraseña, esto es, aunque no tenga ni pajolera idea de lo que hay en esos datos. No sé si es magia negra o sencillamente es troleo de esta basura de servicio (VT). Pero ahora sí que me doy por vencido.

Al final he cogido y he subido la colección, del tirón, a 1Fichier, con una compresión estándar, sin ningún tipo de modificaciones.

Teóricamente debería dejar descargarlo gratis y a buena velocidad, ya que la única limitación de 1Fichier es la espera entre descargas.

Tutoriales / Re: Tutorial Sega Mega Drive / Mega-CD / 32X
« en: Julio 02, 2022, 13:47:31 pm »
A los ports homebrew de Metal Slug, más que los gráficos, especialmente la falta de frames de animación, lo que siempre les falla son las físicas, el control y, en general, la jugabilidad. En Game Boy hay como tres o cuatro juegos piratas, en Java ME hay como cinco o seis, y otras plataformas más todavía. No he visto uno solo que lleve a cabo la jugabilidad bien, tan solo los Metal Slug de Neo Geo Pocket Color.

Eso te hace apreciar aún más los ports de Playstation y Saturn, que, con sus problemas, por lo menos jugablemente son excelentes.

Tutoriales / Re: Emulando Symbian (incluyendo N-Gage y N-Gage Service)
« en: Junio 30, 2022, 19:08:15 pm »
Muy buena noticia. Además es la versión BREW, que era la más avanzada del juego.

Al contrario de lo que dice la descripción del vídeo, nunca hubo una versión Symbian. Doom RPG (1) solo salió en Java ME y en BREW (High End y Low End). Doom RPG 2 ya sí que salió en más plataformas: Java ME, BREW, iOS, Windows Mobile y quizá Palm OS.

General Abandonsocios / Re: Return to Monkey Island
« en: Junio 30, 2022, 18:40:38 pm »
El problema es que MI3 y MI4 son diferentes, principalmente, por la tecnología gráfica, cosa que hoy en día no importa en absoluto, porque puedes hacer lo que quieras a nivel gráfico. MI3 fue el salto al estilo cartoon, alejándose del pixel art, con un estilo más estilizado en personajes, pero bastante continuista en general. En MI4 probablemente la idea era continuar con el mismo estilo, pero la potencia computacional del año 2000 para gráficos pre-renderizados daba para lo que daba. Los MI de Telltale sí que van completamente a su bola, pero para mi no son parte de la saga, tampoco me dan más.

Con Return se podría haber hecho un estilo pixel art moderno, a lo Thimbleweed Park, o un estilo cartoon depurado y potente, en la línea de MI3, pero mucho más currado. Sin embargo se ha optado por un estilo totalmente flash, tanto en cuanto a gráficos como animaciones (las típicas de mover cada parte del cuerpo, en plan Scribblenauts), con un acabado anguloso bastante feo, en mi opinión.

De nuevo, no me gusta, pero es lo que hay. Lo que discuto es el rebote que se ha pillado, que no se entiende en los tiempos que corren. Algo que te esperarías del típico Phil Fish de la vida, pero no de Ron Gilbert.

General Abandonsocios / Re: Return to Monkey Island
« en: Junio 30, 2022, 17:06:29 pm »
Ron Gilbert es un clásico por LucasArts, pero el tío se ha visto involucrado en infinidad de proyectos reguleros (Humongous Entertainment) que seguro que han recibido críticas feroces por parte de la prensa especializada. Hacerse el ofendido a los 60 tacos, después de 40 años en el negocio, pues en fin, no se entiende. Sobre todo teniendo en cuenta cómo funciona Twitter. Y, aún digo más, es probable que las críticas negativas/destructivas no lleguen ni al 5%, tirando muy por lo alto, siendo la inmensa mayoría de ellas críticas educadas sobre un aspecto gráfico que, como mínimo, se puede decir que no pega con la licencia.

Tutoriales / Re: Tutorial MAME
« en: Junio 30, 2022, 16:02:32 pm »
Ya salió MAME 0.245.

The highly-anticipated release of MAME 0.245 has finally arrived! As I’m sure many of you are already aware, we’ve added support for two elusive arcade games that didn’t see widespread release: Megumi Rescue and Marble Madness II, and the Konami Polygonet system has finally come to life. But before we get to that, there are some changes to MAME’s user interface that you should be aware of. Input options have been moved off the main menu to a submenu of their own. Depending on the system, there can be quite a few of them, and they weren’t all grouped. There’s also a new option to see the input devices recognised by MAME, which should help with diagnosing issues.

Megumi Rescue was exhibited at a trade show, but apparently never sold as an arcade game. A home system port was released, but only in Japan. The original arcade game uses a vertically-oriented monitor, and lacks the life bar system and vertical scrolling found in the home version. Despite the arcade version remaining unreleased, and the home version never being widespread, the game was widely copied for TV game systems. It’s nice to see the original preserved all these years later.

Marble Madness II was considered a failure on location test. It demonstrates Atari’s complete failure to understand what Mark Cerny got right when he made the mid ’80s classic. A few examples survived in the hands of collectors, but the game was never seen widely.

The Polygonet system was Konami’s first foray into 3D arcade games. It was quite apparent that their in-house system wasn’t able to compete toe-to-toe with offerings from Sega and Namco. Polygonet Commanders was added to MAME almost twenty years ago, and saw sporadic progress for a few years after that. Regular contributor Ryan Holtz has written an engaging blog post about his adventures bringing it up to a playable state this month. The two games haven’t been promoted to working yet as they haven’t been extensively tested, but we’d love it if you try them out and post your experiences, good or bad.

We’ve got more complete emulation for three Mac NuBus video cards this month: the Apple Macintosh Display Card, the SuperMac Spectrum/8 Series III, and the SuperMac Spectrum PDQ. The Macintosh Display card, which MAME uses by default for the Mac II, now supports configuring the amount of video RAM installed, as well as a selection of monitors with correct resolutions, refresh rates and colour profiles. The SuperMac Spectrum/8 Series III supports on-screen resolutions up to 1024×768, and virtual desktop resolutions up to a massive 4096×1536 in Black & White mode. Virtual desktop panning and desktop zoom are hardware-accelerated. The Spectrum PDQ supports resolutions up to 1152×870, with hardware acceleration for things like moving windows in 256-colour modes. Please be aware that MAME currently has trouble with some combinations of Mac video cards – if you want to use multiple monitors on your emulated Mac, it’s best to stick with the Macintosh Display Card or Radius ColorBoard. If you’re you’re just looking to jump into Mac emulation, there’s some helpful information to get you started on our wiki.

Thanks in large part to the efforts of Ignacio Prini and Manuel Gomez Amate, the ZX Spectrum cassette software list now includes the Spanish MicroHobby magazine cover tape and type-in program collection. A number of prototypes cartridges have been added for the Game Boy, Super NES and other consoles. Commodore 64 tapes, Apple II floppies, and game music rips in VGM format have each seen a batch of additions.

Other highlights include:

Support for Space Duel’s cocktail mode from Ian Eure.
Proper inputs for Sidam’s Space Invaders hack Invasion from Janniz.
Playable Classic Adders & Ladders gamblers from David “Haze” Haywood.
A team effort to fix some performance bottlenecks, particularly affecting the IGS PolyGame Master.
SD Card reader support for Acorn computers from Ramtop and our very own Nigel Barnes.
Working light gun inputs for Rapid Fire (not that anyone wants to play it).
Fixes for more glitches in the ZX Spectrum family from holub.
Major improvements to several IGS games from Luca Elia.
Hitting GitHub pull request number #10000 – congratulations, holub.
As always, there’s far more in this release than we can fit on the front page, so go and read about it in the whatsnew.txt file, or grab a source or 64-bit Windows binary package from the download page.

General Abandonsocios / Re: Return to Monkey Island
« en: Junio 30, 2022, 15:56:50 pm »
Gráficamente me parece bastante feo y descuidado. Nunca fui un fan del estilo gráfico de las ediciones Aniversario, pero lo prefiero antes que este nuevo diseño, sobre todo en cuanto a personajes. Además, el estilo gráfico de las ediciones Aniversario al menos estaba en sintonía con las pantallas estáticas de las conversaciones en el primer juego, sin embargo esto es feo por gusto.

El arrebato este de no dar más información supongo que será la típica estrategia para que se siga hablando del juego. He escuchado a Ron Gilbert en varios podcast y no parece un tío tan pejiguero.

Yo lo jugaré por saber exactamente qué tienen en la cabeza para continuar la historia, ya que el final del segundo juego en su día me dejó muy loco. Sin embargo, dudo mucho que vaya a estar a la altura. Expectativas modestas.

Recopilaciones / Re: Gruby's AdventurePack
« en: Junio 26, 2022, 18:16:23 pm »
El enlace de Drive no lo había editado en el post inicial, pero lo eliminé de Drive hace unos días, para ir aligerando espacio y saber qué es lo que podía copiar y qué no. En todo caso iba a ser eliminado en cuatro días, él solo ya se pasa 5 veces del límite que te acaba dando la universidad.

En la próxima subida a Archive, subiré cada driver de manera independiente, así como los dats y las herramientas, no será un paquete con los 900GB del tirón. Irán comprimidos en sfx7z por lo que ya he explicado anteriormente: cualquier detección de contenido a través de VirusTotal elimina completamente el ítem. Comprimidos en sfx7z con contraseña, VirtusTotal no analiza los archivos y Archive tampoco rechaza el archivo por no poder analizarlo.

Recopilaciones / Re: Gruby's AdventurePack
« en: Junio 26, 2022, 17:58:51 pm »

Por aquí queda. El pack en Archive lo subiré esta semana. Hasta ahora no he podido porque estaba liado intentando salvar todo lo posible de Google Drive, antes del cierre de las edu, el próximo día 30. Cuando pase el día, un poco más despejado, subiré la última versión al completo.

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