![]() ![]() ![]() The Pixel-perfect scaling option is one (great) thing but with a little tweaking I essentially got my wish from 3 years ago. Searching for "ScummVM pixel perfect" got me back to this old thread and I'm happy to report that with the new stretch mode options in the nightly builds I was able to achieve the best picture since leaving CRTs behind. Just returned to ScummVM and couldn't find agreeable display modes in the 2.0.0 release. If I use 1600x1200 resolution for example, my graphic card does add black bars on the side of my screen, and the resolution that ScummVM sees is 1600x1200 so all stretch mode, except the Center one, give me the same display for 320x200 games with aspect ratio on.Īnother thing to check would be that you have not overridden the graphics settings for the game you are trying to play.įinally note that you can use the Ctrl+Alt+S shortcut to cycle through the stretch modes and test changing those while playing a game. One possibility is that you have in the past set ScummVM to use a lower resolution than your desktop screen resolution, possibly one that has a different aspect ratio than your screen and causes your graphic card to add black bars. And the last resolution used is stored in the config file and is used again the next time you start ScummVM. But you can change it using Ctrl+Alt+plus/minus. Also if you see black bars in the launcher this means that they are added by your graphics card (see below).īy default in fullscreen mode ScummVM uses the desktop resolution. So the stretch mode will have no impact on the launcher itself. One thing to note is that the ScummVM launcher itself always uses the full window/screen without any stretch or scaling as it is always directly displayed at the window (or screen in fullscreen mode) resolution. For me the stretch mode with OpenGL works properly for all of those both when resizing manually the window or using fullscreen mode. The team is very excited about the upcoming weeks – and we hope you are as well.I just downloaded the latest development build for "MacOS X (Intel)" from buildbot and tested it on macOS Sierra, and also downloaded the "Windows (64 bits)" from buildbot as well as the "Win32 Daily Snapshot" provided by Kirben on our download page and tested those on Windows 10. After a four week Community Bounding period, the coding period will start on May 29 and you can expect regular updates on these projects on their respective blogs. Please give them a warm welcome, and visit our Discord server if you want to discuss those projects. You can follow the progress for this task on Wyatt’s GSoC blog. Wyatt Radkiewicz (aka eklipsed) will work on a smaller project to optimize color blending code for the AGS engine thus making games more smooth and run better, especially on lower-end systems. You can follow the progress for this task on Abhinav’s GSoC blog. It will also let users contribute the checksums of game files not on the database. You can follow the progress for this task on Kartik’s GSoC blog.Ībhinav Chennubhotla (aka PhoenixFlame101) will work on a system for verifying game file integrity, validating their checksums against those present in a central database. The CRAB engine was developed by Pyrodactyl Games and was used in several of the games which the studio released, most notably Unrest, a story-driven adventure RPG set in ancient India. Kartik Agarwala (aka hax0kartik) will work on porting the CRAB engine to ScummVM. You can follow the progress for this task on Harishankar’s GSoC blog. The goal is to reach full support for Total Distortion & The Journeyman Project. Harishankar Kumar will work on improving Director 4 Compatibility. You can follow the progress for this task on Ankush’s GSoC blog. The project includes two main objectives: help create standalone game packages bundled with ScummVM, and implement a new mechanism to let users download and install freeware games directly from the ScummVM launcher. On Thursday Google announced the list of participants accepted for this year's Google Summer of Code and we are happy to report that 5 contributors have been accepted to work on various parts of the ScummVM project this summer.Īnkush Dutt will work on an automated system for packaging freeware games with ScummVM for various platforms. ![]()
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