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Adventure Game Studio runtime engine port (3.21 R9)

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Re: Adventure Game Studio runtime engine port (3.21 R6)

Postby Boggyb » Mon Sep 19, 2011 2:53 am

omg... I just played 5 days a stranger ç_ç. im so happy about it,

Im just concerned, that music dont play, just the sounds works, how can i make the musics plays?



EDIT: After reading the post of the release R4 i managed to play songs *-*.
You sould stick it to the first topic!.

Thank you all for that JJS *-*
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Re: Adventure Game Studio runtime engine port (3.21 R6)

Postby sptrk75 » Thu Oct 06, 2011 3:30 pm

A very big thank you JJS for porting this to the PSP. I'd never heard of Adventure Game Studio before and now I'm enjoying the Ben Jordan series and can't wait to dive into others.

I've encountered a small issue with case 5. I'm running 6.60 LME 1.4 with no plugins enabled on a 3000 09g. I got to the point in the game where I attended the TV show and was asked a series of questions while being lowered into boiling water. I noticed it looked like my character was suspended in mid-air and that the chains weren't visible. Once I lost and was presented with parting prizes the screen went black but the music continued playing. I thought it had locked up but I was eventually able to blindly walk out of the studio and see the map screen again.

I still have a save game prior to entering the studio to re-create the issue.
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Re: Adventure Game Studio runtime engine port (3.21 R6)

Postby JJS » Thu Oct 06, 2011 3:36 pm

I know about that issue in BJ5 and it will be fixed in the next release, which should arrive soonish.

Funnily enough the problem is in the dialog script interpreter, which doesn't break out of the dialog at the end in this instance. Therefore, after the screen fades to black, the game show starts again. As you noticed, clicking around will eventually let you proceed.
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Re: Adventure Game Studio runtime engine port (3.21 R7)

Postby JJS » Sat Oct 08, 2011 3:47 pm

Update!

R7 now includes the flashlight plugin. It also has a few bug fixes that enhance the compatibility with AGS 2.x games. You can get a (somewhat technical) overview here.

Download as always from my website. Updated source is on gitorious.

There might be new bugs due to the fixes because I couldn't test all games in existence of course. If you notice something, please reply. I am glad about any bug report. Thanks and enjoy the new version!
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Re: Adventure Game Studio runtime engine port (3.21 R7)

Postby Casavult » Sun Oct 09, 2011 10:35 pm

Thanks, JJS. :)
PSP 1000 32GB PRO-HG Duo TA-082 6.60 CFW ME 1.8 and (L)CFW PRO-C fix3 + TM and DDC v8/v9 Mod
PSP 1000 8GB PRO-HG Duo TA-079 5.00 CFW M33-6 + Fix, TM and DDC v8/v9 Mod
PS Vita 32GB 3g + Wi-fi PCH-1103 2.02 OFW ARK eCFW

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Re: Adventure Game Studio runtime engine port (3.21 R7)

Postby JJS » Tue Feb 14, 2012 9:18 am

I changed the way I am handling the releases. Now "daily" builds are available from here: http://jjs.at/daily/ . They will have the engine for Windows, Android and PSP. Versions with the same date are generally savegame compatible.
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Re: Adventure Game Studio runtime engine port (3.21 R8)

Postby JJS » Wed Mar 21, 2012 10:54 am

I updated the PSP version to R8. It is just the current "daily" version, but I thought it would be time to make it more official.

Apart from various fixes, this version brings compatibility with AGS 2.5x games.

Download as always from my website. Updated source is on gitorious. Also there is now a bugtracker.
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Re: Adventure Game Studio runtime engine port (3.21 R8)

Postby thebudds » Wed Mar 21, 2012 10:58 pm

Great to see you putting work into improving the emulator. What do you think the chances of seeing your port work on vHBL?
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Re: Adventure Game Studio runtime engine port (3.21 R8)

Postby JJS » Thu Mar 22, 2012 7:24 am

thebudds wrote:What do you think the chances of seeing your port work on vHBL?
There are two problems:
1. The game launcher uses CFW specific functions to load the game engine.
2. Through HBL there is only 24 MiB of RAM available. This is not enough for the vast majority of games.

The first point can be circumvented if you compile the engine to work standalone but that means losing the menu. The second point is the real problem.
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Re: Adventure Game Studio runtime engine port (3.21 R8)

Postby thebudds » Thu Mar 22, 2012 8:42 am

JJS wrote:
thebudds wrote:What do you think the chances of seeing your port work on vHBL?
There are two problems:
1. The game launcher uses CFW specific functions to load the game engine.
2. Through HBL there is only 24 MiB of RAM available. This is not enough for the vast majority of games.

The first point can be circumvented if you compile the engine to work standalone but that means losing the menu. The second point is the real problem.


I see, thank you for the explanation. Still very wonderful work regardless :D It's awesome to see it come so far.
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