Random Homebrew: CustomHome
Make your HOME button really useful with this plugin! CustomHome binds a very useful menu to the "ho [...]
Friends: Coding 'n Cracking - Nymphaea - PS3 Forum - darkforestgroup - daxhordes.org - Tgames - coldbird - gopsp.it - pspstation.org - prometheus - hgoel.info - MakeSmartTV - ps vita

Adventure Game Studio runtime engine port (3.21 R9)

Most of the homebrews discussed in this forum can be downloaded here

Re: Adventure Game Studio runtime engine port (3.21 R9)

Postby jolophi22 » Mon Aug 27, 2012 11:48 am

Sorry for replying late, I was just about to post the savegames when I saw that you've got a fix already. Wow! You are the man! Thanks again, you just made my day, keep it up! :)
jolophi22
 
Posts: 10
Joined: Sat Apr 30, 2011 9:57 am

Re: Adventure Game Studio runtime engine port (3.21 R9)

Postby xist » Tue Oct 16, 2012 12:22 pm

This is great, but i wondered if there's a compatibility list (of any form) for your PSP port? I just tried Time Gentlemen Please and got an unresolved import error.....is that something that's fixable in the future?
xist
 
Posts: 42
Joined: Thu May 19, 2011 9:19 am

Re: Adventure Game Studio runtime engine port (3.21 R9)

Postby JJS » Tue Oct 16, 2012 12:44 pm

There is no such list because there are simply too many games.

Time Gentlemen Please does not run on the PSP for two reasons: 1. It is high-res (800x600) and the PSP port can only run 320x2?0 games. 2. It uses a plugin that is not available on the PSP port, this is what causes the import error. Unfortunately neither of those problems is fixable by me.
JJS
Big Beholder
 
Posts: 1516
Joined: Mon Sep 27, 2010 2:18 pm

Re: Adventure Game Studio runtime engine port (3.21 R9)

Postby xist » Tue Oct 16, 2012 1:28 pm

JJS wrote:Time Gentlemen Please does not run on the PSP for two reasons: 1. It is high-res (800x600) and the PSP port can only run 320x2?0 games. 2. It uses a plugin that is not available on the PSP port, this is what causes the import error. Unfortunately neither of those problems is fixable by me.


Thanks JJS....Is there any easy way for me to identify the resolution of a game and whether it'll have unsupported components? The AGS site is great and everything but i'm a total neophyte when it comes to AGS (having come from ScummVM) and having some idea of whether i'm doing something wrong or the games i try just aren't supported would be great. (Having seen your video of Gemini Rue i just assumed Time Gentlemen and Ben There, Dan That would work.)
xist
 
Posts: 42
Joined: Thu May 19, 2011 9:19 am

Re: Adventure Game Studio runtime engine port (3.21 R9)

Postby m1k33 » Wed Oct 17, 2012 8:33 am

xist wrote:Thanks JJS....Is there any easy way for me to identify the resolution of a game and whether it'll have unsupported components? The AGS site is great and everything but i'm a total neophyte when it comes to AGS (having come from ScummVM) and having some idea of whether i'm doing something wrong or the games i try just aren't supported would be great. (Having seen your video of Gemini Rue i just assumed Time Gentlemen and Ben There, Dan That would work.)


Run "winsetup" that comes with the AGS game and be sure that Graphics filter is set to "None" and you'll see the resolution on the upper left corner
┬──┬ ノ( ゜-゜ノ) (╯°□°)╯︵ ┻━┻
Image
User avatar
m1k33
 
Posts: 297
Joined: Sun Sep 25, 2011 12:59 pm
Location: Area 11

Re: Adventure Game Studio runtime engine port (3.21 R9)

Postby xist » Wed Oct 17, 2012 10:10 am

m1k33 wrote:Run "winsetup" that comes with the AGS game and be sure that Graphics filter is set to "None" and you'll see the resolution on the upper left corner


Wow, that was simple....thanks!

Ben There, Dan That! So close and yet so far.... :D
xist
 
Posts: 42
Joined: Thu May 19, 2011 9:19 am

Previous

Return to Homebrews

Who is online

Users browsing this forum: No registered users and 3 guests