Advertising (This ad goes away for registered users. You can Login or Register)

Adventure Game Studio runtime engine port (3.21 R9)

Most of the homebrews discussed in this forum can be downloaded here
JJS
Big Beholder
Posts: 1416
Joined: Mon Sep 27, 2010 2:18 pm
Contact:

Re: Adventure Game Studio runtime engine port

Post by JJS » Wed Jul 20, 2011 1:08 pm

toBsucht wrote:So maybe now it "playabel" with ofw :twisted:
Not really. Some games start working on a 1000 with the extra memory (e.g. this one), but overall you should really have a 2000+ and CFW.

Edit: Another update to R2. It fixes a critical bug in the sound cache (memory leak) and gives a new config file option to unload all sprite data on room change. This helps conserving memory and combined with enable_extra_memory it seems to greatly improve the compatibility with the Quest For Glory II remake. Download here as always.
Advertising

Boggyb
Posts: 39
Joined: Wed Jan 26, 2011 2:16 pm

Re: Adventure Game Studio runtime engine port

Post by Boggyb » Fri Jul 22, 2011 12:05 am

Ohh... im all about playing 5 days a stranger, 7 days a skeptic, trilbys notes and 6 days a sacrifice... but theyre not supported, i didnt understand that version stuff... Only the games with the newst platform? Is there any chance to play the others on the future?
Advertising

User avatar
thebudds
Moderator
Posts: 428
Joined: Sat Nov 06, 2010 6:56 pm
Location: Somewhere In the next dimension

Re: Adventure Game Studio runtime engine port

Post by thebudds » Fri Jul 22, 2011 4:07 am

Boggyb wrote:Ohh... im all about playing 5 days a stranger, 7 days a skeptic, trilbys notes and 6 days a sacrifice... but theyre not supported, i didnt understand that version stuff... Only the games with the newst platform? Is there any chance to play the others on the future?
Given time, it will gain more compatablity. Right now it's made for version 3.2x engine.
Image

JJS
Big Beholder
Posts: 1416
Joined: Mon Sep 27, 2010 2:18 pm
Contact:

Re: Adventure Game Studio runtime engine port

Post by JJS » Fri Jul 22, 2011 5:45 am

Only version 3.2 is open-source right now. Until the 3.1 and 2.7 sources get released it will be the only one supported. This is only a matter of time though.

I am right now working on plugin support btw. meaning that you will soon be able to play Gemini Rue with rain effects 8-).

The_Black_Panther
Posts: 125
Joined: Sat Apr 16, 2011 7:29 pm
Location: India

Re: Adventure Game Studio runtime engine port

Post by The_Black_Panther » Fri Jul 22, 2011 3:23 pm

Thanks JJS.. This is awesome. You ported it to PSP, which means more game options. Nice work. :)
PSP 3004, 4G || 6.20-> 6.31-> 6.31 PRO-> Thank you Davee -> 6.20-> 6.20 TN-D-> 6.20 TN-E/TN-Extended/Pro B10 :D

And I love Game Categories Lite. I have more than 30 Homebrews in my Homebrew Games folder.

JJS
Big Beholder
Posts: 1416
Joined: Mon Sep 27, 2010 2:18 pm
Contact:

Re: Adventure Game Studio runtime engine port

Post by JJS » Tue Jul 26, 2011 6:36 am

Update time!

Version R3 adds a nice feature: external plugin support. At the moment the AGSBlend plugin by Steven Poulton and my recreation of the SnowRain plugin are available. This means that you can now enjoy the full Gemini Rue experience including rain effects!

For the more visual types, have a video of the rain effect in action:
Download as always from my website. Updated source is on gitorious.

JJS
Big Beholder
Posts: 1416
Joined: Mon Sep 27, 2010 2:18 pm
Contact:

Re: Adventure Game Studio runtime engine port

Post by JJS » Thu Jul 28, 2011 4:50 pm

Another update to R4.

This one adds midi music playback and sound caching for WAVE files. Make sure to check out the Fountain of Youth demo again, otherwise you miss out on the great soundtrack.

For the midi playback you need GUS patches (like for the Abuse-SDL port). The best option is to download "Richard Sanders's GUS patches" from the Allegro website. Rename the file to "patches.dat" and place it in the same directory as the Eboot.


Again, the download is provided on my website and the source is available on gitorious.

User avatar
toBsucht
VIP
Posts: 1936
Joined: Wed Dec 29, 2010 8:15 am
Contact:

Re: Adventure Game Studio runtime engine port

Post by toBsucht » Thu Jul 28, 2011 5:47 pm

If i have a look to Adventure Game Studio they haven´t any news sice april you may should tell them ;)

JJS
Big Beholder
Posts: 1416
Joined: Mon Sep 27, 2010 2:18 pm
Contact:

Re: Adventure Game Studio runtime engine port (3.21 R4)

Post by JJS » Thu Jul 28, 2011 6:20 pm

They know. I got a thread over there too: http://www.bigbluecup.com/yabb/index.php?topic=43998.0

But the front page is not updated very often. In fact the reason AGS became open source is that the author (Chris Jones) cannot dedicate as much time as before to the development. The infrequent page updates are another consequence of that unfortunately.

ravander
Posts: 57
Joined: Tue Sep 28, 2010 6:30 pm

Re: Adventure Game Studio runtime engine port (3.21 R4)

Post by ravander » Fri Jul 29, 2011 1:12 pm

Thanks a lot JJS!

Has anyone figured out a way to play Gemini Rue shooting training? There is one part where you have to press CTRL, and onscreen keyboard doesn't have that key.

Post Reply

Return to “Homebrews”