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Adventure Game Studio runtime engine port (3.21 R9)

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jolophi22
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Joined: Sat Apr 30, 2011 9:57 am

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

Post by 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! :)
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xist
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Re: Adventure Game Studio runtime engine port (3.21 R9)

Post by 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?
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JJS
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Re: Adventure Game Studio runtime engine port (3.21 R9)

Post by 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.

xist
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Joined: Thu May 19, 2011 9:19 am

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

Post by 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.)

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m1k33
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Re: Adventure Game Studio runtime engine port (3.21 R9)

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

Post by 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

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

Post by ravander » Tue Jun 10, 2014 5:33 pm

Hey JJS!

I set AGS up after a long time and started playing Ben Jordan series. I ran into a problem though.
After I died in case 5 and case 6, I couldn't restore my saved game. (There is a button after death that says "restore" and it then asks what savegame you want to load.)
After an attempt to load my save, my psp crashes. Same happens if, after that, I quit AGS -> run again -> start bj case 6 -> try to load my save from mainmenu.
I don't feel like playing the whole cases again. :/

Edit: Another thing! Rainmodule makes Ben Jordan case 8 lag big time. Is it possible to disable the module? I tried renaming the file but the rain somehow keeps on pouring.

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