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Author Topic: How About Porting Scummvm  (Read 146 times)

XDelusion

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How About Porting Scummvm
« Reply #15 on: April 24, 2003, 11:14:00 AM »

Curse Of Monkey Island, on Amiga!?!?

What?
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Jse

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How About Porting Scummvm
« Reply #16 on: April 24, 2003, 05:38:00 PM »

curse of monkey island isnt on the amiga my bad
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XDelusion

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How About Porting Scummvm
« Reply #17 on: April 24, 2003, 07:45:00 PM »

It uses the SDL lib, I'd figure it would take about 5 mintues to port, the reason I say that is because on the Dreamcast coder's have been able to port some stuff without any change to the source code except for where controller input is needed.

Then again, perhaps the XBOX is something totally different, but I'd figure not, it is after all PC guts, just a different executable.
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Mookdog

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How About Porting Scummvm
« Reply #18 on: April 25, 2003, 03:21:00 PM »

What cracks me up is not alot of people run linux on their xbox...Give me the details on how to port it and I'll do it lol


Mookdog
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XDelusion

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How About Porting Scummvm
« Reply #19 on: April 25, 2003, 08:01:00 PM »

smile.gif
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ekengren

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How About Porting Scummvm
« Reply #20 on: May 01, 2003, 03:03:00 PM »

it would indeed be possible to autostart it.. i've been running scummvm since the first versions of xbox linux.. but since i don't have much linux knowledge i can't help you, but autostarting a program at startup sounds very simple. c'mon anyone who's at least a bit better with linux than i am, tell us how to do it! but i'll still stick with my mouse actually, the controller mouse emulation is kinda dodgy.
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bazino

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How About Porting Scummvm
« Reply #21 on: May 12, 2003, 02:44:00 AM »


Up !

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