
It should be located in "USERS\\AppData\Roaming\ScummVM", look it up and check the settings in it, so you can add/change the relevant parameters to GOG's ini file. ini file rather than the one that's specified by the command line options in GOG's shortcuts. How can i fix the shortcut/ini file then ? If you launch ScummVM directly, it creates and subsequently uses a global. If i launch the shortcut by GOG => it uses some opl or SB emulation. If i launch it through scumm vm = > MT-32 is ok Is ScummVM an emulator No ScummVM actually replaces the original executable file that shipped with the game. But GOG uses an ini file to launch the game directly and i dont know what to put in that file so it would use the correct midi device. Well i have to correct myself, there is a folder scummvm that launches a graphical interface that allows me to start the game with the proper midi device. What should i modify or add to let it use a real Roland MT-32 ? I see some games like Kyrandia uses an ini file to pass the settings to scummvm and there is no graphical interface to configure the game nor a setup to run. I don't expect this to happen in the 1.9.x series.I own an original Roland MT-32 and a few midi modules but some scummvm games cannot use it. There is however a non-trivial amount of work involved in making 'upgrades' from a 32bit to a 64bit installation work smoothly for all users.

Having said that, once I get the whole release process for 1.9.1 and onwards sorted out I'm willing to also create 64bit builds for Windows. However, the 32bit program running on a 64bit windows will use the same, or slightly less ram than the 64bit version. The overhead you are describing is identical for running a 64bit scummvm on a 64bit system.īasically, a 32bit binary running on a 32bit Windows will use less memory than that same program compiled for 64bit windows on 64bit windows.
Scummvm32 bit software#
I did some research into this and while this is true it is only true when comparing 32bit software running on a 32bit system.
Scummvm32 bit 32 bit#
In addition, for those parts not available in native 32 bit code, with my experience I can tell you that the translation layer for stack, memory and calls is not so cheap as you may think.
Scummvm32 bit 64 Bit#
The SysWoW64 includes almost everything, so you are actually running 2 operating systems, one at 32 bit and one at 64 bit and this is also an explanation because it consumes much more memory than the past. Windows 64 allows you to run 32 bit code, but it does not come for free. Compilation of ScummVM is a bit different for each platform, so instructions have been included for the official platforms that ScummVM can be compiled for. That said, there is no rush for any real reason. ScummVM is written in C++ and has been ported to several different Platforms. I find it helpful to close your eyes or look away from the screen to focus on the.

The Pi seems to handle them quite well though. Basically the font size effects only the initial load. Once loaded the games speed was the same but I didnt play extensively. "Future" scummVM will need 圆4 eventually. The larger fonts load fine but it takes a bit longer. After all, development in general has moved to high-level programming (all games run over a more generic "engine", either created by the developer or buying the rights to use it). I expect that new engines will be added that are not considered yet. I don't see engines emulated as dead fossils.

Scummvm32 bit code#
Many apps don't get a real benefit from moving to native 圆4, but as you can't run 8bit code and since (relatively) recently you can't run 16bit code on 圆4 environments (without emulation), why not explore that area? Just to be fully ready.Īlso, I suspect native 圆4 code runs more comfortably on 圆4 environment, even if you don't actually make use of the extra register lengths etc.Īlso for an emulator and similarly for an interpreter, looking to the future is the "must", as new engines get added, which in the future may require 圆4.
