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2007-06-17
, 19:51
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Posts: 2,152 |
Thanked: 1,490 times |
Joined on Jan 2006
@ Czech Republic
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#2
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2007-06-17
, 20:06
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Posts: 126 |
Thanked: 94 times |
Joined on Jun 2007
@ Berlin, Germany
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#3
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2007-06-17
, 21:26
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Posts: 2,152 |
Thanked: 1,490 times |
Joined on Jan 2006
@ Czech Republic
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#4
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2007-06-17
, 21:34
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Posts: 126 |
Thanked: 94 times |
Joined on Jun 2007
@ Berlin, Germany
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#5
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2007-06-18
, 08:27
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Posts: 2,152 |
Thanked: 1,490 times |
Joined on Jan 2006
@ Czech Republic
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#6
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2007-06-18
, 17:28
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Posts: 126 |
Thanked: 94 times |
Joined on Jun 2007
@ Berlin, Germany
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#7
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The Following User Says Thank You to Sho For This Useful Post: | ||
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2007-06-18
, 20:00
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Posts: 2,152 |
Thanked: 1,490 times |
Joined on Jan 2006
@ Czech Republic
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#8
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2007-06-18
, 20:35
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Posts: 126 |
Thanked: 94 times |
Joined on Jun 2007
@ Berlin, Germany
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#9
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2007-06-24
, 12:42
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Posts: 126 |
Thanked: 94 times |
Joined on Jun 2007
@ Berlin, Germany
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#10
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I finally got my N800 the other day (yay!), and quickly rushed to try out the ScummVM port with my favourite adventure game series, Revolution Software's "Broken Sword". Unfortunately the port isn't well-suited to playing "Broken Sword" right now, as the games heavily rely on a working right mouse button (see the attached screenshot of the game's manual for the control scheme).
Going by the patch against the 0.8.x sources of ScummVM, the key bindings are hard-coded in the ScummVM codebase and engine-specific, and apparently no work has been done yet on adjusting the keybindings of the engine powering the Broken Sword games for the N800.
fanoush, do you have any plans there and a timeframe?