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ScummVMwrapper download


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#31 syao

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Posted 03 March 2012 - 09:50 PM

Ah, that's right, I don't have a ppc mac to test stuff on. I'll check, though if Xcode 4.3 still lets me compile ppc binaries. If it can, I'll add that too
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#32 syao

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Posted 04 March 2012 - 04:33 PM

Powerpc compilation on Xcode 4.3 isn't really easy to achieve.
I'm gonna use Xcode 3 on Snow leopard for these betas and the final 3.0 release and subsequent bugfix releases.  I'll probably drop ppc support on the next major version of the wrapper (3.1 or 4.0 whichever it'll be).
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#33 Honorbrachios

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Posted 04 March 2012 - 06:02 PM

Ok, i'm sorry, I can't test you beta now (no intel anymore).
So thanks for the works and good luck.
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#34 syao

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Posted 06 March 2012 - 02:38 AM

Version 3.0.0-b2 is out.

This is the current status about PPC and 10.5 support:
- 10.5 PowerPC machines are still able to run wrappers created with version 3.0.0-b2 onward (at least until version 4.0 or until ScummVM stops supporting the PPC architecture).  Residual-based wrappers won't be able to run on PPC machines, since Residual doesn't support it (it can't be helped, I have no control over that).  PowerPC machines won't support holding the Fn key to run the configuration tool, since that one is Intel only.

- 10.5 PowerPC machines won't be able to run the configuration tool.  This is because some of the libraries I used aren't Universal and work properly on Intel only (most notably, the Zip decompression libraries). Creating a wrapper on a ppc machine is currently unsupported, though it can be done manually.  I'll post a tutorial later on.

- 10.5 Intel machines will support all the features of the wrapper (Residual and ScummVM engines, as well as the ability to hold down the Fn key at startup to launch the configuration tool).  There's no plan for dropping 10.5 support for running the wrapper, unless ScummVM and Residual both cease supporting 10.5.

- 10.5 Intel machines will support all the features of the configuration tool for the lifetime of the 3.0.x branch (including future bugfix/maintenance releases).  Once Mountain Lion will be out this summer, I'll be able to tell whether 10.5 support is still possible to maintain for the 3.1/3.5/4.0 branches (still a long way to go anyways).

- 10.6 (32 and 64 bit) and 10.7 are fully supported.

- 10.8 isn't officially supported as of yet, but I'll make sure both the games and the configuration tool will be ale to run on it.


Updated version:

http://dotalux.com/p...ig.3.0.0-b2.zip

(no need to download it, the previous version will be able to self-update through the 'Check for updates' button.  Once it self-updated, you'll need to upgrade the wrapper files by using the 'Upgrade wrapper' button.)


Release notes

Quote

Version 3.0.0-b2
- Fixed Dock icon appearing twice when the game is launched.
- Restored PowerPC support (only for running created wrappers, the config tool will stay Intel only). Please note that Residual is Intel only, so only ScummVM games will be able to run on PPC machines
- Updated the bundled ScummVM engine to version 1.4.1
- Testing the self-updater.
This is still beta-grade software, not intended for general usage. Please report any bugs.

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#35 Honorbrachios

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Posted 10 March 2012 - 02:55 PM

For info now there is a ppc version of Residual on their website. :)
By the way can you explain me how to create a wrapper manually ?
Thanks. ^^
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#36 syao

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Posted 11 March 2012 - 12:49 AM

Just finished writing some step by step guides.  Check the Pinned topics in this section.
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#37 syao

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Posted 15 March 2012 - 01:39 PM

Version 3.0.0-b3 is out.

Updated version:

http://dotalux.com/p...ig.3.0.0-b3.zip

(no need to download it, the previous version will be able to self-update through the 'Check for updates' button.  Once it self-updated, you'll need to upgrade the wrapper files by using the 'Upgrade wrapper' button.)


Release notes

Quote

Version 3.0.0-b3
-    Fixed Game Icon not being saved properly into the wrapper.
-    Fixed some of the new config options not being saved properly by the config tool.
-    Changed Residual name to ResidualVM, as per upstream name change.
-    Changed ResidualVM engine to an Universal Binary. Now it can run on both Intel and PPC architectures.
This is still beta-grade software, not intended for general usage. Please report any bugs.

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#38 Honorbrachios

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Posted 15 March 2012 - 06:24 PM

I think I'm lookin' as a big killjoy ( :ph34r: ) but the app isn't compatible on my ppc (10.5.8) and the new engine (i mean the wrapper's one, not residual) isn't compatible neither on the latest version.
By the way, for my case you shouldn't spend your time anymore to support ppc on your wrapper, there is (in my mind) so few ppc users who 'll use it.
I hope my english isn't too poor and meaningless.
Thanks (I must say it at every post here ^^) for your work and perseverance, good night. ;)

Ps : I will try to compile it on my ppc and give the result (if it work, I'll send you my version by pm).
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#39 syao

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Posted 15 March 2012 - 07:33 PM

View PostHonorbrachios, on 15 March 2012 - 06:24 PM, said:

I think I'm lookin' as a big killjoy ( :ph34r: ) but the app isn't compatible on my ppc (10.5.8) and the new engine (i mean the wrapper's one, not residual) isn't compatible neither on the latest version.

What does it say exactly when you try to run a created wrapper?  (Please note that in order to create wrappers on a PPC machine you still need to follow the manual procedure I posted).

Quote

By the way, for my case you shouldn't spend your time anymore to support ppc on your wrapper, there is (in my mind) so few ppc users who 'll use it.

Don't worry.  It's my objective to get it to be able to run on as many machines as I can.  And old PPC machines are still good enough for most ScummVM (and possibly Residual) based games, since most of them were made a long time ago :3

Quote

Ps : I will try to compile it on my ppc and give the result (if it work, I'll send you my version by pm).
Sure.  If you manage to compile it, I might be able to merge the versions to make an universal binary.  Or at least I can try :P

The current source code is available on GitHub (I moved away from Google Code, since their git support is really awful).  The curent project page is at https://github.com/s...ess/srvmwrapper (I'll finish migrating stuff from the old Google Code page once I'm ready to release the final v.3.0.0)
If you want to grab the source, either get it through git (make sure you switch to the correct tag), or download a tarball/zipball from the Tags page: https://github.com/s...rvmwrapper/tags
Everytime I make a public pre-compiled version I add a tag into the git repository, so you should always be able to find a reference to the last released version in either place.
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#40 Honorbrachios

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Posted 15 March 2012 - 08:12 PM

View Postsyao, on 15 March 2012 - 07:33 PM, said:

What does it say exactly when you try to run a created wrapper?
It saying the engine of the application is not supported on the system.

Quote

(Please note that in order to create wrappers on a PPC machine you still need to follow the manual procedure I posted).
How ? there isn't anymore "wrapperdata.zip" :
Contents
English.lproj
game.icns
residualvm.icns
scummvm.icns
SVW_dsa_pub.pem
WrapperDesc.plist
WrapperInfo.plist

For test it i've just remplace :
residualvm (renammed in scummvm for the need of the wrapper)
scumm_w
scummvm (deleted)
svwlauncher

Quote

Don't worry.  It's my objective to get it to be able to run on as many machines as I can.  And old PPC machines are still good enough for most ScummVM (and possibly Residual) based games, since most of them were made a long time ago :3
My message was sincere, and personnaly i'm waiting to be able to bought a new intel, keep on ppc is not terrible for wineskin... :)
But it's sure it's always great the UB. ^^

Quote

Sure.  If you manage to compile it, I might be able to merge the versions to make an universal binary.  Or at least I can try :P

The current source code is available on GitHub (I moved away from Google Code, since their git support is really awful).  The curent project page is at https://github.com/s...ess/srvmwrapper (I'll finish migrating stuff from the old Google Code page once I'm ready to release the final v.3.0.0)
If you want to grab the source, either get it through git (make sure you switch to the correct tag), or download a tarball/zipball from the Tags page: https://github.com/s...rvmwrapper/tags
Everytime I make a public pre-compiled version I add a tag into the git repository, so you should always be able to find a reference to the last released version in either place.
I got it, I'll try it as soon as possible.

Ps : Is this could be a nice project for the linux users, isn't it ?
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#41 syao

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Posted 16 March 2012 - 09:07 AM

View PostHonorbrachios, on 15 March 2012 - 08:12 PM, said:

How ? there isn't anymore "wrapperdata.zip" :
Contents
English.lproj
game.icns
residualvm.icns
scummvm.icns
SVW_dsa_pub.pem
WrapperDesc.plist
WrapperInfo.plist
Hmm, weird, I just redownloaded the file I uploaded to doublecheck, and the file seems to be there.  Maybe try to redownloading it as well?
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Quote

Ps : Is this could be a nice project for the linux users, isn't it ?
on linux, things aren't as tidy as on OS X, since there isn't the concept of app bundle there, and the best you can do is to make a folder and throw stuff in it.  The 'fallback' launcher I made should work on linux just fine though, provided that the scummvm and the residualvm engines are replaced with linux compatible versions.  I might indeed look into linux compatibility some time later, seeing how fast it's spreading on Desktop environments.
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#42 Honorbrachios

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Posted 14 June 2012 - 05:19 PM

Hi Syao !
I finally got my new computer (on 10.6.8) and unfortunately I can't use your wrapper with Grim Fandango (patched and working fine with residualvm) I've test it with 3.0.0-b2 & b3 version of your wrapper.
Of course I've checked if there isn't any pref's mistake in the wrapper (I can up some screenshots or a backup of the wrapper if you need it)

Last login: Thu Jun 14 19:02:25 on ttys000
new-host-3:~ Honorbrachios$ /Users/Honorbrachios/Desktop/Grim\ Fandango/Grim\ Fandango.app/Contents/MacOS/svwlauncher ; exit;
2012-06-14 19:03:40.716 svwlauncher[10664:903] Init
2012-06-14 19:03:40.719 svwlauncher[10664:903] Will Finish Launching
2012-06-14 19:03:40.732 svwlauncher[10664:903] Did Finish Launching
2012-06-14 19:03:40.732 svwlauncher[10664:903] ScummvmWrapper: Starting grim
residualvm: Unrecognized option '--show-fps=true'
Usage: residualvm [OPTIONS]... [GAME]

Try 'residualvm --help' for more options.
2012-06-14 19:03:40.791 svwlauncher[10664:903] ScummvmWrapper: Aborted grim
logout

[Opération terminée]
Any idea to solve this (already tryed to delete the fps line in .plist) ?
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#43 syao

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Posted 15 June 2012 - 03:09 PM

That's right... the help page of residualvm is incorrect, and the --show-fps option doesn't seem to work, even if it's listed there...

I'll be doing some tests to figure out what's the correct option and fix (or remove) it.  I'll have a b4 version out ASAP :3
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#44 Honorbrachios

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Posted 16 June 2012 - 06:50 PM

Great new ! :D
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#45 syao

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Posted 17 June 2012 - 10:05 PM

Version 3.0.0-b4 is out.

Quote

Updated ResidualVM engine to version 0.1.0.
Fixed an error preventing to run ResidualVM games with recent engines.
Fixed a crash when saving settings with at least an empty text field.
(Residual isn't really tested thoroughly, but it should work - I changed all the command line parameters to match he actual ones, I hope)

As usual, it's available through check for updates from a previous 3.x-series version, or for direct download here:
https://github.com/s...apper/downloads
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#46 Honorbrachios

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Posted 18 June 2012 - 08:55 PM

Yeah ! It work !
Thanks for this support, it's really nice.
I've noticed one bug (in residualvm wrapper again) : the subtitles are always enabled at launch (the option is on false on my wrapper)
» So it's not a big prob, I know residual team put the subtitles by default for verify if the game is patched (no sub in movies if unpatched).

And I have a suggestion (an another one :3 ) : put the choice in the wrapper of the theme (modern theme isn't included anymore in the engine file of residualvm & scummvm), the classic theme isn't fancy for casual gamers and used in menu of many games (LucasArt especialy).
Personnally I prefer the classic one, but could be nice for many people (like kids).

One more thing : Am I the only one who love this wrapper ?! I can't understand why this project isn't more popular. -_-
Many thanks for the individual support, your work is really appreciated. :D

Cheers. ^^
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#47 syao

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Posted 20 June 2012 - 10:51 AM

View PostHonorbrachios, on 18 June 2012 - 08:55 PM, said:

I've noticed one bug (in residualvm wrapper again) : the subtitles are always enabled at launch (the option is on false on my wrapper)
» So it's not a big prob, I know residual team put the subtitles by default for verify if the game is patched (no sub in movies if unpatched).
Ah, I might know the reason for that.  Can you please verify whether putting the "--no-subtitles" option in the Extra Arguments field (without quotes, of course) works?  If it does, I can make the wrapper use it automatically when the subtitles option isn't checked.

Quote

And I have a suggestion (an another one :3 ) : put the choice in the wrapper of the theme (modern theme isn't included anymore in the engine file of residualvm & scummvm), the classic theme isn't fancy for casual gamers and used in menu of many games (LucasArt especialy).
Personnally I prefer the classic one, but could be nice for many people (like kids).

Yep, it can be done.  I'll add a way to do it in the next beta.  In a future version I can add it as an actual GUI option.

Quote

One more thing : Am I the only one who love this wrapper ?! I can't understand why this project isn't more popular. -_-
Many thanks for the individual support, your work is really appreciated. :D

Cheers. ^^

Well, ScummVM and ResidualVM games are quite few (and old), so not many people are interested - most of them are really good games though.
I originally made this wrapper for personal use, then decided to publish it so that more people would be able to use it if they needed.  I can consider myself satisfied as it is, even if just a few people are using it - at least it wasn't done for nothing :)
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#48 Honorbrachios

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Posted 20 June 2012 - 04:44 PM

View Postsyao, on 20 June 2012 - 10:51 AM, said:


Ah, I might know the reason for that.  Can you please verify whether putting the "--no-subtitles" option in the Extra Arguments field (without quotes, of course) works?  If it does, I can make the wrapper use it automatically when the subtitles option isn't checked.
Yes the command work fine ! :)

Quote

Yep, it can be done.  I'll add a way to do it in the next beta.  In a future version I can add it as an actual GUI option.
That's really nice, by the way there is a new option in ResidualVM : "load user patch", this is great for use this Fan Project (still in beta).

Quote

Well, ScummVM and ResidualVM games are quite few (and old), so not many people are interested - most of them are really good games though.
I originally made this wrapper for personal use, then decided to publish it so that more people would be able to use it if they needed.  I can consider myself satisfied as it is, even if just a few people are using it - at least it wasn't done for nothing :)
One of the first thing I've done after installing my system was to try the new version of your wrapper. :)

Ps : In Extra argument, I can't save/change only one time : if if try to change it and save it put the first entry back. (I'm looking to put "--no-subtitles" with a command for the user patch).
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#49 syao

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Posted 22 June 2012 - 03:19 PM

View PostHonorbrachios, on 20 June 2012 - 04:44 PM, said:


Yes the command work fine ! :)
That's great :3
I have a patch ready, I'll post the next beta it in a bit (I need to make sure it won't break ScummVM first)

Quote

Ps : In Extra argument, I can't save/change only one time : if if try to change it and save it put the first entry back. (I'm looking to put "--no-subtitles" with a command for the user patch).
Umm, have you tried to press Return after editing the field?  It might be because of this: https://github.com/s...rapper/issues/4
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#50 Honorbrachios

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Posted 24 June 2012 - 12:22 PM

View Postsyao, on 22 June 2012 - 03:19 PM, said:

Umm, have you tried to press Return after editing the field?  It might be because of this: https://github.com/s...rapper/issues/4
Yes that's it ! :)

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#51 Honorbrachios

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Posted 28 July 2012 - 04:23 PM

Do you know wich command (in Extra Argument) I should use for paramate the subtitles speed ? needed for some subbed games (should be nice to not change the speed every time I launch it).

Thanks you and good holyday (if you are into).
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#52 syao

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Posted 28 July 2012 - 09:01 PM

It should be this:
--talkspeed=NUM

Quote

Set talk speed for games to NUM (default: 60)


And thanks! Still not in vacation, but I'll be next week, finally.   It's been a very, very long year for me.

I'm also rolling out a new beta today in a short while.  Stay tuned.
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#53 Honorbrachios

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Posted 28 July 2012 - 09:26 PM

View Postsyao, on 28 July 2012 - 09:01 PM, said:

It should be this:
--talkspeed=NUM
Sadly the command don't work, strange...
The speed of text keep the default value (realy, reaaallllllyyy sloooooooow X°) )

View Postsyao, on 28 July 2012 - 09:01 PM, said:

And thanks! Still not in vacation, but I'll be next week, finally.   It's been a very, very long year for me.
Yes me too, thuesday will be the last one for me ! :D
Don't work to much while your vacations. ^^

View Postsyao, on 28 July 2012 - 09:01 PM, said:

I'm also rolling out a new beta today in a short while.  Stay tuned.
Great new ! I'm still surprised by yours really quick answears and updates (a professional support isn't quick as your :3).
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#54 syao

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Posted 28 July 2012 - 09:54 PM

View PostHonorbrachios, on 28 July 2012 - 09:26 PM, said:

Sadly the command don't work, strange...
The speed of text keep the default value (realy, reaaallllllyyy sloooooooow X°) )

That's weird, what game is it?  Do the in-game controls to change the speed work at all (if the game supports it)?
It's supposed to work in both ScummVM and ResidualVM, but perhaps some games or engines don't allow that, I'm not sure.  I'd need to test with the actual game.

Quote

Yes me too, thuesday will be the last one for me ! :D
Don't work to much while your vacations. ^^
Great new ! I'm still surprised by yours really quick answears and updates (a professional support isn't quick as your :3).

I had just finished my work for today, and was going through my mailbox for some overdue cleanup, so I ran into your message as it arrived ;)




Here's the new beta: Version 3.0.0-b5
https://github.com/s...apper/downloads

Changes in this version:

Quote

- Support for building on Xcode 4.4 (Mountain Lion).
- Added themepath support.  A themepath to a folder within the wrapper is given automatically.  This allows the user to insert a custom theme into the wrapper (there's a “theme” folder for this, alongside the “game” folder)
- Added --no-subtitles command line argument in case the subtitles checkbox is disabled.  This is meant to override the default "enable subtitles" behavior in the current testing version of ResidualVM.

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#55 Honorbrachios

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Posted 28 July 2012 - 10:20 PM

It's sam & max, the ingame controls works fine (it's just boring to do it every time, the game work fine). I've try to set this from scummvm gui : it's keeping my personal values.

Nice for the beta. :)

Ps : if you need i can up a copy of my version (I'll send the link by pm if you want it)
Ps2 : could be possible in a future beta to have the textspeed option into the settings of ScummVMwrapper Configuration.app ?

Backup sended in your pm.
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#56 syao

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Posted 29 July 2012 - 09:01 PM

I tested the game you sent me (as well as a bunch of other games I had on my hard disk), and it seems like the the textspeed options is failing consistently.  It looks just like it's being ignored for some reason.
I did a quick (very quick) check through the scummvm sources, and the option exists and it should be working without problems, I can't figure out why it's ignoring it here.
I'll be doing some more research later on (tight time constraint right now), hopefully I'll find out the reason.

If I can figure it out, sure, I can put it in another slider, just like the music/sfx/speech volume ones.
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#57 Honorbrachios

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Posted 30 July 2012 - 05:41 PM

Yeah, as usual that's sound pretty cool ! ^^
Take your time, especially if you have a lot of things to do (cheer up bro), no one is in a hurry, particularly for me.
How I could be caprcious after all the great stuffs you've integrated in this wrapper/project.

I'm always been grateful to follow your project (who isn't enought duly recognized) and to be open to discuss about all (my) observations.
Take care & good night Syao. ++
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#58 Honorbrachios

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Posted 12 October 2012 - 02:27 PM

Sorry for double (I don't finnd how delete message). Just an idea : could you put the original config file into the wrapper ? could be very simple to use new stuff by editing this file witheout programming your wrapper (I was looking for the deluxe mode and antialiasing mode on grim).
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French tutorials for Wineskin, Cider & CiderX




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