Search found 14 matches

by Gillou68310
Fri Oct 26, 2012 10:07 am
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

You can put your data files wherever want, the residualvm folder is just used to store savegame. For example I put my data files in sdcard/MyGames/grim. See the following link for a complete list of data files: http://wiki.residualvm.org/index.php/Datafiles Don't forget to put the Grim Fandango 1.01...
by Gillou68310
Fri Oct 26, 2012 7:26 am
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

Do u have a link to the .apk that gets 40 FPS ?
http://dl.dropbox.com/u/27654797/Residualvm_apk.zip
by Gillou68310
Wed Oct 24, 2012 9:44 am
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

Thank you for the android-v7a trick I will check the performance difference on my phone. Ok this makes the game running a lot smoother, I'm getting 40fps in average, but there's still some framerate drops in some place, for example I'm getting 15fps in the casino in year 2! It seems that this is du...
by Gillou68310
Sun Oct 21, 2012 6:05 pm
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

You don't have to feel stupid, how should you know that the branch exists. :) It has not been merged into residualvm as the GLES 1.0 version was slower than software rendering and some features needed by residualvm like drawing to the z-buffer are probably not possible with GLES 1.0. And as a GLES ...
by Gillou68310
Sun Oct 21, 2012 3:43 pm
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

Dude I feel really stupid right now, I didn't know you've already began to port the opengl plugin to gles!! Why is your work not in the last repo? I saw that there was already a built in virtual pad when setting the fullscreen option, but I found it difficult to use that's why I'm using the gamekeyb...
by Gillou68310
Fri Oct 19, 2012 7:32 pm
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

If you have already setup your environnement for pandora, just copy the following files to your folder:
-gfx_opengl.cpp
-gfx_opengl.h
-grim.cpp

Add the USE_GLES=1 and USE_OPENGL=1 flag to your config.mk
And don't forget to define USE_GLES and USE_OPENGL in config.h
by Gillou68310
Fri Oct 19, 2012 5:51 pm
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

I didn't update the configure script so the easiest way is to edit the config.mk inside the build_android folder and change the ndk and sdk path to fit yours, then "make".
The resolution can be changed in the run function in grim.cpp
by Gillou68310
Fri Oct 19, 2012 3:42 pm
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

Actually glReadPixels is present in GLES1, but you're right there is no shader support and that's a shame! Concerning the depth issue I'm wondering if this could be done using framebuffer objects in order to store depth information from the scene into a texture? However the "GL_OES_framebuffer_...
by Gillou68310
Fri Oct 19, 2012 9:31 am
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

Porting opengl plugin to gles1

Hi guys, here some news on the actual state of the port: - Game is running fullspeed on my galaxy s3!!! (may be slower on less powerfull devices). - There are 4 graphical issues I haven't fixed right now: a) Models are buggy (This is only happening on android, linux and windows build don't have this...
by Gillou68310
Tue Oct 09, 2012 9:05 pm
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

Just to give some informations, the myst plugin was easy to port to ogles1 because the code was small and quite easy to understand that's why I begin with it. The grim opengl plugin is more complicated and the code is bigger so this mean more work. I don't expect any result till next week. Right now...
by Gillou68310
Tue Oct 09, 2012 6:32 pm
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

Myst III ogles1 plugin

Hi guys, I managed to port the Myst III OpenGL plugin to GLES1 today! Actually it was a lot easier than I though. Here's a test apk: http://dl.dropbox.com/u/27654797/Myst3/residualvm.apk Unfortunately it's not playable right now because the game isn't stretched to fullscreen and for some reasons the...
by Gillou68310
Tue Oct 09, 2012 7:06 am
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

To keep results the same I load the game in manny's office At stock 600 MHz it is around 12.2fps overclocked to 800 MHz it is around: 16 fps overclocked to 900 MHz it is around: 18 fps overclocked to 1000 MHz it is around: 20 fps so every 100MHz I get a 2 fps increase. In a random room.. in year 3 ...
by Gillou68310
Mon Oct 08, 2012 9:22 pm
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

This is funny I send a fix for zelda MM on mupen64ae to paul lamb last week! This is a small world :-) I will post the source code I'm using tomorrow cause it's actually late in france. But has said previously I'm using the latest source code from github, I've only done a minor modifications! We hav...
by Gillou68310
Mon Oct 08, 2012 2:20 pm
Forum: General Discussion
Topic: Android and IOS ports
Replies: 95
Views: 184752

Hi, actually residualVM is already ported to android, I managed to build it from the latest source! For now there is no built-in virtual gamepad to control the game, but I made a small modification to the code to allow using the "GameKeyboard" app from the market and it's working quite goo...