Search found 207 matches
- Tue Aug 11, 2015 2:46 pm
- Forum: General Discussion
- Topic: Android porting thread.
- Replies: 211
- Views: 701378
Re: Android porting thread.
Okay, I misread your post, sorry. To summarize the current state of the Android port: - The current version in beta testing is 0.2.1, which indeed does not support EMI yet. - Every build we make is automatically uploaded to Google Play, in alpha testing. We need to manually promote alpha builds to b...
- Tue Aug 11, 2015 11:04 am
- Forum: General Discussion
- Topic: Android porting thread.
- Replies: 211
- Views: 701378
Re: Android porting thread.
As found in the first post in this topic: 1. Join the Google+ group https://plus.google.com/communities/110812778223494872374. It's invite only right now so one of us will have to approve you. Google+ is the only way to do this unfortunately. 2. Once you are in the group you need to opt into the bet...
- Thu Jul 30, 2015 9:28 am
- Forum: General Discussion
- Topic: Android porting thread.
- Replies: 211
- Views: 701378
Re: Android porting thread.
I don't really have much experience hacking on iOS apps.
You could start from @somaen's iphone branch (https://github.com/somaen/residual/tree/iPhone-clean) and try to get it to compile.
But for serious hacking i'm afraid you'll need Xcode or something.
You could start from @somaen's iphone branch (https://github.com/somaen/residual/tree/iPhone-clean) and try to get it to compile.
But for serious hacking i'm afraid you'll need Xcode or something.
- Wed Jul 29, 2015 9:31 am
- Forum: General Discussion
- Topic: Android porting thread.
- Replies: 211
- Views: 701378
Re: Android porting thread.
I followed the instructions in the OP to get the Google+ invite for access to the beta version of the apk.. Was that not the way to get the latest apk? We have to manually promote the automatic builds to the beta channel, which pushes the update to everyone. So we'd rather not do that for every sma...
- Mon Jul 13, 2015 11:05 am
- Forum: General Discussion
- Topic: Android porting thread.
- Replies: 211
- Views: 701378
Re: Android porting thread.
Thank you for testing! You can press the back button to skip the cutscenes, I think. There is currently no provision of accessing the console, except when a fatal error occurs. I am honestly not sure which version is currently on the play store, but it is probably a very old version. I think I will ...
- Fri Jun 26, 2015 11:10 am
- Forum: General Discussion
- Topic: Script re-write to use controllers in ResidualVM (need help)
- Replies: 4
- Views: 12972
Re: Script re-write to use controllers in ResidualVM (need h
I have not used any of the following, but any of them should work:
http://www.redcl0ud.com/controlmk/
http://joytokey.net/en/
http://www.xpadder.com/
http://www.redcl0ud.com/controlmk/
http://joytokey.net/en/
http://www.xpadder.com/
- Fri Jun 26, 2015 7:21 am
- Forum: General Discussion
- Topic: Script re-write to use controllers in ResidualVM (need help)
- Replies: 4
- Views: 12972
Re: Script re-write to use controllers in ResidualVM (need h
Any gamepad-to-button mapping program will do, just map the gamepad buttons to the correct keyboard buttons.
I wouldn't be surprised if your gamepad came with one.
I wouldn't be surprised if your gamepad came with one.
- Tue May 26, 2015 9:30 am
- Forum: General Discussion
- Topic: Android porting thread.
- Replies: 211
- Views: 701378
Re: Android porting thread.
well, if someone were to revive https://github.com/residualvm/residualvm/pull/862 , adding a new control scheme for myst3 would be relatively easy.
- Fri May 22, 2015 9:18 am
- Forum: General Discussion
- Topic: Android porting thread.
- Replies: 211
- Views: 701378
Re: Android porting thread.
Thanks for looking at this. I was under the impression our buildbot covered myst3 with Android builds, but apparently not. EDIT: I pushed a patch to ResidualVM master which should solve this issue. For the shaders: can you try applying the patch at https://www.dropbox.com/s/jredfmu85z39jyp/compat_sh...
- Wed May 06, 2015 6:48 am
- Forum: General Discussion
- Topic: PSP Port
- Replies: 8
- Views: 18792
Re: PSP Port
A pixelbuffer is a small wrapper around a buffer which represents the screen.
You could return something like PixelBuffer(_screen.getScummvmPixelFormat(), _screen._frameBuffer.getPixels()) maybe?
Although I do not know how this interacts with screen locking and unlocking.
You could return something like PixelBuffer(_screen.getScummvmPixelFormat(), _screen._frameBuffer.getPixels()) maybe?
Although I do not know how this interacts with screen locking and unlocking.
- Tue May 05, 2015 1:30 pm
- Forum: General Discussion
- Topic: PSP Port
- Replies: 8
- Views: 18792
Re: PSP Port
Software rendering will not use much video ram.
For 3D rendering you could downscale textures in memory, with some hacking.
For 3D rendering you could downscale textures in memory, with some hacking.
- Tue May 05, 2015 11:52 am
- Forum: General Discussion
- Topic: PSP Port
- Replies: 8
- Views: 18792
Re: PSP Port
Thanks, I copied all psp related folders from scummvm to residualvm. Then I wrote: ./configure --host=psp Everything OK because residualvm configure is just the same as scummvm, so it has all psp stuff. Then i "make" and got some errors: - A lot of errors in png_loader.cpp. ERROR not decl...
- Mon Apr 27, 2015 9:45 am
- Forum: General Discussion
- Topic: PSP Port
- Replies: 8
- Views: 18792
Re: PSP Port
ScummVM has a PSP port [https://github.com/scummvm/scummvm/tree/master/backends/platform/psp], so if you're interested in PSP support: 1) copy that code into a fork of residualvm 2) copy the relevant parts of the configure script (those relating to _backend == psp and _host_os == psp) At this point ...
- Mon Apr 20, 2015 1:29 pm
- Forum: Grim Fandango Deluxe
- Topic: Widescreen mod
- Replies: 112
- Views: 193946
Re: Widescreen mod
The side textures only show up in fullscreen mode, but commenting out these two lines (https://github.com/Botje/residualvm/blo ... #L198-L199) will start a fullscreen-sized windows without actually triggering fullscreen.
- Fri Apr 17, 2015 1:48 pm
- Forum: Grim Fandango Deluxe
- Topic: Widescreen mod
- Replies: 112
- Views: 193946
Re: Widescreen mod
If you have an ubuntu system, why not compile the widescreen branch yourself? $ sudo apt-get build-dep residualvm $ git clone --branch side-textures https://github.com/Botje/residualvm.git $ cd residualvm $ mkdir build $ cd build $ ../configure $ make -j4 $ sudo make install This will overwrite the ...