Android and IOS ports

General chat related to ScummVM, adventure gaming, and so on.

Moderator: ScummVM Team

Post Reply
trev186
Posts: 32
Joined: Mon Oct 11, 2010 4:41 pm

Post by trev186 »

Ok I got Grim Fandango to load now.

My SGS 3 with Jelly bean seems to be full speed.

Any progress made towards overlays ?

It would be nice to have some more control options
Scale
Posts: 12
Joined: Fri Jul 15, 2011 1:13 pm

Post by Scale »

trev186 wrote:Ok I got Grim Fandango to load now.

My SGS 3 with Jelly bean seems to be full speed.

Any progress made towards overlays ?

It would be nice to have some more control options
I also have the blackscreen after the loading screen.
How did you solve this?

Thanks
trev186
Posts: 32
Joined: Mon Oct 11, 2010 4:41 pm

Post by trev186 »

Scale wrote:
trev186 wrote:Ok I got Grim Fandango to load now.

My SGS 3 with Jelly bean seems to be full speed.

Any progress made towards overlays ?

It would be nice to have some more control options
I also have the blackscreen after the loading screen.
How did you solve this?

Thanks
Just wait about 1 minute it'll load ;)
Scale
Posts: 12
Joined: Fri Jul 15, 2011 1:13 pm

Post by Scale »

Owned by impatience.

It runs really well, very smooth.

However no way to move around :)
trev186
Posts: 32
Joined: Mon Oct 11, 2010 4:41 pm

Post by trev186 »

Scale wrote:Owned by impatience.

It runs really well, very smooth.

However no way to move around :)
Exactly someone needs to spend . Hours and add overlays and this is 100% playable at near full speed
Scale
Posts: 12
Joined: Fri Jul 15, 2011 1:13 pm

Post by Scale »

Got it working :)

Bugs so far:

A save i made in the land of the living caused residual to crash.
In the petrified forest the tree wouldn't unbalance (got further by turning it on and off while in sync)

Just finished year one :D :D
trev186
Posts: 32
Joined: Mon Oct 11, 2010 4:41 pm

Post by trev186 »

Scale wrote:Got it working :)

Bugs so far:

A save i made in the land of the living caused residual to crash.
In the petrified forest the tree wouldn't unbalance (got further by turning it on and off while in sync)

Just finished year one :D :D
What are u using for controls ?
Scale
Posts: 12
Joined: Fri Jul 15, 2011 1:13 pm

Post by Scale »

trev186 wrote:
Scale wrote:Got it working :)

Bugs so far:

A save i made in the land of the living caused residual to crash.
In the petrified forest the tree wouldn't unbalance (got further by turning it on and off while in sync)

Just finished year one :D :D
What are u using for controls ?
Using a wii controller :D
trev186
Posts: 32
Joined: Mon Oct 11, 2010 4:41 pm

Post by trev186 »

So all this app needs to go to market is a control overlay but no news :(

I just beat Grim Fandango using a third party app to create a game controller overlay. The game was almost always full speed on my S3 and was very enjoyable. Setting up the third party app is both a nusiance and prevents u from using the keyboard without going into the system settings and changing it back....

Please add overlays ! It shouldn't be nearly as hard as it was to create this amazing application....u have literally stopped at the 99% mark
User avatar
somaen
ScummVM Developer
Posts: 376
Joined: Thu Apr 21, 2011 7:31 pm
Location: Trondheim, NO

Post by somaen »

Well, seeing as we have no official Android port, that isn't currently our problem.
Scale
Posts: 12
Joined: Fri Jul 15, 2011 1:13 pm

Post by Scale »

somaen wrote:Well, seeing as we have no official Android port, that isn't currently our problem.
It might not be official, but it works perfectly.
So i don't see what problem you're having.
User avatar
somaen
ScummVM Developer
Posts: 376
Joined: Thu Apr 21, 2011 7:31 pm
Location: Trondheim, NO

Post by somaen »

Not really any, as I said :P

But well:
The overlay is a problem for the porter to fix, not us, unless the port is merged into our codebase (in which case it would still be the porter's problem, but he would then be a part of "us" :P).

So, my point really boils down to the fact that adding an overlay is at this point in time not a problem for the ResidualVM Team to solve. (which is why I said "our problem").

Other than that, it might be preferable whenever the port is stable enough, that it be merged back into our codebase, to avoid any divergence in the long run. But that is really up to whoever is maintaining the port.
Scale
Posts: 12
Joined: Fri Jul 15, 2011 1:13 pm

Post by Scale »

Ah seems i miss interpreted hennymcc.
hennymcc wrote: Yes, residualvm already has a preliminary port for android. The port that I have worked on some time ago and that has already been mentioned here (github.com/tobigun/residualvm.git) is completely merged into residualvm.
He mentions several ports and i don't know which of those Gillou68310 compiled.
trev186
Posts: 32
Joined: Mon Oct 11, 2010 4:41 pm

Post by trev186 »

somaen wrote:Well, seeing as we have no official Android port, that isn't currently our problem.

Sorry for the vague wording. I meant it was the problem of those working on the Android port in this thread.

The residualvm team have done a great job.

Just hoping we get the porter to implement overlays into the currently near perfect Android version previously linked.

I am sure he could setup a donation app and make a mint on the market...
Scale
Posts: 12
Joined: Fri Jul 15, 2011 1:13 pm

Post by Scale »

trev186 wrote:
somaen wrote:Well, seeing as we have no official Android port, that isn't currently our problem.

Sorry for the vague wording. I meant it was the problem of those working on the Android port in this thread.

The residualvm team have done a great job.

Just hoping we get the porter to implement overlays into the currently near perfect Android version previously linked.

I am sure he could setup a donation app and make a mint on the market...
Er i rather hope the money gets spend back into Residual, and more engines get made :)
Post Reply