Android porting thread.

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

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iampolo
Posts: 7
Joined: Wed Apr 17, 2013 1:36 pm

Post by iampolo »

Hi, i run it in my Galaxy S2 and it 'works' fine, (between 55-30 fps).
But controls do not work, to move i need to multi touch, and the other buttons do not work, only arrows (with that multi touch thing).
Hope there is news regarding controls.

Great work btw, i had a nergazm when i found out i could play GF in my phone.
furrypotato
Posts: 1
Joined: Wed Apr 17, 2013 1:29 pm

Post by furrypotato »

Running on Nexus 4 with PAC ROM and Trinity Kernel

Actual FPS - Mostly stays between 55-61. Dipped once or twice to 32 when multiple characters onscreen.

Percieved FPS - Always smooth. No log on visuals or voice yet.


Onscreen buttons - as someone else mentioned, the 'shift' key does nothing and the up and down selection keys too sensitive and will normally move 2 lines with one press.


Oh, and a huge thanks. It's been a long, long time since I've played GF and I still rate it as the best game I've ever played.
Manu270891
Posts: 5
Joined: Sun Apr 21, 2013 2:45 pm

Post by Manu270891 »

Grim Fandando (Spanish edition) runs great at 30 fps without any glitches on my Samsung Galaxy Ace 2 with a Logitech DiNovo Edge keyboard. We just need a proper input method :)
ardaakoluk
Posts: 1
Joined: Mon Apr 22, 2013 1:38 am

Post by ardaakoluk »

https://docs.google.com/file/d/0B0adW3v ... sp=sharing

https://docs.google.com/file/d/0B0adW3v ... sp=sharing

https://docs.google.com/file/d/0B0adW3v ... sp=sharing

I have also tried it.

Used nexus 7 running on android 4.2.2
fps ranged from 30 to 60
It was pretty smooth.
some buttons are not responsive like left and right arrow.I had to touch some buttons more than once to get a response.Also up arrow is oversensitive,when i click it once and it moves 2 conversation options.

I have also encountered some little glitches like the second screenshot but overall it was a pretty decent experience,no crashes or any huge glitches but it definitely needs some polishing :D

I used demo version downloaded from your website.
Botje
Posts: 207
Joined: Thu Feb 28, 2013 5:48 pm

Post by Botje »

I'm thinking of replacing the directional keys with a joystick, would that help?

It won't be for the immediate future though, I'm going to try to land the openGL stuff in master first.
But first we need to squash some more shading bugs, although we will probably disable them for low-end devices :)
iampolo
Posts: 7
Joined: Wed Apr 17, 2013 1:36 pm

Post by iampolo »

Is there a chance for a quick controls fix?
Otherwise is impossible to check the game for bugs, or any kind of problems.
Botje
Posts: 207
Joined: Thu Feb 28, 2013 5:48 pm

Post by Botje »

I can probably make the controls slightly more responsive by dropping support for double taps and reworking the triggering logic.
But I'd rather get that joystick just done and working, it's a much more natural control scheme anyway.

I have no idea what you mean by "the other buttons do not work," as I can use them just fine.
iampolo
Posts: 7
Joined: Wed Apr 17, 2013 1:36 pm

Post by iampolo »

Botje wrote:I can probably make the controls slightly more responsive by dropping support for double taps and reworking the triggering logic.
But I'd rather get that joystick just done and working, it's a much more natural control scheme anyway.

I have no idea what you mean by "the other buttons do not work," as I can use them just fine.
Oh well in my galaxy S2 (anroid 4.1) the only buttons that work are the arrows. And those do not work very well either.
Other buttons are not responsive at all.
meisterfuu
Posts: 3
Joined: Sat May 04, 2013 1:07 pm

Post by meisterfuu »

Some hints how to compile this would be great so i can test my changes. I never used the Android NDK before.


Thanks
Botje
Posts: 207
Joined: Thu Feb 28, 2013 5:48 pm

Post by Botje »

hello meisterfuu, I noticed you cloned my repo :)

Assuming you have checked out the source code and are currently in that directory:
$ mkdir build
$ cd build
$ export ANDROID_SDK=(path to the android SDK)
$ export ANDROID_NDK=(path to the android NDK)
$ ../configure --host=android-v7a --backend=android --enable-opengl-shaders --disable-engine=myst3
$ make

This will give you an .apk you can install on your device.

However, if you're going to be actively developing it's faster to work in the dists/android directory and invoke ndk-build/ant. I can write that up, but it will take me a while.
meisterfuu
Posts: 3
Joined: Sat May 04, 2013 1:07 pm

Post by meisterfuu »

Wow, what a fast reply :D

For the moment this is fine, thank you.
meisterfuu
Posts: 3
Joined: Sat May 04, 2013 1:07 pm

Post by meisterfuu »

Hmm, now i am getting this:

Code: Select all

Running ResidualVM configure...
Android toolchain already installed.
Looking for C++ compiler... arm-linux-androideabi-c++
Checking for compiler version... ../configure: 1641: test: Illegal number:
../configure: 1642: test: Illegal number:
, bad

The version of your compiler is not supported at this time
Please ensure you are using GCC >= 2.95
NDK and SDK are from today and gcc is also updated.
Ubuntu 12.10 - XBMCbuntu
Botje
Posts: 207
Joined: Thu Feb 28, 2013 5:48 pm

Post by Botje »

Does config.log reveal anything?
Otherwise, try running configure as
$ sh -x ../configure (parameters as before)
that will tell you the exact commands being executed
Wolfy
Posts: 5
Joined: Sat Jan 12, 2013 11:07 pm

Post by Wolfy »

Samsung S3 running Grim Fandango at 60FPS all the way :D

Just registered to say that your port is awesome so far!!!... A few suggestions though... Could you please change the empty action button blocks to its respectable letters eg."enter" and "A" "S" "D"?

I think that might make it MUCH easier for people who played it a lot on pc... Plus I see EFMI just shows me the Lucas Arts splash screen then boots me back to my phone... Dont know if its related to the app or that it hasnt been added to the code yet...

Thanks again!
Botje
Posts: 207
Joined: Thu Feb 28, 2013 5:48 pm

Post by Botje »

Can you check your phone's log? (adb logcat should do it)
Probably a shader that cannot be compiled or something..
EMI runs fine on my phone (HTC One X) and tablet (Nexus 7) :)

I'll keep the thing about the buttons in mind when I redesign the input.
Thanks for the report!
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