Hi all,
I am trying to run Myst 3 with ResidualVM on Android. I copied all the files listed at http://wiki.residualvm.org/index.php?ti ... les#Myst_3, but ResidualVM does not find the game. I own the DVD French version of myst 3 and I am wondering if the file list is the same as for the CD version.
Also, do I have to copy all the files in the same directory or do I have to keep the files in their respective directories (Data, M3Data and directory therein)?
Thanks for your help.
Myst 3 on Android
Moderator: ScummVM Team
The versions I compiled (in the other thread) have the myst 3 engine disabled in the configuration
If you want to help develop on myst3 (on PC or Android), I suggest you take my source tree, compile it with myst3 support, and see what happens.
I don't think I own myst 3, so I cannot launch the game to check what it looks like.
Some simple compilation steps can be found in the other thread.
Or just drop by on IRC (irc.freenode.net, #residualvm) and I can help you compile it.
If you want to help develop on myst3 (on PC or Android), I suggest you take my source tree, compile it with myst3 support, and see what happens.
I don't think I own myst 3, so I cannot launch the game to check what it looks like.
Some simple compilation steps can be found in the other thread.
Or just drop by on IRC (irc.freenode.net, #residualvm) and I can help you compile it.
Thanks for your answer.
I am trying to compile a version with the myst 3 engine, but have an error with gl.h:
../engines/myst3/gfx.cpp:42:19: fatal error: GL/gl.h: No such file or directory
locate gl.h gives:
...
/usr/include/GL/gl.h
...
So I don't understand why the file couldn't be found.
Any idea?
I am trying to compile a version with the myst 3 engine, but have an error with gl.h:
../engines/myst3/gfx.cpp:42:19: fatal error: GL/gl.h: No such file or directory
locate gl.h gives:
...
/usr/include/GL/gl.h
...
So I don't understand why the file couldn't be found.
Any idea?
Actually, --disable-opengl won't do anything, I have to add --disable-opengl-shaders:
But with --disable-opengl-shaders, the myst3 engine cannot be built (./configure results in Myst 3 engine skipped)...
By the way, what do you mean by "Check build/android-toolchain/sysroot/..."?
If it's the point, there is gl.h in build/android-toolchain/sysroot/usr/include/GLES/, but no glu.h.
I'm sorry but I'm not familiar with OpenGL or TinyGL.
Did anybody test Myst 3 on android?
Code: Select all
3754 android)
3755 if test "$_opengl_shaders" = yes; then
3756 _opengl=yes
3757 _opengles2=yes
3758 LDFLAGS="$LDFLAGS -Landroid-toolchain/sysroot/usr/lib"
3759 LDFLAGS="$LDFLAGS -lGLESv2"
3760 fi
3761 ;;
By the way, what do you mean by "Check build/android-toolchain/sysroot/..."?
If it's the point, there is gl.h in build/android-toolchain/sysroot/usr/include/GLES/, but no glu.h.
I'm sorry but I'm not familiar with OpenGL or TinyGL.
Did anybody test Myst 3 on android?
No. There are four contributors to the Android port of ResidualVM, but nobody is testing myst3 at the moment.
I just looked through gfx.cpp, it doesn't do terribly complicated things, so it should be fairly simple to port to openGL ES.
I won't have the time for it, though.
A stopgap measure could be to use regal in the meantime.
It converts the old-style opengl into new-style for you.
I just looked through gfx.cpp, it doesn't do terribly complicated things, so it should be fairly simple to port to openGL ES.
I won't have the time for it, though.
A stopgap measure could be to use regal in the meantime.
It converts the old-style opengl into new-style for you.