Android porting thread.
Moderator: ScummVM Team
Sony Xperia V
No FPS are drawn (do I have to enable some sort of Debug Mode?), but it appears to run pretty smooth
The controls are still a little cumbersome, but nevertheless it is playable!
With the graphics I expected no big glitches (only left the very first room) except for the lighting of the 3D Models:
http://i40.tinypic.com/o353o.jpg
No FPS are drawn (do I have to enable some sort of Debug Mode?), but it appears to run pretty smooth
The controls are still a little cumbersome, but nevertheless it is playable!
With the graphics I expected no big glitches (only left the very first room) except for the lighting of the 3D Models:
http://i40.tinypic.com/o353o.jpg
I suppose it is just handled as a mouse with the only exception that on touching the screen you get the left click and the mouse movement. Also touching and holding, depending on driver settings is handled as right mouse click. At least this is the behaviour I observe e.g. in ScummVM. Multitouch is not supported imho.Botje wrote:It is definitely possible, but I have no idea how SDL handles (multi)touch input.
Presumably SDL2 can handle it a bit better, but upgrading to SDL2 would require changing a lot of code in residualvm.
Ryam Baco:
Thanks for your feedback! I did disable the FPS counter recently, but most everyone reported framerates are good enough.
Lighting was just a first try, I can imagine it failing under a good number of conditions. The code has a switch to disable lighting, so the first release of ResidualVM on Android will probably just have lighting disabled by default.
Sho:
Regardless of input, the entire "virtual touch controls" thing needs to be lifted out of Android anyway.
Somaen and me have a low-priority project trying to get ResidualVM to work on iOS devices.
Once touch screen controls are decoupled from Android, integrating them into the SDL backend should be (relatively) easy.
I don't think there are situations where you actually /need/ multitouch, so mouse emulation should be sufficient for touch controls on x86.
Thanks for your feedback! I did disable the FPS counter recently, but most everyone reported framerates are good enough.
Lighting was just a first try, I can imagine it failing under a good number of conditions. The code has a switch to disable lighting, so the first release of ResidualVM on Android will probably just have lighting disabled by default.
Sho:
Regardless of input, the entire "virtual touch controls" thing needs to be lifted out of Android anyway.
Somaen and me have a low-priority project trying to get ResidualVM to work on iOS devices.
Once touch screen controls are decoupled from Android, integrating them into the SDL backend should be (relatively) easy.
I don't think there are situations where you actually /need/ multitouch, so mouse emulation should be sufficient for touch controls on x86.
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- Joined: Fri Jun 14, 2013 7:23 pm
OUYA
1) OUYA
2) None Displayed
3) Felt smooth.
4) there was a slight jitter/ghosting in the menu
I installed ResidualVM on my OUYA to see if it wouold run Grim Fandango and what a treat. I copied my GRIMDATA folder to a USB thumb drive plugged that into a 4-port hub also occupied by a wireless mouse dongle and usb keyboard.
I was able to launch ResidualVM without any issues it took about 8-10 seconds to get to the UI. from here i noticed that the analog stick (and maybe d-pad as well) controlled the ResidualVM's mouse cursor but only one button press at a time with the wireless mouse and click dragging i was able to control the onscreen cursor and add the game and launch it.
The game ran at what felt like full speed. There were some moments where there was ghosting on the menu that made it look jittery.
Ouya Controller:
Analog stick = directional movement
OUYA button = access menu
Keyboard
e,u,p,i : Examine, Use, Pickup, Inventory
Arrow keys : Movement
This is all i was able to confirm so far. I will do some more testing when i can spend a little more time.
2) None Displayed
3) Felt smooth.
4) there was a slight jitter/ghosting in the menu
I installed ResidualVM on my OUYA to see if it wouold run Grim Fandango and what a treat. I copied my GRIMDATA folder to a USB thumb drive plugged that into a 4-port hub also occupied by a wireless mouse dongle and usb keyboard.
I was able to launch ResidualVM without any issues it took about 8-10 seconds to get to the UI. from here i noticed that the analog stick (and maybe d-pad as well) controlled the ResidualVM's mouse cursor but only one button press at a time with the wireless mouse and click dragging i was able to control the onscreen cursor and add the game and launch it.
The game ran at what felt like full speed. There were some moments where there was ghosting on the menu that made it look jittery.
Ouya Controller:
Analog stick = directional movement
OUYA button = access menu
Keyboard
e,u,p,i : Examine, Use, Pickup, Inventory
Arrow keys : Movement
This is all i was able to confirm so far. I will do some more testing when i can spend a little more time.
While tricky (or atleast slow), I think atleast Grim Fandango can be played to completion on a computer with no mouse, using only a single finger at any given time. There are some timed puzzles that would be a bit tricky if you actually stick to using a single specific finger (jumping to inventory, selecting an item, and applying it might take a bit of time), but apart from holding shift to run, (which can be implemented as a toggle), I don't see any need for multi-touch.Botje wrote:I don't think there are situations where you actually /need/ multitouch, so mouse emulation should be sufficient for touch controls on x86.
Now, there is this one puzzle (involving beavers) where direct access to inventory would be helpfull, but IIRC the game pauses when you enter inventory anyhow, so it should be possible to solve it with just arrow-keys, i and enter.
As a side-note, the entire game is also completable with JUST: Enter, I and arrow-keys. (U,P,E are not necessary, but you might skip some comments from Manny if they aren't available).
Thus, the game is completable with what amounts to a classic 2-button digital joystick (although we don't support actual joysticks), and an interface following that would be rather clean.
This does NOT hold true for EMI though, as it has multiple actions available per enter-press, so it needs atleast one (preferably two) additional buttons, to be able to select which action enter performs.
Any chance we can incorporate the speed improvements made in lubomyrs version
http://anddev.at.ua/load/residualvm_0_2 ... y/1-1-0-19
This version came out a few months back and is full speed and has no fewer glitches.
http://anddev.at.ua/load/residualvm_0_2 ... y/1-1-0-19
This version came out a few months back and is full speed and has no fewer glitches.
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- Joined: Wed Sep 26, 2012 9:30 am
Nice to hear you're getting an Ouya, Botje. Hopefully it'll come very soon (if not already) and you can program the controls. I tested it out this evening, but didn't think of using mouse and keyboard. It's awesome to think I could soon be playing GF on my Ouya, just wanted to let you know your work is very much appreciated!