Anybody working on a WebOS (Palm Pre) port?

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

Moderator: ScummVM Team

Post Reply
User avatar
theratt
Posts: 14
Joined: Wed Apr 29, 2009 3:38 pm
Location: Tennessee

Anybody working on a WebOS (Palm Pre) port?

Post by theratt »

Just wondering.
kevinwright
Posts: 2
Joined: Thu Aug 27, 2009 9:05 am

Post by kevinwright »

Hi Friends
I am not working in WebOS (Palm Pre) port. Can someone provide me details of it.
Thanks in advance for any help in this department.
guitarjohnny
Posts: 2
Joined: Tue Nov 24, 2009 12:10 pm

webos port

Post by guitarjohnny »

hello guys,

first i have to say that i love scummvm and really appreciate the work you guys do.

a webos port of scummvm (even if it only supports one or two games) would be really awesome.

personally i own a palm pre, which is a really nice smartphone with a cool touchscreen which would be perfectly usable as an adventure game pocket device.
here are some impressions:

http://www.palm.com/us/products/phones/pre/

the software webos is a complete new one, which will appear on many smartphones in the future (like palm treo, pixi, etc.). even if its very new, it is already very fluid, intuitive and nice to use. the developers want to keep it open source and support custom application building.
here you can get informations about the code and how to build applications:

http://developer.palm.com/

http://en.wikipedia.org/wiki/WebOS

in germany you see very much people owning a pre on the street, since its the only real i-phone alternative here. im sure many people would like a port of scummvm.

i would offer my support to build such a port. unfortunately i'm no programmer but perhaps i could help you with some scripts or other work if you tell me what to do :)

sorry about the language :)
cheers
j.
User avatar
bobdevis
Posts: 567
Joined: Fri Jan 16, 2009 10:52 am

Re: webos port

Post by bobdevis »

guitarjohnny wrote: a webos port of scummvm (even if it only supports one or two games) would be really awesome.
This is not how it works ;)
You are either going to get a working port that runs at least 90% of the supported games from the start or no working port at all.
The problem is there is probably no one around here that has the will, time and the knowledge to do it. Not yet at least.

Btw, I think poster nr2 (kevinwright) is a spam bot.
jvprat
ScummVM Developer
Posts: 76
Joined: Mon Oct 30, 2006 9:10 pm

Post by jvprat »

Hi,

I've recently been doing some tests with the WebOS SDK and a ScummVM port looks definitely doable (at least until Palm blocks native code in future system updates).

I'd be willing to work on this port, but I don't have such devices, so right now I'm doing all the work based on the emulator supplied with the SDK. That should be enough for a very basic port, but some features aren't emulated (like screen rotation, multitouch, the gestures area, etc...), and I haven't been able to hear any sound coming from the emulator, so I'd need one of those devices in order to develop a full featured port.

So here's the deal: help me get a Palm Pre/Pixi and I'll do my best to improve the port ;)
guitarjohnny
Posts: 2
Joined: Tue Nov 24, 2009 12:10 pm

Post by guitarjohnny »

hi mate,

good to hear that you are able to port it. unfortunately i cant help you out with hardware, i only could offer my support in some coding if you tell me what you need.

a first version without multitouch etc. would be awesome :-)

cheers
j.
spdqbr
Posts: 3
Joined: Sat Jan 02, 2010 4:12 am

Post by spdqbr »

With the release of WebOS 1.3.5, SDL is now enabled. They've managed to cross compile Doom and it runs quite well on the pre... I'm going to try rolling my own, but I have no idea how well this is going to work. If anyone has any tips, let me know!

Edit:
Shutdown for the easy attempt:

Code: Select all

$ ./configure --backend=SDL --host=arm-linux
Running ScummVM configure...
Looking for C++ compiler... g++
Checking for compiler version... 4.4.1, ok
Checking endianness... little
Type with 1 byte... char
Type with 2 bytes... short
Type with 4 bytes... int
Compiling for x86... no
Checking hosttype... linux-gnu
Cross-compiling to arm-linux, forcing endianness, alignment and type sizes
Checking whether building plugins was requested... no
Checking for Ogg Vorbis... no
Checking for Tremor... no
Checking for FLAC >= 1.0.1... no
Checking for MAD... no
Checking for ALSA >= 0.9... no
Checking for zlib... yes
Checking for libmpeg2 >= 0.3.2... no
Checking for libfluidsynth... no
Backend... SDL, HQ scalers, MT-32 emu, Indeo3 decoder
support for SDL backend not implemented in configure script yet
User avatar
sev
ScummVM Lead
Posts: 2301
Joined: Wed Sep 21, 2005 1:06 pm
Contact:

Post by sev »

spdqbr wrote: support for SDL backend not implemented in configure script yet
Of course we don't have SDL backend. What we have is called 'sdl' (in lowercase) :D


Eugene
spdqbr
Posts: 3
Joined: Sat Jan 02, 2010 4:12 am

Post by spdqbr »

I errr.... *facepalm* :oops:

That gets me a lot farther along.

I am now in the process of solving:

Code: Select all

engines/scumm/smush/codec47ARM.s: Assembler messages:
engines/scumm/smush/codec47ARM.s:1: Error: junk at end of line, first unrecognized character is `@'
User avatar
eriktorbjorn
ScummVM Developer
Posts: 3558
Joined: Mon Oct 31, 2005 7:39 am

Post by eriktorbjorn »

spdqbr wrote:

Code: Select all

engines/scumm/smush/codec47ARM.s: Assembler messages:
engines/scumm/smush/codec47ARM.s:1: Error: junk at end of line, first unrecognized character is `@'
I've seen that error come up in another thread, some months ago. As I said back then, I'm way out of my depth but the @ character is clearly meant to mark the beginning of a comment. According to this page, different assemblers use different syntax for comments, which may or may not be relevant here. I don't know.
spdqbr
Posts: 3
Joined: Sat Jan 02, 2010 4:12 am

Post by spdqbr »

User avatar
md5
ScummVM Developer
Posts: 2250
Joined: Thu Nov 03, 2005 9:31 pm
Location: Athens, Greece

Post by md5 »

spdqbr wrote:The point is moot now. More brilliant minds than I have it working!

Also, video proof.
I believe that things like right mouse clicking aren't supported yet, though
urlauber
Posts: 5
Joined: Wed Jan 16, 2008 10:24 am

Post by urlauber »

There is now an .ipk-package which is installable via WebOS Quickinstall including a comfortable launcher. No right-click or ESC keybinds yet.

Get the ipk-package from here, including a description how to save games:

http://forums.precentral.net/webos-apps ... ummvm.html

Some screenshots from my Pre:
Image Image Image
fingolfin
Retired
Posts: 1452
Joined: Wed Sep 21, 2005 4:12 pm

Post by fingolfin »

Nice, but why on earth does it use this super ugly icon instead of our nice official icon? :-) The official icon can be found in various formats on http://scummvm.svn.sourceforge.net/view ... dia/trunk/
urlauber
Posts: 5
Joined: Wed Jan 16, 2008 10:24 am

Homebrew version available!

Post by urlauber »

Finally there is a homebrew-pagacked version available! AND it uses the more beautiful icon ;)

http://www.precentral.net/homebrew-apps/scummvm
Post Reply