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PostPosted: Wed Apr 17, 2013 1:43 pm 
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Joined: Wed Apr 17, 2013 1:36 pm
Posts: 7
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.


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PostPosted: Thu Apr 18, 2013 10:36 am 
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Joined: Wed Apr 17, 2013 1:29 pm
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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.


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PostPosted: Sun Apr 21, 2013 2:47 pm 
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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 :)


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 Post subject:
PostPosted: Mon Apr 22, 2013 1:46 am 
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Joined: Mon Apr 22, 2013 1:38 am
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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.


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 Post subject:
PostPosted: Mon Apr 22, 2013 2:03 pm 
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Joined: Thu Feb 28, 2013 5:48 pm
Posts: 178
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 :)


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 Post subject:
PostPosted: Mon Apr 22, 2013 5:13 pm 
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Joined: Wed Apr 17, 2013 1:36 pm
Posts: 7
Is there a chance for a quick controls fix?
Otherwise is impossible to check the game for bugs, or any kind of problems.


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 Post subject:
PostPosted: Tue Apr 23, 2013 8:12 am 
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Posts: 178
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.


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 Post subject:
PostPosted: Wed Apr 24, 2013 3:09 pm 
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Joined: Wed Apr 17, 2013 1:36 pm
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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.


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 Post subject:
PostPosted: Sat May 04, 2013 1:10 pm 
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Joined: Sat May 04, 2013 1:07 pm
Posts: 3
Some hints how to compile this would be great so i can test my changes. I never used the Android NDK before.


Thanks


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 Post subject:
PostPosted: Sat May 04, 2013 1:18 pm 
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Joined: Thu Feb 28, 2013 5:48 pm
Posts: 178
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.


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 Post subject:
PostPosted: Sat May 04, 2013 1:21 pm 
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Posts: 3
Wow, what a fast reply :D

For the moment this is fine, thank you.


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 Post subject:
PostPosted: Sat May 04, 2013 4:51 pm 
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Joined: Sat May 04, 2013 1:07 pm
Posts: 3
Hmm, now i am getting this:


Code:
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


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 Post subject:
PostPosted: Sun May 05, 2013 11:36 am 
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Joined: Thu Feb 28, 2013 5:48 pm
Posts: 178
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


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 Post subject:
PostPosted: Sat May 18, 2013 12:49 am 
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Joined: Sat May 18, 2013 12:42 am
Posts: 4
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!


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 Post subject:
PostPosted: Sun May 19, 2013 10:31 am 
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Joined: Thu Feb 28, 2013 5:48 pm
Posts: 178
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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