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 Post subject: Myst 3 on Android
PostPosted: Mon Jun 10, 2013 2:29 pm 
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Joined: Mon Jun 10, 2013 2:25 pm
Posts: 4
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.


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 Post subject:
PostPosted: Mon Jun 10, 2013 2:41 pm 
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Joined: Thu Feb 28, 2013 5:48 pm
Posts: 178
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.


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 Post subject:
PostPosted: Tue Jun 11, 2013 9:41 am 
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Joined: Mon Jun 10, 2013 2:25 pm
Posts: 4
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?


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 Post subject:
PostPosted: Tue Jun 11, 2013 4:33 pm 
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Joined: Thu Feb 28, 2013 5:48 pm
Posts: 178
The android build doesn't look at your system headers.
Check build/android-toolchain/sysroot/...
I would give configure the right options to use TinyGL instead of OpenGL (which probably won't compile unmodified anyway).

I *think* it's --disable-opengl, but can't check atm.


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 Post subject:
PostPosted: Tue Jun 11, 2013 8:52 pm 
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Joined: Mon Jun 10, 2013 2:25 pm
Posts: 4
Actually, --disable-opengl won't do anything, I have to add --disable-opengl-shaders:

Code:
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      ;;


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?


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 Post subject:
PostPosted: Tue Jun 11, 2013 9:00 pm 
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ResidualVM Developer

Joined: Thu Feb 28, 2013 5:48 pm
Posts: 178
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.


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 Post subject:
PostPosted: Wed Jun 12, 2013 7:25 am 
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Joined: Mon Jun 10, 2013 2:25 pm
Posts: 4
Ok, thanks again.
I'll have a look at regal, but I don't think I'll have the time now to test it with Residual.


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