Android port

  • Thread starter Thread starter utunnels
  • Start date Start date
Just out of out of curiosity, I did a google search and found float point calculation is quite slow on android. (i.e, the pi calculation test could be 15 times faster).
Perhaps I should include a lib compiled using armeabi-v7a flag for those who actually has a more advanced cpu, but will double the size of the apk file.
 
well  UT  it seems like a good idea
cuz on the galaxy s3 my cpu  is  Quad-core 1.4 GHz Cortex-A9

also the disable unusable buttons and hide them  from a hidden menu or option menu will be a great addition to ur already awesome port
and thank you  for making this port
 
Thats good idea utunnels.
My mod was crashing when loading stage because i had as panel "frontgrass.gif" and when i changed it back to "fgrass.gif" then it waas ok.
That mod from main page - final fight gold is crashing on 3rd stage i think, cant load andore's remap or something, maybe reason is the same ?
My Hi-res mod in 640-480 works on android in its resolution ;D Its not as smooth as lower res but its quite playable, i think it would be faster without onscreen keyboard blinking which eats some fps from what i understood with small chat with imame4all dev but im not sure how its in this case.I guess saving fps is still important for people with slower cpu's so disabling all fx like this would be good as well.
 
That is not just android port.
Recent build is now doing more strict checking for missing files, which was causing some mysterious crash.

As for your problem, that is because in pak mode, file name must follow old 8.3 dos file name rule.

On screen keyboard doesn't eat fps as far as I know, it is hardware accelerated. Slowdowns are usually caused by gfxshadow or certain drawmethod because of float point calculation.
 
yeah its crashing on pc as well, why is that if it was fine before ? Isnt it better if engine is more forgiving and ignores mistakes + writes to log instead of crash ?
 
I changed my 640x480 mod to 32 bits and it works fullspeed  ;D
This is strange how 32bits is faster than 16bits, do you plan to add force to 32 bits for all 16bit mods ? That would save some time with ediitng existing mods.
 
bWWd said:
I changed my 640x480 mod to 32 bits and it works fullspeed  ;D
This is strange how 32bits is faster than 16bits, do you plan to add force to 32 bits for all 16bit mods ? That would save some time with ediitng existing mods.

Yeah, it seems 16 bit doesn't do any good.

Let me see, the only drawback is: a) 32bit uses slight more memory (can be ignored) b) some old mod may have hard coded colors, for example fillcolor and scripted colors.

Neither is too crtical.

bWWd said:
yeah its crashing on pc as well, why is that if it was fine before ? Isnt it better if engine is more forgiving and ignores mistakes + writes to log instead of crash ?

I recall I fixed the log. I need to double check that lately.
 
Do you think its possible to offset game screen on very top or bottom when screen size is 1x ? Its in the middle in most of the emus when screen size is 1, only in portrait mode its on top but would be better to have it on top in landscape as well if screen size is 1 so buttons and fingers wont cover anything like on these 2 pics.
iVP1lKg.jpg
 
Just tryed to map buttons not on touch screen, but on the hardware buttons of my JXD s5300
But, when I try to map buttons in quickly skips and map it on "P1 AXIS 3+"
So it becomes unusable in game

But, by default the hardware directional pad is mounted and can be used in game.

So how can I map buttons on HW buttons?
 
Spady said:
Just tryed to map buttons not on touch screen, but on the hardware buttons of my JXD s5300
But, when I try to map buttons in quickly skips and map it on "P1 AXIS 3+"
So it becomes unusable in game

But, by default the hardware directional pad is mounted and can be used in game.

So how can I map buttons on HW buttons?

You need to disable joysticks in the control setting menu (first line) for now.

The annoying "p1 axis 3+" is from android accelerometer, which is recognized as a joystick. I will try to disable it in the future.
 
last version with configuration for touch controls works nice , i have my buttons on top now and hidden a2-a4 buttons :)
 
hello guys task is here
well i got stuck on the button layout issue  due to my very limited knowledge
in editing and moding
i was wondering
if i wanna get this https://www.dropbox.com/s/46p18jx6qak8kf3/unelmia%20button%20layout.png  layout
what do i have to write in the touch.text file
i really need help in this one
if anyone can do that text thing for me ill be grateful
sorry if its not the right topic and thanx in advance :)
 
haha ;D
Making layout is not that hard, switch between text editor and task manager in android to bring back latest closed apps and run openbor after each edit.
 
I wanted to make a button to subtitute but still u are right ill need 2 buttons for the up and down so i guess ill keep them  thanx guys
 
you can always use that texture option and make your own buttons or erase the ones you dont need but you still would have active touch area.
 
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