Android port

  • Thread starter Thread starter utunnels
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bWWd said:
maxman did you ticked in application settings "unknown sources" ?
I don't think so. I see it's checkmarked (cannot uncheck it).

When I click on "Unknown sources," I get this:
Attention

Your phone and personal data are more vulnerable to attack by applications from unknown sources. You agree that you are solely responsible for any damage to your phone or loss of data that may result from using these applications.
 
I have no idea how.

P.S.: OK. I just clicked OK on it. I checkmarked under "unknown sources." So now I'm going to install it to see how it goes. I don't know what joystick would be a good fit for playing.
 
O Ilusionista said:
It seams to have the same problem with PSP port: .ogg starts to slow down the game. Dunno if its the compact factor I am using (it seams to lag sometimes the pc version too), or the .ogg itself.
http://www.hydrogenaudio.org/forums/index.php?showtopic=92235

Ogg seems to be a very cpu intensive format, besides openbor doesn't run another thread for audio. Try lower the compression level to see if helps a bit.

 
Yes, i changed the compression snd its bettet now.

I had tested some mods, all of them worked pretty good.

I just noticed one thing: when you have multiple .paks, there is no way to select the one you want to play, you can only play the first one
 
I was playing on my phone. The joystick/touchkey works but the problem is the screen is fully dark which I can't see the game screen.
 
i can select whatever pak but screen is black ;D so i have to press down blindly and then start
 
http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item16

Here's another version which uses native screen size. So the screen will be even smaller. See if the direction button is fixed.

Still no luck with plombo's opengl code so I disabled it temporarily. Maybe I'm using a wrong gles version or something.
 
Its still the same, L in the corner and no controls, i have to press home and bring it back to see the controls.
Overall game speed is more smooth (maybe scaling was stealing some fps)but its more often skipping frames, previous one wasnt skipping almost at all but this one plays smooth for like 8 seconds and then gets choppy for 3 seconds and smooth again etc.
I think its easier now to get stuck with direction+attack and character walks by himself left or right, before it happened more often with right +attack.Is onscreen gamepad 4 directional? I cant go down+right or up+left.
---
i see that i can go up+right etc but i have to place finger on the very border of the buttons and if i move it even more then im out of range and input is ignored, directional gamepads have biggest range from all the buttons in many emulators, "right" direction can go almost to half of the screen, about 2/5 of the screen width.
 
On a side note, When the "Ouya" comes out:
http://www.ouya.tv/
This will be the first thing i run on it. Cant wait to play some mods on the big screen in HD!
 
http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item15


Another update. Rewrote video code using sdl 1.3 functions.

Now the video is stretched, though no filter is applied.
 
This new version keeps giving the same error in the game, the character walks alone pressing the punch button and directional ... You can add the filters?
 
I think utunnels wants to get the speed right first and then maybe controls...
WOW this release is very big improvement in speed, its basically 0 frame skips and completely no choppiness all the time ;D Its as smooth as openbor in opengl on my laptop, screen was fullscreen when it ran first time but then it switched back to small one when i had to bring app back to see the controls and i went to options menu and saw that it was "preserve aspect ratio" and because of that it was small, i changed it to "stretch to screen" and it was big again , with strethed fullscreen its slightly less smooth for first couple of seconds but then its very smooth :)
This is already much faster and fluid than psp port so its currently the best portable port and now only controls are problem ;D for that theres bunch of emulators available so maybe utunnels could look up the code of imame4all or **.EMU emulators (http://www.explusalpha.com/home/md-emu)cause both have best controls on android with 0 tap skips or stucks.
 
Hi utunnels, thanks for porting OpenBOR to Android.  I've done some  Android development before, so I will test it on my phone soon and try to fix any bugs I encounter. :)
 
@bWWd The stretch option always keeps aspectratio for now. And for some reason 32 bit mod still runs 2 times faster than 16 bit on my phone. I definitely need to check those emulators, it seems touch screen logic is far more complex than I thought. BTW, I forgot to remove debug messages so it prints every frame. Maybe you want to turn off file logging in system options if you don't want a huge log file.

@Plombo Glad to see you are around. I've uploaded the code to svn, if anyone wants to take a look.  :)
 
Touchscreen controls are one of big disappointments in many games and in  some emulators they tend to ignore some taps, it happens in ***"oid" emulators nesoid or gensoid, sometimes you press the onscreen button but it just doesnt register, its bad when playing games like mario when you want to jump and surprise- button doesnt work you died.
Even big games like gangstar from gameloft have issues with ignoring screen taps but some independent devs got it right in emulators.
I use only emulators from that website, they have snes,megadrive and nes and they all have very good responsive controls.
For controls I can see 2 extra settings in emulators, one is for onscreen pad deadzone which says how far touch detection goes - could end just right after gamepad graphics ends or could end far almost in the middle of the screen and i prefere that cause i dont like when im missing buttons when theyre small.
Second setting is about detecting diagonal movement, its that up+right or left+up and i usually set it to maximum cause its important in fighting games to do properly hadoukens.

Cant you do so it changes automatically from 16 bits to 32bits when it detects that mod has 16bits video ? With 8 bits its not that simple cause pallettes are made difrerently but 16 and 32 bits are quite compatible.
 
 
Another update to the touch screen control logic.
The buttons are bigger that before and hopefully no stuck and conflict.

There's an known issue that if two fingers are too close to each other, they'll be treated as one. I think that is why some emulators give decent distance between 2 buttons. Currently you should be able to press attack+jump by putting a single finger right between them.


Although the logic is still done using java, which is not correct because a surface used by opengl should not be used by java. --- but anyway, if it doesn't show, try minimize using the middle button and back.

 
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