Guest Chas Grady Posted November 22, 2009 Posted November 22, 2009 Just wondering if there were any plans to port this to the Android OS, being Linux based and having an 800mhz processor, my new Moment seems like a great way to sneak all the Infinity Games to work. Thanks for your time - Chas
Avenger Posted November 22, 2009 Posted November 22, 2009 Do you already have the dependencies? SDL, Python, OpenAL. You will definitely need the first two. OpenAL is needed only if you want sound.
fuzzie Posted November 22, 2009 Posted November 22, 2009 Just wondering if there were any plans to port this to the Android OS, being Linux based and having an 800mhz processor, my new Moment seems like a great way to sneak all the Infinity Games to work. Thanks for your time - Chas All the Infinity Engine games need a minimum resolution of 640*480, which seems like a showstopper. Otherwise it doesn't seem like it would be difficult.
Guest Bla Posted November 26, 2009 Posted November 26, 2009 Just wondering if there were any plans to port this to the Android OS, being Linux based and having an 800mhz processor, my new Moment seems like a great way to sneak all the Infinity Games to work. Thanks for your time - Chas All the Infinity Engine games need a minimum resolution of 640*480, which seems like a showstopper. Otherwise it doesn't seem like it would be difficult. If you did it like Opera mini does (zoomable area) it could be possible. Extremely limiting, but possible. Anyway Android devices are being set to have larger screens in the future.
Aloyari Posted November 26, 2009 Posted November 26, 2009 I stand to be collected but i beleive Android will be having its own Record Management System RMS just like Java2ME
jcompton Posted December 2, 2009 Posted December 2, 2009 It appears that Python and SDL are available for Android (and the iPhone, for that matter.) Screen scaling or scrolling would seem to be a must, but it would be pretty cute to see it in action.
Guest Ash Posted December 28, 2009 Posted December 28, 2009 And what about new Android-based phones like Motorola Droid(Milestone)? It has 854x480 resolution (its over 640x480, right? ) Is it possible to run GemRB on it, like on nokia n810? :-) Can somebody try it?
Guest Guest-OK Posted January 9, 2010 Posted January 9, 2010 I'd be willing to try it on my Android HTC Hero if someone could walk me through it.
Guest npbhdk Posted March 4, 2010 Posted March 4, 2010 being able to play infinity engine games on something like this http://www.notionink.in/adamoverview.php would be so awesome!
Chilvence Posted March 6, 2010 Posted March 6, 2010 All the Infinity Engine games need a minimum resolution of 640*480, which seems like a showstopper. Otherwise it doesn't seem like it would be difficult. The reason for that though, is only the gui, because Black Isle went with fixed size artwork. What are the chances of being able to scale it automatically though? I think it would be groovy to see 2+ gig IE games on a handheld
lynx Posted March 7, 2010 Posted March 7, 2010 Scale? Very limited. However, a separate gui is possible, but it is not a simple nor a quick job.
Guest Guest_David_* Posted March 24, 2010 Posted March 24, 2010 If you are going to go forward with this project: 1.- I recommend taking a look to the Scummvm port to Adroid (uses SDL an has an audio layer) http://sites.google.com/site/scummvmandroid/ 2.- The trend in handheld devices is to increase resolution, so your concern should to scale *up*, not down For that matter there already GUI modifications http://www.gibberlings3.net/readmes/readme-widescreen.html 3.- If you need a tester, let me know!
Guest Guest_David_* Posted March 24, 2010 Posted March 24, 2010 This emulator can be useful for preparing the android version: http://developer.android.com/guide/develop...s/emulator.html
fuzzie Posted March 24, 2010 Posted March 24, 2010 The problem with resolution is that none of us have access to an Android phone with sufficiently high resolution, and the emulator is far too slow to work with. The ScummVM port you link to doesn't seem to work with Android 2.0, which is not too helpful on that front either. The source for that port is presumably the one at http://sourceforge.net/tracker/index.php?f...amp;atid=418822 for anyone interested.
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