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GEMRB on Android


Guest Chas Grady

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Guest Chas Grady
Posted

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

Posted

Do you already have the dependencies?

 

SDL, Python, OpenAL.

 

You will definitely need the first two.

OpenAL is needed only if you want sound.

Posted
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.

Posted
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.

Posted

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.

Posted

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

I'd be willing to try it on my Android HTC Hero if someone could walk me through it.

Posted
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 :)

Posted

Scale? Very limited. However, a separate gui is possible, but it is not a simple nor a quick job.

Guest Guest_David_*
Posted

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 :p For that matter there already GUI modifications

http://www.gibberlings3.net/readmes/readme-widescreen.html

 

3.- If you need a tester, let me know! :)

Posted

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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