On 8 June 2013 02:26, James Paige <[email protected]> wrote: > On Fri, Jun 07, 2013 at 09:12:35PM +1200, Ralph Versteegen wrote: >> On 7 June 2013 03:05, James Paige <[email protected]> wrote: >> > On Thu, Jun 06, 2013 at 07:52:15AM -0700, James Paige wrote: >> >> On Thu, Jun 06, 2013 at 01:35:03PM +1200, Ralph Versteegen wrote: >> >> > On 6 June 2013 04:53, James Paige <[email protected]> wrote: >> >> > > I was experimenting with the Android build a little. It runs really >> >> > > nice >> >> > > on the OUYA. Don't Eat Soap goes the full 18.2 fps, and bell of CHaos >> >> > > runs at a pretty solid 18.1 fps (on the first screen with no enemies, >> >> > > I >> >> > > couldn't jump) >> >> > > >> >> > > I change the button mappings. I figured there was no point to mapping >> >> > > any of the buttons to arrow keys because there is already an arrow key >> >> > > thingy on the left, so just for testing Bell of Chaos I mapped: >> >> > > >> >> > > AppTouchscreenKeyboardKeysAmount=4 >> >> > > AppTouchscreenKeyboardKeysAmountAutoFire=0 >> >> > > RedefinedKeysScreenKb="LCTRL LALT RETURN ESCAPE" >> >> > > RedefinedKeysScreenKbNames="CTRL ALT Enter ESC" >> >> > > >> >> > > and tested it on a Nexus 7 at work. It played very nicely. Small >> >> > > slowdown when a lot of stuff is happening, but still totally playable. >> >> > >> >> > Cool! >> >> > >> >> > > One thing I have noticed on all three of the devices I have tested is >> >> > > that the screen only takes up the top left corner, and that there are >> >> > > black spaces on the right and bottom, like this: >> >> > > http://i.imgur.com/O7F3NxB.jpg >> >> > > >> >> > > I tried setting: >> >> > > >> >> > > SdlVideoResize=y >> >> > > >> >> > > But it seemed to make no difference. (and I did remember to increment >> >> > > AppVersionCode) >> >> > > >> >> > > --- >> >> > > James >> >> > >> >> > If you want to try stretching the screen, modify gfx_sdl.bas. >> >> > Currently it asks SDL_SetVideoMode for a buffer the size of the >> >> > screen, and then uses the highest zoom amount possible. I did that >> >> > because on my emulator when I only asked for a 320x200 screen it was >> >> > glitchy with the image cut up into pieces. >> >> >> >> Oh, I understand! >> >> >> >> I/OHRRPGCE(20248): gfx_sdl: screen size is 1280*736 >> >> I/OHRRPGCE(20248): gfx_sdl: selected zoom = 3 >> >> >> >> So SDL_SetVideoMode(0, 0, bitdepth, flags) returns the actual >> >> resolution, 1280*736 and then allocates a screen of that full size. Then >> >> select_zoom_automatically finds the biggest zoom that fits within that >> >> size. >> >> >> >> ... *testing* >> >> >> >> I forced the screen size to 320x200 and zoom to 1, and then recompiled >> >> with SdlVideoResize=y and it works beautifully on the Nexus 7 >> >> >> >> http://i.imgur.com/Rsghv3v.jpg >> >> >> >> Now if we can just figure out a method that works on both old and new >> >> devices, or a graceful way to pick between the two screen sizing >> >> methods. >> > >> > Just a thought on this, what if we leave SdlVideoResize=y in the >> > AndroidAppSettings.cfg and then make gfx_sdl respect the -f command line >> > option on android to do a 320x200 zoom=1 screen? but when -f is not >> > specified, it will continue to use the current behavior (although we >> > probably still do want to center it rather than top-lefting it) >> > >> > --- >> > James >> >> I just tried out turning on SdlVideoResize myself, and it works fine >> on both my phone and all emulator instances. I don't know what caused >> the problem which I experienced before. > > Ah, wonderful! :) > >> I'm surprised that I can barely notice the blurriness due to the >> stretching and linear interpolation, even on text. (It's really >> noticeable when you take a screenshot and scale it up to 200% though). >> However I find the change in aspect ratio when 320x200 isstretched to >> 320x240 surprisingly noticeable; I can immediately tell that tiles >> aren't square and NPCs are skinnier. Of course the DOS versions of the >> OHR used to have exactly the same amount of stretching when played on >> the common monitors of the day ;). > > Yeah, I remember back in the DOS days I expected tiles to be non-square, > and just didn't mind because I knew the pixel count. After the Windows > port, for a while, running in Windowed mode felt strange to me because > it seemed vertically squished :) > >> So it would be nice to have an option to preserve aspect ratio (though >> I would still have it off by default I think). SDL's "perserve 4:3 >> aspect ratio" setting does just that: it causes stretching to a 4:3 >> ratio, rather than preserving the aspect ratio of the resolution the >> app actually asked for. (You can turn the option on and off in the >> config menu without having to recompile). We could either patch the >> SDL fork, or put our own black bars on the sides (calculated with >> knowledge of the real resolution) to preserve the ratio. > > Yeah, that sounds good as long as we can switch it at runtime as opposed > to compile time. What is this config menu you mention? Does the > sdl-android port have its own built-in config menu? And if so, how do I > access it? > > Oh, this also reminds me, what about summoning the on-screen keyboard. I > see there are some commands related to this in > project/jni/sdl-1.2/include/SDL_screenkeyboard.h I think we can use them > in gfx_sdl as long as we wrap them in #ifdef __FB_ANDROID___ > > I was thinking we should have a request_virtual_keyboard() > hide_virtual_keyboard() pair of commands which would do nothing on most > platforms, but on android would open/close the viertual keyboard. > > Then in game, we could call those functions when a hero is re-named, and > when the "input string" plotscripting command is used. > > --- > James
Yes, that's a good idea. This would be the first instance of patching a game's scripts. We'll have to replace any script named "input string" with the android-specific version. Doing so based on checksum isn't really possible because the script calls other scripts, which have variable script IDs. (scanscripts.py shows 38 different checksums). _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
