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Posts: 67 | Thanked: 32 times | Joined on Oct 2011
#518
Originally Posted by GrimyHR View Post
for vcmi someone should port the android version as it is scaled trough some SDL GLES stuf or something like that to fit 800x480...
Dude definately NOPE. Android port of VCMI is an old abandoned fork of VCMI. The official team gives no support for it, and forker dev lost interest in expanding the fork. Moreover Android fork depends on android API which scales the too-big-screen down (maybe it depends on GLES maybe not). So the port is deprecated and has no value for merging changes into trunk.

VCMI actually can run on N900 developer enviroment, but in 800x600 resolution (or higher) which is not availible on physical device. there is need for developing some interface for low-res. Simply add scaling down would work on the short term but will eat resources for something we can't be able to feel, and will make the text almost unreadable. Hence the need for NATIVE support of low-res-interface. Current code would already work for adventure screen if you implement buttons small enough to fit (but we will prefer expandable menu), but hero screen, exchange screen etc needs to be a bit tweaked. the most problematic parts are battle screen and town screen. Town screen would easily fit if we make bottom interface collapsable into single tiny button (or a few), so almost nothing of screen preview will be lost. Battle screen have to be cut on top and bottom (since there are graphic parts which have no effect for gameplay) and UI elements (which orginally were on bottom of the Battle screen) should be redeveloped, and we need something creative for battle log.

FTW current VCMI code already support adventure AI and is huge step since the misterious dev did the fork for android.