Porting the game to a screen with 800x480
Posted: Sat Jun 26, 2010 7:14 pm
Such screen comes on the OpenPandora, and as such not all the screen can be shown.
Other than that, the device is a fully fledged linux computer, with the only "limitations" of ram an perhaps cpu speed.
Angstrom provides all the libraries needed and the porting was a straight "make".
I've read the wii port thread and its good to hear a cropping solution is at least being thought.
Until then, wouldn't a quick 'n' dirty stretching solution be possible? An idea I had was to create an other SDL surface of 640x480 an let RnD work with the odd sized one. Then hijack sdl flip (or what ever is being used) so the RnD surface gets copied resized to the actual screen surface and then call the real buffer flip.
Perhaps the copying wouldn't be that fast, but until I figure how to use OpenGL ES for the resizing, a nearest neighbourhood should suffice. More so, the cpu isn't that weak and perhaps a more accurate software rescaler could work just as well.
Other than that, the game works marvellously on the device, no slowdowns, full sounds...
I'm going to try some mods like Alan Bond's Snake Bite or BD2k3 for a bit more complex things.
Thanks for such great game.
Cheers.
PS: I'm going tomorrow on a trip for a week so I won't be able to respond until then, but I felt asking this so you could take your time.
PSS: I've also tried Mirror Magic and compiles and works just as well, with the exception that a "extern struct JoystickInfo joystick[];" at main.h (sorry, can't look up the line number right now) makes the gcc moan about a error I can't remember right now (sorry). Changing joystick[]; to *joystick; fixes the problem. Once I come back, I'll be able to help you more.
The gcc version provided by the Angstrom distribution is 4.3.3
Just so you know.
Other than that, the device is a fully fledged linux computer, with the only "limitations" of ram an perhaps cpu speed.
Angstrom provides all the libraries needed and the porting was a straight "make".
I've read the wii port thread and its good to hear a cropping solution is at least being thought.
Until then, wouldn't a quick 'n' dirty stretching solution be possible? An idea I had was to create an other SDL surface of 640x480 an let RnD work with the odd sized one. Then hijack sdl flip (or what ever is being used) so the RnD surface gets copied resized to the actual screen surface and then call the real buffer flip.
Perhaps the copying wouldn't be that fast, but until I figure how to use OpenGL ES for the resizing, a nearest neighbourhood should suffice. More so, the cpu isn't that weak and perhaps a more accurate software rescaler could work just as well.
Other than that, the game works marvellously on the device, no slowdowns, full sounds...
I'm going to try some mods like Alan Bond's Snake Bite or BD2k3 for a bit more complex things.
Thanks for such great game.
Cheers.
PS: I'm going tomorrow on a trip for a week so I won't be able to respond until then, but I felt asking this so you could take your time.
PSS: I've also tried Mirror Magic and compiles and works just as well, with the exception that a "extern struct JoystickInfo joystick[];" at main.h (sorry, can't look up the line number right now) makes the gcc moan about a error I can't remember right now (sorry). Changing joystick[]; to *joystick; fixes the problem. Once I come back, I'll be able to help you more.
The gcc version provided by the Angstrom distribution is 4.3.3
Just so you know.