[Ohrrpgce] Android SdlVideoResize=y

James Paige Bob at HamsterRepublic.com
Sat Jun 8 09:00:54 PDT 2013


On Sat, Jun 08, 2013 at 09:01:20PM +1200, Ralph Versteegen wrote:
> On 8 June 2013 02:26, James Paige <Bob at hamsterrepublic.com> wrote:
> > On Fri, Jun 07, 2013 at 09:12:35PM +1200, Ralph Versteegen wrote:
> >> On 7 June 2013 03:05, James Paige <Bob at hamsterrepublic.com> 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 <Bob at hamsterrepublic.com> 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).

I think it would be best to just hook up the android keyboard trigger to 
the "enable input text" command. I know that command is only about a 
year old, so it would mean that people who used "input text" in their 
scripts would have to re-compile them before publishing on android.

But that seems better than a really complicated solution.

---
James



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