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Android port officially merged

posted Mar 10, 2011 2:54 AM by Angus Lees

For those of you who haven't noticed yet, the Android port has been merged into the main ScummVM codebase as of the 1.2.0 release.  Yay.

Happily, this renders this site obsolete.  Eventually I'll move the FAQ into a scummvm.org wiki page.

For now you should ignore any apks on this site, the newest release can be found at www.scummvm.org/downloads

Major package update

posted Nov 19, 2009 4:47 PM by Angus Lees   [ updated Nov 23, 2009 6:21 AM ]

Just uploaded a new version to the Market. The big change is that the game engines are now split out into separate packages. So now you need both ScummVM and at least one of the ScummVM engine packages.

Visible changes:

  • Package split so I can make more engines available, and lower the size of a typical install.
  • Virtual keyboard support. Hold down menu to make it pop up. Won't pop up on anything that has a physical keyboard (G1).
  • Allow cursor moving via D-PAD, for trackball-less handsets.
  • Sync up to latest upstream scummvm 1.0.0pre codebase.
    • New engines. In particular: Discworld! ("tinsel" engine).
  • Trackball press workaround for HTC Hero.
  • Engine data files (eg: kyra.dat) should be found correctly inside the ScummVM package. Remove any stale kyra.dat's you may have in your game directories.
  • Give a useful error message if SD card is unavailable (eg: still mounted on PC).
  • Logos updated to the new capitalised versions, to match upstream.
  • Added maxsdkversion=4 to declare that we don't work on Android 2.0 (Droid) yet :(
Enjoy.

New market release (minor fixes)

posted Jun 14, 2009 2:48 PM by Angus Lees

Uploaded a new version to the market yesterday:
  • Search button + clicking somewhere now counts as a right mouse click (specially for HTC Magic)
  • Unpacking splash screen thing no longer crashes if you send it a click/key event (ahem)

Android1.5 (cupcake) version

posted May 1, 2009 6:02 AM by Angus Lees

Sorry for the delay.  I was debugging a compatibility layer that would let ScummVM work on Android 1.1 and 1.5 platforms simultaneously, but ran out of time.  I've just uploaded a build to the market that will work on Android 1.5, but this version will not work on 1.1 and older.

If you have an HTC "Magic" phone (no physical keyboard), you have Android 1.5.  "Dream" phones (with the keyboard) are getting the update now; you'll know once you've upgraded.

Sorry again for this hassle across Android versions.  Hopefully this won't happen very often and I can get my compatibility stuff in place before the next one.

The only other change in this version is no longer using the "persistent application" permission.  This was an attempt by me to stop ScummVM being killed unexpectedly when "in the background" but it never worked as I'd hoped and caused a few problems.

New Release

posted Mar 15, 2009 5:54 PM by Angus Lees

Finally finished putting this release together.

User-visible features include:
  • Completely rewritten graphics to add mouse cursor and trackball
  • Completely rewritten native library handling to work around several Android package manager bugs
  • shift+number turns into F1-F10
  • fixed backspace key
  • fancy compiler trickery to reduce native code size (now ~10MB total size)
You'll see the new library unpacking with a shiny progress bar.  If you have the space, it will cache the (~6MB) library and not unpack it again on later invocations.  The nice thing about the way I'm doing it now is that if Android decides it's running low on internal flash space, it will delete the cached library and free up the space.  So if you see the ScummVM package size change between 10MB and 4MB, that's what's going on.

Sorry for the delay - almost every line of code in this port was rewritten for this release.  Hopefully the improvements will let me roll out future changes more quickly.

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