I'm really glad that it helped to run engine much faster.
So which resolution is set? And what kind of glithces?
Wikipedia says that your xperia play has resolution 848x480. So there must be line in the log file looking like "closest w = 848, h = 480, dm = ...".
Resolution selection is made in...
I have ported engine to SDL2 and changed render to use new API for hardware-accelerated rendering. But I have not changed the order of rendering operations and, sometimes, I have used closest analogues to simulate what old API does. Of course, current render is far from effective, but even this...
Thank you for the testing on different devices. iPad 2 will be fine I think. The video on YouTube shows game on iPad 2. Situation with iPhone 3GS is much harder. It has resolution 480x320. As the all previous devices. Game base resolution is 320x240. Engine will rescale it for screen, but it...
I have development profile from my university, so I was able to run nxengine on university's iPad (you can see it on video). But I cannot use this profile for publishing in AppStore. So, nxengine works fine on non-jail broken device, there is no jailbreak-dependent code. But I don't think there...
1. Ah, yes. I have heard this argument.
I want to explain something.
I wanted to play CaveStory on my iPhone and I found NXEngine. As I'm C++ developer, I have all needed skills to fullfill my wish. After the first success, I was carried away liitle bit and made misleading statements. I have...
I have written my own implementation of virtual gamepad which uses sdl2 touch events. It's what you can see in video. So it's, probably, biggest cange I made in the engine. It is in vjoy.cpp. Also, I have made support for touch control of in-game button and such stuff. For this I had to...
Yes, cahce removal helps with those issues. And I have already disabled resolution switching.
https://github.com/PIlin/NXEngine-iOS/commit/0ad911d82a697f821d0464cc32a30f7446d323d1
If mods change only game files, than I don't see big problems to port something to mobile device. For beginning, you can try them under NXEngine for Windows or Linux.
I am very glad to read that.
There were two issues with sound:
1. Undefined behaviour when game is rendered sound samples from formulas. Fixed in https://github.com/PIlin/NXEngine-iOS/commit/4fab248cea7a0aab342713a536834bbdff169da2 (and wrong fix was in the previous commit). This issue was only...
I have established cydia repo for testing purpouses. There is development version of the engine. Link is http://pilin.github.com/NXEngine-iOS/repo/
Issue tacker is on the project page https://github.com/PIlin/NXEngine-iOS/issues?state=open
Not sure if I have to make post here or to create new thread. Anyway.
I'm making the port of NXEngine to iOS platform.
Proof is here:
Project page is here: https://github.com/PIlin/NXEngine-iOS
Work in progress, but, as you can see, game is already in a good state.
There are no packages yet...