[WIP] Android port testing

General discussion regarding the OpenMW project.
For technical support, please use the Support subforum.
Post Reply
xyzz
Posts: 21
Joined: 14 Jan 2018, 22:25

[WIP] Android port testing

Post by xyzz » 19 Jan 2018, 05:08

So I've been working on this for a while and it's now in the state where it might (maybe?) work for you too!

First of all, here's the apk file (Last updated February 4): https://d.xyz.is/openmw/openmw-2018-02-04.apk

Install it normally. Then, create a directory on internal memory and copy all data files into it. For example, I created "/sdcard/mw/data-files/" (you better not have any spaces or any weird characters in the path):

Now copy contents of the steam version into it (I've only tested that one - and right now expansions are required or it will crash):

Code: Select all

shell@SGP611:/ $ ls -la /sdcard/mw/data-files/                                 
-rw-rw---- root     sdcard_rw     1171 2018-01-13 12:33 Better Dialogue Font Readme.txt
-rw-rw---- root     sdcard_rw 118425318 2018-01-13 12:33 Bloodmoon.bsa
-rw-rw---- root     sdcard_rw  9631798 2018-01-13 12:33 Bloodmoon.esm
drwxrwx--x root     sdcard_rw          2018-01-14 17:50 Fonts
-rw-rw---- root     sdcard_rw 310459500 2018-01-13 12:33 Morrowind.bsa
-rw-rw---- root     sdcard_rw 79837557 2018-01-13 12:33 Morrowind.esm
drwxrwx--x root     sdcard_rw          2018-01-14 17:48 Music
drwxrwx--x root     sdcard_rw          2018-01-14 17:50 Sound
drwxrwx--x root     sdcard_rw          2018-01-14 17:48 Splash
-rw-rw---- root     sdcard_rw 64986032 2018-01-13 12:33 Tribunal.bsa
-rw-rw---- root     sdcard_rw  4565686 2018-01-13 12:33 Tribunal.esm
drwxrwx--x root     sdcard_rw          2018-01-14 17:51 Video
-rw-rw---- root     sdcard_rw     3865 2018-01-13 12:33 XE Sky Variations.esp
drwxrwx--x root     sdcard_rw          2018-01-14 17:51 meshes
drwxrwx--x root     sdcard_rw          2018-01-14 17:48 shaders
drwxrwx--x root     sdcard_rw          2018-01-14 17:51 textures
On your device, launch the application, select "Path to game data files" and enter manually your path (so /sdcard/mw/data-files/ for me).

You could also set custom command line arguments (e.g. --skip-menu --start Balmora) and at the bottom you can select whether you want to use GLESv1 or GLESv2 renderer (one might work better than the other).

Once the game has started, there should be on-screen sticks (green circles inside red squares) - these emulate standard OpenMW gamepad so you use them to control mouse, camera and movement.

When the mouse cursor is visible, you can control it using your device screen as a virtual touchpad. To left click, tap the screen. To right click, tap the screen with two fingers. To open a virtual keyboard, tap the screen with three fingers.

The crossbow button is left click, sword&shield is right click (so menu), the up arrow is jump, arrow below it is space (action button), the rest you could probably figure out.

Finally, screenshots: https://imgur.com/a/DWCYf

Let me know if you manage to run it at all and if so, how well it runs for you - including your Android version and the device model.

________________________________________________________________________________

This port is using the gl4es library: https://github.com/ptitSeb/gl4es. gl4es translates GL1 calls into GLESv1/GLESv2 calls so they can run on mobile/portable devices. If you're a developer struggling to port a desktop OpenGL 1 application to mobile, check it out.
Last edited by xyzz on 05 Feb 2018, 02:16, edited 4 times in total.

User avatar
AnyOldName3
Posts: 645
Joined: 26 Nov 2015, 03:25

Re: [WIP] Android port testing

Post by AnyOldName3 » 19 Jan 2018, 12:43

I got a parse error when trying to install the APK. This was on an LG g2 running android 4.2.
AnyOldName3, Master of Shadows

xyzz
Posts: 21
Joined: 14 Jan 2018, 22:25

Re: [WIP] Android port testing

Post by xyzz » 19 Jan 2018, 12:54

For now at least Android 5.0 is required, this could be changed later but is not my focus at the moment.
Last edited by xyzz on 19 Jan 2018, 13:13, edited 1 time in total.

User avatar
psi29a
Posts: 3501
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: [WIP] Android port testing

Post by psi29a » 19 Jan 2018, 13:07

I use Lineage 14.1 (Android 7.1)... should be good to go then right? :)

xyzz
Posts: 21
Joined: 14 Jan 2018, 22:25

Re: [WIP] Android port testing

Post by xyzz » 19 Jan 2018, 13:12

Yep, that one should work fine.

Sartur
Posts: 9
Joined: 19 Aug 2012, 12:51

Re: [WIP] Android port testing

Post by Sartur » 19 Jan 2018, 13:29

I got to lend a Galaxy Tab A (2016) running Android 7.0 for a quick test:
All the videos stuttered, but the game ran surprisingly well.
I only completed the character creation and explored the outskirts of Seyda Neen; including a small skirmish with two mudcrabs.
Indoors it ran quite well and even outdoors it wasn't too bad (I probably missed something but I wasn't able to display the current frame rate).

Overall I'm very impressed!

User avatar
psi29a
Posts: 3501
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: [WIP] Android port testing

Post by psi29a » 19 Jan 2018, 13:39

What's the FPS: exterior and interior ?

Sartur
Posts: 9
Joined: 19 Aug 2012, 12:51

Re: [WIP] Android port testing

Post by Sartur » 19 Jan 2018, 14:06

psi29a wrote:
19 Jan 2018, 13:39
What's the FPS: exterior and interior ?
I wasn't able to enable the FPS counter on Android.

User avatar
psi29a
Posts: 3501
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: [WIP] Android port testing

Post by psi29a » 19 Jan 2018, 14:10

Wait... no virtual keyboard?

Sartur
Posts: 9
Joined: 19 Aug 2012, 12:51

Re: [WIP] Android port testing

Post by Sartur » 19 Jan 2018, 14:13

From what I can tell the additional on-screen icons you can see in xyzz's screenshots is all you get.

Post Reply

Who is online

Users browsing this forum: Chris, Yahoo [Bot] and 2 guests