ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Thu Oct 10, 2013 12:47 pm 
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Sher'Tul

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Just saying that after reading quite a lot of Android game things it's exactly what the platform needs.
Put a 10$ price tag on it and there will be grabbers for it.

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PostPosted: Tue Oct 15, 2013 11:07 am 
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Rappler wrote:
Android

I haven't really started on this side of things, but the process is similar to iOS. Use the Android NDK to build everything. It provides a mechanism for native-only applications, so a Java wrapper isn't a strict requirement. The OpenGL ES and SDL issues apply to Android as well as iOS. I haven't looked at Android support in PhysFS yet.


After taking a couple looks myself on what it would take to start writing an Android port, I'm going to agree that using the NDK is the best way to go.

I'm still taking a look at the source code, since I haven't played with it much yet.
But long story short:
Zireael wrote:
You mean an Android port would actually be *possible*?

It's possible.
If there's nobody currently working on a port (haven't seen much, but I usually don't visit the forums), I would like to start looking into it.


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PostPosted: Thu Oct 17, 2013 9:59 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
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Yeah it is, I did some experiments but had no time :/
You're welcome to join in!
If you are serious about this please join #tome on irc.rizon.net and talk to me :)

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PostPosted: Thu Oct 17, 2013 2:17 pm 
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Archmage

Joined: Sat Oct 22, 2011 10:31 am
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I would buy this so hard I might break my tablet.


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PostPosted: Thu Oct 17, 2013 6:00 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
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So does this mean that ToME on tablets/phones would ONLY be available by purchase/to donators? No free non-donator version? Would purchase count as donation? Would existing donators be able to claim a 'free' copy?

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PostPosted: Fri Oct 18, 2013 6:09 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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Crim, The Red Thunder wrote:
So does this mean that ToME on tablets/phones would ONLY be available by purchase/to donators? No free non-donator version? Would purchase count as donation? Would existing donators be able to claim a 'free' copy?


I think it's too early to ask. ;)

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PostPosted: Fri Oct 18, 2013 6:13 pm 
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Master of Eyal

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Lol yeah :)

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PostPosted: Thu Jan 23, 2014 6:22 pm 
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Sher'Tul

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Any updates on things?

I haven't looked into the code as I wouldn't understand anything about it. Was just wondering if the effects and such are the problematic part I believe they could stripped off along with sounds if that's any help.

I doubt a lot of people will use game sounds on mobile games. I know I don't. Same goes for effects and stuff even in computer. I used to do highest details on ToME but on some levels (tempest peak 1) the slowdowns were horrible so the last few months I've been playing with minimal settings.

If those extra things could be easily stripped off the source one could imagine the source would be easily compileable on ARM processor architecture.

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PostPosted: Mon May 12, 2014 1:35 am 
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Faeryan wrote:
Any updates on things?

I haven't looked into the code as I wouldn't understand anything about it. Was just wondering if the effects and such are the problematic part I believe they could stripped off along with sounds if that's any help.

I doubt a lot of people will use game sounds on mobile games. I know I don't. Same goes for effects and stuff even in computer. I used to do highest details on ToME but on some levels (tempest peak 1) the slowdowns were horrible so the last few months I've been playing with minimal settings.

If those extra things could be easily stripped off the source one could imagine the source would be easily compileable on ARM processor architecture.


Just thought I'd give a quick update.
I've been half-on half-off over the past couple months, and finally reached the main part I've been dreading.

To give a brief intro, the main difficulties is that the source was written with desktops in mind. However, Android has a very... unique way of handling things. For starters, Android code is normally written in java, but can be written in C/C++ for advanced (read 'insane') programmers.

So, the process started like so:
1) Try building
2) See that it failed due to some missing requirement (such as OpenAL for music)
3) Find an android compatible source for that library
4) Add it to the build (symlink it in, and add an Android makefile)
5) Go back to step 1 and repeat

I managed to get it to the point where most of the libraries compile no problem (openal, lua, luajit, physfs, etc.).

However, as I found out the hard way today, there's a huge hurdle with the graphics:
T-Engine was written using OpenGL
Android uses OpenGL ES
Of course, I had little to no knowledge in the differences between them, so I overlooked that little detail at the start. :shock:

Now, unfortunately, there's no easy button to go from one to the other. So, it basically boils down to 3 main choices for an android port:
1) Hack the source (partial rewrite), similar to what can be seen here: http://pandorawiki.org/Porting_to_GLES_from_GL
2) Rewrite the source entirely
3) Write a jumper library, similar to what's been done here: http://code.google.com/p/gl-wes-v2/

I'll probably take a look at the third option, and see how much can be ported/jumpered. Luckily, C++ is the perfect language thanks to the pre-processor directives.

Of course, there will be other difficulties (lack of keyboard, CPU/GPU limitations, etc) that will come up further along, but thought I'd give an update on the current one.

Should have more time these next couple months to work on it. Hopefully I'll be able to get through that so I can at least get something on screen. :D


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PostPosted: Mon May 12, 2014 5:52 pm 
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Sher'Tul

Joined: Wed Jan 07, 2004 5:01 pm
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Thanks for the info!

Can't really comment much on anything there since I barely understood it.

Personally I wouldn't bother with the keyboard on touchscreen devices. As Baldur's Gate for Android proved, a total touchscreen UI is possible and very much working.
While I play with keyboard and only use mouse for awkward targeting and inventory hassling I could very well see myself playing with mouse only say if my keyboard would break.

Sure it would create more work, but I would see it the most sane approach.

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PostPosted: Thu Aug 28, 2014 3:14 am 
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So has any further work been done on this?


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PostPosted: Thu Jan 01, 2015 11:32 am 
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shalmezad wrote:
Faeryan wrote:
Any updates on things?
However, as I found out the hard way today, there's a huge hurdle with the graphics:
T-Engine was written using OpenGL
Android uses OpenGL ES
Of course, I had little to no knowledge in the differences between them, so I overlooked that little detail at the start. :shock:

Now, unfortunately, there's no easy button to go from one to the other. So, it basically boils down to 3 main choices for an android port:
1) Hack the source (partial rewrite), similar to what can be seen here: http://pandorawiki.org/Porting_to_GLES_from_GL
2) Rewrite the source entirely
3) Write a jumper library, similar to what's been done here: http://code.google.com/p/gl-wes-v2/

I'll probably take a look at the third option, and see how much can be ported/jumpered. Luckily, C++ is the perfect language thanks to the pre-processor directives.


Hello.

I wouldn't mind contributing some time to write a graphics port for TOME to OpenGL ES (I do graphics programming for a living), if somebody else is handling the other parts. Otherwise, please let me know how I may contribute.

TOME is a fantastic game and I'd love to see this on Android/iOS some day.


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PostPosted: Fri Jan 02, 2015 7:47 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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Guys, loook at the neeeews!

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