scummvm gui with 2x and normal mode (by default used 2x gfx mode)
Some recommedation for device with low-resolution screen. Use 'Option' button then change 'Graphics mode:' to Normal (no scaling)
Smooth video mode is enabled by default, but you can disable if needed
screen with 'Smooth the video' enable (480x320)
screen with 'Smooth the video' disable (480x320)
List of supported features in settings:
Data installation location
- Internal storage
- SD card storage
- custom location
- Scummvm app-data
- games list...
- On-screen keyboard
- On-screen keyboard theme
- On-screen keyboard size
- Size of button images
- On-screen keyboard transparency
- Remap on-screen control
---On-text input button
---On-screen button 1...6
- Customize on-screen keyboard layout
- Mouse emulation mode
--- Tiny, touchpad mode
--- Small, magnifying glass
--- Small, touchpad mode
--- Large (tablet)
- Left mouse click
--- Touch near mouse cursor
--- Touch screen with second finger
--- Touch screen with force
--- Physical key
--- Hold at the same spot
--- Tap or hold
- Right mouse click
--- Disable right mouse click
--- Touch screen with second finger
--- Touch screen with force
--- Physical key
--- Hold at the same spot
- Advanced features
--- Move mouse with joystick or keyboard
--- Left mouse click with trackball / joystick center
--- relative mouse movement (laptop mode)
- Move mouse with joystick speed
- Calibrate touchscreen
What kind of navigation keys does device have
- Touchscreen only
Size of audio buffer
- Very small
Remap phisical key
Two-finger screen gestures
- Zoom in two-finger gesture
- Zoom out two-finger gesture
- Rotate left two-finger gesture
- Rotate right two-finger gesture
- Keep 4:3 screen aspect ratio
- Smooth the video
- Separate thread for video
- better to select ' Large (tablet)' mouse mode on start
- if you have sound cracking then please change size of audio buffer in sdl-settings
- if your device have hardware button then please disable (or decrease) on-screen buttons in sdl-settings
- if your device not have additional buttons, but it required in some games for some functions then you can increase and remap on-screen buttons or as two-finger gestures in sdl-settings
- to call scummvm menu use scummvm on-screen keyboard 'CTRL+F5'
- to call game menu use scummvm on-screen keyboard 'F5'
- to text input you can use scummvm or sdl on-screen keyboard
- 'Smooth the video' mode is enabled by default, but you can disable in sdl-settings
- to access by finger on top part of screen (it needed by some games like goblins3, beneath of sleel sky, lost in time) (it needed for some types capacitive screens) please calibrate touchscreen in sdl-settings
- updated to scummvm 1.7.0git6577
- updated to latest version of pelya's libSDL
- show/hide on-screen control via 3 points touch on screen
- show/hide virtual keyboard via long press (>1sec) 3 points touch on screen
- updated to scummvm 1.8.0git2707 - updated to latest version of pelya's libSDL
- changed buttons assignment (for apply use reset SDL-setting)
MENU - via back key
ESCAPE - via menu key
- updated to scummvm 1.8.0git2727
- changes in app settings cfg (AppUsesMultitouch=y)
- updated to scummvm 1.8.0git2913
- move mouse with right gamepad stick (thanks to pelya)
- added bounds checking to moving mouse with arrow keys (thanks to pelya)
if you have setting and saves from older version then you can try move file .scummvmrc and folder .scummvm from app-data/org.scummvm.sdl/ to Android/data/org.scummvm.sdl/files/
Change setting always possible on start when SDL logo displayed
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I too have issue with cursor ,stops top and left, infinite travel bottom and right and keeps moving. Device jxd7800 analog stick and D pad move highlighted choice bar, clicking it you have to have pointer off same screen , thats very nice. I set onother for my grand daughter works great as a touch screen device playing Humongous Entainment games ,I have almost full library from my children. I had issue with 1.7 on hers putting all keys a bottom tool bar style very small buttons , mine has main toolbar removed in root not sure if thats why mine is in normal layout. This one loads normal for her's. Thank you for this build she can now enjoy games like pajama sam, putt putt. Could cursor issue be dpad and analog stick are linked ? I did manual calibrate in both. I would try any beta versions.
First of all, thanks for the hard work with Scumm VM for Android.
I have a Nvidia Shield Portable Android device and I can't seem to get the cursor to move nicely when using the analog sticks or even the d-pad. Is there a way for it that I missed?
I'm using 'Move mouse with joystick or trackball" and "relative mouse movement (laptop mode), "medium" relative mouse movement speed, "none" relative mouse movement acceleration.
With this the cursor behaves very weirdly. It can be moved but it never stops, like the dead zone on the analog sticks is not recognized. I can use the d-pad and it moves ok, but is not stopped by the bottom or right borders so it can wanders far off screen. Anyway after a short while the behaviour of the cursor becomes very erratic, refusing to move right or to move at all.
Is that some limitations of the Scumm VM build or am I using the wrong settings. Any suggestions?
I really like this version of ScummVM but have a bit of a problem with pad control. When you move the cursor to the edge of the screen (right or left) it sticks to the side as if the cursor is continuing to go off the screen and not stopping at the edge. To move it back on the screen, you have to hold in the opposite direction for the same length of time as you did to move it off screen.
This causes a big problem in games like Full Throttle where you steer the bike left and right as the cursor gets stuck at one side (same with the cannon at the start of Curse of Monkey Island). Is there a setting to fix this or will it be addressed in a future update?
Just tried that version and still seems to be doing the same thing unfortunately. It's like the cursor continues to move off the screen, not stopping at the edge, yet it's visually still there. I then have to move back in the opposite direction for the same distance until it moves back on the screen, or use the touch screen to reset it. Using an xperia play pad.
Please disregard my older post - after uninstalling official ScummVM, cleaning, and reinstalling SDL ScummVM, it works without blur, perfectly sharp.
Another question though - how to un-map hardware buttons back to their original function? I didn't see any relevant config in /Android/data/org.scummvm.sdl (and /data/data/org.scummvm.sdl/files/libsdl-settings.cfg is a binary file).
Is it possible with this build to get sharp pixels in games, like they originally look?
With this SDL build, default render mode is very blurry on my 1280x800 tablet, but with the official ScummVM builds it is sharp. AdvMAME and such looks less blurry than default in SDL, but I prefer to play with no graphic enhancements, if possible.
Thanks for any help!
(I have to use this SDL build for playing Discworld, since it is impossible to activate the virtual keyboard with my device.)
Hello, Thanks very much for this version. However, whatever the chosen options, movement of the pointer inside the game is not really smooth, contrary to the official version. I tried to change the options (unchecking mouse options or graphics quality for instance, whatever the graphics quality, game remains perfectly smooth) but it does not improve the cursor movement smoothness. I have a samsung note pro 12. The cursor kind of lag when moving on screen inside the game. Is there anything I can Do?
Magnificent release. It works miles better than the official versoon, with much more features, to boost. Many thanks!!!! I just finished Beneath A Steel Sky, now playing Sam and Max Hit The Road. I have never played thoses games before, so discovering them for the first time is a wonderful experience.