[Scummvm-devel] state of the ScummVM Android port, again

Matthew Hoops clone2727 at gmail.com
Sun Oct 23 23:14:00 CEST 2011


On Sun, Oct 23, 2011 at 5:05 PM, A. Milburn
<fuzzie at users.sourceforge.net> wrote:
> Since the last discussion there seems to have been no movement on the
> Android port. Should we just go ahead and push a new version to the
> market under our own namespace/key? (I don't know if anyone has made an
> Android Market account as discussed, but I assume the project budget can
> stretch to the $25 fee, and anything else seems like it would lead to
> annoying problems in the future.)
Sounds good to me, as long as we don't have two versions floating
around the Marketplace.

> Otherwise I could simply push "ScummVM: Broken Edition" or similar for now,
> using e.g. my partner's account. I don't know if anyone would object? But
> it would provide *some* trivial method for users to install ScummVM, which
> I think a lot of people would appreciate.
Hopefully not under that name ;)

> I prodded it into working on Android 3.1+ yesterday, but that has maybe
> broken upgrades since I made it used shared user id... If no-one else
> does so, then I'd like to at least move the default savegame location
> to something world-readable on the SD card if available, add a handler for
> the CREATE_SHORTCUT intent so that users can create home screen icons
> for individual games, and prod at a few of the more obvious bugs visible
> on my tablet and the other devices I can get my hands on.
I'd say the preferences file too. Right now, I can't even get rid of
the horrible WIP dialog on my phone (without rooting it, of course).

> * Do we want to get rid of plugins entirely and just live with a monolithic
> package, as I think Gus suggested at some point? It would be rather less
> painful, and I would be tempted to do so if I started uploading unofficial
> builds.
I agree, having all the plugins separate probably confuses the user.

-Matt




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