Zandronum on Android/Apple devices

General discussion of the port and Doom-related chat.

Zandronum on Android/Apple tablets (Zandroidnum)?

 
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RE: Zandronum on Android/Apple devices

#21

Post by xrgman » Sat Aug 31, 2013 2:40 pm

jelly bean 4.5 :D

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RE: Zandronum on Android/Apple devices

#22

Post by Ermac » Sat Aug 31, 2013 6:38 pm

I like Zandronum very much cuz of it's multi-platform diversity and Software/Open GL variety since I switched to Ubuntu (lacking only some features like DirectX in Software renderer or HQN resizing or locked Gamma 1.0, but that's inconsiderable).

I think having Zandronum operational on yet another OS will only add up to it's reputation (regardless of OS user majority or device of preference for playing).
Perhaps it will increase the choice of the new players when it's about to determine which port cuz of it's diversity.
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RE: Zandronum on Android/Apple devices

#23

Post by Cruduxy » Sat Aug 31, 2013 7:24 pm

Its difficult to convert it beside I cant imagine how horribly disadvantaged you'll be -I tried touchpads and they are very horrible to play online-
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RE: Zandronum on Android/Apple devices

#24

Post by Catastrophe » Sat Aug 31, 2013 7:43 pm

Well people wouldn't really care about disadvantages, it'd be casual gameplay.

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RE: Zandronum on Android/Apple devices

#25

Post by Blzut3 » Sat Aug 31, 2013 8:42 pm

Outside of FMOD (which is available on iOS/Android/WP), ZDoom provides an extremely portable code base that is architecture independent. In other words the only issue with porting ZDoom to these platforms is someone would need to write touch screen controls. Preferably, for best performance, they should replace the entire SDL back end with something native (this isn't as difficult as it may sound).

Zandronum has the issue that it still has some of the architecture dependent code from before ZDoom added PPC support, but someone with the proper hardware could fix those issues easily if they wanted to.

In short, the only reason ZDoom or Zandronum is not on those platforms is lack of developer interest. "Horribly disadvantaged" controls is a dumb reason since all of those platforms have accessories to fix that. Moreover, some people just play for fun and wouldn't care.
ibm5155 wrote: thats why I think it would be easier to port it to wp, because it suport native c/c++ ...
Both iOS and Android support C/C++. Android would require a tiny Java layer last time I checked, but that's not an issue.

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RE: Zandronum on Android/Apple devices

#26

Post by Ænima » Sat Aug 31, 2013 10:17 pm

Blzut3 wrote: In short, the only reason ZDoom or Zandronum is not on those platforms is lack of developer interest.
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This is essentially the conclusion we reach in every single one of these threads.

It IS probably possible to port ZDoom to Android/iOS/PS3/whatever. It's just not something any developer would do unless you actually paid them. And the developers of these ports themselves sure as hell aren't going to waste their time working on it.


I realize that it's something some players want (or at least would think was cool). But sadly it's just not going to happen unless someone steps up and does it themselves.
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RE: Zandronum on Android/Apple devices

#27

Post by Medicris » Sat Aug 31, 2013 10:43 pm

No one is going to be willing to dump days upon weeks into coding and maintaining a program for only a tiny, platform specific niche userbase for free, and keeping up with Z& updates to boot. How many people would play out of Z&'s userbase? Would it be worth the labour to please these like, maybe 20 people who really can't wait to play Zanbabwe on their smartphone while they take a dump?

The issue of platform-specific cheat engines (it happens on consoles, trust me) is a whole other story, and will need another platform-specialized team or individual to squash those.

Not to mention getting anything on Apple's App Store is more than a hassle, and if it's jailbreak-only that only really scares away any casual potential user.

And last but not least, any computer can run Z&. Like, seriously. Your grandmother's Windows XP Solitaire machine can run it. If you don't have the simplest of pawn shop computers, then I simply advise you to get a job.
Last edited by Medicris on Sat Aug 31, 2013 10:46 pm, edited 1 time in total.

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RE: Zandronum on Android/Apple devices

#28

Post by ibm5155 » Sun Sep 01, 2013 3:09 am

I´ll learn how to create some kind of software for wp, but I´ll not promess that I´ll port zandronum to it, of course it would be cool, but I´m not ready for touch on a complex code yet D:

Hmm I´m just curious, since there´re x64 tablets with windows 8, when you run zandronum on it the touch would act as a mouse movment? I think the first cool start for that kind of systems would be porting the new menu system that could be 100% operational with mouses/touchscreen...

About the controls, I think it would be something I did on sdl, check the touch position if it´s on a box, if it´s then do an action... (I think the bad part would be related to the limited buttons, because there´re alot of it, fire, alt fire, select weapon, select item, open door, active item,talk...)

EDIT:I think most of smartphones has enough processor to run zandronum, but maybe not ram (since alot of mods could use more than 500mb, I saw even ones that eat 1,8GB D:)

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Last edited by ibm5155 on Sun Sep 01, 2013 3:12 am, edited 1 time in total.
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RE: Zandronum on Android/Apple devices

#29

Post by Blzut3 » Sun Sep 01, 2013 4:44 am

Medicris wrote: No one is going to be willing to dump days upon weeks into coding and maintaining a program for only a tiny, platform specific niche userbase for free, and keeping up with Z& updates to boot. How many people would play out of Z&'s userbase? Would it be worth the labour to please these like, maybe 20 people who really can't wait to play Zanbabwe on their smartphone while they take a dump?
Well for relatively major platforms like Android, iOS, and Windows Phone. I'd probably take to compiling binaries and ensuring that they continue to work. I know I'd definitely be able to keep an Android version working.

Regarding walled garden platforms like iOS and I think Windows Phone. You'd definitely need a jail broken device. I know Apple definitely doesn't allow programs like Zandronum, but I don't know what all terms Windows Phone has.

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RE: Zandronum on Android/Apple devices

#30

Post by SyKoTiC » Sun Sep 01, 2013 5:08 am

Blzut3 wrote: I know Apple definitely doesn't allow programs like Zandronum, but I don't know what all terms Windows Phone has.
Windows Phone is closer related to Windows 8 now, i think RT actually.

But I know a fix to all this.

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RE: Zandronum on Android/Apple devices

#31

Post by Blzut3 » Sun Sep 01, 2013 6:43 am

SyKoTiC wrote: i think RT actually.
Windows RT is a walled garden that IIRC only accepts apps using the new WinRT API (metro style apps). I don't really keep up on the issues here since Windows RT is fairly irrelevant because of said walled garden and Windows Phone isn't exactly all that popular either.

For what it's worth, ECWolf has been ported to jail broken Windows RT tablets and that uses a significant amount of ZDoom code.

Edit: Made a sticky thread catch all: http://zandronum.com/forum/showthread.php?tid=3346

Hopefully I covered everything. If not, let me know in that thread.
Last edited by Blzut3 on Sun Sep 01, 2013 7:36 am, edited 1 time in total.

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RE: Zandronum on Android/Apple devices

#32

Post by bxn » Wed Dec 17, 2014 9:32 am

This post is obviously old,but Gzdoom is on android! http://beloko.com/?page=game_doom

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RE: Zandronum on Android/Apple devices

#33

Post by ibm5155 » Wed Dec 17, 2014 4:22 pm

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RE: Zandronum on Android/Apple devices

#34

Post by im1hpu0 » Wed Dec 17, 2014 4:52 pm

meh i would like to see it also on Windows Phone 8.1...
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RE: Zandronum on Android/Apple devices

#35

Post by ibm5155 » Wed Dec 17, 2014 5:25 pm

for one side, windows phone is easier because it would require less code change, for other side android uses opengl, and that would let the port easier...
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RE: Zandronum on Android/Apple devices

#36

Post by bxn » Thu Dec 18, 2014 12:35 am

it ran slow on my phone,but I was running an oblige 6.10 generated megawad of huge maps with a crapload of monsters,and has some 3d floors in it. Also brutal doom 19 and operation inhuman was loaded too. maybe if I ran smaller maps with less monsters it would be better. I'll have to find out.

Maybe the guys at beloko will port it to different devices eventually? Now only if oblige could work on Android,along with doom builder 2,and slade 3 . Would be all set and never be bored waiting at the dr's office again lol .

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RE: Zandronum on Android/Apple devices

#37

Post by InStars » Thu Dec 18, 2014 3:51 pm

Recently I saw a video of GZDoom Android port running Brutal Doom.

https://www.youtube.com/watch?v=L_-LyPsL3nM

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