Aspect ratio help

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andy1977
Posts: 6
Joined: Sat May 17, 2008 11:14 pm

Aspect ratio help

Post by andy1977 » Wed Dec 28, 2011 6:09 pm

I've a Sony Ericsson Experia Neo running Android v2.3.4 and I've downloaded the Scumm App v1.4.0 from the Android Market.

I cannot run any game with the correct aspect ratio - everything else runs perfectly. If I untick Fullscreen mode and/or Aspect ratio correction, the aspect ratio of the game is correct but I have a yellow blinking bar on the left hand side of the screen and duplication of some of the gaming window on the rightwhen running a game. When I pause the game to bring up save load options the yellow bar and duplication disappear but come back when I unpause.

The games I have run have been the Monkey Island 1 and Loom CD versions, Indiana Jones VGA, Zak McKraken and Maniac Mansion, all Dos versions.

Does anyone know how to solve this problem? Any help greatly received :)

fuzzie
ScummVM Developer
Posts: 178
Joined: Mon May 24, 2010 3:02 pm

Re: Aspect ratio help

Post by fuzzie » Wed Dec 28, 2011 8:27 pm

andy1977 wrote:I've a Sony Ericsson Experia Neo running Android v2.3.4 and I've downloaded the Scumm App v1.4.0 from the Android Market.
Agh. Could you provide the output of the Android log (using e.g. aLogcat) just after starting ScummVM, please?

This is a known problem on some HTC devices, I guess we should enable the fix for your device too (we fix it by just drawing black over the left/right sides, but that uses a bit more battery life, so we don't want to do it on all devices if we can avoid it), and so it'd be nice to have the device/OpenGL info from the log.

andy1977
Posts: 6
Joined: Sat May 17, 2008 11:14 pm

Post by andy1977 » Wed Dec 28, 2011 8:55 pm

Hi Fuzzie, thanks for your reply. I've only recently got an Android phone and am not familiar with using programs like alogcat but have downloaded the app. I've scrolled through the log and copied and pasted what looks like Scummvm entries. Hope this is what you're looking for:

D/szipinf ( 5804): Initializing inflate state
D/szipinf ( 5804): Initializing zlib to inflate
D/dalvikvm( 237): GC_EXPLICIT freed 811K, 41% free 7014K/11783K, external 5692K/7109K, paused 71ms
W/KeyCharacterMap( 5804): Can't open keycharmap file
W/KeyCharacterMap( 5804): Error loading keycharmap file '/system/usr/keychars/pm8058-keypad.kcm.bin'. hw.keyboards.0.devname='pm8058-keypad'
W/KeyCharacterMap( 5804): Using default keymap: /system/usr/keychars/qwerty.kcm.bin
I/ScummVM ( 5804): scummvm_main exited with code 0
D/ScummVM ( 5804): Destroying texture 1
D/ScummVM ( 5804): Destroying texture 2
D/ScummVM ( 5804): Destroying texture 3
D/ScummVM ( 5804): deinitializing surface
D/ScummVM ( 5804): Destroying texture 3440248
D/kernel ( 131): [18469.278808] binder: 237:243 transaction failed 29189, size 56-0
D/kernel ( 131): [18469.278930] binder: 237:243 transaction failed 29189, size 56-0
E/InputDispatcher( 237): channel '2b520950 org.scummvm.scummvm/org.scummvm.scummvm.ScummVMActivity (server)' ~ Consumer closed input channel or an error occurred. events=0x8
E/InputDispatcher( 237): channel '2b520950 org.scummvm.scummvm/org.scummvm.scummvm.ScummVMActivity (server)' ~ Channel is unrecoverably broken and will be disposed!

Manc_rob
Posts: 3
Joined: Tue Jan 03, 2012 10:23 pm

Post by Manc_rob » Tue Jan 03, 2012 10:38 pm

Hi andy1977 and fuzzie.

I'm also experiencing the same issue as initially described when running any game with the correct aspect ratio. I'm using an Xperia Play (2.3.4, non-stock rom + kernel if it makes any difference).

Not sure exactly which part of the log you're after fuzzie, but suspect it may be this (mentions 854x480, the resolution of the screen) - apologies for it's length:

I/ActivityManager( 398): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=org.scummvm.scummvm/.Unpacker bnds=[0,775][96,854] } from pid 13164
I/ActivityManager( 398): Start proc org.scummvm.scummvm for activity org.scummvm.scummvm/.Unpacker: pid=2479 uid=10159 gids={1015}
I/WindowManager( 398): Setting rotation to 1, animFlags=1
I/ActivityManager( 398): Config changed: { scale=1.0 imsi=234/33 loc=en_GB touch=3 keys=1/1/2 nav=2/2 orien=2 layout=34 uiMode=17 theme=ComponentInfo{com.sonyericsson.defaultruntimethemes/com.sonyericsson.defaultruntimethemes.BlackThemeService} seq=120}
D/dalvikvm( 2479): GC_CONCURRENT freed 72K, 49% free 2790K/5379K, external 1992K/2504K, paused 6ms+3ms
I/ActivityManager( 398): Displayed org.scummvm.scummvm/.Unpacker: +325ms
W/IInputConnectionWrapper(13164): showStatusIcon on inactive InputConnection
I/ggheart (13164): onStop
I/ScummVM ( 2479): Starting next activity with intent Intent { flg=0x1000000 cmp=org.scummvm.scummvm/.ScummVMActivity (has extras) }
I/ActivityManager( 398): Starting: Intent { flg=0x1000000 cmp=org.scummvm.scummvm/.ScummVMActivity (has extras) } from pid 2479
D/dalvikvm( 2479): Trying to load lib /data/data/org.scummvm.scummvm/cache/libscummvm.so 0x2afc7d20
D/dalvikvm( 2479): Added shared lib /data/data/org.scummvm.scummvm/cache/libscummvm.so 0x2afc7d20
D/ScummVM ( 2479): onStart
D/ScummVM ( 2479): onResume
I/ScummVM ( 2479): Using 9600 bytes buffer for 44100Hz audio
D/ScummVM ( 2479): surfaceCreated
D/ScummVM ( 2479): surfaceChanged: 854x480 (4)
D/libEGL ( 2479): loaded /system/lib/egl/libGLES_android.so
D/libEGL ( 2479): loaded /system/lib/egl/libEGL_adreno200.so
D/libEGL ( 2479): loaded /system/lib/egl/libGLESv1_CM_adreno200.so
D/libEGL ( 2479): loaded /system/lib/egl/libGLESv2_adreno200.so
D/ScummVM ( 2479): EGL configs:
D/ScummVM ( 2479): [1] RGB565 W P X (10060)
D/ScummVM ( 2479): [2] RGB565 D16 W P X (10034)
D/ScummVM ( 2479): [3] RGB565 D24 S8 W P X (10008)
D/ScummVM ( 2479): [4] RGBA8888 W P X (10034)
D/ScummVM ( 2479): [5] RGBA8888 D16 W P X (10008)
D/ScummVM ( 2479): [6] RGBA8888 D24 S8 W P X (9982)
D/ScummVM ( 2479): [7] RGB565 MSAAx2 W P X NON_CONFORMANT unknown CAVEAT 0x3051 (8860)
D/ScummVM ( 2479): [8] RGB565 D16 MSAAx2 W P X NON_CONFORMANT unknown CAVEAT 0x3051 (8834)
D/ScummVM ( 2479): [9] RGB565 D24 S8 MSAAx2 W P X NON_CONFORMANT unknown CAVEAT 0x3051 (8808)
D/ScummVM ( 2479): [10] RGBA8888 MSAAx2 W P X NON_CONFORMANT unknown CAVEAT 0x3051 (8834)
D/ScummVM ( 2479): [11] RGBA8888 D16 MSAAx2 W P X NON_CONFORMANT unknown CAVEAT 0x3051 (8808)
D/ScummVM ( 2479): [12] RGBA8888 D24 S8 MSAAx2 W P X NON_CONFORMANT unknown CAVEAT 0x3051 (8782)
D/ScummVM ( 2479): [13] RGB565 MSAAx4 W P X (9660)
D/ScummVM ( 2479): [14] RGB565 D16 MSAAx4 W P X (9634)
D/ScummVM ( 2479): [15] RGB565 D24 S8 MSAAx4 W P X (9608)
D/ScummVM ( 2479): [16] RGBA8888 MSAAx4 W P X (9634)
D/ScummVM ( 2479): [17] RGBA8888 D16 MSAAx4 W P X (9608)
D/ScummVM ( 2479): [18] RGBA8888 D24 S8 MSAAx4 W P X (9582)
D/ScummVM ( 2479): [19] RGB565 W P X SLOW (9060)
D/ScummVM ( 2479): [20] RGB565 D16 W P X SLOW (9034)
D/ScummVM ( 2479): [21] RGB888 W P X SLOW (9052)
D/ScummVM ( 2479): [22] RGB888 D16 W P X SLOW (9026)
D/ScummVM ( 2479): [23] RGBA8888 W P X SLOW (9034)
D/ScummVM ( 2479): [24] RGBA8888 D16 W P X SLOW (9008)
D/ScummVM ( 2479): [25] RGBA0008 W P X SLOW (9028)
D/ScummVM ( 2479): [26] RGBA0008 D16 W P X SLOW (9002)
D/ScummVM ( 2479): Chosen EGL config: [1] RGB565 W P X
I/ActivityManager( 398): Displayed org.scummvm.scummvm/.ScummVMActivity: +400ms
I/ScummVM ( 2479): ScummVM 1.4.0 (Nov 10 2011 13:27:42)
I/ScummVM ( 2479): Running on: [Sony Ericsson] [R800i] [SEMC] [SEMC/R800i_1247-6199/R800i:2.3.4/4.0.2.A.0.42/1f_v3w:user/release-keys] [GB_MixerPLAY_v10Plus-2.3.4] SDK:10 ABI:armeabi-v7a
I/ScummVM ( 2479): Entering scummvm_main with 5 args
D/ScummVM ( 2479): Using configuration file: /data/data/org.scummvm.scummvm/files/scummvmrc
W/ScummVM ( 2479): WARNING: Failed loading symbol 'PLUGIN_getVersion' from plugin '/data/data/org.scummvm.scummvm/cache/libscummvm.so' (Symbol not found: )!
D/ScummVM ( 2479): initializing surface
I/ScummVM ( 2479): Using EGL 1.4 Android META-EGL (Android); GL OpenGL ES-CM 1.1/Adreno 205 (Qualcomm)
I/ScummVM ( 2479): Extensions: GL_AMD_compressed_3DC_texture GL_AMD_compressed_ATC_texture GL_AMD_performance_monitor GL_APPLE_texture_2D_limited_npot GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_type_2_10_10_10_REV GL_OES_blend_equation_separate GL_OES_blend_func_separate GL_OES_blend_subtract GL_OES_compressed_ETC1_RGB8_texture GL_OES_compressed_paletted_texture GL_OES_depth_texture GL_OES_draw_texture GL_OES_framebuffer_object GL_OES_matrix_palette GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_read_format GL_OES_rgb8_rgba8 GL_OES_stencil_wrap GL_OES_EGL_image GL_OES_texture_cube_map GL_OES_texture_env_crossbar GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_mirrored_repeat GL_QCOM_binning_control GL_QCOM_extended_get GL_QCOM_tiled_rendering
D/ScummVM ( 2479): initializing viewport
I/ScummVM ( 2479): overlay size is 854x480
D/szipinf ( 2479): Initializing inflate state
D/szipinf ( 2479): Initializing inflate state
D/szipinf ( 2479): Initializing zlib to inflate
D/dalvikvm( 2479): GC_CONCURRENT freed 452K, 50% free 2936K/5831K, external 1992K/2504K, paused 1ms+2ms
D/szipinf ( 2479): Initializing inflate state
D/szipinf ( 2479): Initializing inflate state
D/szipinf ( 2479): Initializing zlib to inflate
......................... etc

My ScummVM cfg was set to display games fullscreen when I entered ScummVM (I then changed turned that setting off before playing DotT, observing the colourful sidebars, and exiting).

Let me know if you need more/ something else. :)

Cheers,
Rob

fuzzie
ScummVM Developer
Posts: 178
Joined: Mon May 24, 2010 3:02 pm

Post by fuzzie » Wed Jan 04, 2012 8:10 am

Manc_rob wrote:Not sure exactly which part of the log you're after fuzzie, but suspect it may be this (mentions 854x480, the resolution of the screen) - apologies for it's length:

I/ScummVM ( 2479): Using EGL 1.4 Android META-EGL (Android); GL OpenGL ES-CM 1.1/Adreno 205 (Qualcomm)
Ah, that is very helpful! Blacklisting the Adreno devices might be the best idea.

Manc_rob
Posts: 3
Joined: Tue Jan 03, 2012 10:23 pm

Post by Manc_rob » Sat Jan 07, 2012 2:03 pm

Good to know to log was of some use. :-) Does it look like only Adreno gpus are affected?

Not pestering (understand it'll be fixed when it's fixed), but was wondering if the fix would appear in the Android Market, or only in the daily builds?

Cheers,
Rob

Manc_rob
Posts: 3
Joined: Tue Jan 03, 2012 10:23 pm

Post by Manc_rob » Fri Feb 03, 2012 5:21 pm

Hi fuzzie.

Tried using a daily build and this issue is still present - should I submit a bug report or feature request? Apologies for chasing this up, it'd be great to play Sam & Max with the correct aspect ratio.

Cheers,
Rob

fuzzie
ScummVM Developer
Posts: 178
Joined: Mon May 24, 2010 3:02 pm

Post by fuzzie » Fri Feb 03, 2012 5:56 pm

Manc_rob wrote:Hi fuzzie.

Tried using a daily build and this issue is still present - should I submit a bug report or feature request? Apologies for chasing this up, it'd be great to play Sam & Max with the correct aspect ratio.

Cheers,
Rob
Filing a bug report is always a good idea; I finally started poking at the Android backend myself today, but a bug report means that it won't be forgotten, and that it's easy for other devs to try fixing it themselves if they have time and/or can test.

jedimtrick
Posts: 6
Joined: Sat Jun 09, 2007 3:11 am

Post by jedimtrick » Mon Feb 06, 2012 1:47 am

Hi, I added a comment on the bug tracker on this same issue, but a different device. I also uploaded a picture and linked it there. Hope it helps.

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