Topic: MOD, PLEASE CLOSE THIS TOPIC: I am porting Neverball to Android.
Edit: See this new thread: http://forum.nevercorner.net/viewtopic. … 317#p26317
Frustrated by the two+ years waiting for Neverball ME to be released, I've taken to the monumental task of porting Neverball to Android.
And I am failing.
Here is the requisite video: http://www.youtube.com/watch?v=Wd3xyhH0FR4
Not very pretty, right?
It is coded in native C, bypassing almost entirely the Java layer. I'm able to compile the app ( ) with SDL 1.2, and all required libs (ogg/vorbis support, libpng, libjpeg, e.t.c.). I am also able to use Physfs to read the data dir on the SD card, as well as store player data there. Touchscreen and sound works as you can see.
I am not sure if it is my terrible knowledge of OpenGL ES, or my hacking around video.c, that is presenting the monstrosity you see in the video. I am leaning towards the former. What's curious is that I am able to draw some items--the first and last row of the graphic level "preview" in the level selection screen. Also, you can't really see it in the video (save around 0:20s), but I can display the GUI text, albeit gray, instead of the yellow to red gradient.
This post is intended to serve as:
a) A call for experienced developers to help out with this port; or
b) A plea to Lazrhog/rlk to release the seemingly inactive source of the previous 1.4 fork that runs on iOS
You must understand, we have no games on Android. We don't even have the luxury of Super Monkey Ball!
I've sunk two weeks into this already and am getting fatigued. For what it's worth, I am an experienced Android dev, but this is a bit different. There aren't many good resources for Android development in C, unfortunately, so there's nowhere for me to go and learn.