@SomeGuy147 Most of the differences probably come from the fact that xyz used unofficial sdl 1.2 port (github.com/pelya/commandergenius) and I used official sdl 2.0.
I installed xyz version to check how it works because I haven’t seen it for a very long time. I don’t have any old devices on me to check in-game, but menus worked correctly. So…
I think that in xyz’s version, actual loading is done before the intro starts (splashscreen + some black screen afterwards). Ideally I just need a change that doesn’t freeze the main thread after skipping intro. Optionally displaying a progress bar in that case. It would look “correct” then. This shouldn’t be too hard, but again, I’m slightly hesitant to change vcmi code too much because it makes merging the changes harder.
This input handling is done in SDL port. Feels quite good and I thiiink I could port it. (few weeks ago I added a bandaid method to send right-clicks through extra button in gui, but this would probably work better).
Well, tablets have bigger screens so I assume it could be used there.
Probably nothing I can do. Either SDL2.0 is more CPU-heavy than SDL1.x, or VCMI 0.99 needs more resources than 0.97 (or both).
I meant desktop vcmi version, not OH3. No idea how resources are loaded in the original.
Yeah, basically “random” stuff from memory is displayed outside of the 4:3 game screen area. This is definitely a problem in SDL, because the app itself doesn’t even know if the bars are present. It might be fixable.
Edit next day ~ okay, so I added right-click support + changed intro so it looks better. I might build/upload apks later today.