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Starcraft On Android - With Full Touch Controls - Is On The Way [video]

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11–20 of 25 posts

Re: Starcraft On Android - With Full Touch Controls - Is On The Way [video]

#11
post #2

If porting Intel compiled binaries (dll/exe) to ARM is as easy as this article makes it look, then Microsoft has some explaining to do about Windows RT and legacy apps compatibility.

Well people managed to port mips binaries (from nintendo 64 games) to x86 in 1999. I remember using UltraHLE:

http://www.emulator-zone.com/doc.php/n64/ultrahle.html

That was interesting because the typical PC of the time was not exactly speedy.

Re: Starcraft On Android - With Full Touch Controls - Is On The Way [video]

#12
post #2

If porting Intel compiled binaries (dll/exe) to ARM is as easy as this article makes it look, then Microsoft has some explaining to do about Windows RT and legacy apps compatibility.

It is similar in a sense to Wine, how it is not a port of Wine. It is currently under development.

It is not an emulator in VMware/VirtualBox's sense of emulation. However it does implement small subset of Windows APIs, so it is a porting layer.

Apparently winulator just translates the windows api calls to the proper (native) android function, however why wouldn't you just port wine to android then? you'd probably just need to add a few missing posix functions, according to: http://mobilepearls.com/labs/native-android-api/STABLE-APIS....

Re: Starcraft On Android - With Full Touch Controls - Is On The Way [video]

#13

I appreciate the technology demo, but anyone who has played 'serious' SC games knows that you have to use the keyboard. How are you even supposed to select a group of units in a messy battle? I suppose you can connect a keyboard to it.. but then, why bother? I think mouse-only games would make better candidates for successful ports.

When I first started playing Starcraft, I only used the mouse. It was still fun to play.

I can definitely see playing a quick starcraft game on my tablet as a fun little diversion while I'm on public transit or something.

Re: Starcraft On Android - With Full Touch Controls - Is On The Way [video]

#14
post #12
post #2

If porting Intel compiled binaries (dll/exe) to ARM is as easy as this article makes it look, then Microsoft has some explaining to do about Windows RT and legacy apps compatibility.

It is similar in a sense to Wine, how it is not a port of Wine. It is currently under development. It is not an emulator in VMware/VirtualBox's sense of emulation. However it does implement small subset of Windows APIs, so it is a porting layer. Apparently winulator just translates the windows api calls to the proper (native) android function, however why wouldn't you just port wine to android then? you'd probably ju…

Android lacks things like X11, so it would be non-trivial to port.

Re: Starcraft On Android - With Full Touch Controls - Is On The Way [video]

#15
post #13

I appreciate the technology demo, but anyone who has played 'serious' SC games knows that you have to use the keyboard. How are you even supposed to select a group of units in a messy battle? I suppose you can connect a keyboard to it.. but then, why bother? I think mouse-only games would make better candidates for successful ports.

When I first started playing Starcraft, I only used the mouse. It was still fun to play. I can definitely see playing a quick starcraft game on my tablet as a fun little diversion while I'm on public transit or something.

Problem one: A mouse still offers more granularity than your finger

Problem two: Starcraft is not the best "quick game for a fun little diversion". Maybe I've got the wrong idea here, but IMO RTS is the Monopoly of video games, and I don't play Monopoly on the bus.

Re: Starcraft On Android - With Full Touch Controls - Is On The Way [video]

#16
post #12

Earlier quoted context omitted.

It is similar in a sense to Wine, how it is not a port of Wine. It is currently under development. It is not an emulator in VMware/VirtualBox's sense of emulation. However it does implement small subset of Windows APIs, so it is a porting layer. Apparently winulator just translates the windows api calls to the proper (native) android function, however why wouldn't you just port wine to android then? you'd probably ju…

Android lacks things like X11, so it would be non-trivial to port.

Android lacks things like X11

...or does it??

http://my20percent.wordpress.com/2012/02/27/android-x-server...

Re: Starcraft On Android - With Full Touch Controls - Is On The Way [video]

#17
post #13

Earlier quoted context omitted.

When I first started playing Starcraft, I only used the mouse. It was still fun to play. I can definitely see playing a quick starcraft game on my tablet as a fun little diversion while I'm on public transit or something.

Problem one: A mouse still offers more granularity than your finger Problem two: Starcraft is not the best "quick game for a fun little diversion". Maybe I've got the wrong idea here, but IMO RTS is the Monopoly of video games, and I don't play Monopoly on the bus.

Don't say that, Monopoly is a terrible game :(.

But I get your point.

Re: Starcraft On Android - With Full Touch Controls - Is On The Way [video]

#18
post #12
post #2

If porting Intel compiled binaries (dll/exe) to ARM is as easy as this article makes it look, then Microsoft has some explaining to do about Windows RT and legacy apps compatibility.

It is similar in a sense to Wine, how it is not a port of Wine. It is currently under development. It is not an emulator in VMware/VirtualBox's sense of emulation. However it does implement small subset of Windows APIs, so it is a porting layer. Apparently winulator just translates the windows api calls to the proper (native) android function, however why wouldn't you just port wine to android then? you'd probably ju…

But then how does it handle running an x86 game on an ARM device?

Re: Starcraft On Android - With Full Touch Controls - Is On The Way [video]

#19
post #13

Earlier quoted context omitted.

When I first started playing Starcraft, I only used the mouse. It was still fun to play. I can definitely see playing a quick starcraft game on my tablet as a fun little diversion while I'm on public transit or something.

Problem one: A mouse still offers more granularity than your finger Problem two: Starcraft is not the best "quick game for a fun little diversion". Maybe I've got the wrong idea here, but IMO RTS is the Monopoly of video games, and I don't play Monopoly on the bus.

I'll grant you point one, but I can't agree with number two.

We used to play Starcraft as our after lunch activity in the reddit office. It was a great quick diversion.

Re: Starcraft On Android - With Full Touch Controls - Is On The Way [video]

#20
post #5
post #3

Earlier quoted context omitted.

It's one thing to port a specific application and work out all of the kinks. It's another thing entirely to claim that millions of different applications will be able to make the transition. Even the article points this out: Winulator isn't compatible with Starcraft: Brood War yet. It's a work in progress (each game requires specialized tweaking in order to work). Microsoft is not willing to tweak every single applic…

I agree that making a port to ARM architecture is a process and will never be perfect. What I meant was that making it possible to run legacy apps (even if it is only the top 100 most popular ones) will go a long way towards making Windows RT tablets more popular. If it is possible to make a DirectX audio/video application like SC:BW run (seemingly well) on Android, then it should not be so hard to do normal apps lik…

You just picked two of the more difficult apps to emulate or ahead-of-time translate as your examples of "normal" apps that should be "not so hard!"

Archivers generally have highly optimized compression/decompression routines, which generally means more esoteric instructions and in some edge cases means abusing properties of the microarchitecture to make things faster.

Media players have the same optimized-code issue that archivers do (via codecs), but on top of that demand very accurate audio/video synchronization and support a wide variety of output formats and hardware, which means that media players often add difficult-to-translate display and audio output pipeline hacks on top of difficult-to-translate optimization.

Starcraft I ran on x86 CPUs without MMX or SSE, and I wouldn't be surprised if it didn't use x87 floating point either although I'm venturing into speculation territory there. Plus, Starcaft I used DirectDraw and what amounts to a framebuffer - the easiest possible output device to emulate.

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