Hey there,
This has been postponed for months yet again, but we have another release for this night!
I should first mention that, if you have a problem with getting a Catacomb Abyss game to run, it's because the file HELP.TXT from the original game data is now required. It wasn't the case in the preceding release, which was a mistake.
The change log should have a list of various changes (although the git log shall tell more). One of these is the addition of sound resampling support for OPL emulation, in case an output rate differing from 49716Hz is used. Currently the SpeexDSP library is used for resampling.
I think the most significant update, though, is the addition of support for Android-powered devices. This includes multi-touch display input (tested on Android only). An on-screen keyboard can be used for text input or some other purpose.
It's also possible to use a made-for-PC keyboard, if supported by the device (via e.g., Bluetooth or USB-OTG). Using a game controller is theoretically possible, although it can be a bit difficult to set up, and there are chances not all controllers will be supported any way. The README file should have some more details, at least for controllers that can be used.
Here are a couple of screenshots from Android (originally captured as 1280x720, shrunken to 640x360):
Side-note: Do you know, at least in the case of Keen Dreams, that this is the third Android port? (Or at least the third that I'm aware of.)
That's right, there are already two more:
- The original official Android port, developed by Super Fighter Team for Flat Rock Software:
https://play.google.com/store/apps/deta ... keendreams
- Commander Genius (using Reflection Keen Dreams as a base for Keen Dreams support):
https://play.google.com/store/apps/deta ... nekeenplus
I think that I won't mention the change log here this time. It can be found in the README file, accessible from the GitHub repository (and also from the Reflection Keen installers).
A few known issues:
- Great sound latency on Android: Unfortunately I think there isn't a lot that can be done here.
- Some missing tones on Android (mostly low-frequency): This is probably an inherent limitation of the internal speaker(s), if used. A set of external headphones or speakers may resolve this problem.
- Configuring a game controller for usage (with the modern controller scheme) may be a bit difficult, especially on Android.
- SDL2 events of types SDL_RENDER_TARGETS_RESET and SDL_RENDER_DEVICE_RESET are currently not handled at all. A possibly-related side-effect has been observed with a Windows executable, being that bilinear interpolation ceases to work as expected after resizing the window.
- While SDL2 events of type SDL_APP_TERMINATING and SDL_APP_LOWMEMORY are handled on Android (with the latter simply leading to an immediate shutdown), this hasn't been well-tested.
- If you're using any of the Linux installers, and then running one of the games under a Wayland session, then there are good chances that it won't run as a native Wayland app. Reason is that a libSDL2 library is bundled, originally built to work under Ubuntu 12.04, so it wasn't possible to add Wayland support (at least not easily). You can use a replacement libSDL2 library with native Wayland support if you wish. It has to be from version 2.0.2 or later, while 2.0.4+ is recommended (due to mouse-related fixes).
- The command-line argument of -cfgdir doesn't work as expected.