Now released a test version of the game.
And full version of the game will be a little later ;)
The game is free, and you need to run the original data and maps from
"Heroes II CD".
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
We can play Heroes II using psp dosbox (but emulation is too slow so I count
on free heroes2 engine) despite psp has only 480 × 272 screen resolution.
Dosbox has got scaledown funtcion or somethnig. Maybe you can use this
function in free heroes2 engine and we could play heroes on pocketpc or psp in
"normal" version.
gonzo
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
For the sake of experiment I did it. I did it very simple.
I replaced the Display::Flip on the sequence: scale surface
640x480->320x240, surface blit 320x240 to display, display flip.
It realy works!
- But it works slowly.
- And all the small details (text, picture and other) look very very bad.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
some months ago I started working on the iPhone port of fheroes2. First I did
it like a person over my post, I modified engine code to scale down original
surface 640x480 to 480x320. I also had to rewrite some engine code to work on
svn version of SDL 1.3 which supported iPhone (firmware 3.x has broke this
support anyway) . That version was very slow, so I give it a try to rewrite
engine to use OpenGL ES. As expected it was faster then SDL 1.3 (at last on
iPhone) but memory consumption was far to high (game was crashing after some
actions). After that I changed completely my approach. I've developed a tool
that optimize graphics data in original heroes2.agg (decoding, scaling down,
encoding, replacing the original TIL/ICN). I also made a macro to scale down
constant coordinates in code. It was a lot of work actuallysome months ago I
started working on the iPhone port of fheroes2. First I did it like a person
over my post, I modified engine code to scale down original surface 640x480 to
480x320. I also had to rewrite some engine code to work on svn version of SDL
1.3 which supported iPhone (firmware 3.x has broke this support anyway) . That
version was very slow, so I give it a try to rewrite engine to use OpenGL ES.
As expected it was faster then SDL 1.3 (at last on iPhone) but memory
consumption was far to high (game was crashing after some actions). After that
I changed completely my approach. I've developed a tool that optimize graphics
data in original heroes2.agg (decoding, scaling down, encoding). I also made a
macro to scale down constant coordinates in code during compilation. It was a
lot of work actually. I've never ran this new code on iPhone, trying to make
it work with 480x320 on my linux system without any scaling in runtime. The
code works for now, but development of fheroes2 goes so fast that I can't keep
it up to date and any change to interface means updating my version by hand.
Now, when you started making lores version of dialogs (which I don't like
btw.) I'm not sure if my work is still useful for anybody. Maybe when you
reach more mature state of the game, and development will slow down I will
make a fork to provide a classic look of interface on lores hanhelds. Anyway,
if someone is interested in my (ugly) code - let me know. I'm following the
development all the time. HoMM2 is best game ever, keep up the good work guys.
ps. If you plan to make it playable on newer devices with capacitive touch
screens you have to enlarge icons in upper right corner.
Best regards,
JK
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I have modified the latest version of SDL 1.2, now it works very well on QVGA,
VGA and WVGA devices.
I also sent patches to developers SDL, I think they will soon appear in
version 1.2.14.
This code works well on QVGA and VGA and WVGA devices.
I have no iPhone, and I unfortunately do not know how it will work.
If you have something to offer, in the form of code, we will always be only
too happy (it is desirable that it had been crossplatform).
Thanks for the idea of increasing the icons, this will be corrected.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Oh man... I've just realized that something weird happened and part of my
reply got copied making it hard to understand. Never mind. When I have
something useful I will come up with it.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
This is valid against 1149 revision. My version works only with optimized
(scaled) version of HEROES2.AGG wich you can create using my
"optimizer" tool in "tools" directory. Hope it will be
useful for something.
here you are: . As you see image quality is much worse comparing to normal
version. This is trade-off. Worse quality but faster and less memory is used
(and agg file is only 23mb). The worst small element that looks ugly is a + on
move or spell points bar, but I think that this can be corrected by loading
hand updated image with cache mechanism. There is also another way to increase
image quality - scaling with interpolation because currently optimizer scale
images without any smoothing. And about font ... original font is almost
unreadable and TTF font must be used instead.
I forgot to log in. By the way, don't you think that making that whole new
pocket-pc interface with current state of game is a step back ? There is still
very much work to do with the game itself and creating new interface can only
bring new bugs and problems at this time.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Yes. Your version looks not bad, but for the small screen 320х240 it will be
much worse.
PocketPC it is the version of game for devices with the screen less 640х480.
And pocketpc version has been done. except for code of battle.
But the battle I will still rewrite, because a lot of errors recorded, there
is very bad.
I will not show screenshots for pocketpc version.
You can see them, it is necessary to set videomode = 320x240.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I have tested fheroes2-20091022-wince-r1300 on my PNA Nexx NNS-3501 which
works on very much simplified version Windows CE 5.0, CPU-400Mhz, RAM-64 Mb,
Screen-320x240.
Game work fine, but I had problems with control.
It seems is rotated on 90 degrees.
If I touch the screen across from above, the cursor moves on a vertical at the
left and if I touch the screen on a vertical at the left, the cursor moves
across from below.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Я решил проблему с неверным определением точ-координат путем добавления в
папку с игрой специально пропатченный файл gx.dll. С этот dll все работает
неплохо, глубоко пока не тестиров, но после беглогоосмотра у меня возникло
пару замечаний.
1. Пункт Compagin в главном меню у меня не работает.
2. Если нажать на значек открытия карты (открыть ее) и не щелкать на ней то при повторном нажатии на этот значек карта нормально закрывается, но если после открытия карты щелкнуть где-нибудь на ней, то при нажати на значек открытия карты обзор сначала переносится в вверхний правый край (в строну значка отурытия карты) а затем только карта закрывается.
3. Скролинг для точ-скринов на мой взгляд очень неудобный, скорее всего его нужно сделать так как это реализовано в PocketHeroes (чего-то эти герои мне совсем не нравятся), т.е по краям экрана есть полупрозрачные области шириной пикселей 5-10, подводя стилус к краю экрана ничего не происходит, но вот если тапнуть и удерживать стилус в этой области происходит скроллинг.
4. Очень долго грузится экран города - приходится ждать, неплохо было чего-нибудь придумать, сделать какой-нибудь кэш например.
5. Долго грузится экран битвы, но не всегда. У меня были воины рыцарского города, я напал на элементалей - грузилось долго, у меня были лучники - напал на нучников - загрузилось довольно быстро.
Позже попробую выложить в видео, чтобы все это можно было посмотреть в
действии.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Запускал на своем PNA fheroes2-20100301-win32-r1540 - впечатления только
положительные, т.к. игра и экран города стали грузиться намного быстрее,
музыка и MIDI и OGG играет (только при использовании OGG игра работает
медленнее).
Немного поиграл на карте "Arrax the Jerk" и заметил некоторые различия с
оригинальными Герои 2.
1.Если в оригинальных Герои 2 в редакторе карт поставить героя прямо перед
замком то независимо от значения опции "Start with hero in each player's main
castle" при запуске игры этот герой будет находится прямо в замке (т.к. в
редакторе нельзя вручную поставить героя в замок), а в FreeHeroes2 этот герой
останется перед замком, а при включенной опции "Start with hero in each
player's main castle" в замке появится еще один герой.
В оригинальных Герои 2 и в FreeHeroes2 поиск пути (Path Finding) различается.
На карте преключений в FreeHeroes2 монстры атакуют через шахты и другие объекты.
В FreeHeroes2 в городе изначально больше построек и воинов чем в оригинальных Герои 2.
p.s. If you don`t speak russian i can write on english.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Все что написано выше касается и версии для Windows CE (Pocket PC), только
скриншоты удобнее делать в версии для ПК. Думаю нужно добавить в версию для
Windows CE возможность делать скриншоты хотябы на время отладки игры.
Также очень нужно изменить интерфейс и управление чтобы играть на устройствах
с маленькими экранами было удобнее.
1. Добавить поддержку и возможность настройки апаратных кнопок Windows CE устройств.
2. Изменить прокрутку экрана, т.е. чтобы прокрутка происходила не при приближение курсора (стилуса) к краю экрана, а при клике (тапе) у краев экрана (можно использовать как кнопки фигурные границы по краям экрана основной карты) или использовать аппаратную кнопку, при удержании которой происходит прокрутка.
3. Изменить работу праврго клика, т.е. добавить возможность использовать аппаратную кнопку, при удержании которой клик рапознается как правый.
4. Добавиь в панель графических кнопок кнопку для продолжения пути героем, а также кнопку для быстрого перехода к последнему герою и к последнему замку.
p.s. Извеняюсь за большие изображения в предыдущем сообщении, но
предварительно посмотреть или отредактировать свое сообщение я не могу.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Game work fine, but I had problems with control. It seems is rotated on 90
degrees.
I have HP iPAQ 914c. Moving pen horizontaly - pointer moves verticaly and vice
versa.
is there any solution possible?
ion
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
please post your model and winmobile vesion.
I changed the small code to SDL (mouse motion event from stylus).
So, I want to know on what models the game works.
I checked: HP iPAQ rx5915, HP iPAQ hx2490b.
Now released a test version of the game.
And full version of the game will be a little later ;)
The game is free, and you need to run the original data and maps from
"Heroes II CD".
We can play Heroes II using psp dosbox (but emulation is too slow so I count
on free heroes2 engine) despite psp has only 480 × 272 screen resolution.
Dosbox has got scaledown funtcion or somethnig. Maybe you can use this
function in free heroes2 engine and we could play heroes on pocketpc or psp in
"normal" version.
gonzo
For the sake of experiment I did it. I did it very simple.
I replaced the Display::Flip on the sequence: scale surface
640x480->320x240, surface blit 320x240 to display, display flip.
It realy works!
- But it works slowly.
- And all the small details (text, picture and other) look very very bad.
Hi,
some months ago I started working on the iPhone port of fheroes2. First I did
it like a person over my post, I modified engine code to scale down original
surface 640x480 to 480x320. I also had to rewrite some engine code to work on
svn version of SDL 1.3 which supported iPhone (firmware 3.x has broke this
support anyway) . That version was very slow, so I give it a try to rewrite
engine to use OpenGL ES. As expected it was faster then SDL 1.3 (at last on
iPhone) but memory consumption was far to high (game was crashing after some
actions). After that I changed completely my approach. I've developed a tool
that optimize graphics data in original heroes2.agg (decoding, scaling down,
encoding, replacing the original TIL/ICN). I also made a macro to scale down
constant coordinates in code. It was a lot of work actuallysome months ago I
started working on the iPhone port of fheroes2. First I did it like a person
over my post, I modified engine code to scale down original surface 640x480 to
480x320. I also had to rewrite some engine code to work on svn version of SDL
1.3 which supported iPhone (firmware 3.x has broke this support anyway) . That
version was very slow, so I give it a try to rewrite engine to use OpenGL ES.
As expected it was faster then SDL 1.3 (at last on iPhone) but memory
consumption was far to high (game was crashing after some actions). After that
I changed completely my approach. I've developed a tool that optimize graphics
data in original heroes2.agg (decoding, scaling down, encoding). I also made a
macro to scale down constant coordinates in code during compilation. It was a
lot of work actually. I've never ran this new code on iPhone, trying to make
it work with 480x320 on my linux system without any scaling in runtime. The
code works for now, but development of fheroes2 goes so fast that I can't keep
it up to date and any change to interface means updating my version by hand.
Now, when you started making lores version of dialogs (which I don't like
btw.) I'm not sure if my work is still useful for anybody. Maybe when you
reach more mature state of the game, and development will slow down I will
make a fork to provide a classic look of interface on lores hanhelds. Anyway,
if someone is interested in my (ugly) code - let me know. I'm following the
development all the time. HoMM2 is best game ever, keep up the good work guys.
ps. If you plan to make it playable on newer devices with capacitive touch
screens you have to enlarge icons in upper right corner.
Best regards,
JK
I have modified the latest version of SDL 1.2, now it works very well on QVGA,
VGA and WVGA devices.
I also sent patches to developers SDL, I think they will soon appear in
version 1.2.14.
This code works well on QVGA and VGA and WVGA devices.
I have no iPhone, and I unfortunately do not know how it will work.
If you have something to offer, in the form of code, we will always be only
too happy (it is desirable that it had been crossplatform).
Thanks for the idea of increasing the icons, this will be corrected.
Oh man... I've just realized that something weird happened and part of my
reply got copied making it hard to understand. Never mind. When I have
something useful I will come up with it.
Hi Janwar! Send your patches. They will come in handy. Thank you!
Hi,
This is valid against 1149 revision. My version works only with optimized
(scaled) version of HEROES2.AGG wich you can create using my
"optimizer" tool in "tools" directory. Hope it will be
useful for something.
: http://jabesoft.com/~janwar/fheroes2-480x320.diff.tar.gz
Hi Janwar!
I understand your idea.
I am interested in image quality.
Can you send me a screenshot (with text or other small detail)?
Hi,
here you are: . As you see image quality is much worse comparing to normal
version. This is trade-off. Worse quality but faster and less memory is used
(and agg file is only 23mb). The worst small element that looks ugly is a + on
move or spell points bar, but I think that this can be corrected by loading
hand updated image with cache mechanism. There is also another way to increase
image quality - scaling with interpolation because currently optimizer scale
images without any smoothing. And about font ... original font is almost
unreadable and TTF font must be used instead.
: http://jabesoft.com/~janwar/fheroes_screenshots.zip
I forgot to log in. By the way, don't you think that making that whole new
pocket-pc interface with current state of game is a step back ? There is still
very much work to do with the game itself and creating new interface can only
bring new bugs and problems at this time.
Yes. Your version looks not bad, but for the small screen 320х240 it will be
much worse.
PocketPC it is the version of game for devices with the screen less 640х480.
And pocketpc version has been done. except for code of battle.
But the battle I will still rewrite, because a lot of errors recorded, there
is very bad.
I will not show screenshots for pocketpc version.
You can see them, it is necessary to set videomode = 320x240.
I have tested fheroes2-20091022-wince-r1300 on my PNA Nexx NNS-3501 which
works on very much simplified version Windows CE 5.0, CPU-400Mhz, RAM-64 Mb,
Screen-320x240.
Game work fine, but I had problems with control.
It seems is rotated on 90 degrees.
If I touch the screen across from above, the cursor moves on a vertical at the
left and if I touch the screen on a vertical at the left, the cursor moves
across from below.
Hi! Send me your email. I will send you a debug version of the game.
Я решил проблему с неверным определением точ-координат путем добавления в
папку с игрой специально пропатченный файл gx.dll. С этот dll все работает
неплохо, глубоко пока не тестиров, но после беглогоосмотра у меня возникло
пару замечаний.
1. Пункт Compagin в главном меню у меня не работает.
2. Если нажать на значек открытия карты (открыть ее) и не щелкать на ней то при повторном нажатии на этот значек карта нормально закрывается, но если после открытия карты щелкнуть где-нибудь на ней, то при нажати на значек открытия карты обзор сначала переносится в вверхний правый край (в строну значка отурытия карты) а затем только карта закрывается.
3. Скролинг для точ-скринов на мой взгляд очень неудобный, скорее всего его нужно сделать так как это реализовано в PocketHeroes (чего-то эти герои мне совсем не нравятся), т.е по краям экрана есть полупрозрачные области шириной пикселей 5-10, подводя стилус к краю экрана ничего не происходит, но вот если тапнуть и удерживать стилус в этой области происходит скроллинг.
4. Очень долго грузится экран города - приходится ждать, неплохо было чего-нибудь придумать, сделать какой-нибудь кэш например.
5. Долго грузится экран битвы, но не всегда. У меня были воины рыцарского города, я напал на элементалей - грузилось долго, у меня были лучники - напал на нучников - загрузилось довольно быстро.
Позже попробую выложить в видео, чтобы все это можно было посмотреть в
действии.
Извеняюсь за вопрос не в тему, а как на этом форуме править сообщения? а то я
спешил и допустил много опечаток - а теперь не могу их исправить.
Запускал на своем PNA fheroes2-20100301-win32-r1540 - впечатления только
![fotki.yandex.ru/get/3808/deman81.0/0_28a55_90108863_L.jpg](http://img-)
![](../null)
![://img-fotki.yandex.ru/get/3812/deman81.0/0_28a4d_e1ff175b_L.jpg](../http)
положительные, т.к. игра и экран города стали грузиться намного быстрее,
музыка и MIDI и OGG играет (только при использовании OGG игра работает
медленнее).
Немного поиграл на карте "Arrax the Jerk" и заметил некоторые различия с
оригинальными Герои 2.
1.Если в оригинальных Герои 2 в редакторе карт поставить героя прямо перед
замком то независимо от значения опции "Start with hero in each player's main
castle" при запуске игры этот герой будет находится прямо в замке (т.к. в
редакторе нельзя вручную поставить героя в замок), а в FreeHeroes2 этот герой
останется перед замком, а при включенной опции "Start with hero in each
player's main castle" в замке появится еще один герой.
p.s. If you don`t speak russian i can write on english.
Все что написано выше касается и версии для Windows CE (Pocket PC), только
скриншоты удобнее делать в версии для ПК. Думаю нужно добавить в версию для
Windows CE возможность делать скриншоты хотябы на время отладки игры.
Также очень нужно изменить интерфейс и управление чтобы играть на устройствах
с маленькими экранами было удобнее.
1. Добавить поддержку и возможность настройки апаратных кнопок Windows CE устройств.
2. Изменить прокрутку экрана, т.е. чтобы прокрутка происходила не при приближение курсора (стилуса) к краю экрана, а при клике (тапе) у краев экрана (можно использовать как кнопки фигурные границы по краям экрана основной карты) или использовать аппаратную кнопку, при удержании которой происходит прокрутка.
3. Изменить работу праврго клика, т.е. добавить возможность использовать аппаратную кнопку, при удержании которой клик рапознается как правый.
4. Добавиь в панель графических кнопок кнопку для продолжения пути героем, а также кнопку для быстрого перехода к последнему герою и к последнему замку.
p.s. Извеняюсь за большие изображения в предыдущем сообщении, но
предварительно посмотреть или отредактировать свое сообщение я не могу.
Hello,
i see someone had similar issue as i have:
is there any solution possible?
ion
please, send me log files.