I've had real success porting a MIDP Canvas-based project onto Android using microemu - it really was very easy, thanks! I'll write up a blog post soon about the slight fork I had to create to the main project to make it work right, which may not suit everyone so I probably shouldn't propose as an official change.
I have managed to resolve all bugs except for one - the graphics are running at a 16bit colour depth (presumably 565) even on really nice 24bit screens, such as the Nexus1 and HTC Desire.
I have changed AndroidCanvasUI.initGraphics(…) to use an 8888 bitmap as a buffer, but this doesn't seem to be enough. Somewhere else in the app a 565 buffer must be being used, but I can't work out where - a search across the files doesn't find it.
Has anyone else encountered this, and managed to fix it?
Best regards,
Tom.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Hi,
I've had real success porting a MIDP Canvas-based project onto Android using microemu - it really was very easy, thanks! I'll write up a blog post soon about the slight fork I had to create to the main project to make it work right, which may not suit everyone so I probably shouldn't propose as an official change.
I have managed to resolve all bugs except for one - the graphics are running at a 16bit colour depth (presumably 565) even on really nice 24bit screens, such as the Nexus1 and HTC Desire.
This creates really bad looking grey graduated fills which make the whole app feel quite poor (it uses a lot of them - http://www.flickr.com/photos/masabi/5104792029/).
I have changed AndroidCanvasUI.initGraphics(…) to use an 8888 bitmap as a buffer, but this doesn't seem to be enough. Somewhere else in the app a 565 buffer must be being used, but I can't work out where - a search across the files doesn't find it.
Has anyone else encountered this, and managed to fix it?
Best regards,
Tom.