Hi,
Could someone please guide me to change the resolution of games... I mean, altering the apk files. FOr example, a game designed to run on a WVGA phone, can we alter it to run on a QVGA???
Regards,
Mithun.
You should refer to the developer of the application,because the change requir the source code of the app.
Related
Just a dream or is it reality?
See the attached pictures. 1 pictures show O2SMS is in VGA mode when my PPC is in QVGA mode, the other shows O2SMS when my PPC is in VGA mode.
Anyone has any idea how this can be done?
How what can be done? Live switch from QVGA to VGA?
V
I do not know how, it is in the O2SmsPlusV1.1.
Maybe you can check it out and enlighten all of us.
Or someone who wrote this software can release the O2SmsPlusV1.1 Source Code.
Attached is the ZIP file of the exe files. just copy into anywhere and run or create a shortcut link and run.
Sorry, think I may misunderstand. Are you saying that on a VGA device the app looks the same, ie hires, when the device is in either QVGA or VGA mode?
This is a choice of the coder, who merely has to code his app to support the true native resolution of the device, ie VGA, rather then "emulating" QVGA on a VGA device using Pixel Doubling, which is the normal path suggested by Microsoft. Any app can be made to support VGA on a VGA device if the programer wants it to, whether you're "apparently" running in QVGA or VGA, by use of the hi res aware resource and appropriate coding. Look up "dpi aware" on msdn.
Pocket Internet Explorer can do it I think. Some other apps to.
V
Ok, now I understand. Thanks.
But the PIE smallest resolution is still not small enough to see the whole width of the explorer.
There was a tool once (can't remember it's name now) that hacked individual apps to work in real VGA. It didn't always sit well with the app, but if you really want to try this same functionality can be achieved with resource hacker.
Just add a binary resource of type "CEUX" called "HI_RES_AWARE" with the following value 01 00 to the exe of the app (note this will mess app the signature if it is a commercial software for WM 5 and may make the file unusable).
CWKJ said:
But the PIE smallest resolution is still not small enough to see the whole width of the explorer.
Click to expand...
Click to collapse
Wait for crossbow. PIE is improved on hi-res devices.
I'm developing an application and currently have a Universal which has a VGA resolution.
I'm wanting to test it on non-VGA screens and was wondering if there was a hack, utility or way of forcing the screen to go down to QVGA?
Anyone know if this can be done?
dont the emulator support whatever res you set ?
The emulator does yes, but I'm now wanting to test on an actual device.
The AutoScale properties I don't 100% trust (past experience).
I'm surprised there's no library call to change the resolution, or if there is, I can't seem to see one anywhere.
Hi frens, I would like to know is there anyway to change our device from VGA to QVGA? I mean maybe using some certain software we can toggle between using QVGA or VGA..something like that
Because VGA can't enjoy many cool interface things like Cube, Ifonts, etc
pliz help
did you find a solution ?
i am looking for the same soultion ? did someone find ?
i need it ASAP ?
thx
Not looking likely
Hi Guys
It seems fairly certain to be a no go see my previous threads
http://forum.xda-developers.com/showthread.php?t=350157
http://forum.xda-developers.com/showthread.php?t=347532
http://forum.xda-developers.com/showthread.php?t=351589
Sorry they are all a bit short but you will get the general idea, basically it comes down to there being no apparent way to hotswitch the dpi on a per app basis. The closest thing to any chance of it working would be to have a patch or layer that can emulate a lower res screen which GAPI for HPC's http://www.wincesoft.de/html/gapi_for_hpc_s.html is capable of doing for WinCE boxes that have widescreen resolutions but want to run an older 320x240 game or app so any potential solution would likely have to work along the same lines.
However the main issue is that the gx.dll method would not work in most cases as they are now quite heavily tied into the roms (certainly on my Athena) so I could never test it out fully, a generic or emulation layer based gx.dll would most likely 'break' the newer phones if it was forced into the windows directory and from some basic testing before simply placing the HPC gx.dll in the app directory does not enable you to make use of it as the base gx.dll is already resident in ram when the phones are started. I also tried reshacking a couple of apps and changing it to look for xg.dll and renaming the HPC one to match but that just broke everything as you have to re-sign the app which I managed but it just plain refuses to run and either brings up an error message or just does nothing when you run it.
Wow a bit long winded sorry about that but it may help anyone who wants to take up the challenge
hi developers,
i have developing in OpenGL for testing but i have a problem with the performance (tested in Diamond).
In attachements files you have a example compiled and the source code, its very simple, the scene is a set de icons (quads with 2 triangles). I do not understand how can this simple program has this performance (my iphonetoday its faster and its pure GDI), some developer can say me where is the problem?
I tried it on my diamond and I can confirm it's very choppy... maybe you could force the code to skip less frames somehow, I'm currently a noob at c++ and don't know anything about Open GL so..
Good luck anyways!
I use Vincent 3D, have i enable the graphics acceleration with some function?
Vincent3D is a software implementation, don't use it on the device! I'm using it only on the emulator while developing.
Just tried to run your example on my device but it starts and closes again without any message. (tried with and without Vincent3D)
Had a quick look in the code: you are requesting a 24bit framebuffer (R8G8B8) try (R5G6B5))!
Maybe you want to try my OpenGL test app found in my sig (check first post to get the latest version).
heliosdev said:
Vincent3D is a software implementation/QUOTE]
ooooooohhhh these is the key!!! Can you test now?? its very very fast!!
Click to expand...
Click to collapse
Cool, now it works on my device, too!
Now add an alpha layer to the texture to be 0 at the white corners and 1 everywhere else and enable alpha blending to get rid of the white corners to have 'round' icons.
To read an RGBA texture you'll have to use IImagingFactory::CreateImageFrom*.
Hey Guys,
This is my first post here on xda-developers.com. I have recently installed A7Comb on my Elocity A7 tablet in order to access the android market as well as to develop for Honeycomb. I have run into a problem however, when I instantiate a opengl es GLSurfaceView like so in the activities onCreate callback:
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
GLSurfaceView view = new GLSurfaceView(this);
view.setRenderer(_render);
setContentView(view);
the surface does not take up the entire screen as it used to on Android 2.2 and all other tablets I have tested on. Could it be the device resolution/lcddensity or something in the Android Manifest file or am I missing a call/extra argument to an Android api function?
Any input would be appreciated.
a7comb OP already states you may want to change your screen resolution using LCD density changer or another app of that sort to a density of 100.
Hope that answers your question
It takes up the full screen if I use lcddensity and set it to 240. But is there a way to specify resolution programmatically? I've downloaded an opengl app off the android market called "OpenGL Frame Rate Test" and it takes up the full screen so I'm thinking I must be missing a setting in the AndroidManifest.xml file.
also the bluetooth does not work
chayil313 said:
also the bluetooth does not work
Click to expand...
Click to collapse
Please please PLEASE tell me what the #$%^ this has to do with this thread.
FYI,
Fixed it by adding <uses-sdk android:minSdkVersion="5" android:targetSdkVersion="6" /> to the AndroidManifest.xml and building for Android version 1.6. If anyone has any ideas how I can incorporate this fix and also support Android 1.5 please let me know.