Hi Shin-NiL!
How is it going with the OpenXCom port for GCW-Zero?
I was thinking about taking a look at it, and maybe see if we can get it to a releaseable state. You might want to share your work so we don't need to do the same work. If you don't want to make it public jet, pm me.
I need to state though, I'm not a programmer (though I may be able to learn some, if I have time) so probably we'll need some external help in some parts. From the top of my head, for a release to GCW-zero we'll need:
1) Disable all display filters and resolution changes (this device has only a 320x240 display, so they are useless - well, in the future it will also have HDMI support, so in a later release, maybe they could be re-enabled... the newest firmware already does have openGL capabilities).
2) We need some kind of virtual keyboard for A) Save game naming (or, we could workaround this by auto-naming; the saves already have the in-game time stamped on them, so naming is no obligatory. Maybe we could have at least GEOSCAPE or BATTLESCAPE as an autoname?) and B) Base naming and C) (optional) soldier naming. Most of the game works without a keyboard, but some parts do use it.
3) The current d-pad emulation of the mouse on the GCW-zero is borderline-unusable (at least it is not comfortable). We need to A) wait for GCW-Zero devs to tell us if there is a analog-nub mouse emulation planned (I'd presume it is, it's just more work than the D-pad one, which is why it is not done yet) or B) Make the cursor moveable by an analog joystick in OpenXcom.
3) (OPTIONAL / lesser priority) We could make a sensible default bindings for some of the keys - but the UI already enables users to make their own in any case.