Just as an update:
I'm one small baby step closer to meeting the porting guidelines. While I did not properly remove the useless graphics settings, I figured that it's pretty straightforward to hide them. While this leaves the code for the scalers in the binary, it should never be called, so all it does is waste some space.
the program is OPK ready:
the program uses $HOME/.program folder for storing config/other writable data:
Upstream uses $HOME/.uqm,
in my opinion: Nothing to do
in case 3rd party files are required for installation, it is clear where to put them: License allows to package all required additional files together with the game binary.
They'll be in the .opk.
the program release fully complies to the source code/game data licenses: The game itself is under GPL. In order to comply with it, the final .opk will contain the full source code including my modifications. The game data is creative commons, and it is explicitly allowed to package it as a part of the games distribution.
I'd call this Ok.
the framerate is stable and the program has no crashes:
From what I've tested up to now: Done
the default button mapping is adapted for the best playing experience on GCW Zero:
any program options and other features not available for GCW Zero are disabled/removed from the program (ie. the screen resolution config should not list choices higher than 320x240 [Note: When the HDMI-out feature is implemented, it might be a good idea to detect and list the maximum available resolution.):
Nothing about the TV-Out yet, but the graphics options irrelevant on a 320x240 screen are hidden.
The key mapping dialogue still has a set of useless options.
there is no way to break the program config by changing the options in a way the program refuses to start anymore:
I think this is fulfilled, but more testing is needed.
the game is playable from beginning until end (can complete the game in 100%):
I haven't found any situation yet that wouldn't work. Nevertheless the only way to answer this is by playing through the game.
I'd say: Done
the button naming in-game corresponds to the proper button labels printed on GCW Zero (ie. "Press A" instead of "Press Ctrl"):
Not done yet.
if the game offers a way to enter text (ie. player name, save state name), it is possible to do so using only the GCW Zero controls. Ways to achieve that might be an on-screen keyboard, or arcade style "UP for next letter, DOWN for previous letter". Note that an alternative solution for save state names is to automatically generate a proper name, ie. containing the level title and play time:
Text can be entered with the d-pad. Up/Down chooses a character, Left/Right moves the cursor. Done.
in case the game features a local multiplayer mode, players are able to control it using external gamepads connected via USB OTG:
I don't own a USB gamepad, but it should be detected as a joystick. In this case the controls for player 2 can be mapped to it in the games setup menu.
As far as I can tell: Nearly done and already usable, but still WIP.
if the game features networking mode, it is possible to connect to other players by using only the GCW Zero controls (no commandline parameters, etc.):