On Sun, 6 Oct 2019 at 16:37, Ralph Versteegen <teeem...@gmail.com> wrote:
> The problem with Fufluns is that I've been consistently ignoring the > release blockers and working on other stuff instead... I really want to get > them done and get to a RC within this week. If you want to help I suggest > you look at the attack/attacker sprite alignment. I'm going to start with > the spriteset fixes (missing frame names, slowness due to defpal loading, > and some non-blocker stuff I'll do at the same time) and would probably > look at battles last. > > I just had the bright idea to look at the android nightly build log. It > took me a while to spot the problem. It's not compiling any of the OHR's > code into libapplication.so! That means that it's not finding the .c files > produced by scons. > > -make sure you're on the ohrrpgce git branch, not my sdl_android one. In > fact, looking at the build log it looks like it's compiling for android ABI > 4 instead of 9 (only the ohrrpgce branch changes it to 9). But maybe I'm > misreading it, due to a difference in ndk versions. > -check the symlinks are correct > project/jni/src -> ohrrpgce > project/jni/ohrrpgce -> /path/to/ohrrpgce/android > -and of course, make sure you fetched/pulled my 2019-09-08 git commit to both branches, "Fix searching for APP_SUBDIRS when $(LOCAL_PATH)/$(APPDIR) is a symlink" > > On Sun, 6 Oct 2019 at 14:20, James Paige <b...@hamsterrepublic.com> wrote: > >> Yes, I think XB1 is more interesting than iOS for me. >> >> So I'll hold off on buying dev accounts until gfx_sdl2 is ready. >> >> For now I will be focusing on Android (maybe I'll have time this weekend? >> or maybe not?) >> >> And if there is anything I can do to help unblock the Fufluns release, I >> would like to help with that too. I think only the worst of the worst >> should still be considered fufluns-blockers. >> >> --- >> James >> >> >> On Sat, Oct 5, 2019 at 9:05 PM Ralph Versteegen <teeem...@gmail.com> >> wrote: >> >>> Not only is XB1 *much* lower hanging fruit, it's not possible for us to >>> do any work on a Switch/PS4 port without an SDK anyway. >>> >>> The first step would be to get gfx_sdl2 finished and make it the default >>> backend on all platforms except Android. (Longer-term, it would be good to >>> switch to SDL2 on Android too). It's nearly done, there are only a couple >>> of problems I know of left to fix. (Most importantly, window zoom changing >>> not working.) I want to switch to gfx_sdl2 after Fufluns. The exception >>> might be gfx_directx for game.exe; I'm not sure which backend to use there. >>> The main advantage of gfx_directx over gfx_sdl is its good fullscreen >>> support, but gfx_sdl2 has that too. Maybe better not to change the backend >>> if there's no need to. >>> >>> However, I think that an HTML5/JS port should be a higher priority than >>> an XB1 port. I'm pretty keen to do that. Although it will probably be more >>> work. >>> >>> Also, what would be preferable, an iOS or an XB1 port? I'm guessing XB1. >>> >>> On Sun, 6 Oct 2019 at 02:42, James Paige <b...@hamsterrepublic.com> >>> wrote: >>> >>>> So do you think XboxOne is the lowest-hanging fruit in terms of a >>>> console port? >>>> >>>> I would be interested in buying us both developer accounts. I think it >>>> would be an extremely good use of my patreon money. I might also be able to >>>> subsidize hardware to test on. >>>> >>>> What is a good next step? >>>> >>>> (And I haven't forgotten I need to get the 64 bit Android builds >>>> working smoothly again to un-block anyone bwho wants to release a game on >>>> Google play) >>>> >>>> --- >>>> James >>>> >>>> >>>> On Sat, Oct 5, 2019, 9:17 AM Ralph Versteegen <teeem...@gmail.com> >>>> wrote: >>>> >>>>> Don't get excited, this is just an update to my previous investigation >>>>> into feasibility of ports. >>>>> I just wrote up this: >>>>> https://freebasic.net/forum/viewtopic.php?f=17&t=27890&p=264823#p264823 >>>>> >>>>> To summarise: XBox One and Switch ports should be straightforward (no >>>>> technical barriers), PS4 is not currently possible. >>>>> >>>>> I see that my previous investigation was a private email to >>>>> James/RMZ/Soda Piggy. >>>>> Rather that copy it here I'll summarise the part not covered in my >>>>> post above: >>>>> -Ports are time consuming to do even when there are no technical >>>>> barriers, fees or gatekeeping by companies >>>>> -SDKs and all documentation for Switch and PS4 are private, so not >>>>> only can't we start a port the engine until Nintendo/Sony greenlight it, >>>>> we >>>>> barely even know what it involves or if it's possible. What's more, we >>>>> would also need a physical XB1/Switch/PS4 to test on (maybe even a dev >>>>> unit?). >>>>> -There's only a one-time fee of US$19 to be able to release an >>>>> unlimited number of indie games for the XB1, the SDK is public, and we can >>>>> mostly test it on a Windows 10 PC. >>>>> >>>>> Also, I wrote up the following additional notes, might as well attach >>>>> them here: >>>>> >>>>> >>>>> >>>>> * Nintendo >>>>> >>>>> https://discourse.libsdl.org/t/sdl-for-consoles/22726/9 (Sept 2017) >>>>> "I have a 3DS port that is sort of half-written; Nintendo announced >>>>> the Switch while I was working on it, so I assumed it was a dead platform. >>>>> If you want it, I can send you a copy, but I can’t promise that it’s >>>>> in any useful state. Drop me a line about it at iccu...@icculus.org." >>>>> "Nintendo released new 2DS & 3DS XL versions, mid this year, so 3DS is >>>>> far from dead" >>>>> >>>>> * Windows store and XBONE >>>>> To publish on either store, need a dev account. One time fee of >>>>> US$19/NZ$24. >>>>> (there is also a higher fee for companies, but not applicable). >>>>> Can publish any number of apps. >>>>> Same Universal Windows Platform (UWP). >>>>> >>>>> Supports only Windows 10 and Xbox One. Need Win 10 for development. >>>>> XBO has two ways to publish: professional games (ID@XBox), and the >>>>> Creators Program. >>>>> Creators program has "simplied certification". But it does not allow. >>>>> multiplayer or achievements. Does have leaderboards though. >>>>> But there are loads of rules around use of Xbox Live/networking. >>>>> Looks like maybe not allowed to use external leaderboards? >>>>> >>>>> XBox1 and many XBox360 titles work on XBO. Former via emulation? >>>>> XBox360 had an xbox live indie games arcade (XBLIG) but it was shut >>>>> down >>>>> 2017. >>>>> >>>>> Apps must follow these policies: >>>>> >>>>> https://docs.microsoft.com/en-us/legal/windows/agreements/store-policies >>>>> (All very benign, except for networking on Xbox) >>>>> "Games that allow cross-player communication or synchronous network >>>>> play on Xbox One devices must use Xbox Live and be approved through the >>>>> ID@Xbox program." >>>>> "Apps that emulate a game system are not allowed on any device family." >>>>> "Your app must not attempt to change or extend the described >>>>> functionality through any form of dynamic inclusion of code that is in >>>>> violation of Store Policies." >>>>> >>>>> >>>>> "I’m using SDL on Xbox One in a UWP-based game. Should have more to >>>>> report on this soon." >>>>> https://discourse.libsdl.org/t/sdl-for-consoles/22726/9 >>>>> _______________________________________________ >>>>> Ohrrpgce mailing list >>>>> ohrrpgce@lists.motherhamster.org >>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>>>> >>>> _______________________________________________ >>>> Ohrrpgce mailing list >>>> ohrrpgce@lists.motherhamster.org >>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>>> >>> _______________________________________________ >>> Ohrrpgce mailing list >>> ohrrpgce@lists.motherhamster.org >>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>> >> _______________________________________________ >> Ohrrpgce mailing list >> ohrrpgce@lists.motherhamster.org >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> >
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