Re: [Ohrrpgce] Android port

2013-07-15 Thread lance wrath
i'll test this tonight on my Android phone and Tablet.
 
Thanks,
Landon Ritchie
http://www.vigilsoft.net




 From: Michael Kidder mkid...@gmail.com
To: ohrrpgce@lists.motherhamster.org 
Sent: Sunday, July 14, 2013 10:58 PM
Subject: Re: [Ohrrpgce] Android port
 


Ha ha. Probably need more testers than just us two, anyway.

I plan to make the final APK available in addition to the Play store entry for 
the jailbroken sideloaders out there.



On Sun, Jul 14, 2013 at 11:13 PM, Landon Ritchie lancewr...@yahoo.com wrote:

That's awesome guys


 From: James Paige
Sent: 7/14/2013 8:13 PM
To: ohrrpgce@lists.motherhamster.org
Subject: Re: [Ohrrpgce] Android port


Yay!

I built a new version with midi support, you can download it from 
http://hamsterrepublic.com/tmp/sword-of-jade-debug.apk

---
James

On Sun, Jul 14, 2013 at 05:43:54PM -0500, Michael Kidder wrote:
    http://i.imgur.com/4868N9x.jpg
    NEAT
 
    On Sat, Jun 8, 2013 at 4:50 AM, Ralph Versteegen teeem...@gmail.com
    wrote:
 
  On 8 June 2013 02:44, James Paige b...@hamsterrepublic.com wrote:
  
   Hmmm... installing FB and SDL and the OHR is pretty tricky, but
   installing the ADK+NDK is really quite easy.
  
   If we could make the OHRRPGCE a library to extend, and we didn't need
  to
   compile anything but Java, seems like expecting the user to install
  the
   ADK+NDK might not be that difficult of a requirement.
  
   Actually, the approach taken by the buildozer project is worth looking
   at. It is a tool for packaging python projects for Android or iOS. It
   can autmatically download the ADK+NDK, automatically download and
   compile python 2.7 from source, automatically download and install an
   assortment of dependency modules.
  
   That approach is definitely a brute-force method of solving the
  problem,
   but in spite of the tedious download times on the first run, it really
   works nicely, and is pretty simple.
 
  Actually, the NDK shouldn't be required, only the SDK. Which is about
  100MB.
 
  I'd still like to see whether an alternative could work. I'm looking
  into the .dex documentation now.
 
  (ADK is the Android Accessory Development Kit)
   * Server signs with the OHRRPGCE.COM key. (Something you guys
  maintain).
  
   I was about to say that it would have to be HamsterRepublic.com
  because
   ohrrpgce.com has been owned by web-sqatters for years, but when I went
   to check which web squatter currently held it, I was surprised to
   discover that they have *finally* let it lapse, so I just snapped it
  up.
   ohrrpgce.com is now mine :)
 
  Hurrah!
   On Fri, Jun 07, 2013 at 10:16:29AM -0400, Seth Hetu wrote:
   Having a build server would certainly be helpful; ADK+NDK+FB+ohr/sdl
   is not the easiest toolchain to install. You might want to consider
   three options for signing:
   * Server signs with the Debug ADK key. (Good for just trying it
  out)
   * Server signs with the OHRRPGCE.COM key. (Something you guys
  maintain).
   * Server provides an unsigned APK, and you guys provide a small
   utility for developers to sign unsigned APKs (with their own keys).
  
   --Seth
  
   On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen teeem...@gmail.com
  wrote:
    On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
    On Thu, Jun 6, 2013 at 4:44 PM, James Paige
  b...@hamsterrepublic.com wrote:
   
    On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
        On Thu, Jun 6, 2013 at 3:22 PM, James Paige
  b...@hamsterrepublic.com
        wrote:
    
      On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen
  wrote:
       On 6 June 2013 02:19, James Paige
  b...@hamsterrepublic.com
 wrote:
      
        For people who don't have their own domain name, we
  can provide
 a
        namespace like
  com.hamsterrepublic.ohrrpgce.games.gamename but
 I
      would
        also like to allow people to specify their own
  namespaces, so
 for
      your
        own game, tmc, you might choose to use
        com.castleparadox.tmc.foresttemple or maybe Mogri
  would want to
 use
        com.slimesalad.phantomtactics or Harlock might use
        org.crithit.spellshard
      
       Is there any point to allowing customisation of
  namespace? I
 think it
       just has to be unique, eg a
  com.hamsterrepublic.ohrrpgce.games.
       prefix.
       I see that the Android documentation says To avoid
  conflicts
 with
       other developers, you

Re: [Ohrrpgce] Android port

2013-07-14 Thread Michael Kidder
http://i.imgur.com/4868N9x.jpg

NEAT


On Sat, Jun 8, 2013 at 4:50 AM, Ralph Versteegen teeem...@gmail.com wrote:

 On 8 June 2013 02:44, James Paige b...@hamsterrepublic.com wrote:
 
  Hmmm... installing FB and SDL and the OHR is pretty tricky, but
  installing the ADK+NDK is really quite easy.
 
  If we could make the OHRRPGCE a library to extend, and we didn't need to
  compile anything but Java, seems like expecting the user to install the
  ADK+NDK might not be that difficult of a requirement.
 
  Actually, the approach taken by the buildozer project is worth looking
  at. It is a tool for packaging python projects for Android or iOS. It
  can autmatically download the ADK+NDK, automatically download and
  compile python 2.7 from source, automatically download and install an
  assortment of dependency modules.
 
  That approach is definitely a brute-force method of solving the problem,
  but in spite of the tedious download times on the first run, it really
  works nicely, and is pretty simple.

 Actually, the NDK shouldn't be required, only the SDK. Which is about
 100MB.

 I'd still like to see whether an alternative could work. I'm looking
 into the .dex documentation now.

 (ADK is the Android Accessory Development Kit)

  * Server signs with the OHRRPGCE.COM key. (Something you guys
 maintain).
 
  I was about to say that it would have to be HamsterRepublic.com because
  ohrrpgce.com has been owned by web-sqatters for years, but when I went
  to check which web squatter currently held it, I was surprised to
  discover that they have *finally* let it lapse, so I just snapped it up.
  ohrrpgce.com is now mine :)

 Hurrah!

  On Fri, Jun 07, 2013 at 10:16:29AM -0400, Seth Hetu wrote:
  Having a build server would certainly be helpful; ADK+NDK+FB+ohr/sdl
  is not the easiest toolchain to install. You might want to consider
  three options for signing:
  * Server signs with the Debug ADK key. (Good for just trying it
 out)
  * Server signs with the OHRRPGCE.COM key. (Something you guys
 maintain).
  * Server provides an unsigned APK, and you guys provide a small
  utility for developers to sign unsigned APKs (with their own keys).
 
  --Seth
 
  On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen teeem...@gmail.com
 wrote:
   On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
   On Thu, Jun 6, 2013 at 4:44 PM, James Paige b...@hamsterrepublic.com
 wrote:
  
   On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
   On Thu, Jun 6, 2013 at 3:22 PM, James Paige 
 b...@hamsterrepublic.com
   wrote:
   
 On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen
 wrote:
  On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com
 
wrote:
 
   For people who don't have their own domain name, we can
 provide
a
   namespace like
 com.hamsterrepublic.ohrrpgce.games.gamename but
I
 would
   also like to allow people to specify their own
 namespaces, so
for
 your
   own game, tmc, you might choose to use
   com.castleparadox.tmc.foresttemple or maybe Mogri would
 want to
use
   com.slimesalad.phantomtactics or Harlock might use
   org.crithit.spellshard
 
  Is there any point to allowing customisation of namespace?
 I
think it
  just has to be unique, eg a
 com.hamsterrepublic.ohrrpgce.games.
  prefix.
  I see that the Android documentation says To avoid
 conflicts
with
  other developers, you should use Internet domain ownership
 as the
  basis for your package names (in reverse).
   
 Well, from a making-things-work perspective, no, there is no
 point
to
 allowing people to specify their own namespaces, but from the
 perspective of people signing their own games and uploading
 them to
the
 google play store, I would like to give people that option,
especially
 for people who are going to sell their games rather than
 post them
as
 free apps.
   
 Someone can still sell their game with a name in the
 com.hamsterrepublic.ohrrpgce.games.* namespace, but by doing
 so the
are
 trusting me as the owner of that domain to behave honorably
 about
it :)
   
   The simplest way would presumably be to make the ohrrpgce a
 library
   project and wrap it with the new namespace, I think:
   
   package com.newnamespace.myrpg;
   
   public class MainActivity extends
 com.ohrrpgce.games.OHRActivity
   
   etc.
   
   I believe that would work. That seems to be how these examples
 I am
   looking at are set up.
   
   (I am actually working on an Android project right now for my
 day
job, but
   it's been a while and I'm a bit rusty. And someone else has
 already
   written it; I'm just changing it.)
   
   Cheers,
   Simon
  
   Hmm... If that is the only 

Re: [Ohrrpgce] Android port

2013-07-14 Thread James Paige
Yay!

I built a new version with midi support, you can download it from 
http://hamsterrepublic.com/tmp/sword-of-jade-debug.apk

---
James

On Sun, Jul 14, 2013 at 05:43:54PM -0500, Michael Kidder wrote:
http://i.imgur.com/4868N9x.jpg
NEAT
 
On Sat, Jun 8, 2013 at 4:50 AM, Ralph Versteegen teeem...@gmail.com
wrote:
 
  On 8 June 2013 02:44, James Paige b...@hamsterrepublic.com wrote:
  
   Hmmm... installing FB and SDL and the OHR is pretty tricky, but
   installing the ADK+NDK is really quite easy.
  
   If we could make the OHRRPGCE a library to extend, and we didn't need
  to
   compile anything but Java, seems like expecting the user to install
  the
   ADK+NDK might not be that difficult of a requirement.
  
   Actually, the approach taken by the buildozer project is worth looking
   at. It is a tool for packaging python projects for Android or iOS. It
   can autmatically download the ADK+NDK, automatically download and
   compile python 2.7 from source, automatically download and install an
   assortment of dependency modules.
  
   That approach is definitely a brute-force method of solving the
  problem,
   but in spite of the tedious download times on the first run, it really
   works nicely, and is pretty simple.
 
  Actually, the NDK shouldn't be required, only the SDK. Which is about
  100MB.
 
  I'd still like to see whether an alternative could work. I'm looking
  into the .dex documentation now.
 
  (ADK is the Android Accessory Development Kit)
   * Server signs with the OHRRPGCE.COM key. (Something you guys
  maintain).
  
   I was about to say that it would have to be HamsterRepublic.com
  because
   ohrrpgce.com has been owned by web-sqatters for years, but when I went
   to check which web squatter currently held it, I was surprised to
   discover that they have *finally* let it lapse, so I just snapped it
  up.
   ohrrpgce.com is now mine :)
 
  Hurrah!
   On Fri, Jun 07, 2013 at 10:16:29AM -0400, Seth Hetu wrote:
   Having a build server would certainly be helpful; ADK+NDK+FB+ohr/sdl
   is not the easiest toolchain to install. You might want to consider
   three options for signing:
   * Server signs with the Debug ADK key. (Good for just trying it
  out)
   * Server signs with the OHRRPGCE.COM key. (Something you guys
  maintain).
   * Server provides an unsigned APK, and you guys provide a small
   utility for developers to sign unsigned APKs (with their own keys).
  
   --Seth
  
   On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen teeem...@gmail.com
  wrote:
On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
On Thu, Jun 6, 2013 at 4:44 PM, James Paige
  b...@hamsterrepublic.com wrote:
   
On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
On Thu, Jun 6, 2013 at 3:22 PM, James Paige
  b...@hamsterrepublic.com
wrote:

  On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen
  wrote:
   On 6 June 2013 02:19, James Paige
  b...@hamsterrepublic.com
 wrote:
  
For people who don't have their own domain name, we
  can provide
 a
namespace like
  com.hamsterrepublic.ohrrpgce.games.gamename but
 I
  would
also like to allow people to specify their own
  namespaces, so
 for
  your
own game, tmc, you might choose to use
com.castleparadox.tmc.foresttemple or maybe Mogri
  would want to
 use
com.slimesalad.phantomtactics or Harlock might use
org.crithit.spellshard
  
   Is there any point to allowing customisation of
  namespace? I
 think it
   just has to be unique, eg a
  com.hamsterrepublic.ohrrpgce.games.
   prefix.
   I see that the Android documentation says To avoid
  conflicts
 with
   other developers, you should use Internet domain
  ownership as the
   basis for your package names (in reverse).

  Well, from a making-things-work perspective, no, there is
  no point
 to
  allowing people to specify their own namespaces, but from
  the
  perspective of people signing their own games and
  uploading them to
 the
  google play store, I would like to give people that
  option,
 especially
  for people who are going to sell their games rather than
  post them
 as
  free apps.

  Someone can still sell their game with a name in the
  

Re: [Ohrrpgce] Android port

2013-07-14 Thread James Paige
Er, well, I meant to sent that right to Fyre but I replied to the list 
instead :P

I guess some extra testers won't hurt ;)

---
James

On Sun, Jul 14, 2013 at 08:13:33PM -0700, James Paige wrote:
 Yay!
 
 I built a new version with midi support, you can download it from 
 http://hamsterrepublic.com/tmp/sword-of-jade-debug.apk
 
 ---
 James
 
 On Sun, Jul 14, 2013 at 05:43:54PM -0500, Michael Kidder wrote:
 http://i.imgur.com/4868N9x.jpg
 NEAT
  
 On Sat, Jun 8, 2013 at 4:50 AM, Ralph Versteegen teeem...@gmail.com
 wrote:
  
   On 8 June 2013 02:44, James Paige b...@hamsterrepublic.com wrote:
   
Hmmm... installing FB and SDL and the OHR is pretty tricky, but
installing the ADK+NDK is really quite easy.
   
If we could make the OHRRPGCE a library to extend, and we didn't need
   to
compile anything but Java, seems like expecting the user to install
   the
ADK+NDK might not be that difficult of a requirement.
   
Actually, the approach taken by the buildozer project is worth 
  looking
at. It is a tool for packaging python projects for Android or iOS. It
can autmatically download the ADK+NDK, automatically download and
compile python 2.7 from source, automatically download and install an
assortment of dependency modules.
   
That approach is definitely a brute-force method of solving the
   problem,
but in spite of the tedious download times on the first run, it 
  really
works nicely, and is pretty simple.
  
   Actually, the NDK shouldn't be required, only the SDK. Which is about
   100MB.
  
   I'd still like to see whether an alternative could work. I'm looking
   into the .dex documentation now.
  
   (ADK is the Android Accessory Development Kit)
* Server signs with the OHRRPGCE.COM key. (Something you guys
   maintain).
   
I was about to say that it would have to be HamsterRepublic.com
   because
ohrrpgce.com has been owned by web-sqatters for years, but when I 
  went
to check which web squatter currently held it, I was surprised to
discover that they have *finally* let it lapse, so I just snapped it
   up.
ohrrpgce.com is now mine :)
  
   Hurrah!
On Fri, Jun 07, 2013 at 10:16:29AM -0400, Seth Hetu wrote:
Having a build server would certainly be helpful; ADK+NDK+FB+ohr/sdl
is not the easiest toolchain to install. You might want to consider
three options for signing:
* Server signs with the Debug ADK key. (Good for just trying it
   out)
* Server signs with the OHRRPGCE.COM key. (Something you guys
   maintain).
* Server provides an unsigned APK, and you guys provide a small
utility for developers to sign unsigned APKs (with their own keys).
   
--Seth
   
On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen 
  teeem...@gmail.com
   wrote:
 On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
 On Thu, Jun 6, 2013 at 4:44 PM, James Paige
   b...@hamsterrepublic.com wrote:

 On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
 On Thu, Jun 6, 2013 at 3:22 PM, James Paige
   b...@hamsterrepublic.com
 wrote:
 
   On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph 
  Versteegen
   wrote:
On 6 June 2013 02:19, James Paige
   b...@hamsterrepublic.com
  wrote:
   
 For people who don't have their own domain name, we
   can provide
  a
 namespace like
   com.hamsterrepublic.ohrrpgce.games.gamename but
  I
   would
 also like to allow people to specify their own
   namespaces, so
  for
   your
 own game, tmc, you might choose to use
 com.castleparadox.tmc.foresttemple or maybe Mogri
   would want to
  use
 com.slimesalad.phantomtactics or Harlock might use
 org.crithit.spellshard
   
Is there any point to allowing customisation of
   namespace? I
  think it
just has to be unique, eg a
   com.hamsterrepublic.ohrrpgce.games.
prefix.
I see that the Android documentation says To avoid
   conflicts
  with
other developers, you should use Internet domain
   ownership as the
basis for your package names (in reverse).
 
   Well, from a making-things-work perspective, no, there is
   no point
  to
   allowing people to specify their own namespaces, but from
   the
   perspective of people signing their own games and
   uploading them to
 

Re: [Ohrrpgce] Android port

2013-07-14 Thread Landon Ritchie
That's awesome guys

-Original Message-
From: James Paige b...@hamsterrepublic.com
Sent: ‎7/‎14/‎2013 8:13 PM
To: ohrrpgce@lists.motherhamster.org ohrrpgce@lists.motherhamster.org
Subject: Re: [Ohrrpgce] Android port

Yay!

I built a new version with midi support, you can download it from 
http://hamsterrepublic.com/tmp/sword-of-jade-debug.apk

---
James

On Sun, Jul 14, 2013 at 05:43:54PM -0500, Michael Kidder wrote:
http://i.imgur.com/4868N9x.jpg
NEAT
 
On Sat, Jun 8, 2013 at 4:50 AM, Ralph Versteegen teeem...@gmail.com
wrote:
 
  On 8 June 2013 02:44, James Paige b...@hamsterrepublic.com wrote:
  
   Hmmm... installing FB and SDL and the OHR is pretty tricky, but
   installing the ADK+NDK is really quite easy.
  
   If we could make the OHRRPGCE a library to extend, and we didn't need
  to
   compile anything but Java, seems like expecting the user to install
  the
   ADK+NDK might not be that difficult of a requirement.
  
   Actually, the approach taken by the buildozer project is worth looking
   at. It is a tool for packaging python projects for Android or iOS. It
   can autmatically download the ADK+NDK, automatically download and
   compile python 2.7 from source, automatically download and install an
   assortment of dependency modules.
  
   That approach is definitely a brute-force method of solving the
  problem,
   but in spite of the tedious download times on the first run, it really
   works nicely, and is pretty simple.
 
  Actually, the NDK shouldn't be required, only the SDK. Which is about
  100MB.
 
  I'd still like to see whether an alternative could work. I'm looking
  into the .dex documentation now.
 
  (ADK is the Android Accessory Development Kit)
   * Server signs with the OHRRPGCE.COM key. (Something you guys
  maintain).
  
   I was about to say that it would have to be HamsterRepublic.com
  because
   ohrrpgce.com has been owned by web-sqatters for years, but when I went
   to check which web squatter currently held it, I was surprised to
   discover that they have *finally* let it lapse, so I just snapped it
  up.
   ohrrpgce.com is now mine :)
 
  Hurrah!
   On Fri, Jun 07, 2013 at 10:16:29AM -0400, Seth Hetu wrote:
   Having a build server would certainly be helpful; ADK+NDK+FB+ohr/sdl
   is not the easiest toolchain to install. You might want to consider
   three options for signing:
   * Server signs with the Debug ADK key. (Good for just trying it
  out)
   * Server signs with the OHRRPGCE.COM key. (Something you guys
  maintain).
   * Server provides an unsigned APK, and you guys provide a small
   utility for developers to sign unsigned APKs (with their own keys).
  
   --Seth
  
   On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen teeem...@gmail.com
  wrote:
On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
On Thu, Jun 6, 2013 at 4:44 PM, James Paige
  b...@hamsterrepublic.com wrote:
   
On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
On Thu, Jun 6, 2013 at 3:22 PM, James Paige
  b...@hamsterrepublic.com
wrote:

  On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen
  wrote:
   On 6 June 2013 02:19, James Paige
  b...@hamsterrepublic.com
 wrote:
  
For people who don't have their own domain name, we
  can provide
 a
namespace like
  com.hamsterrepublic.ohrrpgce.games.gamename but
 I
  would
also like to allow people to specify their own
  namespaces, so
 for
  your
own game, tmc, you might choose to use
com.castleparadox.tmc.foresttemple or maybe Mogri
  would want to
 use
com.slimesalad.phantomtactics or Harlock might use
org.crithit.spellshard
  
   Is there any point to allowing customisation of
  namespace? I
 think it
   just has to be unique, eg a
  com.hamsterrepublic.ohrrpgce.games.
   prefix.
   I see that the Android documentation says To avoid
  conflicts
 with
   other developers, you should use Internet domain
  ownership as the
   basis for your package names (in reverse).

  Well, from a making-things-work perspective, no, there is
  no point
 to
  allowing people to specify their own namespaces, but from
  the
  perspective of people signing their own games and
  uploading them to
 the
  google play store, I would like to give people that
  option,
 especially

Re: [Ohrrpgce] Android port

2013-07-14 Thread Michael Kidder
Ha ha. Probably need more testers than just us two, anyway.

I plan to make the final APK available in addition to the Play store entry
for the jailbroken sideloaders out there.


On Sun, Jul 14, 2013 at 11:13 PM, Landon Ritchie lancewr...@yahoo.comwrote:

  That's awesome guys
  --
 From: James Paige b...@hamsterrepublic.com
 Sent: 7/14/2013 8:13 PM
 To: ohrrpgce@lists.motherhamster.org
 Subject: Re: [Ohrrpgce] Android port

 Yay!

 I built a new version with midi support, you can download it from
 http://hamsterrepublic.com/tmp/sword-of-jade-debug.apk

 ---
 James

 On Sun, Jul 14, 2013 at 05:43:54PM -0500, Michael Kidder wrote:
 http://i.imgur.com/4868N9x.jpg
 NEAT
 
 On Sat, Jun 8, 2013 at 4:50 AM, Ralph Versteegen teeem...@gmail.com
 wrote:
 
   On 8 June 2013 02:44, James Paige b...@hamsterrepublic.com wrote:
   
Hmmm... installing FB and SDL and the OHR is pretty tricky, but
installing the ADK+NDK is really quite easy.
   
If we could make the OHRRPGCE a library to extend, and we didn't
 need
   to
compile anything but Java, seems like expecting the user to
 install
   the
ADK+NDK might not be that difficult of a requirement.
   
Actually, the approach taken by the buildozer project is worth
 looking
at. It is a tool for packaging python projects for Android or
 iOS. It
can autmatically download the ADK+NDK, automatically download and
compile python 2.7 from source, automatically download and
 install an
assortment of dependency modules.
   
That approach is definitely a brute-force method of solving the
   problem,
but in spite of the tedious download times on the first run, it
 really
works nicely, and is pretty simple.
 
   Actually, the NDK shouldn't be required, only the SDK. Which is
 about
   100MB.
 
   I'd still like to see whether an alternative could work. I'm looking
   into the .dex documentation now.
 
   (ADK is the Android Accessory Development Kit)
* Server signs with the OHRRPGCE.COM key. (Something you
 guys
   maintain).
   
I was about to say that it would have to be HamsterRepublic.com
   because
ohrrpgce.com has been owned by web-sqatters for years, but when
 I went
to check which web squatter currently held it, I was surprised to
discover that they have *finally* let it lapse, so I just snapped
 it
   up.
ohrrpgce.com is now mine :)
 
   Hurrah!
On Fri, Jun 07, 2013 at 10:16:29AM -0400, Seth Hetu wrote:
Having a build server would certainly be helpful;
 ADK+NDK+FB+ohr/sdl
is not the easiest toolchain to install. You might want to
 consider
three options for signing:
* Server signs with the Debug ADK key. (Good for just
 trying it
   out)
* Server signs with the OHRRPGCE.COM key. (Something you
 guys
   maintain).
* Server provides an unsigned APK, and you guys provide a
 small
utility for developers to sign unsigned APKs (with their own
 keys).
   
--Seth
   
On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen 
 teeem...@gmail.com
   wrote:
 On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com
 wrote:
 On Thu, Jun 6, 2013 at 4:44 PM, James Paige
   b...@hamsterrepublic.com wrote:

 On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley
 wrote:
 On Thu, Jun 6, 2013 at 3:22 PM, James Paige
   b...@hamsterrepublic.com
 wrote:
 
   On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph
 Versteegen
   wrote:
On 6 June 2013 02:19, James Paige
   b...@hamsterrepublic.com
  wrote:
   
 For people who don't have their own domain name,
 we
   can provide
  a
 namespace like
   com.hamsterrepublic.ohrrpgce.games.gamename but
  I
   would
 also like to allow people to specify their own
   namespaces, so
  for
   your
 own game, tmc, you might choose to use
 com.castleparadox.tmc.foresttemple or maybe Mogri
   would want to
  use
 com.slimesalad.phantomtactics or Harlock might use
 org.crithit.spellshard
   
Is there any point to allowing customisation of
   namespace? I
  think it
just has to be unique, eg a
   com.hamsterrepublic.ohrrpgce.games.
prefix.
I see that the Android documentation says To avoid
   conflicts
  with
other developers, you should use Internet domain
   ownership as the
basis for your package names (in reverse).
 
   Well, from

Re: [Ohrrpgce] Android port

2013-06-08 Thread Ralph Versteegen
On 8 June 2013 02:44, James Paige b...@hamsterrepublic.com wrote:

 Hmmm... installing FB and SDL and the OHR is pretty tricky, but
 installing the ADK+NDK is really quite easy.

 If we could make the OHRRPGCE a library to extend, and we didn't need to
 compile anything but Java, seems like expecting the user to install the
 ADK+NDK might not be that difficult of a requirement.

 Actually, the approach taken by the buildozer project is worth looking
 at. It is a tool for packaging python projects for Android or iOS. It
 can autmatically download the ADK+NDK, automatically download and
 compile python 2.7 from source, automatically download and install an
 assortment of dependency modules.

 That approach is definitely a brute-force method of solving the problem,
 but in spite of the tedious download times on the first run, it really
 works nicely, and is pretty simple.

Actually, the NDK shouldn't be required, only the SDK. Which is about 100MB.

I'd still like to see whether an alternative could work. I'm looking
into the .dex documentation now.

(ADK is the Android Accessory Development Kit)

 * Server signs with the OHRRPGCE.COM key. (Something you guys 
 maintain).

 I was about to say that it would have to be HamsterRepublic.com because
 ohrrpgce.com has been owned by web-sqatters for years, but when I went
 to check which web squatter currently held it, I was surprised to
 discover that they have *finally* let it lapse, so I just snapped it up.
 ohrrpgce.com is now mine :)

Hurrah!

 On Fri, Jun 07, 2013 at 10:16:29AM -0400, Seth Hetu wrote:
 Having a build server would certainly be helpful; ADK+NDK+FB+ohr/sdl
 is not the easiest toolchain to install. You might want to consider
 three options for signing:
 * Server signs with the Debug ADK key. (Good for just trying it out)
 * Server signs with the OHRRPGCE.COM key. (Something you guys 
 maintain).
 * Server provides an unsigned APK, and you guys provide a small
 utility for developers to sign unsigned APKs (with their own keys).

 --Seth

 On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen teeem...@gmail.com wrote:
  On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
  On Thu, Jun 6, 2013 at 4:44 PM, James Paige b...@hamsterrepublic.com 
  wrote:
 
  On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
  On Thu, Jun 6, 2013 at 3:22 PM, James Paige 
   b...@hamsterrepublic.com
  wrote:
  
On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen wrote:
 On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com
   wrote:

  For people who don't have their own domain name, we can 
   provide
   a
  namespace like com.hamsterrepublic.ohrrpgce.games.gamename but
   I
would
  also like to allow people to specify their own namespaces, so
   for
your
  own game, tmc, you might choose to use
  com.castleparadox.tmc.foresttemple or maybe Mogri would want 
   to
   use
  com.slimesalad.phantomtactics or Harlock might use
  org.crithit.spellshard

 Is there any point to allowing customisation of namespace? I
   think it
 just has to be unique, eg a com.hamsterrepublic.ohrrpgce.games.
 prefix.
 I see that the Android documentation says To avoid conflicts
   with
 other developers, you should use Internet domain ownership as 
   the
 basis for your package names (in reverse).
  
Well, from a making-things-work perspective, no, there is no point
   to
allowing people to specify their own namespaces, but from the
perspective of people signing their own games and uploading them 
   to
   the
google play store, I would like to give people that option,
   especially
for people who are going to sell their games rather than post them
   as
free apps.
  
Someone can still sell their game with a name in the
com.hamsterrepublic.ohrrpgce.games.* namespace, but by doing so 
   the
   are
trusting me as the owner of that domain to behave honorably about
   it :)
  
  The simplest way would presumably be to make the ohrrpgce a library
  project and wrap it with the new namespace, I think:
  
  package com.newnamespace.myrpg;
  
  public class MainActivity extends com.ohrrpgce.games.OHRActivity
  
  etc.
  
  I believe that would work. That seems to be how these examples I am
  looking at are set up.
  
  (I am actually working on an Android project right now for my day
   job, but
  it's been a while and I'm a bit rusty. And someone else has already
  written it; I'm just changing it.)
  
  Cheers,
  Simon
 
  Hmm... If that is the only way to change the namespace, then it sounds
  like having the Android SDK installed and recompiling the project would
  be required. Maybe it isn't worth it if it is that much trouble?
 
  Even though I want people to be able to 

Re: [Ohrrpgce] Android port

2013-06-07 Thread Ralph Versteegen
On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
 On Thu, Jun 6, 2013 at 4:44 PM, James Paige b...@hamsterrepublic.com wrote:

 On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
 On Thu, Jun 6, 2013 at 3:22 PM, James Paige b...@hamsterrepublic.com
 wrote:
 
   On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen wrote:
On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com
  wrote:
   
 For people who don't have their own domain name, we can provide
  a
 namespace like com.hamsterrepublic.ohrrpgce.games.gamename but
  I
   would
 also like to allow people to specify their own namespaces, so
  for
   your
 own game, tmc, you might choose to use
 com.castleparadox.tmc.foresttemple or maybe Mogri would want to
  use
 com.slimesalad.phantomtactics or Harlock might use
 org.crithit.spellshard
   
Is there any point to allowing customisation of namespace? I
  think it
just has to be unique, eg a com.hamsterrepublic.ohrrpgce.games.
prefix.
I see that the Android documentation says To avoid conflicts
  with
other developers, you should use Internet domain ownership as the
basis for your package names (in reverse).
 
   Well, from a making-things-work perspective, no, there is no point
  to
   allowing people to specify their own namespaces, but from the
   perspective of people signing their own games and uploading them to
  the
   google play store, I would like to give people that option,
  especially
   for people who are going to sell their games rather than post them
  as
   free apps.
 
   Someone can still sell their game with a name in the
   com.hamsterrepublic.ohrrpgce.games.* namespace, but by doing so the
  are
   trusting me as the owner of that domain to behave honorably about
  it :)
 
 The simplest way would presumably be to make the ohrrpgce a library
 project and wrap it with the new namespace, I think:
 
 package com.newnamespace.myrpg;
 
 public class MainActivity extends com.ohrrpgce.games.OHRActivity
 
 etc.
 
 I believe that would work. That seems to be how these examples I am
 looking at are set up.
 
 (I am actually working on an Android project right now for my day
  job, but
 it's been a while and I'm a bit rusty. And someone else has already
 written it; I'm just changing it.)
 
 Cheers,
 Simon

 Hmm... If that is the only way to change the namespace, then it sounds
 like having the Android SDK installed and recompiling the project would
 be required. Maybe it isn't worth it if it is that much trouble?

 Even though I want people to be able to customize the namespace of their
 game, I guess that should be a low-priority goal :)

Don't forget that while allowing the user to select the namespace is
low-priority, packaged .apks still need to have unique namespaces,
otherwise Android will consider them all as the same program.

 Ah, yes. Maybe not ideal. It might be possible to change it with something
 like proguard instead, in the compiled version.

There's an additional problem. It turns out that in addition to all
the Java code, lots of the C code in the SDL port requires the
namespace to be compiled in too. I have no idea how JNI works, but it
appears that Java code like...

package com.hamsterrepublic.ohrrpgce.game;
class AudioThread
{
private native int nativeAudioInitJavaCallbacks();

requires an implemention provided by a C function named
Java_com_hamsterrepublic_ohrrpgce_game_AudioThread_nativeAudioInitJavaCallbacks!

However perhaps by using Simon's library suggestion we can use a
separate namespace for all of the code compiled into the .so files,
leaving just the xml metadata and compiled Java files to worry about.

In order to edit the namespace in compiled Java code we would have to
modify .dex files (targetting .class files instead would mean still
having to convert them to .dex and requiring the NDK). Looking around
a bit I see there are a couple projects like smali/baksmali
(https://code.google.com/p/smali) for disassembling/reassembling a dex
file.  It sounds a whole lot simpler to just set up a web server which
compiles the required java source files with desired on request :)

Unless creating a single trivial java module which includes everything
else is enough; in that case smali/baksmali could be practical, or
even a small edit to the right offset in the file...
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] Android port

2013-06-07 Thread Seth Hetu
Having a build server would certainly be helpful; ADK+NDK+FB+ohr/sdl
is not the easiest toolchain to install. You might want to consider
three options for signing:
* Server signs with the Debug ADK key. (Good for just trying it out)
* Server signs with the OHRRPGCE.COM key. (Something you guys maintain).
* Server provides an unsigned APK, and you guys provide a small
utility for developers to sign unsigned APKs (with their own keys).

--Seth

On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen teeem...@gmail.com wrote:
 On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
 On Thu, Jun 6, 2013 at 4:44 PM, James Paige b...@hamsterrepublic.com wrote:

 On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
 On Thu, Jun 6, 2013 at 3:22 PM, James Paige b...@hamsterrepublic.com
 wrote:
 
   On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen wrote:
On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com
  wrote:
   
 For people who don't have their own domain name, we can provide
  a
 namespace like com.hamsterrepublic.ohrrpgce.games.gamename but
  I
   would
 also like to allow people to specify their own namespaces, so
  for
   your
 own game, tmc, you might choose to use
 com.castleparadox.tmc.foresttemple or maybe Mogri would want to
  use
 com.slimesalad.phantomtactics or Harlock might use
 org.crithit.spellshard
   
Is there any point to allowing customisation of namespace? I
  think it
just has to be unique, eg a com.hamsterrepublic.ohrrpgce.games.
prefix.
I see that the Android documentation says To avoid conflicts
  with
other developers, you should use Internet domain ownership as the
basis for your package names (in reverse).
 
   Well, from a making-things-work perspective, no, there is no point
  to
   allowing people to specify their own namespaces, but from the
   perspective of people signing their own games and uploading them to
  the
   google play store, I would like to give people that option,
  especially
   for people who are going to sell their games rather than post them
  as
   free apps.
 
   Someone can still sell their game with a name in the
   com.hamsterrepublic.ohrrpgce.games.* namespace, but by doing so the
  are
   trusting me as the owner of that domain to behave honorably about
  it :)
 
 The simplest way would presumably be to make the ohrrpgce a library
 project and wrap it with the new namespace, I think:
 
 package com.newnamespace.myrpg;
 
 public class MainActivity extends com.ohrrpgce.games.OHRActivity
 
 etc.
 
 I believe that would work. That seems to be how these examples I am
 looking at are set up.
 
 (I am actually working on an Android project right now for my day
  job, but
 it's been a while and I'm a bit rusty. And someone else has already
 written it; I'm just changing it.)
 
 Cheers,
 Simon

 Hmm... If that is the only way to change the namespace, then it sounds
 like having the Android SDK installed and recompiling the project would
 be required. Maybe it isn't worth it if it is that much trouble?

 Even though I want people to be able to customize the namespace of their
 game, I guess that should be a low-priority goal :)

 Don't forget that while allowing the user to select the namespace is
 low-priority, packaged .apks still need to have unique namespaces,
 otherwise Android will consider them all as the same program.

 Ah, yes. Maybe not ideal. It might be possible to change it with something
 like proguard instead, in the compiled version.

 There's an additional problem. It turns out that in addition to all
 the Java code, lots of the C code in the SDL port requires the
 namespace to be compiled in too. I have no idea how JNI works, but it
 appears that Java code like...

 package com.hamsterrepublic.ohrrpgce.game;
 class AudioThread
 {
 private native int nativeAudioInitJavaCallbacks();

 requires an implemention provided by a C function named
 Java_com_hamsterrepublic_ohrrpgce_game_AudioThread_nativeAudioInitJavaCallbacks!

 However perhaps by using Simon's library suggestion we can use a
 separate namespace for all of the code compiled into the .so files,
 leaving just the xml metadata and compiled Java files to worry about.

 In order to edit the namespace in compiled Java code we would have to
 modify .dex files (targetting .class files instead would mean still
 having to convert them to .dex and requiring the NDK). Looking around
 a bit I see there are a couple projects like smali/baksmali
 (https://code.google.com/p/smali) for disassembling/reassembling a dex
 file.  It sounds a whole lot simpler to just set up a web server which
 compiles the required java source files with desired on request :)

 Unless creating a single trivial java module which includes everything
 else is 

Re: [Ohrrpgce] Android port

2013-06-07 Thread James Paige
On Fri, Jun 07, 2013 at 09:52:21PM +1200, Ralph Versteegen wrote:
 On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
  On Thu, Jun 6, 2013 at 4:44 PM, James Paige b...@hamsterrepublic.com 
  wrote:
 
  On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
  On Thu, Jun 6, 2013 at 3:22 PM, James Paige b...@hamsterrepublic.com
  wrote:
  
On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen wrote:
 On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com
   wrote:

  For people who don't have their own domain name, we can provide
   a
  namespace like com.hamsterrepublic.ohrrpgce.games.gamename but
   I
would
  also like to allow people to specify their own namespaces, so
   for
your
  own game, tmc, you might choose to use
  com.castleparadox.tmc.foresttemple or maybe Mogri would want to
   use
  com.slimesalad.phantomtactics or Harlock might use
  org.crithit.spellshard

 Is there any point to allowing customisation of namespace? I
   think it
 just has to be unique, eg a com.hamsterrepublic.ohrrpgce.games.
 prefix.
 I see that the Android documentation says To avoid conflicts
   with
 other developers, you should use Internet domain ownership as the
 basis for your package names (in reverse).
  
Well, from a making-things-work perspective, no, there is no point
   to
allowing people to specify their own namespaces, but from the
perspective of people signing their own games and uploading them to
   the
google play store, I would like to give people that option,
   especially
for people who are going to sell their games rather than post them
   as
free apps.
  
Someone can still sell their game with a name in the
com.hamsterrepublic.ohrrpgce.games.* namespace, but by doing so the
   are
trusting me as the owner of that domain to behave honorably about
   it :)
  
  The simplest way would presumably be to make the ohrrpgce a library
  project and wrap it with the new namespace, I think:
  
  package com.newnamespace.myrpg;
  
  public class MainActivity extends com.ohrrpgce.games.OHRActivity
  
  etc.
  
  I believe that would work. That seems to be how these examples I am
  looking at are set up.
  
  (I am actually working on an Android project right now for my day
   job, but
  it's been a while and I'm a bit rusty. And someone else has already
  written it; I'm just changing it.)
  
  Cheers,
  Simon
 
  Hmm... If that is the only way to change the namespace, then it sounds
  like having the Android SDK installed and recompiling the project would
  be required. Maybe it isn't worth it if it is that much trouble?
 
  Even though I want people to be able to customize the namespace of their
  game, I guess that should be a low-priority goal :)
 
 Don't forget that while allowing the user to select the namespace is
 low-priority, packaged .apks still need to have unique namespaces,
 otherwise Android will consider them all as the same program.

Oh, yeah, good point. That is really important. And I guess the 
difficulty of doing com.hamsterrepublic.ohrrpgce.games.gamename is no 
different than com.mydomain.gamename so to prevent games from 
overwriting each other, I guess we will have to solve that problem no 
matter what :P

  Ah, yes. Maybe not ideal. It might be possible to change it with something
  like proguard instead, in the compiled version.
 
 There's an additional problem. It turns out that in addition to all
 the Java code, lots of the C code in the SDL port requires the
 namespace to be compiled in too. I have no idea how JNI works, but it
 appears that Java code like...
 
 package com.hamsterrepublic.ohrrpgce.game;
 class AudioThread
 {
 private native int nativeAudioInitJavaCallbacks();
 
 requires an implemention provided by a C function named
 Java_com_hamsterrepublic_ohrrpgce_game_AudioThread_nativeAudioInitJavaCallbacks!
 
 However perhaps by using Simon's library suggestion we can use a
 separate namespace for all of the code compiled into the .so files,
 leaving just the xml metadata and compiled Java files to worry about.

 In order to edit the namespace in compiled Java code we would have to
 modify .dex files (targetting .class files instead would mean still
 having to convert them to .dex and requiring the NDK). Looking around
 a bit I see there are a couple projects like smali/baksmali
 (https://code.google.com/p/smali) for disassembling/reassembling a dex
 file.  It sounds a whole lot simpler to just set up a web server which
 compiles the required java source files with desired on request :)
 
 Unless creating a single trivial java module which includes everything
 else is enough; in that case smali/baksmali could be practical, or
 even a small edit to the right offset 

Re: [Ohrrpgce] Android port

2013-06-07 Thread James Paige

Hmmm... installing FB and SDL and the OHR is pretty tricky, but 
installing the ADK+NDK is really quite easy.

If we could make the OHRRPGCE a library to extend, and we didn't need to 
compile anything but Java, seems like expecting the user to install the 
ADK+NDK might not be that difficult of a requirement.

Actually, the approach taken by the buildozer project is worth looking 
at. It is a tool for packaging python projects for Android or iOS. It 
can autmatically download the ADK+NDK, automatically download and 
compile python 2.7 from source, automatically download and install an 
assortment of dependency modules.

That approach is definitely a brute-force method of solving the problem, 
but in spite of the tedious download times on the first run, it really 
works nicely, and is pretty simple.

 * Server signs with the OHRRPGCE.COM key. (Something you guys maintain).

I was about to say that it would have to be HamsterRepublic.com because 
ohrrpgce.com has been owned by web-sqatters for years, but when I went 
to check which web squatter currently held it, I was surprised to 
discover that they have *finally* let it lapse, so I just snapped it up. 
ohrrpgce.com is now mine :)

On Fri, Jun 07, 2013 at 10:16:29AM -0400, Seth Hetu wrote:
 Having a build server would certainly be helpful; ADK+NDK+FB+ohr/sdl
 is not the easiest toolchain to install. You might want to consider
 three options for signing:
 * Server signs with the Debug ADK key. (Good for just trying it out)
 * Server signs with the OHRRPGCE.COM key. (Something you guys maintain).
 * Server provides an unsigned APK, and you guys provide a small
 utility for developers to sign unsigned APKs (with their own keys).
 
 --Seth
 
 On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen teeem...@gmail.com wrote:
  On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
  On Thu, Jun 6, 2013 at 4:44 PM, James Paige b...@hamsterrepublic.com 
  wrote:
 
  On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
  On Thu, Jun 6, 2013 at 3:22 PM, James Paige 
   b...@hamsterrepublic.com
  wrote:
  
On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen wrote:
 On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com
   wrote:

  For people who don't have their own domain name, we can provide
   a
  namespace like com.hamsterrepublic.ohrrpgce.games.gamename but
   I
would
  also like to allow people to specify their own namespaces, so
   for
your
  own game, tmc, you might choose to use
  com.castleparadox.tmc.foresttemple or maybe Mogri would want to
   use
  com.slimesalad.phantomtactics or Harlock might use
  org.crithit.spellshard

 Is there any point to allowing customisation of namespace? I
   think it
 just has to be unique, eg a com.hamsterrepublic.ohrrpgce.games.
 prefix.
 I see that the Android documentation says To avoid conflicts
   with
 other developers, you should use Internet domain ownership as the
 basis for your package names (in reverse).
  
Well, from a making-things-work perspective, no, there is no point
   to
allowing people to specify their own namespaces, but from the
perspective of people signing their own games and uploading them to
   the
google play store, I would like to give people that option,
   especially
for people who are going to sell their games rather than post them
   as
free apps.
  
Someone can still sell their game with a name in the
com.hamsterrepublic.ohrrpgce.games.* namespace, but by doing so the
   are
trusting me as the owner of that domain to behave honorably about
   it :)
  
  The simplest way would presumably be to make the ohrrpgce a library
  project and wrap it with the new namespace, I think:
  
  package com.newnamespace.myrpg;
  
  public class MainActivity extends com.ohrrpgce.games.OHRActivity
  
  etc.
  
  I believe that would work. That seems to be how these examples I am
  looking at are set up.
  
  (I am actually working on an Android project right now for my day
   job, but
  it's been a while and I'm a bit rusty. And someone else has already
  written it; I'm just changing it.)
  
  Cheers,
  Simon
 
  Hmm... If that is the only way to change the namespace, then it sounds
  like having the Android SDK installed and recompiling the project would
  be required. Maybe it isn't worth it if it is that much trouble?
 
  Even though I want people to be able to customize the namespace of their
  game, I guess that should be a low-priority goal :)
 
  Don't forget that while allowing the user to select the namespace is
  low-priority, packaged .apks still need to have unique namespaces,
  otherwise Android will consider them all as the same program.
 
  Ah, yes. Maybe not ideal. It might 

Re: [Ohrrpgce] Android port

2013-06-07 Thread Seth Hetu
 I was about to say that it would have to be HamsterRepublic.com because
 ohrrpgce.com has been owned by web-sqatters for years, but when I went
 to check which web squatter currently held it, I was surprised to
 discover that they have *finally* let it lapse, so I just snapped it up.
 ohrrpgce.com is now mine :)

Yay! Misinformation on my part leads to profit! :D

On Fri, Jun 7, 2013 at 10:44 AM, James Paige b...@hamsterrepublic.com wrote:

 Hmmm... installing FB and SDL and the OHR is pretty tricky, but
 installing the ADK+NDK is really quite easy.

 If we could make the OHRRPGCE a library to extend, and we didn't need to
 compile anything but Java, seems like expecting the user to install the
 ADK+NDK might not be that difficult of a requirement.

 Actually, the approach taken by the buildozer project is worth looking
 at. It is a tool for packaging python projects for Android or iOS. It
 can autmatically download the ADK+NDK, automatically download and
 compile python 2.7 from source, automatically download and install an
 assortment of dependency modules.

 That approach is definitely a brute-force method of solving the problem,
 but in spite of the tedious download times on the first run, it really
 works nicely, and is pretty simple.

 * Server signs with the OHRRPGCE.COM key. (Something you guys 
 maintain).

 I was about to say that it would have to be HamsterRepublic.com because
 ohrrpgce.com has been owned by web-sqatters for years, but when I went
 to check which web squatter currently held it, I was surprised to
 discover that they have *finally* let it lapse, so I just snapped it up.
 ohrrpgce.com is now mine :)

 On Fri, Jun 07, 2013 at 10:16:29AM -0400, Seth Hetu wrote:
 Having a build server would certainly be helpful; ADK+NDK+FB+ohr/sdl
 is not the easiest toolchain to install. You might want to consider
 three options for signing:
 * Server signs with the Debug ADK key. (Good for just trying it out)
 * Server signs with the OHRRPGCE.COM key. (Something you guys 
 maintain).
 * Server provides an unsigned APK, and you guys provide a small
 utility for developers to sign unsigned APKs (with their own keys).

 --Seth

 On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen teeem...@gmail.com wrote:
  On 7 June 2013 04:18, Simon Bradley neworigi...@gmail.com wrote:
  On Thu, Jun 6, 2013 at 4:44 PM, James Paige b...@hamsterrepublic.com 
  wrote:
 
  On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
  On Thu, Jun 6, 2013 at 3:22 PM, James Paige 
   b...@hamsterrepublic.com
  wrote:
  
On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen wrote:
 On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com
   wrote:

  For people who don't have their own domain name, we can 
   provide
   a
  namespace like com.hamsterrepublic.ohrrpgce.games.gamename but
   I
would
  also like to allow people to specify their own namespaces, so
   for
your
  own game, tmc, you might choose to use
  com.castleparadox.tmc.foresttemple or maybe Mogri would want 
   to
   use
  com.slimesalad.phantomtactics or Harlock might use
  org.crithit.spellshard

 Is there any point to allowing customisation of namespace? I
   think it
 just has to be unique, eg a com.hamsterrepublic.ohrrpgce.games.
 prefix.
 I see that the Android documentation says To avoid conflicts
   with
 other developers, you should use Internet domain ownership as 
   the
 basis for your package names (in reverse).
  
Well, from a making-things-work perspective, no, there is no point
   to
allowing people to specify their own namespaces, but from the
perspective of people signing their own games and uploading them 
   to
   the
google play store, I would like to give people that option,
   especially
for people who are going to sell their games rather than post them
   as
free apps.
  
Someone can still sell their game with a name in the
com.hamsterrepublic.ohrrpgce.games.* namespace, but by doing so 
   the
   are
trusting me as the owner of that domain to behave honorably about
   it :)
  
  The simplest way would presumably be to make the ohrrpgce a library
  project and wrap it with the new namespace, I think:
  
  package com.newnamespace.myrpg;
  
  public class MainActivity extends com.ohrrpgce.games.OHRActivity
  
  etc.
  
  I believe that would work. That seems to be how these examples I am
  looking at are set up.
  
  (I am actually working on an Android project right now for my day
   job, but
  it's been a while and I'm a bit rusty. And someone else has already
  written it; I'm just changing it.)
  
  Cheers,
  Simon
 
  Hmm... If that is the only way to change the namespace, then it sounds
  like having the Android SDK installed and 

Re: [Ohrrpgce] Android port

2013-06-06 Thread James Paige
On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen wrote:
 On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com wrote:
  On Wed, Jun 05, 2013 at 10:58:28PM +1200, Ralph Versteegen wrote:
  Wow, thanks for the help, I didn't actually mean to ask you to perform
  all those tests :)
 
  I only saw garbage on startup in an emulator with hardware (host)
  accelerated OpenGL enabled, but none on my device (which has no GPU)
  or an emulator without it. So I thought it might be specific to an
  (emulated) GPU being available rather than whether or not it's running
  on an emulator.
 
  We normally test interactivetest.rpg using the
  testgame/interactivetest.ohrkeys recorded input file, which is fed in
  with a commandline argument. Since being able to specify commandline
  arguments would be quite useful I just added the ability to do so
  (though I haven't tested it under android). You should be able to
  place a file called ohrrpgce_arguments.txt in the
  com.hamsterrepublic.ohrrpgce.game/files/ directory. (Is this directory
  always on the SD card, or will it be there only if the app is
  installed on the SD card? And I don't see where the app binary files
  are...
 
  As far as I understand, yes, this directory will always exist, although
  the exact location might vary. In Android terminology, /sdcard does
  *not* refer to an actual removable SD card, it refers to user-writable
  storage, which may or may not be a removable SD card depending on device
  implementation (usually not, as far as I have seen)
 
 My own phone has internal storage, an internal SD card
 (/data/HWUserData) and a removable SD card (/sdcard). There is no
 Android folder for app files in /data/HWUserData however. It hadn't
 occurred to me that some devices (tablets?) wouldn't have a removable
 SD card. I tried removing my microSD card, and sure enough /sdcard
 disappears. I had the OHR installed on internal storage, so I could
 launch it, but it crashes. SDL tries to set the working directory to a
 nonexistent directory:
 I/libSDL  (  428): Changing curdir to
 /mnt/sdcard/Android/data/com.hamsterrepublic.ohrrpgce.game/files
 
 As a result, the actual working directory is /, which causes lots of
 errors (and death by File Not Found in findfiles :)
 
 I had forgotten that all the ported SDL programs I tried wouldn't run
 until I bought and installed a microSD card. However I think we can
 get by without requiring one. Even on my phone there is 75MB of space
 available in /cache (the total internal storage seems to be about
 600MB, split into quite a few partitions including the internal SD
 card).

Your Phone is android 2.2, right? I read that starting in android 2.3 
they added some APIs to check whether or not the /sdcard is removable.

From what I have read here 
https://developer.android.com/guide/topics/data/data-storage.html#filesExternal 
and various places (stackoverflow, mostly) the two options an app has 
for saving user data are:

Internal storage, also called private storage (always internal, never 
removable, erased when the app is uninstalled)

External storage, also called SD Card (sometimes removable, sometimes 
not. it seems that it is more likely to be removable in older devices, 
and less likely to be removable in newer devices. Not erased when the 
app is uninstalled, not secure from access by other apps.)

Those two options are probably an oversimplification, but it is the best 
overview I have gathered so far :)

  To compile Custom, just specific 'custom' instead of 'game' when
  invoking scons. This didn't work before, I just fixed that. Tried it
  out now, compiled and ran fine. But the app will still be called
  OHRRPGCE Game. I guess we probably don't want to seriously package
  Custom for android, so that at least saves the hassle of multiple
  project directories and config files. (But what about packaging
  individual games?)
 
  Ideally, I would like for people to be able to export their game as an
  android apk from the Distribute Games menu. They would have to install
  the Android SDK, and they would have to create their own signing key on
  google play and specify its location to the distribute game settings.
 
  Then the Distribute menu could download a pre-built unsigned binary of
  the OHRRPGCE Game apk. it would add the game to it, add a user-specified
  icon (I want that for Windows and Mac too, but that is beside the point)
  and then sign it with their key, ready to upload to the play store.
 
  Of course, We also need to be able to change the package name to
  something other than com.hamsterrepublic.ohrrpgce.game so I don't know
  how practical that will be to do with a pre-built binary.
 
 I think we should also allow exporting non-signed .apks without
 requiring the SDK to be installed, so that people can at least try out
 their game on their own phone. An .apk is mostly just a .zip, however
 it also seems to have an alignment requirement for file chunks, which
 would probably 

Re: [Ohrrpgce] Android port

2013-06-06 Thread Simon Bradley
On Thu, Jun 6, 2013 at 3:22 PM, James Paige b...@hamsterrepublic.com wrote:

 On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen wrote:
  On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com wrote:
 
   For people who don't have their own domain name, we can provide a
   namespace like com.hamsterrepublic.ohrrpgce.games.gamename but I would
   also like to allow people to specify their own namespaces, so for your
   own game, tmc, you might choose to use
   com.castleparadox.tmc.foresttemple or maybe Mogri would want to use
   com.slimesalad.phantomtactics or Harlock might use
   org.crithit.spellshard
 
  Is there any point to allowing customisation of namespace? I think it
  just has to be unique, eg a com.hamsterrepublic.ohrrpgce.games.
  prefix.
  I see that the Android documentation says To avoid conflicts with
  other developers, you should use Internet domain ownership as the
  basis for your package names (in reverse).

 Well, from a making-things-work perspective, no, there is no point to
 allowing people to specify their own namespaces, but from the
 perspective of people signing their own games and uploading them to the
 google play store, I would like to give people that option, especially
 for people who are going to sell their games rather than post them as
 free apps.

 Someone can still sell their game with a name in the
 com.hamsterrepublic.ohrrpgce.games.* namespace, but by doing so the are
 trusting me as the owner of that domain to behave honorably about it :)


The simplest way would presumably be to make the ohrrpgce a library project
and wrap it with the new namespace, I think:

package com.newnamespace.myrpg;

public class MainActivity extends com.ohrrpgce.games.OHRActivity

etc.

I believe that would work. That seems to be how these examples I am looking
at are set up.

(I am actually working on an Android project right now for my day job, but
it's been a while and I'm a bit rusty. And someone else has already written
it; I'm just changing it.)

Cheers,
Simon
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Re: [Ohrrpgce] Android port

2013-06-06 Thread James Paige
On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
On Thu, Jun 6, 2013 at 3:22 PM, James Paige b...@hamsterrepublic.com
wrote:
 
  On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen wrote:
   On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com wrote:
  
For people who don't have their own domain name, we can provide a
namespace like com.hamsterrepublic.ohrrpgce.games.gamename but I
  would
also like to allow people to specify their own namespaces, so for
  your
own game, tmc, you might choose to use
com.castleparadox.tmc.foresttemple or maybe Mogri would want to use
com.slimesalad.phantomtactics or Harlock might use
org.crithit.spellshard
  
   Is there any point to allowing customisation of namespace? I think it
   just has to be unique, eg a com.hamsterrepublic.ohrrpgce.games.
   prefix.
   I see that the Android documentation says To avoid conflicts with
   other developers, you should use Internet domain ownership as the
   basis for your package names (in reverse).
 
  Well, from a making-things-work perspective, no, there is no point to
  allowing people to specify their own namespaces, but from the
  perspective of people signing their own games and uploading them to the
  google play store, I would like to give people that option, especially
  for people who are going to sell their games rather than post them as
  free apps.
 
  Someone can still sell their game with a name in the
  com.hamsterrepublic.ohrrpgce.games.* namespace, but by doing so the are
  trusting me as the owner of that domain to behave honorably about it :)
 
The simplest way would presumably be to make the ohrrpgce a library
project and wrap it with the new namespace, I think:
 
package com.newnamespace.myrpg;
 
public class MainActivity extends com.ohrrpgce.games.OHRActivity
 
etc.
 
I believe that would work. That seems to be how these examples I am
looking at are set up.
 
(I am actually working on an Android project right now for my day job, but
it's been a while and I'm a bit rusty. And someone else has already
written it; I'm just changing it.)
 
Cheers,
Simon

Hmm... If that is the only way to change the namespace, then it sounds 
like having the Android SDK installed and recompiling the project would 
be required. Maybe it isn't worth it if it is that much trouble?

Even though I want people to be able to customize the namespace of their 
game, I guess that should be a low-priority goal :)

---
James
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Re: [Ohrrpgce] Android port

2013-06-06 Thread Simon Bradley
On Thu, Jun 6, 2013 at 4:44 PM, James Paige b...@hamsterrepublic.com wrote:

 On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley wrote:
 On Thu, Jun 6, 2013 at 3:22 PM, James Paige b...@hamsterrepublic.com
 wrote:
 
   On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph Versteegen wrote:
On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com
 wrote:
   
 For people who don't have their own domain name, we can provide
 a
 namespace like com.hamsterrepublic.ohrrpgce.games.gamename but I
   would
 also like to allow people to specify their own namespaces, so
 for
   your
 own game, tmc, you might choose to use
 com.castleparadox.tmc.foresttemple or maybe Mogri would want to
 use
 com.slimesalad.phantomtactics or Harlock might use
 org.crithit.spellshard
   
Is there any point to allowing customisation of namespace? I
 think it
just has to be unique, eg a com.hamsterrepublic.ohrrpgce.games.
prefix.
I see that the Android documentation says To avoid conflicts with
other developers, you should use Internet domain ownership as the
basis for your package names (in reverse).
 
   Well, from a making-things-work perspective, no, there is no point
 to
   allowing people to specify their own namespaces, but from the
   perspective of people signing their own games and uploading them to
 the
   google play store, I would like to give people that option,
 especially
   for people who are going to sell their games rather than post them
 as
   free apps.
 
   Someone can still sell their game with a name in the
   com.hamsterrepublic.ohrrpgce.games.* namespace, but by doing so the
 are
   trusting me as the owner of that domain to behave honorably about
 it :)
 
 The simplest way would presumably be to make the ohrrpgce a library
 project and wrap it with the new namespace, I think:
 
 package com.newnamespace.myrpg;
 
 public class MainActivity extends com.ohrrpgce.games.OHRActivity
 
 etc.
 
 I believe that would work. That seems to be how these examples I am
 looking at are set up.
 
 (I am actually working on an Android project right now for my day
 job, but
 it's been a while and I'm a bit rusty. And someone else has already
 written it; I'm just changing it.)
 
 Cheers,
 Simon

 Hmm... If that is the only way to change the namespace, then it sounds
 like having the Android SDK installed and recompiling the project would
 be required. Maybe it isn't worth it if it is that much trouble?

 Even though I want people to be able to customize the namespace of their
 game, I guess that should be a low-priority goal :)


Ah, yes. Maybe not ideal. It might be possible to change it with something
like proguard instead, in the compiled version.
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Re: [Ohrrpgce] Android port

2013-06-05 Thread Ralph Versteegen
Wow, thanks for the help, I didn't actually mean to ask you to perform
all those tests :)

I only saw garbage on startup in an emulator with hardware (host)
accelerated OpenGL enabled, but none on my device (which has no GPU)
or an emulator without it. So I thought it might be specific to an
(emulated) GPU being available rather than whether or not it's running
on an emulator.

We normally test interactivetest.rpg using the
testgame/interactivetest.ohrkeys recorded input file, which is fed in
with a commandline argument. Since being able to specify commandline
arguments would be quite useful I just added the ability to do so
(though I haven't tested it under android). You should be able to
place a file called ohrrpgce_arguments.txt in the
com.hamsterrepublic.ohrrpgce.game/files/ directory. (Is this directory
always on the SD card, or will it be there only if the app is
installed on the SD card? And I don't see where the app binary files
are...

To compile Custom, just specific 'custom' instead of 'game' when
invoking scons. This didn't work before, I just fixed that. Tried it
out now, compiled and ran fine. But the app will still be called
OHRRPGCE Game. I guess we probably don't want to seriously package
Custom for android, so that at least saves the hassle of multiple
project directories and config files. (But what about packaging
individual games?)

The Compiling on Android page gives instructions for compiling
commandline programs, which is anything aside from Game and Custom. It
produces binaries in the wip folder which you need to copy to the
device and run manually. When not crosscompiling, scons test can be
used to run all test programs and games.

On 5 June 2013 11:00, Seth Hetu seth.h...@gmail.com wrote:
 Regarding the other tests, I copied interactivetest.rpg to the games
 folder and ran it, but there aren't enough input buttons for me to run
 it manually. (I was able to run it through about six tests). I there a
 way to run it automatically?

 For vectortest and reloadtest, I was only able to find some binary
 files in wip. Is this something I should copy to the device and run?
 I'm not really familiar with the OHR's testing framework.

 Finally, regarding Custom, I'm in way over my head;
 MainActivity-debug.apk seems to only contain Game. Any thoughts on
 how to point sdl-android to Custom as the main Activity?

 --Seth


 On Mon, Jun 3, 2013 at 10:26 PM, Ralph Versteegen teeem...@gmail.com wrote:
 Great! Good to hear that I didn't miss anything in the compile instructions.

 The git clones of the OHR repository on gitorious (both mine and
 Neo's) are far out of date. I only rarely push anything to gitorious.

 Do you see garbage on screen when the program starts?
 There's very little that I've actually tested; I expect that there are
 lots of problems to be found. Do save files work? Custom?
 interactivetest?) Do vectortest and reloadtest pass? (Note that they
 put the terminal into a non-echoing state) I haven't been able to
 reproduce the test failure I saw before.

 On 4 June 2013 05:45, Seth Hetu seth.h...@gmail.com wrote:
 Ugh, sorry, I'm an idiot. Figured out what I did wrong. I now have
 successfully compiled the OHR for Android (am playing WH now). :D

 --Seth
 PS: I'm totally willing to help test out random stuff if you need it.
 I've got a Nexus 4, and (finally) a working toolchain.

 On Mon, Jun 3, 2013 at 1:07 PM, Seth Hetu seth.h...@gmail.com wrote:
 I ran into an error in the last phase of compiling the APK; posted it
 to the talk page of the wiki.

 That reminds me; is it better to post about these kinds of errors to
 the list or just in the talk page?

 --Seth

 On Mon, Jun 3, 2013 at 10:31 AM, Seth Hetu seth.h...@gmail.com wrote:
 Ah, thanks. I misread the latest SVN and picked up the latest git 
 source.

 --Seth

 On Mon, Jun 3, 2013 at 10:13 AM, James Paige b...@hamsterrepublic.com 
 wrote:
 That is in the ohrrpgce svn repository

 svn://gilgamesh.hamsterrepublic.com/ohrrpgce

 On Mon, Jun 03, 2013 at 09:22:11AM -0400, Seth Hetu wrote:
 Got a quick question regarding the compiling instructions: You can
 use the script wip/android/compiling-using-toolchain.sh...

 Where exactly is this? I checked the various repositories I cloned,
 but can't seem to find it. I'm sure there's a really obvious answer...

 --Seth

 On Sun, Jun 2, 2013 at 1:59 AM, Ralph Versteegen teeem...@gmail.com 
 wrote:
  I managed to figure out your makefile problem from the error messages.
 
  I'm surprised that Bell of Chaos runs that quickly on your tablet,
  nearly 5 times faster than my phone. A single core of a high end
  desktop CPU is nowhere 5 times faster than the lowest end one (well,
  actually it is if you compare to an Atom instead). I guess that on a
  device with an actual GPU a lot of CPU is freed up for the
  application... but if it's running at 4 fps, then there isn't much
  GPU emulating to do anyway :)
 
  I should have specified the button mapping: top left is ESC, top right
  is 

Re: [Ohrrpgce] Android port

2013-06-05 Thread Seth Hetu
For some reason, the latest commits (which seem mostly benign) are
giving me some errors when I try to compile the ohrrpgce:

I edited compile-using-toolchain.sh and changed:
   cd ..  scons fbc=$FBC android=1 debug=1 unlump relump reload vectortest
...to:
   cd ..  scons fbc=$FBC android=1 debug=1 unlump relump reload
vectortest game

Now I get the following:

/home/sethhetu/android-tmc-toolchain/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld:
error: cannot find -lSDL
/home/sethhetu/android-tmc-toolchain/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld:
error: cannot find -lSDL
/home/sethhetu/android-tmc-toolchain/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld:
error: cannot find -lSDL_mixer
(full log: http://pastie.org/8010539)

If I try to run just scons fbc=path/to/fbc android-source=1 debug=1
game then it works.

Is this expected? Should I not add game as a target to
compile-using-toolchain.sh?

Also, it might make sense to have compile-using-toolchain.sh take a
list of scons targets, e.g.:
   ./compile-using-toolchain.sh   game vectortest

--Seth

On Wed, Jun 5, 2013 at 6:58 AM, Ralph Versteegen teeem...@gmail.com wrote:
 Wow, thanks for the help, I didn't actually mean to ask you to perform
 all those tests :)

 I only saw garbage on startup in an emulator with hardware (host)
 accelerated OpenGL enabled, but none on my device (which has no GPU)
 or an emulator without it. So I thought it might be specific to an
 (emulated) GPU being available rather than whether or not it's running
 on an emulator.

 We normally test interactivetest.rpg using the
 testgame/interactivetest.ohrkeys recorded input file, which is fed in
 with a commandline argument. Since being able to specify commandline
 arguments would be quite useful I just added the ability to do so
 (though I haven't tested it under android). You should be able to
 place a file called ohrrpgce_arguments.txt in the
 com.hamsterrepublic.ohrrpgce.game/files/ directory. (Is this directory
 always on the SD card, or will it be there only if the app is
 installed on the SD card? And I don't see where the app binary files
 are...

 To compile Custom, just specific 'custom' instead of 'game' when
 invoking scons. This didn't work before, I just fixed that. Tried it
 out now, compiled and ran fine. But the app will still be called
 OHRRPGCE Game. I guess we probably don't want to seriously package
 Custom for android, so that at least saves the hassle of multiple
 project directories and config files. (But what about packaging
 individual games?)

 The Compiling on Android page gives instructions for compiling
 commandline programs, which is anything aside from Game and Custom. It
 produces binaries in the wip folder which you need to copy to the
 device and run manually. When not crosscompiling, scons test can be
 used to run all test programs and games.

 On 5 June 2013 11:00, Seth Hetu seth.h...@gmail.com wrote:
 Regarding the other tests, I copied interactivetest.rpg to the games
 folder and ran it, but there aren't enough input buttons for me to run
 it manually. (I was able to run it through about six tests). I there a
 way to run it automatically?

 For vectortest and reloadtest, I was only able to find some binary
 files in wip. Is this something I should copy to the device and run?
 I'm not really familiar with the OHR's testing framework.

 Finally, regarding Custom, I'm in way over my head;
 MainActivity-debug.apk seems to only contain Game. Any thoughts on
 how to point sdl-android to Custom as the main Activity?

 --Seth


 On Mon, Jun 3, 2013 at 10:26 PM, Ralph Versteegen teeem...@gmail.com wrote:
 Great! Good to hear that I didn't miss anything in the compile instructions.

 The git clones of the OHR repository on gitorious (both mine and
 Neo's) are far out of date. I only rarely push anything to gitorious.

 Do you see garbage on screen when the program starts?
 There's very little that I've actually tested; I expect that there are
 lots of problems to be found. Do save files work? Custom?
 interactivetest?) Do vectortest and reloadtest pass? (Note that they
 put the terminal into a non-echoing state) I haven't been able to
 reproduce the test failure I saw before.

 On 4 June 2013 05:45, Seth Hetu seth.h...@gmail.com wrote:
 Ugh, sorry, I'm an idiot. Figured out what I did wrong. I now have
 successfully compiled the OHR for Android (am playing WH now). :D

 --Seth
 PS: I'm totally willing to help test out random stuff if you need it.
 I've got a Nexus 4, and (finally) a working toolchain.

 On Mon, Jun 3, 2013 at 1:07 PM, Seth Hetu seth.h...@gmail.com wrote:
 I ran into an error in the last phase of compiling the APK; posted it
 to the talk page of the wiki.

 That reminds me; is it better to post about these kinds of errors to
 the list or just in the talk page?

 --Seth

 On Mon, Jun 3, 2013 at 10:31 AM, Seth Hetu 

Re: [Ohrrpgce] Android port

2013-06-05 Thread James Paige
I would like to echo that I am also slightly confused by 
compile-using-toolchain.sh

I needed to use compile-using-toolchain.sh to install the standalone 
toolchain for compiling freebasic for armeabi

To compile OHRRPGCE Game I had to use:

  scons fbc=path/to/fbc android-source=1 debug=1 game

As far as I can see, the compile-using-toolchain.sh script only works 
for compiling the command-line tools, not for compiling game or custom.

Maybe it should bre split and renamed into:

  init-standalone-toolchain.sh
  compile-command-line-tool-using-toolchain.sh

Those names are a bit too long, but at least they are descriptive of 
(what I believe to be) the true purpose of compile-using-toolchain.sh

---
James

On Wed, Jun 05, 2013 at 11:46:43AM -0400, Seth Hetu wrote:
 For some reason, the latest commits (which seem mostly benign) are
 giving me some errors when I try to compile the ohrrpgce:
 
 I edited compile-using-toolchain.sh and changed:
cd ..  scons fbc=$FBC android=1 debug=1 unlump relump reload vectortest
 ...to:
cd ..  scons fbc=$FBC android=1 debug=1 unlump relump reload
 vectortest game
 
 Now I get the following:
 
 /home/sethhetu/android-tmc-toolchain/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld:
 error: cannot find -lSDL
 /home/sethhetu/android-tmc-toolchain/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld:
 error: cannot find -lSDL
 /home/sethhetu/android-tmc-toolchain/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld:
 error: cannot find -lSDL_mixer
 (full log: http://pastie.org/8010539)
 
 If I try to run just scons fbc=path/to/fbc android-source=1 debug=1
 game then it works.
 
 Is this expected? Should I not add game as a target to
 compile-using-toolchain.sh?
 
 Also, it might make sense to have compile-using-toolchain.sh take a
 list of scons targets, e.g.:
./compile-using-toolchain.sh   game vectortest
 
 --Seth
 
 On Wed, Jun 5, 2013 at 6:58 AM, Ralph Versteegen teeem...@gmail.com wrote:
  Wow, thanks for the help, I didn't actually mean to ask you to perform
  all those tests :)
 
  I only saw garbage on startup in an emulator with hardware (host)
  accelerated OpenGL enabled, but none on my device (which has no GPU)
  or an emulator without it. So I thought it might be specific to an
  (emulated) GPU being available rather than whether or not it's running
  on an emulator.
 
  We normally test interactivetest.rpg using the
  testgame/interactivetest.ohrkeys recorded input file, which is fed in
  with a commandline argument. Since being able to specify commandline
  arguments would be quite useful I just added the ability to do so
  (though I haven't tested it under android). You should be able to
  place a file called ohrrpgce_arguments.txt in the
  com.hamsterrepublic.ohrrpgce.game/files/ directory. (Is this directory
  always on the SD card, or will it be there only if the app is
  installed on the SD card? And I don't see where the app binary files
  are...
 
  To compile Custom, just specific 'custom' instead of 'game' when
  invoking scons. This didn't work before, I just fixed that. Tried it
  out now, compiled and ran fine. But the app will still be called
  OHRRPGCE Game. I guess we probably don't want to seriously package
  Custom for android, so that at least saves the hassle of multiple
  project directories and config files. (But what about packaging
  individual games?)
 
  The Compiling on Android page gives instructions for compiling
  commandline programs, which is anything aside from Game and Custom. It
  produces binaries in the wip folder which you need to copy to the
  device and run manually. When not crosscompiling, scons test can be
  used to run all test programs and games.
 
  On 5 June 2013 11:00, Seth Hetu seth.h...@gmail.com wrote:
  Regarding the other tests, I copied interactivetest.rpg to the games
  folder and ran it, but there aren't enough input buttons for me to run
  it manually. (I was able to run it through about six tests). I there a
  way to run it automatically?
 
  For vectortest and reloadtest, I was only able to find some binary
  files in wip. Is this something I should copy to the device and run?
  I'm not really familiar with the OHR's testing framework.
 
  Finally, regarding Custom, I'm in way over my head;
  MainActivity-debug.apk seems to only contain Game. Any thoughts on
  how to point sdl-android to Custom as the main Activity?
 
  --Seth
 
 
  On Mon, Jun 3, 2013 at 10:26 PM, Ralph Versteegen teeem...@gmail.com 
  wrote:
  Great! Good to hear that I didn't miss anything in the compile 
  instructions.
 
  The git clones of the OHR repository on gitorious (both mine and
  Neo's) are far out of date. I only rarely push anything to gitorious.
 
  Do you see garbage on screen when the program starts?
  There's very little that I've actually tested; I expect that there are
  lots of problems to be found. Do save files 

Re: [Ohrrpgce] Android port

2013-06-05 Thread Seth Hetu
Ah, ok. Using that input file, I get All finished on the interactive
test, and then the game exits.

--Seth

On Wed, Jun 5, 2013 at 12:43 PM, James Paige b...@hamsterrepublic.com wrote:
 I think the ohrrpgce_arguments.txt file uses newlines instead of spaces
 to delimit arguments (so that you can have spaces in arguments without
 worrying about quotation marks) So try:

 -replayinput
 interactivetest.ohrkeys

 Actually you should probably put interactivetest.rpg in the arguments
 too, so it will start it immediately without showing the file browser.

 -replayinput
 interactivetest.ohrkeys
 interactivetest.rpg

 On Wed, Jun 05, 2013 at 12:39:07PM -0400, Seth Hetu wrote:
 Ah, now I understand! I was also getting confused between the
 android=1 and android-source=1 flags. Now for some updates:

 1) Custom works just fine; see the attached screenshots. (The bubbles
 animate correctly.) Haven't tried saving from custom yet. I briefly
 checked tilesets, messages, and a few other random menus.

 2) Reload and Vector tests work. Note that the adb shell had a field
 day with these; a bunch of text is garbled and now gedit refuses to
 open these. (A hex editor will confirm it; also, scite doesn't seem to
 mind. The main problem seems to be a bunch of NULL characters --open
 it in scite to see what I mean). I saved these files via output
 redirection.

 3) When I try to run -replayinput interactivetest.ohrkeys I get the
 attached error. (My ohrrpgce_arguments.txt file only contains that
 one line of text.)

 --Seth

 On Wed, Jun 5, 2013 at 11:54 AM, James Paige b...@hamsterrepublic.com 
 wrote:
  I would like to echo that I am also slightly confused by
  compile-using-toolchain.sh
 
  I needed to use compile-using-toolchain.sh to install the standalone
  toolchain for compiling freebasic for armeabi
 
  To compile OHRRPGCE Game I had to use:
 
scons fbc=path/to/fbc android-source=1 debug=1 game
 
  As far as I can see, the compile-using-toolchain.sh script only works
  for compiling the command-line tools, not for compiling game or custom.
 
  Maybe it should bre split and renamed into:
 
init-standalone-toolchain.sh
compile-command-line-tool-using-toolchain.sh
 
  Those names are a bit too long, but at least they are descriptive of
  (what I believe to be) the true purpose of compile-using-toolchain.sh
 
  ---
  James
 
  On Wed, Jun 05, 2013 at 11:46:43AM -0400, Seth Hetu wrote:
  For some reason, the latest commits (which seem mostly benign) are
  giving me some errors when I try to compile the ohrrpgce:
 
  I edited compile-using-toolchain.sh and changed:
 cd ..  scons fbc=$FBC android=1 debug=1 unlump relump reload 
  vectortest
  ...to:
 cd ..  scons fbc=$FBC android=1 debug=1 unlump relump reload
  vectortest game
 
  Now I get the following:
 
  /home/sethhetu/android-tmc-toolchain/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld:
  error: cannot find -lSDL
  /home/sethhetu/android-tmc-toolchain/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld:
  error: cannot find -lSDL
  /home/sethhetu/android-tmc-toolchain/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld:
  error: cannot find -lSDL_mixer
  (full log: http://pastie.org/8010539)
 
  If I try to run just scons fbc=path/to/fbc android-source=1 debug=1
  game then it works.
 
  Is this expected? Should I not add game as a target to
  compile-using-toolchain.sh?
 
  Also, it might make sense to have compile-using-toolchain.sh take a
  list of scons targets, e.g.:
 ./compile-using-toolchain.sh   game vectortest
 
  --Seth
 
  On Wed, Jun 5, 2013 at 6:58 AM, Ralph Versteegen teeem...@gmail.com 
  wrote:
   Wow, thanks for the help, I didn't actually mean to ask you to perform
   all those tests :)
  
   I only saw garbage on startup in an emulator with hardware (host)
   accelerated OpenGL enabled, but none on my device (which has no GPU)
   or an emulator without it. So I thought it might be specific to an
   (emulated) GPU being available rather than whether or not it's running
   on an emulator.
  
   We normally test interactivetest.rpg using the
   testgame/interactivetest.ohrkeys recorded input file, which is fed in
   with a commandline argument. Since being able to specify commandline
   arguments would be quite useful I just added the ability to do so
   (though I haven't tested it under android). You should be able to
   place a file called ohrrpgce_arguments.txt in the
   com.hamsterrepublic.ohrrpgce.game/files/ directory. (Is this directory
   always on the SD card, or will it be there only if the app is
   installed on the SD card? And I don't see where the app binary files
   are...
  
   To compile Custom, just specific 'custom' instead of 'game' when
   invoking scons. This didn't work before, I just fixed that. Tried it
   out now, compiled and ran fine. But the app will still be called
   OHRRPGCE Game. I guess we probably 

Re: [Ohrrpgce] Android port

2013-06-05 Thread Ralph Versteegen
On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com wrote:
 On Wed, Jun 05, 2013 at 10:58:28PM +1200, Ralph Versteegen wrote:
 Wow, thanks for the help, I didn't actually mean to ask you to perform
 all those tests :)

 I only saw garbage on startup in an emulator with hardware (host)
 accelerated OpenGL enabled, but none on my device (which has no GPU)
 or an emulator without it. So I thought it might be specific to an
 (emulated) GPU being available rather than whether or not it's running
 on an emulator.

 We normally test interactivetest.rpg using the
 testgame/interactivetest.ohrkeys recorded input file, which is fed in
 with a commandline argument. Since being able to specify commandline
 arguments would be quite useful I just added the ability to do so
 (though I haven't tested it under android). You should be able to
 place a file called ohrrpgce_arguments.txt in the
 com.hamsterrepublic.ohrrpgce.game/files/ directory. (Is this directory
 always on the SD card, or will it be there only if the app is
 installed on the SD card? And I don't see where the app binary files
 are...

 As far as I understand, yes, this directory will always exist, although
 the exact location might vary. In Android terminology, /sdcard does
 *not* refer to an actual removable SD card, it refers to user-writable
 storage, which may or may not be a removable SD card depending on device
 implementation (usually not, as far as I have seen)

My own phone has internal storage, an internal SD card
(/data/HWUserData) and a removable SD card (/sdcard). There is no
Android folder for app files in /data/HWUserData however. It hadn't
occurred to me that some devices (tablets?) wouldn't have a removable
SD card. I tried removing my microSD card, and sure enough /sdcard
disappears. I had the OHR installed on internal storage, so I could
launch it, but it crashes. SDL tries to set the working directory to a
nonexistent directory:
I/libSDL  (  428): Changing curdir to
/mnt/sdcard/Android/data/com.hamsterrepublic.ohrrpgce.game/files

As a result, the actual working directory is /, which causes lots of
errors (and death by File Not Found in findfiles :)

I had forgotten that all the ported SDL programs I tried wouldn't run
until I bought and installed a microSD card. However I think we can
get by without requiring one. Even on my phone there is 75MB of space
available in /cache (the total internal storage seems to be about
600MB, split into quite a few partitions including the internal SD
card).

 To compile Custom, just specific 'custom' instead of 'game' when
 invoking scons. This didn't work before, I just fixed that. Tried it
 out now, compiled and ran fine. But the app will still be called
 OHRRPGCE Game. I guess we probably don't want to seriously package
 Custom for android, so that at least saves the hassle of multiple
 project directories and config files. (But what about packaging
 individual games?)

 Ideally, I would like for people to be able to export their game as an
 android apk from the Distribute Games menu. They would have to install
 the Android SDK, and they would have to create their own signing key on
 google play and specify its location to the distribute game settings.

 Then the Distribute menu could download a pre-built unsigned binary of
 the OHRRPGCE Game apk. it would add the game to it, add a user-specified
 icon (I want that for Windows and Mac too, but that is beside the point)
 and then sign it with their key, ready to upload to the play store.

 Of course, We also need to be able to change the package name to
 something other than com.hamsterrepublic.ohrrpgce.game so I don't know
 how practical that will be to do with a pre-built binary.

I think we should also allow exporting non-signed .apks without
requiring the SDK to be installed, so that people can at least try out
their game on their own phone. An .apk is mostly just a .zip, however
it also seems to have an alignment requirement for file chunks, which
would probably require a separate utility.

Actually, if you look at build.sh and sign.sh in sdl-android, it seems
that only two utilities are needed for putting together and signing an
.apk: jarsigner and zipalign. zipalign is part of the Android project,
while jarsigner is a Java utility. Maybe we could distribute jarsigner
too.

 For people who don't have their own domain name, we can provide a
 namespace like com.hamsterrepublic.ohrrpgce.games.gamename but I would
 also like to allow people to specify their own namespaces, so for your
 own game, tmc, you might choose to use
 com.castleparadox.tmc.foresttemple or maybe Mogri would want to use
 com.slimesalad.phantomtactics or Harlock might use
 org.crithit.spellshard

Is there any point to allowing customisation of namespace? I think it
just has to be unique, eg a com.hamsterrepublic.ohrrpgce.games.
prefix.
I see that the Android documentation says To avoid conflicts with
other developers, you should use Internet domain ownership as the

Re: [Ohrrpgce] Android port

2013-06-05 Thread Seth Hetu
There's a Debug key that the Android development kit provides for
signing APKs while you are simply developing for your own device. You
could (presumably) hook that if a game developer simply wants to test
out their game on their own phone.

--Seth

On Wed, Jun 5, 2013 at 9:28 PM, Ralph Versteegen teeem...@gmail.com wrote:
 On 6 June 2013 02:19, James Paige b...@hamsterrepublic.com wrote:
 On Wed, Jun 05, 2013 at 10:58:28PM +1200, Ralph Versteegen wrote:
 Wow, thanks for the help, I didn't actually mean to ask you to perform
 all those tests :)

 I only saw garbage on startup in an emulator with hardware (host)
 accelerated OpenGL enabled, but none on my device (which has no GPU)
 or an emulator without it. So I thought it might be specific to an
 (emulated) GPU being available rather than whether or not it's running
 on an emulator.

 We normally test interactivetest.rpg using the
 testgame/interactivetest.ohrkeys recorded input file, which is fed in
 with a commandline argument. Since being able to specify commandline
 arguments would be quite useful I just added the ability to do so
 (though I haven't tested it under android). You should be able to
 place a file called ohrrpgce_arguments.txt in the
 com.hamsterrepublic.ohrrpgce.game/files/ directory. (Is this directory
 always on the SD card, or will it be there only if the app is
 installed on the SD card? And I don't see where the app binary files
 are...

 As far as I understand, yes, this directory will always exist, although
 the exact location might vary. In Android terminology, /sdcard does
 *not* refer to an actual removable SD card, it refers to user-writable
 storage, which may or may not be a removable SD card depending on device
 implementation (usually not, as far as I have seen)

 My own phone has internal storage, an internal SD card
 (/data/HWUserData) and a removable SD card (/sdcard). There is no
 Android folder for app files in /data/HWUserData however. It hadn't
 occurred to me that some devices (tablets?) wouldn't have a removable
 SD card. I tried removing my microSD card, and sure enough /sdcard
 disappears. I had the OHR installed on internal storage, so I could
 launch it, but it crashes. SDL tries to set the working directory to a
 nonexistent directory:
 I/libSDL  (  428): Changing curdir to
 /mnt/sdcard/Android/data/com.hamsterrepublic.ohrrpgce.game/files

 As a result, the actual working directory is /, which causes lots of
 errors (and death by File Not Found in findfiles :)

 I had forgotten that all the ported SDL programs I tried wouldn't run
 until I bought and installed a microSD card. However I think we can
 get by without requiring one. Even on my phone there is 75MB of space
 available in /cache (the total internal storage seems to be about
 600MB, split into quite a few partitions including the internal SD
 card).

 To compile Custom, just specific 'custom' instead of 'game' when
 invoking scons. This didn't work before, I just fixed that. Tried it
 out now, compiled and ran fine. But the app will still be called
 OHRRPGCE Game. I guess we probably don't want to seriously package
 Custom for android, so that at least saves the hassle of multiple
 project directories and config files. (But what about packaging
 individual games?)

 Ideally, I would like for people to be able to export their game as an
 android apk from the Distribute Games menu. They would have to install
 the Android SDK, and they would have to create their own signing key on
 google play and specify its location to the distribute game settings.

 Then the Distribute menu could download a pre-built unsigned binary of
 the OHRRPGCE Game apk. it would add the game to it, add a user-specified
 icon (I want that for Windows and Mac too, but that is beside the point)
 and then sign it with their key, ready to upload to the play store.

 Of course, We also need to be able to change the package name to
 something other than com.hamsterrepublic.ohrrpgce.game so I don't know
 how practical that will be to do with a pre-built binary.

 I think we should also allow exporting non-signed .apks without
 requiring the SDK to be installed, so that people can at least try out
 their game on their own phone. An .apk is mostly just a .zip, however
 it also seems to have an alignment requirement for file chunks, which
 would probably require a separate utility.

 Actually, if you look at build.sh and sign.sh in sdl-android, it seems
 that only two utilities are needed for putting together and signing an
 .apk: jarsigner and zipalign. zipalign is part of the Android project,
 while jarsigner is a Java utility. Maybe we could distribute jarsigner
 too.

 For people who don't have their own domain name, we can provide a
 namespace like com.hamsterrepublic.ohrrpgce.games.gamename but I would
 also like to allow people to specify their own namespaces, so for your
 own game, tmc, you might choose to use
 com.castleparadox.tmc.foresttemple or maybe Mogri would want to use
 

Re: [Ohrrpgce] Android port

2013-06-04 Thread Seth Hetu
Saving/loading works fine. Sounds work (but no music, which is a known
limitation).

I didn't see any audio artifacts, and I recorded a short (fuzzy) video
to showcase this:
http://youtu.be/NiaQF-Z77VE

If you're getting artifacts on hardware, perhaps it's a delay between
SDL_Init (or GL_Init) and the code to draw frame 0? Perhaps you could
modify the OHR to clear the screen (to black) immediately after
SDL_Init (or GL_Init; I'm not sure exactly how SDL handles this).

I'll run the other tests you listed later.
--Seth


On Mon, Jun 3, 2013 at 10:26 PM, Ralph Versteegen teeem...@gmail.com wrote:
 Great! Good to hear that I didn't miss anything in the compile instructions.

 The git clones of the OHR repository on gitorious (both mine and
 Neo's) are far out of date. I only rarely push anything to gitorious.

 Do you see garbage on screen when the program starts?
 There's very little that I've actually tested; I expect that there are
 lots of problems to be found. Do save files work? Custom?
 interactivetest?) Do vectortest and reloadtest pass? (Note that they
 put the terminal into a non-echoing state) I haven't been able to
 reproduce the test failure I saw before.

 On 4 June 2013 05:45, Seth Hetu seth.h...@gmail.com wrote:
 Ugh, sorry, I'm an idiot. Figured out what I did wrong. I now have
 successfully compiled the OHR for Android (am playing WH now). :D

 --Seth
 PS: I'm totally willing to help test out random stuff if you need it.
 I've got a Nexus 4, and (finally) a working toolchain.

 On Mon, Jun 3, 2013 at 1:07 PM, Seth Hetu seth.h...@gmail.com wrote:
 I ran into an error in the last phase of compiling the APK; posted it
 to the talk page of the wiki.

 That reminds me; is it better to post about these kinds of errors to
 the list or just in the talk page?

 --Seth

 On Mon, Jun 3, 2013 at 10:31 AM, Seth Hetu seth.h...@gmail.com wrote:
 Ah, thanks. I misread the latest SVN and picked up the latest git source.

 --Seth

 On Mon, Jun 3, 2013 at 10:13 AM, James Paige b...@hamsterrepublic.com 
 wrote:
 That is in the ohrrpgce svn repository

 svn://gilgamesh.hamsterrepublic.com/ohrrpgce

 On Mon, Jun 03, 2013 at 09:22:11AM -0400, Seth Hetu wrote:
 Got a quick question regarding the compiling instructions: You can
 use the script wip/android/compiling-using-toolchain.sh...

 Where exactly is this? I checked the various repositories I cloned,
 but can't seem to find it. I'm sure there's a really obvious answer...

 --Seth

 On Sun, Jun 2, 2013 at 1:59 AM, Ralph Versteegen teeem...@gmail.com 
 wrote:
  I managed to figure out your makefile problem from the error messages.
 
  I'm surprised that Bell of Chaos runs that quickly on your tablet,
  nearly 5 times faster than my phone. A single core of a high end
  desktop CPU is nowhere 5 times faster than the lowest end one (well,
  actually it is if you compare to an Atom instead). I guess that on a
  device with an actual GPU a lot of CPU is freed up for the
  application... but if it's running at 4 fps, then there isn't much
  GPU emulating to do anyway :)
 
  I should have specified the button mapping: top left is ESC, top right
  is Enter, and the other four are arrows. Menu and Search are also
  Enter, and BACK is Esc.
 
  On 2 June 2013 17:30, James Paige b...@hamsterrepublic.com wrote:
  No luck compiling tonight, I will try more tomorrow. I tested the apk
  and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as 
  butter
  (well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5
  fps. I didn't figure out the SDL button remapping, but that can be a
  task for later too :)
 
  Awesome work, TMC!
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
  Yay! I am excited! :)
 
  I am going to try and compile myself. More comments on the wiki talk
  page :)
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
   http://tmc.castleparadox.com/pics/android-shot2.png
  
   A few more debugging sessions, and I've gotten the port working on 
   a
   2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
   seen is in the file browser. autotest.rpg passes, though I haven't
   tried comparing the screenshots. Although I actually got this far a
   week ago, it took me several days to clean things up, e.g. removing
   hardcoded paths, fixing the build systems, and fixing various 
   problems
   with bad path variables I didn't run into before. I've rewritten 
   the
   compile instructions. Do a git pull on both git repositories and
   follow the new instructions. Compiling FB actually became more
   complicated when I did things the proper way.
   http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
  
   I put lots of info on the wiki:
   http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
  
   Here's a precompiled .apk to play with if you want, although it's 
   too
   early to be asking for testing.
   

Re: [Ohrrpgce] Android port

2013-06-04 Thread Seth Hetu
Regarding the other tests, I copied interactivetest.rpg to the games
folder and ran it, but there aren't enough input buttons for me to run
it manually. (I was able to run it through about six tests). I there a
way to run it automatically?

For vectortest and reloadtest, I was only able to find some binary
files in wip. Is this something I should copy to the device and run?
I'm not really familiar with the OHR's testing framework.

Finally, regarding Custom, I'm in way over my head;
MainActivity-debug.apk seems to only contain Game. Any thoughts on
how to point sdl-android to Custom as the main Activity?

--Seth


On Mon, Jun 3, 2013 at 10:26 PM, Ralph Versteegen teeem...@gmail.com wrote:
 Great! Good to hear that I didn't miss anything in the compile instructions.

 The git clones of the OHR repository on gitorious (both mine and
 Neo's) are far out of date. I only rarely push anything to gitorious.

 Do you see garbage on screen when the program starts?
 There's very little that I've actually tested; I expect that there are
 lots of problems to be found. Do save files work? Custom?
 interactivetest?) Do vectortest and reloadtest pass? (Note that they
 put the terminal into a non-echoing state) I haven't been able to
 reproduce the test failure I saw before.

 On 4 June 2013 05:45, Seth Hetu seth.h...@gmail.com wrote:
 Ugh, sorry, I'm an idiot. Figured out what I did wrong. I now have
 successfully compiled the OHR for Android (am playing WH now). :D

 --Seth
 PS: I'm totally willing to help test out random stuff if you need it.
 I've got a Nexus 4, and (finally) a working toolchain.

 On Mon, Jun 3, 2013 at 1:07 PM, Seth Hetu seth.h...@gmail.com wrote:
 I ran into an error in the last phase of compiling the APK; posted it
 to the talk page of the wiki.

 That reminds me; is it better to post about these kinds of errors to
 the list or just in the talk page?

 --Seth

 On Mon, Jun 3, 2013 at 10:31 AM, Seth Hetu seth.h...@gmail.com wrote:
 Ah, thanks. I misread the latest SVN and picked up the latest git source.

 --Seth

 On Mon, Jun 3, 2013 at 10:13 AM, James Paige b...@hamsterrepublic.com 
 wrote:
 That is in the ohrrpgce svn repository

 svn://gilgamesh.hamsterrepublic.com/ohrrpgce

 On Mon, Jun 03, 2013 at 09:22:11AM -0400, Seth Hetu wrote:
 Got a quick question regarding the compiling instructions: You can
 use the script wip/android/compiling-using-toolchain.sh...

 Where exactly is this? I checked the various repositories I cloned,
 but can't seem to find it. I'm sure there's a really obvious answer...

 --Seth

 On Sun, Jun 2, 2013 at 1:59 AM, Ralph Versteegen teeem...@gmail.com 
 wrote:
  I managed to figure out your makefile problem from the error messages.
 
  I'm surprised that Bell of Chaos runs that quickly on your tablet,
  nearly 5 times faster than my phone. A single core of a high end
  desktop CPU is nowhere 5 times faster than the lowest end one (well,
  actually it is if you compare to an Atom instead). I guess that on a
  device with an actual GPU a lot of CPU is freed up for the
  application... but if it's running at 4 fps, then there isn't much
  GPU emulating to do anyway :)
 
  I should have specified the button mapping: top left is ESC, top right
  is Enter, and the other four are arrows. Menu and Search are also
  Enter, and BACK is Esc.
 
  On 2 June 2013 17:30, James Paige b...@hamsterrepublic.com wrote:
  No luck compiling tonight, I will try more tomorrow. I tested the apk
  and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as 
  butter
  (well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5
  fps. I didn't figure out the SDL button remapping, but that can be a
  task for later too :)
 
  Awesome work, TMC!
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
  Yay! I am excited! :)
 
  I am going to try and compile myself. More comments on the wiki talk
  page :)
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
   http://tmc.castleparadox.com/pics/android-shot2.png
  
   A few more debugging sessions, and I've gotten the port working on 
   a
   2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
   seen is in the file browser. autotest.rpg passes, though I haven't
   tried comparing the screenshots. Although I actually got this far a
   week ago, it took me several days to clean things up, e.g. removing
   hardcoded paths, fixing the build systems, and fixing various 
   problems
   with bad path variables I didn't run into before. I've rewritten 
   the
   compile instructions. Do a git pull on both git repositories and
   follow the new instructions. Compiling FB actually became more
   complicated when I did things the proper way.
   http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
  
   I put lots of info on the wiki:
   http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
  
   Here's a precompiled .apk to play with if you want, although it's 
  

Re: [Ohrrpgce] Android port

2013-06-03 Thread Seth Hetu
Got a quick question regarding the compiling instructions: You can
use the script wip/android/compiling-using-toolchain.sh...

Where exactly is this? I checked the various repositories I cloned,
but can't seem to find it. I'm sure there's a really obvious answer...

--Seth

On Sun, Jun 2, 2013 at 1:59 AM, Ralph Versteegen teeem...@gmail.com wrote:
 I managed to figure out your makefile problem from the error messages.

 I'm surprised that Bell of Chaos runs that quickly on your tablet,
 nearly 5 times faster than my phone. A single core of a high end
 desktop CPU is nowhere 5 times faster than the lowest end one (well,
 actually it is if you compare to an Atom instead). I guess that on a
 device with an actual GPU a lot of CPU is freed up for the
 application... but if it's running at 4 fps, then there isn't much
 GPU emulating to do anyway :)

 I should have specified the button mapping: top left is ESC, top right
 is Enter, and the other four are arrows. Menu and Search are also
 Enter, and BACK is Esc.

 On 2 June 2013 17:30, James Paige b...@hamsterrepublic.com wrote:
 No luck compiling tonight, I will try more tomorrow. I tested the apk
 and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as butter
 (well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5
 fps. I didn't figure out the SDL button remapping, but that can be a
 task for later too :)

 Awesome work, TMC!

 ---
 James

 On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
 Yay! I am excited! :)

 I am going to try and compile myself. More comments on the wiki talk
 page :)

 ---
 James

 On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
  http://tmc.castleparadox.com/pics/android-shot2.png
 
  A few more debugging sessions, and I've gotten the port working on a
  2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
  seen is in the file browser. autotest.rpg passes, though I haven't
  tried comparing the screenshots. Although I actually got this far a
  week ago, it took me several days to clean things up, e.g. removing
  hardcoded paths, fixing the build systems, and fixing various problems
  with bad path variables I didn't run into before. I've rewritten the
  compile instructions. Do a git pull on both git repositories and
  follow the new instructions. Compiling FB actually became more
  complicated when I did things the proper way.
  http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
 
  I put lots of info on the wiki:
  http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
 
  Here's a precompiled .apk to play with if you want, although it's too
  early to be asking for testing.
  http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
  Some of the most obvious problems (see the wiki page for more):
  -controls are awkward. But at least you can use the builtin SDL
  configuration menu to adjust key bindings and button sizes and
  positions
  -midi doesn't play, simply because I didn't include instrument patches
  for timidity. The suggested patches are 18MB. Can we find a smaller
  set?
  -directories don't appear in the browser
  -there are long pauses in a couple places
 
  On my low end phone I can seemingly play typical games at full speed,
  although only just. Bell of Chaos runs at less than 4 fps though.
 
 
  On 17 May 2013 07:50, Seth Hetu seth.h...@gmail.com wrote:
   Seems pretty similar to my config.mk. Good to know I'm on the right 
   track!
   I'll give it another go if I can drum up some motivation later (the 
   sample
   sdl-android app is strangely giving me an error).
  
   --Seth
  
  
   On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen teeem...@gmail.com
   wrote:
  
   Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my config.mk.
   I am using a Slackware64 14.0 multilib system. I haven't edited
   anything else:
  
   ENABLE_PREFIX=1
   CFLAGS := -Wfatal-errors -O2 -I/usr/lib/libffi-3.0.11/include/ -g -m32
   TARGET_ARCH=x86
   prefix=/home/ralph/local/fbc-0.90
   V=1
  
   Linking with libffi is optional: you can add -DDISABLE_FFI.
  
   On 17 May 2013 04:10, Seth Hetu seth.h...@gmail.com wrote:
While compiling this on a 64-bit system, it seems that setting
TARGET_ARCH
is not sufficient. In particular:
* gcc will freak out regarding assembly functions and operand 
type
mismatch errors.
* gcc won't find libffi (on Ubuntu), as it's in a special
i686-linux-gnu directory inside /usr/include.
   
To get around this, I just hacked the makefile, changing:
   
ALLCFLAGS := -Wall -Werror-implicit-function-declaration
   
..to:
ALLCFLAGS := -Wall -Werror-implicit-function-declaration -m32
-I/usr/include/i686-linux-gnu
   
If you got this working on a 64-bit system some other way, let me 
know
(I'm
really bad at makefiles).
   
--Seth
   
   
On Fri, May 10, 2013 at 5:53 PM, Ralph Versteegen 
teeem...@gmail.com
wrote:
   
I did some work 

Re: [Ohrrpgce] Android port

2013-06-03 Thread James Paige
That is in the ohrrpgce svn repository

svn://gilgamesh.hamsterrepublic.com/ohrrpgce

On Mon, Jun 03, 2013 at 09:22:11AM -0400, Seth Hetu wrote:
 Got a quick question regarding the compiling instructions: You can
 use the script wip/android/compiling-using-toolchain.sh...
 
 Where exactly is this? I checked the various repositories I cloned,
 but can't seem to find it. I'm sure there's a really obvious answer...
 
 --Seth
 
 On Sun, Jun 2, 2013 at 1:59 AM, Ralph Versteegen teeem...@gmail.com wrote:
  I managed to figure out your makefile problem from the error messages.
 
  I'm surprised that Bell of Chaos runs that quickly on your tablet,
  nearly 5 times faster than my phone. A single core of a high end
  desktop CPU is nowhere 5 times faster than the lowest end one (well,
  actually it is if you compare to an Atom instead). I guess that on a
  device with an actual GPU a lot of CPU is freed up for the
  application... but if it's running at 4 fps, then there isn't much
  GPU emulating to do anyway :)
 
  I should have specified the button mapping: top left is ESC, top right
  is Enter, and the other four are arrows. Menu and Search are also
  Enter, and BACK is Esc.
 
  On 2 June 2013 17:30, James Paige b...@hamsterrepublic.com wrote:
  No luck compiling tonight, I will try more tomorrow. I tested the apk
  and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as butter
  (well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5
  fps. I didn't figure out the SDL button remapping, but that can be a
  task for later too :)
 
  Awesome work, TMC!
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
  Yay! I am excited! :)
 
  I am going to try and compile myself. More comments on the wiki talk
  page :)
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
   http://tmc.castleparadox.com/pics/android-shot2.png
  
   A few more debugging sessions, and I've gotten the port working on a
   2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
   seen is in the file browser. autotest.rpg passes, though I haven't
   tried comparing the screenshots. Although I actually got this far a
   week ago, it took me several days to clean things up, e.g. removing
   hardcoded paths, fixing the build systems, and fixing various problems
   with bad path variables I didn't run into before. I've rewritten the
   compile instructions. Do a git pull on both git repositories and
   follow the new instructions. Compiling FB actually became more
   complicated when I did things the proper way.
   http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
  
   I put lots of info on the wiki:
   http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
  
   Here's a precompiled .apk to play with if you want, although it's too
   early to be asking for testing.
   http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
   Some of the most obvious problems (see the wiki page for more):
   -controls are awkward. But at least you can use the builtin SDL
   configuration menu to adjust key bindings and button sizes and
   positions
   -midi doesn't play, simply because I didn't include instrument patches
   for timidity. The suggested patches are 18MB. Can we find a smaller
   set?
   -directories don't appear in the browser
   -there are long pauses in a couple places
  
   On my low end phone I can seemingly play typical games at full speed,
   although only just. Bell of Chaos runs at less than 4 fps though.
  
  
   On 17 May 2013 07:50, Seth Hetu seth.h...@gmail.com wrote:
Seems pretty similar to my config.mk. Good to know I'm on the right 
track!
I'll give it another go if I can drum up some motivation later (the 
sample
sdl-android app is strangely giving me an error).
   
--Seth
   
   
On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen teeem...@gmail.com
wrote:
   
Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my config.mk.
I am using a Slackware64 14.0 multilib system. I haven't edited
anything else:
   
ENABLE_PREFIX=1
CFLAGS := -Wfatal-errors -O2 -I/usr/lib/libffi-3.0.11/include/ -g 
-m32
TARGET_ARCH=x86
prefix=/home/ralph/local/fbc-0.90
V=1
   
Linking with libffi is optional: you can add -DDISABLE_FFI.
   
On 17 May 2013 04:10, Seth Hetu seth.h...@gmail.com wrote:
 While compiling this on a 64-bit system, it seems that setting
 TARGET_ARCH
 is not sufficient. In particular:
 * gcc will freak out regarding assembly functions and operand 
 type
 mismatch errors.
 * gcc won't find libffi (on Ubuntu), as it's in a special
 i686-linux-gnu directory inside /usr/include.

 To get around this, I just hacked the makefile, changing:

 ALLCFLAGS := -Wall -Werror-implicit-function-declaration

 ..to:
 ALLCFLAGS := -Wall -Werror-implicit-function-declaration -m32
 

Re: [Ohrrpgce] Android port

2013-06-03 Thread Seth Hetu
Ah, thanks. I misread the latest SVN and picked up the latest git source.

--Seth

On Mon, Jun 3, 2013 at 10:13 AM, James Paige b...@hamsterrepublic.com wrote:
 That is in the ohrrpgce svn repository

 svn://gilgamesh.hamsterrepublic.com/ohrrpgce

 On Mon, Jun 03, 2013 at 09:22:11AM -0400, Seth Hetu wrote:
 Got a quick question regarding the compiling instructions: You can
 use the script wip/android/compiling-using-toolchain.sh...

 Where exactly is this? I checked the various repositories I cloned,
 but can't seem to find it. I'm sure there's a really obvious answer...

 --Seth

 On Sun, Jun 2, 2013 at 1:59 AM, Ralph Versteegen teeem...@gmail.com wrote:
  I managed to figure out your makefile problem from the error messages.
 
  I'm surprised that Bell of Chaos runs that quickly on your tablet,
  nearly 5 times faster than my phone. A single core of a high end
  desktop CPU is nowhere 5 times faster than the lowest end one (well,
  actually it is if you compare to an Atom instead). I guess that on a
  device with an actual GPU a lot of CPU is freed up for the
  application... but if it's running at 4 fps, then there isn't much
  GPU emulating to do anyway :)
 
  I should have specified the button mapping: top left is ESC, top right
  is Enter, and the other four are arrows. Menu and Search are also
  Enter, and BACK is Esc.
 
  On 2 June 2013 17:30, James Paige b...@hamsterrepublic.com wrote:
  No luck compiling tonight, I will try more tomorrow. I tested the apk
  and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as butter
  (well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5
  fps. I didn't figure out the SDL button remapping, but that can be a
  task for later too :)
 
  Awesome work, TMC!
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
  Yay! I am excited! :)
 
  I am going to try and compile myself. More comments on the wiki talk
  page :)
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
   http://tmc.castleparadox.com/pics/android-shot2.png
  
   A few more debugging sessions, and I've gotten the port working on a
   2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
   seen is in the file browser. autotest.rpg passes, though I haven't
   tried comparing the screenshots. Although I actually got this far a
   week ago, it took me several days to clean things up, e.g. removing
   hardcoded paths, fixing the build systems, and fixing various problems
   with bad path variables I didn't run into before. I've rewritten the
   compile instructions. Do a git pull on both git repositories and
   follow the new instructions. Compiling FB actually became more
   complicated when I did things the proper way.
   http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
  
   I put lots of info on the wiki:
   http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
  
   Here's a precompiled .apk to play with if you want, although it's too
   early to be asking for testing.
   http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
   Some of the most obvious problems (see the wiki page for more):
   -controls are awkward. But at least you can use the builtin SDL
   configuration menu to adjust key bindings and button sizes and
   positions
   -midi doesn't play, simply because I didn't include instrument patches
   for timidity. The suggested patches are 18MB. Can we find a smaller
   set?
   -directories don't appear in the browser
   -there are long pauses in a couple places
  
   On my low end phone I can seemingly play typical games at full speed,
   although only just. Bell of Chaos runs at less than 4 fps though.
  
  
   On 17 May 2013 07:50, Seth Hetu seth.h...@gmail.com wrote:
Seems pretty similar to my config.mk. Good to know I'm on the right 
track!
I'll give it another go if I can drum up some motivation later (the 
sample
sdl-android app is strangely giving me an error).
   
--Seth
   
   
On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen 
teeem...@gmail.com
wrote:
   
Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my 
config.mk.
I am using a Slackware64 14.0 multilib system. I haven't edited
anything else:
   
ENABLE_PREFIX=1
CFLAGS := -Wfatal-errors -O2 -I/usr/lib/libffi-3.0.11/include/ -g 
-m32
TARGET_ARCH=x86
prefix=/home/ralph/local/fbc-0.90
V=1
   
Linking with libffi is optional: you can add -DDISABLE_FFI.
   
On 17 May 2013 04:10, Seth Hetu seth.h...@gmail.com wrote:
 While compiling this on a 64-bit system, it seems that setting
 TARGET_ARCH
 is not sufficient. In particular:
 * gcc will freak out regarding assembly functions and 
 operand type
 mismatch errors.
 * gcc won't find libffi (on Ubuntu), as it's in a special
 i686-linux-gnu directory inside /usr/include.

 To get around this, I just hacked the makefile, changing:
   

Re: [Ohrrpgce] Android port

2013-06-03 Thread Seth Hetu
Ugh, sorry, I'm an idiot. Figured out what I did wrong. I now have
successfully compiled the OHR for Android (am playing WH now). :D

--Seth
PS: I'm totally willing to help test out random stuff if you need it.
I've got a Nexus 4, and (finally) a working toolchain.

On Mon, Jun 3, 2013 at 1:07 PM, Seth Hetu seth.h...@gmail.com wrote:
 I ran into an error in the last phase of compiling the APK; posted it
 to the talk page of the wiki.

 That reminds me; is it better to post about these kinds of errors to
 the list or just in the talk page?

 --Seth

 On Mon, Jun 3, 2013 at 10:31 AM, Seth Hetu seth.h...@gmail.com wrote:
 Ah, thanks. I misread the latest SVN and picked up the latest git source.

 --Seth

 On Mon, Jun 3, 2013 at 10:13 AM, James Paige b...@hamsterrepublic.com 
 wrote:
 That is in the ohrrpgce svn repository

 svn://gilgamesh.hamsterrepublic.com/ohrrpgce

 On Mon, Jun 03, 2013 at 09:22:11AM -0400, Seth Hetu wrote:
 Got a quick question regarding the compiling instructions: You can
 use the script wip/android/compiling-using-toolchain.sh...

 Where exactly is this? I checked the various repositories I cloned,
 but can't seem to find it. I'm sure there's a really obvious answer...

 --Seth

 On Sun, Jun 2, 2013 at 1:59 AM, Ralph Versteegen teeem...@gmail.com 
 wrote:
  I managed to figure out your makefile problem from the error messages.
 
  I'm surprised that Bell of Chaos runs that quickly on your tablet,
  nearly 5 times faster than my phone. A single core of a high end
  desktop CPU is nowhere 5 times faster than the lowest end one (well,
  actually it is if you compare to an Atom instead). I guess that on a
  device with an actual GPU a lot of CPU is freed up for the
  application... but if it's running at 4 fps, then there isn't much
  GPU emulating to do anyway :)
 
  I should have specified the button mapping: top left is ESC, top right
  is Enter, and the other four are arrows. Menu and Search are also
  Enter, and BACK is Esc.
 
  On 2 June 2013 17:30, James Paige b...@hamsterrepublic.com wrote:
  No luck compiling tonight, I will try more tomorrow. I tested the apk
  and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as butter
  (well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5
  fps. I didn't figure out the SDL button remapping, but that can be a
  task for later too :)
 
  Awesome work, TMC!
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
  Yay! I am excited! :)
 
  I am going to try and compile myself. More comments on the wiki talk
  page :)
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
   http://tmc.castleparadox.com/pics/android-shot2.png
  
   A few more debugging sessions, and I've gotten the port working on a
   2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
   seen is in the file browser. autotest.rpg passes, though I haven't
   tried comparing the screenshots. Although I actually got this far a
   week ago, it took me several days to clean things up, e.g. removing
   hardcoded paths, fixing the build systems, and fixing various 
   problems
   with bad path variables I didn't run into before. I've rewritten the
   compile instructions. Do a git pull on both git repositories and
   follow the new instructions. Compiling FB actually became more
   complicated when I did things the proper way.
   http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
  
   I put lots of info on the wiki:
   http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
  
   Here's a precompiled .apk to play with if you want, although it's too
   early to be asking for testing.
   http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
   Some of the most obvious problems (see the wiki page for more):
   -controls are awkward. But at least you can use the builtin SDL
   configuration menu to adjust key bindings and button sizes and
   positions
   -midi doesn't play, simply because I didn't include instrument 
   patches
   for timidity. The suggested patches are 18MB. Can we find a smaller
   set?
   -directories don't appear in the browser
   -there are long pauses in a couple places
  
   On my low end phone I can seemingly play typical games at full speed,
   although only just. Bell of Chaos runs at less than 4 fps though.
  
  
   On 17 May 2013 07:50, Seth Hetu seth.h...@gmail.com wrote:
Seems pretty similar to my config.mk. Good to know I'm on the 
right track!
I'll give it another go if I can drum up some motivation later 
(the sample
sdl-android app is strangely giving me an error).
   
--Seth
   
   
On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen 
teeem...@gmail.com
wrote:
   
Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my 
config.mk.
I am using a Slackware64 14.0 multilib system. I haven't edited
anything else:
   
ENABLE_PREFIX=1
CFLAGS := -Wfatal-errors -O2 

Re: [Ohrrpgce] Android port

2013-06-03 Thread Seth Hetu
I ran into an error in the last phase of compiling the APK; posted it
to the talk page of the wiki.

That reminds me; is it better to post about these kinds of errors to
the list or just in the talk page?

--Seth

On Mon, Jun 3, 2013 at 10:31 AM, Seth Hetu seth.h...@gmail.com wrote:
 Ah, thanks. I misread the latest SVN and picked up the latest git source.

 --Seth

 On Mon, Jun 3, 2013 at 10:13 AM, James Paige b...@hamsterrepublic.com wrote:
 That is in the ohrrpgce svn repository

 svn://gilgamesh.hamsterrepublic.com/ohrrpgce

 On Mon, Jun 03, 2013 at 09:22:11AM -0400, Seth Hetu wrote:
 Got a quick question regarding the compiling instructions: You can
 use the script wip/android/compiling-using-toolchain.sh...

 Where exactly is this? I checked the various repositories I cloned,
 but can't seem to find it. I'm sure there's a really obvious answer...

 --Seth

 On Sun, Jun 2, 2013 at 1:59 AM, Ralph Versteegen teeem...@gmail.com wrote:
  I managed to figure out your makefile problem from the error messages.
 
  I'm surprised that Bell of Chaos runs that quickly on your tablet,
  nearly 5 times faster than my phone. A single core of a high end
  desktop CPU is nowhere 5 times faster than the lowest end one (well,
  actually it is if you compare to an Atom instead). I guess that on a
  device with an actual GPU a lot of CPU is freed up for the
  application... but if it's running at 4 fps, then there isn't much
  GPU emulating to do anyway :)
 
  I should have specified the button mapping: top left is ESC, top right
  is Enter, and the other four are arrows. Menu and Search are also
  Enter, and BACK is Esc.
 
  On 2 June 2013 17:30, James Paige b...@hamsterrepublic.com wrote:
  No luck compiling tonight, I will try more tomorrow. I tested the apk
  and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as butter
  (well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5
  fps. I didn't figure out the SDL button remapping, but that can be a
  task for later too :)
 
  Awesome work, TMC!
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
  Yay! I am excited! :)
 
  I am going to try and compile myself. More comments on the wiki talk
  page :)
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
   http://tmc.castleparadox.com/pics/android-shot2.png
  
   A few more debugging sessions, and I've gotten the port working on a
   2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
   seen is in the file browser. autotest.rpg passes, though I haven't
   tried comparing the screenshots. Although I actually got this far a
   week ago, it took me several days to clean things up, e.g. removing
   hardcoded paths, fixing the build systems, and fixing various problems
   with bad path variables I didn't run into before. I've rewritten the
   compile instructions. Do a git pull on both git repositories and
   follow the new instructions. Compiling FB actually became more
   complicated when I did things the proper way.
   http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
  
   I put lots of info on the wiki:
   http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
  
   Here's a precompiled .apk to play with if you want, although it's too
   early to be asking for testing.
   http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
   Some of the most obvious problems (see the wiki page for more):
   -controls are awkward. But at least you can use the builtin SDL
   configuration menu to adjust key bindings and button sizes and
   positions
   -midi doesn't play, simply because I didn't include instrument patches
   for timidity. The suggested patches are 18MB. Can we find a smaller
   set?
   -directories don't appear in the browser
   -there are long pauses in a couple places
  
   On my low end phone I can seemingly play typical games at full speed,
   although only just. Bell of Chaos runs at less than 4 fps though.
  
  
   On 17 May 2013 07:50, Seth Hetu seth.h...@gmail.com wrote:
Seems pretty similar to my config.mk. Good to know I'm on the right 
track!
I'll give it another go if I can drum up some motivation later (the 
sample
sdl-android app is strangely giving me an error).
   
--Seth
   
   
On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen 
teeem...@gmail.com
wrote:
   
Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my 
config.mk.
I am using a Slackware64 14.0 multilib system. I haven't edited
anything else:
   
ENABLE_PREFIX=1
CFLAGS := -Wfatal-errors -O2 -I/usr/lib/libffi-3.0.11/include/ -g 
-m32
TARGET_ARCH=x86
prefix=/home/ralph/local/fbc-0.90
V=1
   
Linking with libffi is optional: you can add -DDISABLE_FFI.
   
On 17 May 2013 04:10, Seth Hetu seth.h...@gmail.com wrote:
 While compiling this on a 64-bit system, it seems that setting
 TARGET_ARCH
 is not sufficient. In particular:
  

Re: [Ohrrpgce] Android port

2013-06-03 Thread James Paige
Either place is fine. The wiki is handy for getting our compile 
instructions clear and complete, and the mailing list is good for 
discussing it. I am sure both TMC and I will read anything written in 
either place :)

---
James

On Mon, Jun 03, 2013 at 01:07:58PM -0400, Seth Hetu wrote:
 I ran into an error in the last phase of compiling the APK; posted it
 to the talk page of the wiki.
 
 That reminds me; is it better to post about these kinds of errors to
 the list or just in the talk page?
 
 --Seth
 
 On Mon, Jun 3, 2013 at 10:31 AM, Seth Hetu seth.h...@gmail.com wrote:
  Ah, thanks. I misread the latest SVN and picked up the latest git source.
 
  --Seth
 
  On Mon, Jun 3, 2013 at 10:13 AM, James Paige b...@hamsterrepublic.com 
  wrote:
  That is in the ohrrpgce svn repository
 
  svn://gilgamesh.hamsterrepublic.com/ohrrpgce
 
  On Mon, Jun 03, 2013 at 09:22:11AM -0400, Seth Hetu wrote:
  Got a quick question regarding the compiling instructions: You can
  use the script wip/android/compiling-using-toolchain.sh...
 
  Where exactly is this? I checked the various repositories I cloned,
  but can't seem to find it. I'm sure there's a really obvious answer...
 
  --Seth
 
  On Sun, Jun 2, 2013 at 1:59 AM, Ralph Versteegen teeem...@gmail.com 
  wrote:
   I managed to figure out your makefile problem from the error messages.
  
   I'm surprised that Bell of Chaos runs that quickly on your tablet,
   nearly 5 times faster than my phone. A single core of a high end
   desktop CPU is nowhere 5 times faster than the lowest end one (well,
   actually it is if you compare to an Atom instead). I guess that on a
   device with an actual GPU a lot of CPU is freed up for the
   application... but if it's running at 4 fps, then there isn't much
   GPU emulating to do anyway :)
  
   I should have specified the button mapping: top left is ESC, top right
   is Enter, and the other four are arrows. Menu and Search are also
   Enter, and BACK is Esc.
  
   On 2 June 2013 17:30, James Paige b...@hamsterrepublic.com wrote:
   No luck compiling tonight, I will try more tomorrow. I tested the apk
   and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as 
   butter
   (well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5
   fps. I didn't figure out the SDL button remapping, but that can be a
   task for later too :)
  
   Awesome work, TMC!
  
   ---
   James
  
   On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
   Yay! I am excited! :)
  
   I am going to try and compile myself. More comments on the wiki talk
   page :)
  
   ---
   James
  
   On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
http://tmc.castleparadox.com/pics/android-shot2.png
   
A few more debugging sessions, and I've gotten the port working on a
2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
seen is in the file browser. autotest.rpg passes, though I haven't
tried comparing the screenshots. Although I actually got this far a
week ago, it took me several days to clean things up, e.g. removing
hardcoded paths, fixing the build systems, and fixing various 
problems
with bad path variables I didn't run into before. I've rewritten the
compile instructions. Do a git pull on both git repositories and
follow the new instructions. Compiling FB actually became more
complicated when I did things the proper way.
http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
   
I put lots of info on the wiki:
http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
   
Here's a precompiled .apk to play with if you want, although it's 
too
early to be asking for testing.
http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
Some of the most obvious problems (see the wiki page for more):
-controls are awkward. But at least you can use the builtin SDL
configuration menu to adjust key bindings and button sizes and
positions
-midi doesn't play, simply because I didn't include instrument 
patches
for timidity. The suggested patches are 18MB. Can we find a smaller
set?
-directories don't appear in the browser
-there are long pauses in a couple places
   
On my low end phone I can seemingly play typical games at full 
speed,
although only just. Bell of Chaos runs at less than 4 fps though.
   
   
On 17 May 2013 07:50, Seth Hetu seth.h...@gmail.com wrote:
 Seems pretty similar to my config.mk. Good to know I'm on the 
 right track!
 I'll give it another go if I can drum up some motivation later 
 (the sample
 sdl-android app is strangely giving me an error).

 --Seth


 On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen 
 teeem...@gmail.com
 wrote:

 Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my 
 config.mk.
 I am using a Slackware64 14.0 multilib system. I haven't edited
 anything 

Re: [Ohrrpgce] Android port

2013-06-03 Thread Ralph Versteegen
Great! Good to hear that I didn't miss anything in the compile instructions.

The git clones of the OHR repository on gitorious (both mine and
Neo's) are far out of date. I only rarely push anything to gitorious.

Do you see garbage on screen when the program starts?
There's very little that I've actually tested; I expect that there are
lots of problems to be found. Do save files work? Custom?
interactivetest?) Do vectortest and reloadtest pass? (Note that they
put the terminal into a non-echoing state) I haven't been able to
reproduce the test failure I saw before.

On 4 June 2013 05:45, Seth Hetu seth.h...@gmail.com wrote:
 Ugh, sorry, I'm an idiot. Figured out what I did wrong. I now have
 successfully compiled the OHR for Android (am playing WH now). :D

 --Seth
 PS: I'm totally willing to help test out random stuff if you need it.
 I've got a Nexus 4, and (finally) a working toolchain.

 On Mon, Jun 3, 2013 at 1:07 PM, Seth Hetu seth.h...@gmail.com wrote:
 I ran into an error in the last phase of compiling the APK; posted it
 to the talk page of the wiki.

 That reminds me; is it better to post about these kinds of errors to
 the list or just in the talk page?

 --Seth

 On Mon, Jun 3, 2013 at 10:31 AM, Seth Hetu seth.h...@gmail.com wrote:
 Ah, thanks. I misread the latest SVN and picked up the latest git source.

 --Seth

 On Mon, Jun 3, 2013 at 10:13 AM, James Paige b...@hamsterrepublic.com 
 wrote:
 That is in the ohrrpgce svn repository

 svn://gilgamesh.hamsterrepublic.com/ohrrpgce

 On Mon, Jun 03, 2013 at 09:22:11AM -0400, Seth Hetu wrote:
 Got a quick question regarding the compiling instructions: You can
 use the script wip/android/compiling-using-toolchain.sh...

 Where exactly is this? I checked the various repositories I cloned,
 but can't seem to find it. I'm sure there's a really obvious answer...

 --Seth

 On Sun, Jun 2, 2013 at 1:59 AM, Ralph Versteegen teeem...@gmail.com 
 wrote:
  I managed to figure out your makefile problem from the error messages.
 
  I'm surprised that Bell of Chaos runs that quickly on your tablet,
  nearly 5 times faster than my phone. A single core of a high end
  desktop CPU is nowhere 5 times faster than the lowest end one (well,
  actually it is if you compare to an Atom instead). I guess that on a
  device with an actual GPU a lot of CPU is freed up for the
  application... but if it's running at 4 fps, then there isn't much
  GPU emulating to do anyway :)
 
  I should have specified the button mapping: top left is ESC, top right
  is Enter, and the other four are arrows. Menu and Search are also
  Enter, and BACK is Esc.
 
  On 2 June 2013 17:30, James Paige b...@hamsterrepublic.com wrote:
  No luck compiling tonight, I will try more tomorrow. I tested the apk
  and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as 
  butter
  (well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5
  fps. I didn't figure out the SDL button remapping, but that can be a
  task for later too :)
 
  Awesome work, TMC!
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
  Yay! I am excited! :)
 
  I am going to try and compile myself. More comments on the wiki talk
  page :)
 
  ---
  James
 
  On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
   http://tmc.castleparadox.com/pics/android-shot2.png
  
   A few more debugging sessions, and I've gotten the port working on a
   2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
   seen is in the file browser. autotest.rpg passes, though I haven't
   tried comparing the screenshots. Although I actually got this far a
   week ago, it took me several days to clean things up, e.g. removing
   hardcoded paths, fixing the build systems, and fixing various 
   problems
   with bad path variables I didn't run into before. I've rewritten the
   compile instructions. Do a git pull on both git repositories and
   follow the new instructions. Compiling FB actually became more
   complicated when I did things the proper way.
   http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
  
   I put lots of info on the wiki:
   http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
  
   Here's a precompiled .apk to play with if you want, although it's 
   too
   early to be asking for testing.
   http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
   Some of the most obvious problems (see the wiki page for more):
   -controls are awkward. But at least you can use the builtin SDL
   configuration menu to adjust key bindings and button sizes and
   positions
   -midi doesn't play, simply because I didn't include instrument 
   patches
   for timidity. The suggested patches are 18MB. Can we find a smaller
   set?
   -directories don't appear in the browser
   -there are long pauses in a couple places
  
   On my low end phone I can seemingly play typical games at full 
   speed,
   although only just. Bell of Chaos runs at less than 4 fps though.
  

Re: [Ohrrpgce] Android port

2013-06-02 Thread Ralph Versteegen
I managed to figure out your makefile problem from the error messages.

I'm surprised that Bell of Chaos runs that quickly on your tablet,
nearly 5 times faster than my phone. A single core of a high end
desktop CPU is nowhere 5 times faster than the lowest end one (well,
actually it is if you compare to an Atom instead). I guess that on a
device with an actual GPU a lot of CPU is freed up for the
application... but if it's running at 4 fps, then there isn't much
GPU emulating to do anyway :)

I should have specified the button mapping: top left is ESC, top right
is Enter, and the other four are arrows. Menu and Search are also
Enter, and BACK is Esc.

On 2 June 2013 17:30, James Paige b...@hamsterrepublic.com wrote:
 No luck compiling tonight, I will try more tomorrow. I tested the apk
 and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as butter
 (well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5
 fps. I didn't figure out the SDL button remapping, but that can be a
 task for later too :)

 Awesome work, TMC!

 ---
 James

 On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
 Yay! I am excited! :)

 I am going to try and compile myself. More comments on the wiki talk
 page :)

 ---
 James

 On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
  http://tmc.castleparadox.com/pics/android-shot2.png
 
  A few more debugging sessions, and I've gotten the port working on a
  2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
  seen is in the file browser. autotest.rpg passes, though I haven't
  tried comparing the screenshots. Although I actually got this far a
  week ago, it took me several days to clean things up, e.g. removing
  hardcoded paths, fixing the build systems, and fixing various problems
  with bad path variables I didn't run into before. I've rewritten the
  compile instructions. Do a git pull on both git repositories and
  follow the new instructions. Compiling FB actually became more
  complicated when I did things the proper way.
  http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
 
  I put lots of info on the wiki:
  http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
 
  Here's a precompiled .apk to play with if you want, although it's too
  early to be asking for testing.
  http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
  Some of the most obvious problems (see the wiki page for more):
  -controls are awkward. But at least you can use the builtin SDL
  configuration menu to adjust key bindings and button sizes and
  positions
  -midi doesn't play, simply because I didn't include instrument patches
  for timidity. The suggested patches are 18MB. Can we find a smaller
  set?
  -directories don't appear in the browser
  -there are long pauses in a couple places
 
  On my low end phone I can seemingly play typical games at full speed,
  although only just. Bell of Chaos runs at less than 4 fps though.
 
 
  On 17 May 2013 07:50, Seth Hetu seth.h...@gmail.com wrote:
   Seems pretty similar to my config.mk. Good to know I'm on the right 
   track!
   I'll give it another go if I can drum up some motivation later (the 
   sample
   sdl-android app is strangely giving me an error).
  
   --Seth
  
  
   On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen teeem...@gmail.com
   wrote:
  
   Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my config.mk.
   I am using a Slackware64 14.0 multilib system. I haven't edited
   anything else:
  
   ENABLE_PREFIX=1
   CFLAGS := -Wfatal-errors -O2 -I/usr/lib/libffi-3.0.11/include/ -g -m32
   TARGET_ARCH=x86
   prefix=/home/ralph/local/fbc-0.90
   V=1
  
   Linking with libffi is optional: you can add -DDISABLE_FFI.
  
   On 17 May 2013 04:10, Seth Hetu seth.h...@gmail.com wrote:
While compiling this on a 64-bit system, it seems that setting
TARGET_ARCH
is not sufficient. In particular:
* gcc will freak out regarding assembly functions and operand 
type
mismatch errors.
* gcc won't find libffi (on Ubuntu), as it's in a special
i686-linux-gnu directory inside /usr/include.
   
To get around this, I just hacked the makefile, changing:
   
ALLCFLAGS := -Wall -Werror-implicit-function-declaration
   
..to:
ALLCFLAGS := -Wall -Werror-implicit-function-declaration -m32
-I/usr/include/i686-linux-gnu
   
If you got this working on a 64-bit system some other way, let me know
(I'm
really bad at makefiles).
   
--Seth
   
   
On Fri, May 10, 2013 at 5:53 PM, Ralph Versteegen teeem...@gmail.com
wrote:
   
I did some work on the Android port today, and got to the point of
being able to compile everything, create an .apk, and install it. It
currently crashes almost instantly with only the following error
message (an earlier version at least managed to initialise everything
except the native code).
   
D/dalvikvm( 9355): Trying to load lib

Re: [Ohrrpgce] Android port

2013-06-01 Thread Ralph Versteegen
http://tmc.castleparadox.com/pics/android-shot2.png

A few more debugging sessions, and I've gotten the port working on a
2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
seen is in the file browser. autotest.rpg passes, though I haven't
tried comparing the screenshots. Although I actually got this far a
week ago, it took me several days to clean things up, e.g. removing
hardcoded paths, fixing the build systems, and fixing various problems
with bad path variables I didn't run into before. I've rewritten the
compile instructions. Do a git pull on both git repositories and
follow the new instructions. Compiling FB actually became more
complicated when I did things the proper way.
http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android

I put lots of info on the wiki:
http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port

Here's a precompiled .apk to play with if you want, although it's too
early to be asking for testing.
http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
Some of the most obvious problems (see the wiki page for more):
-controls are awkward. But at least you can use the builtin SDL
configuration menu to adjust key bindings and button sizes and
positions
-midi doesn't play, simply because I didn't include instrument patches
for timidity. The suggested patches are 18MB. Can we find a smaller
set?
-directories don't appear in the browser
-there are long pauses in a couple places

On my low end phone I can seemingly play typical games at full speed,
although only just. Bell of Chaos runs at less than 4 fps though.


On 17 May 2013 07:50, Seth Hetu seth.h...@gmail.com wrote:
 Seems pretty similar to my config.mk. Good to know I'm on the right track!
 I'll give it another go if I can drum up some motivation later (the sample
 sdl-android app is strangely giving me an error).

 --Seth


 On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen teeem...@gmail.com
 wrote:

 Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my config.mk.
 I am using a Slackware64 14.0 multilib system. I haven't edited
 anything else:

 ENABLE_PREFIX=1
 CFLAGS := -Wfatal-errors -O2 -I/usr/lib/libffi-3.0.11/include/ -g -m32
 TARGET_ARCH=x86
 prefix=/home/ralph/local/fbc-0.90
 V=1

 Linking with libffi is optional: you can add -DDISABLE_FFI.

 On 17 May 2013 04:10, Seth Hetu seth.h...@gmail.com wrote:
  While compiling this on a 64-bit system, it seems that setting
  TARGET_ARCH
  is not sufficient. In particular:
  * gcc will freak out regarding assembly functions and operand type
  mismatch errors.
  * gcc won't find libffi (on Ubuntu), as it's in a special
  i686-linux-gnu directory inside /usr/include.
 
  To get around this, I just hacked the makefile, changing:
 
  ALLCFLAGS := -Wall -Werror-implicit-function-declaration
 
  ..to:
  ALLCFLAGS := -Wall -Werror-implicit-function-declaration -m32
  -I/usr/include/i686-linux-gnu
 
  If you got this working on a 64-bit system some other way, let me know
  (I'm
  really bad at makefiles).
 
  --Seth
 
 
  On Fri, May 10, 2013 at 5:53 PM, Ralph Versteegen teeem...@gmail.com
  wrote:
 
  I did some work on the Android port today, and got to the point of
  being able to compile everything, create an .apk, and install it. It
  currently crashes almost instantly with only the following error
  message (an earlier version at least managed to initialise everything
  except the native code).
 
  D/dalvikvm( 9355): Trying to load lib
  /data/app-lib/com.hamsterrepublic.ohrrpgce.game-1/libapplication.so
  0x41f5cdf0
  I/ActivityManager(  495): Process com.hamsterrepublic.ohrrpgce.game
  (pid 9355) has died.
 
  Instructions are here:
  http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
 
  I've automated all the drudgery. Now the hard work remains: debugging,
  platform and device differences, Android-specific OHR modifications,
  touch input, and lots of customisations to all the stuff in the SDL
  port. For example I'm not very happy with the way that emulated
  keyboard input works. we will want per-game settings without having to
  recompile.
 
  However I'm taking a break for a while. I have too much else to do.
  ___
  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

___
Ohrrpgce mailing list

Re: [Ohrrpgce] Android port

2013-06-01 Thread James Paige
Yay! I am excited! :)

I am going to try and compile myself. More comments on the wiki talk 
page :)

---
James

On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
 http://tmc.castleparadox.com/pics/android-shot2.png
 
 A few more debugging sessions, and I've gotten the port working on a
 2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
 seen is in the file browser. autotest.rpg passes, though I haven't
 tried comparing the screenshots. Although I actually got this far a
 week ago, it took me several days to clean things up, e.g. removing
 hardcoded paths, fixing the build systems, and fixing various problems
 with bad path variables I didn't run into before. I've rewritten the
 compile instructions. Do a git pull on both git repositories and
 follow the new instructions. Compiling FB actually became more
 complicated when I did things the proper way.
 http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
 
 I put lots of info on the wiki:
 http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
 
 Here's a precompiled .apk to play with if you want, although it's too
 early to be asking for testing.
 http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
 Some of the most obvious problems (see the wiki page for more):
 -controls are awkward. But at least you can use the builtin SDL
 configuration menu to adjust key bindings and button sizes and
 positions
 -midi doesn't play, simply because I didn't include instrument patches
 for timidity. The suggested patches are 18MB. Can we find a smaller
 set?
 -directories don't appear in the browser
 -there are long pauses in a couple places
 
 On my low end phone I can seemingly play typical games at full speed,
 although only just. Bell of Chaos runs at less than 4 fps though.
 
 
 On 17 May 2013 07:50, Seth Hetu seth.h...@gmail.com wrote:
  Seems pretty similar to my config.mk. Good to know I'm on the right track!
  I'll give it another go if I can drum up some motivation later (the sample
  sdl-android app is strangely giving me an error).
 
  --Seth
 
 
  On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen teeem...@gmail.com
  wrote:
 
  Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my config.mk.
  I am using a Slackware64 14.0 multilib system. I haven't edited
  anything else:
 
  ENABLE_PREFIX=1
  CFLAGS := -Wfatal-errors -O2 -I/usr/lib/libffi-3.0.11/include/ -g -m32
  TARGET_ARCH=x86
  prefix=/home/ralph/local/fbc-0.90
  V=1
 
  Linking with libffi is optional: you can add -DDISABLE_FFI.
 
  On 17 May 2013 04:10, Seth Hetu seth.h...@gmail.com wrote:
   While compiling this on a 64-bit system, it seems that setting
   TARGET_ARCH
   is not sufficient. In particular:
   * gcc will freak out regarding assembly functions and operand type
   mismatch errors.
   * gcc won't find libffi (on Ubuntu), as it's in a special
   i686-linux-gnu directory inside /usr/include.
  
   To get around this, I just hacked the makefile, changing:
  
   ALLCFLAGS := -Wall -Werror-implicit-function-declaration
  
   ..to:
   ALLCFLAGS := -Wall -Werror-implicit-function-declaration -m32
   -I/usr/include/i686-linux-gnu
  
   If you got this working on a 64-bit system some other way, let me know
   (I'm
   really bad at makefiles).
  
   --Seth
  
  
   On Fri, May 10, 2013 at 5:53 PM, Ralph Versteegen teeem...@gmail.com
   wrote:
  
   I did some work on the Android port today, and got to the point of
   being able to compile everything, create an .apk, and install it. It
   currently crashes almost instantly with only the following error
   message (an earlier version at least managed to initialise everything
   except the native code).
  
   D/dalvikvm( 9355): Trying to load lib
   /data/app-lib/com.hamsterrepublic.ohrrpgce.game-1/libapplication.so
   0x41f5cdf0
   I/ActivityManager(  495): Process com.hamsterrepublic.ohrrpgce.game
   (pid 9355) has died.
  
   Instructions are here:
   http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
  
   I've automated all the drudgery. Now the hard work remains: debugging,
   platform and device differences, Android-specific OHR modifications,
   touch input, and lots of customisations to all the stuff in the SDL
   port. For example I'm not very happy with the way that emulated
   keyboard input works. we will want per-game settings without having to
   recompile.
  
   However I'm taking a break for a while. I have too much else to do.
   ___
   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
  

Re: [Ohrrpgce] Android port

2013-06-01 Thread James Paige
No luck compiling tonight, I will try more tomorrow. I tested the apk 
and it runs nicely on my Xoom tablet. Sword of Jade ran smooth as butter 
(well, 18.2 fps butter anyway) and Bell of Chaos averaged around 16.5 
fps. I didn't figure out the SDL button remapping, but that can be a 
task for later too :)

Awesome work, TMC!

---
James

On Sat, Jun 01, 2013 at 09:54:18PM -0700, James Paige wrote:
 Yay! I am excited! :)
 
 I am going to try and compile myself. More comments on the wiki talk 
 page :)
 
 ---
 James
 
 On Sat, Jun 01, 2013 at 11:00:54PM +1200, Ralph Versteegen wrote:
  http://tmc.castleparadox.com/pics/android-shot2.png
  
  A few more debugging sessions, and I've gotten the port working on a
  2.2 phone and 4.2.2 emulator. So far the only brokenness that I've
  seen is in the file browser. autotest.rpg passes, though I haven't
  tried comparing the screenshots. Although I actually got this far a
  week ago, it took me several days to clean things up, e.g. removing
  hardcoded paths, fixing the build systems, and fixing various problems
  with bad path variables I didn't run into before. I've rewritten the
  compile instructions. Do a git pull on both git repositories and
  follow the new instructions. Compiling FB actually became more
  complicated when I did things the proper way.
  http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
  
  I put lots of info on the wiki:
  http://rpg.hamsterrepublic.com/ohrrpgce/Android_Port
  
  Here's a precompiled .apk to play with if you want, although it's too
  early to be asking for testing.
  http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk
  Some of the most obvious problems (see the wiki page for more):
  -controls are awkward. But at least you can use the builtin SDL
  configuration menu to adjust key bindings and button sizes and
  positions
  -midi doesn't play, simply because I didn't include instrument patches
  for timidity. The suggested patches are 18MB. Can we find a smaller
  set?
  -directories don't appear in the browser
  -there are long pauses in a couple places
  
  On my low end phone I can seemingly play typical games at full speed,
  although only just. Bell of Chaos runs at less than 4 fps though.
  
  
  On 17 May 2013 07:50, Seth Hetu seth.h...@gmail.com wrote:
   Seems pretty similar to my config.mk. Good to know I'm on the right track!
   I'll give it another go if I can drum up some motivation later (the sample
   sdl-android app is strangely giving me an error).
  
   --Seth
  
  
   On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen teeem...@gmail.com
   wrote:
  
   Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my config.mk.
   I am using a Slackware64 14.0 multilib system. I haven't edited
   anything else:
  
   ENABLE_PREFIX=1
   CFLAGS := -Wfatal-errors -O2 -I/usr/lib/libffi-3.0.11/include/ -g -m32
   TARGET_ARCH=x86
   prefix=/home/ralph/local/fbc-0.90
   V=1
  
   Linking with libffi is optional: you can add -DDISABLE_FFI.
  
   On 17 May 2013 04:10, Seth Hetu seth.h...@gmail.com wrote:
While compiling this on a 64-bit system, it seems that setting
TARGET_ARCH
is not sufficient. In particular:
* gcc will freak out regarding assembly functions and operand type
mismatch errors.
* gcc won't find libffi (on Ubuntu), as it's in a special
i686-linux-gnu directory inside /usr/include.
   
To get around this, I just hacked the makefile, changing:
   
ALLCFLAGS := -Wall -Werror-implicit-function-declaration
   
..to:
ALLCFLAGS := -Wall -Werror-implicit-function-declaration -m32
-I/usr/include/i686-linux-gnu
   
If you got this working on a 64-bit system some other way, let me know
(I'm
really bad at makefiles).
   
--Seth
   
   
On Fri, May 10, 2013 at 5:53 PM, Ralph Versteegen teeem...@gmail.com
wrote:
   
I did some work on the Android port today, and got to the point of
being able to compile everything, create an .apk, and install it. It
currently crashes almost instantly with only the following error
message (an earlier version at least managed to initialise everything
except the native code).
   
D/dalvikvm( 9355): Trying to load lib
/data/app-lib/com.hamsterrepublic.ohrrpgce.game-1/libapplication.so
0x41f5cdf0
I/ActivityManager(  495): Process com.hamsterrepublic.ohrrpgce.game
(pid 9355) has died.
   
Instructions are here:
http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
   
I've automated all the drudgery. Now the hard work remains: debugging,
platform and device differences, Android-specific OHR modifications,
touch input, and lots of customisations to all the stuff in the SDL
port. For example I'm not very happy with the way that emulated
keyboard input works. we will want per-game settings without having to
recompile.
   
However I'm taking a break for a while. I have too much else to do.

Re: [Ohrrpgce] Android port

2013-05-16 Thread Seth Hetu
While compiling this on a 64-bit system, it seems that setting TARGET_ARCH
is not sufficient. In particular:
* gcc will freak out regarding assembly functions and operand type
mismatch errors.
* gcc won't find libffi (on Ubuntu), as it's in a special
i686-linux-gnu directory inside /usr/include.

To get around this, I just hacked the makefile, changing:

ALLCFLAGS := -Wall -Werror-implicit-function-declaration

..to:
ALLCFLAGS := -Wall -Werror-implicit-function-declaration -m32
-I/usr/include/i686-linux-gnu

If you got this working on a 64-bit system some other way, let me know (I'm
really bad at makefiles).

--Seth


On Fri, May 10, 2013 at 5:53 PM, Ralph Versteegen teeem...@gmail.comwrote:

 I did some work on the Android port today, and got to the point of
 being able to compile everything, create an .apk, and install it. It
 currently crashes almost instantly with only the following error
 message (an earlier version at least managed to initialise everything
 except the native code).

 D/dalvikvm( 9355): Trying to load lib
 /data/app-lib/com.hamsterrepublic.ohrrpgce.game-1/libapplication.so
 0x41f5cdf0
 I/ActivityManager(  495): Process com.hamsterrepublic.ohrrpgce.game
 (pid 9355) has died.

 Instructions are here:
 http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android

 I've automated all the drudgery. Now the hard work remains: debugging,
 platform and device differences, Android-specific OHR modifications,
 touch input, and lots of customisations to all the stuff in the SDL
 port. For example I'm not very happy with the way that emulated
 keyboard input works. we will want per-game settings without having to
 recompile.

 However I'm taking a break for a while. I have too much else to do.
 ___
 Ohrrpgce mailing list
 ohrrpgce@lists.motherhamster.org
 http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org

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Re: [Ohrrpgce] Android port

2013-05-16 Thread Ralph Versteegen
Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my config.mk.
I am using a Slackware64 14.0 multilib system. I haven't edited
anything else:

ENABLE_PREFIX=1
CFLAGS := -Wfatal-errors -O2 -I/usr/lib/libffi-3.0.11/include/ -g -m32
TARGET_ARCH=x86
prefix=/home/ralph/local/fbc-0.90
V=1

Linking with libffi is optional: you can add -DDISABLE_FFI.

On 17 May 2013 04:10, Seth Hetu seth.h...@gmail.com wrote:
 While compiling this on a 64-bit system, it seems that setting TARGET_ARCH
 is not sufficient. In particular:
 * gcc will freak out regarding assembly functions and operand type
 mismatch errors.
 * gcc won't find libffi (on Ubuntu), as it's in a special
 i686-linux-gnu directory inside /usr/include.

 To get around this, I just hacked the makefile, changing:

 ALLCFLAGS := -Wall -Werror-implicit-function-declaration

 ..to:
 ALLCFLAGS := -Wall -Werror-implicit-function-declaration -m32
 -I/usr/include/i686-linux-gnu

 If you got this working on a 64-bit system some other way, let me know (I'm
 really bad at makefiles).

 --Seth


 On Fri, May 10, 2013 at 5:53 PM, Ralph Versteegen teeem...@gmail.com
 wrote:

 I did some work on the Android port today, and got to the point of
 being able to compile everything, create an .apk, and install it. It
 currently crashes almost instantly with only the following error
 message (an earlier version at least managed to initialise everything
 except the native code).

 D/dalvikvm( 9355): Trying to load lib
 /data/app-lib/com.hamsterrepublic.ohrrpgce.game-1/libapplication.so
 0x41f5cdf0
 I/ActivityManager(  495): Process com.hamsterrepublic.ohrrpgce.game
 (pid 9355) has died.

 Instructions are here:
 http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android

 I've automated all the drudgery. Now the hard work remains: debugging,
 platform and device differences, Android-specific OHR modifications,
 touch input, and lots of customisations to all the stuff in the SDL
 port. For example I'm not very happy with the way that emulated
 keyboard input works. we will want per-game settings without having to
 recompile.

 However I'm taking a break for a while. I have too much else to do.
 ___
 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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Re: [Ohrrpgce] Android port

2013-05-16 Thread Seth Hetu
Seems pretty similar to my config.mk. Good to know I'm on the right track!
I'll give it another go if I can drum up some motivation later (the sample
sdl-android app is strangely giving me an error).

--Seth


On Thu, May 16, 2013 at 3:25 PM, Ralph Versteegen teeem...@gmail.comwrote:

 Ah, yes, setting TARGET_ARCH wasn't sufficient. Here is my config.mk.
 I am using a Slackware64 14.0 multilib system. I haven't edited
 anything else:

 ENABLE_PREFIX=1
 CFLAGS := -Wfatal-errors -O2 -I/usr/lib/libffi-3.0.11/include/ -g -m32
 TARGET_ARCH=x86
 prefix=/home/ralph/local/fbc-0.90
 V=1

 Linking with libffi is optional: you can add -DDISABLE_FFI.

 On 17 May 2013 04:10, Seth Hetu seth.h...@gmail.com wrote:
  While compiling this on a 64-bit system, it seems that setting
 TARGET_ARCH
  is not sufficient. In particular:
  * gcc will freak out regarding assembly functions and operand type
  mismatch errors.
  * gcc won't find libffi (on Ubuntu), as it's in a special
  i686-linux-gnu directory inside /usr/include.
 
  To get around this, I just hacked the makefile, changing:
 
  ALLCFLAGS := -Wall -Werror-implicit-function-declaration
 
  ..to:
  ALLCFLAGS := -Wall -Werror-implicit-function-declaration -m32
  -I/usr/include/i686-linux-gnu
 
  If you got this working on a 64-bit system some other way, let me know
 (I'm
  really bad at makefiles).
 
  --Seth
 
 
  On Fri, May 10, 2013 at 5:53 PM, Ralph Versteegen teeem...@gmail.com
  wrote:
 
  I did some work on the Android port today, and got to the point of
  being able to compile everything, create an .apk, and install it. It
  currently crashes almost instantly with only the following error
  message (an earlier version at least managed to initialise everything
  except the native code).
 
  D/dalvikvm( 9355): Trying to load lib
  /data/app-lib/com.hamsterrepublic.ohrrpgce.game-1/libapplication.so
  0x41f5cdf0
  I/ActivityManager(  495): Process com.hamsterrepublic.ohrrpgce.game
  (pid 9355) has died.
 
  Instructions are here:
  http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android
 
  I've automated all the drudgery. Now the hard work remains: debugging,
  platform and device differences, Android-specific OHR modifications,
  touch input, and lots of customisations to all the stuff in the SDL
  port. For example I'm not very happy with the way that emulated
  keyboard input works. we will want per-game settings without having to
  recompile.
 
  However I'm taking a break for a while. I have too much else to do.
  ___
  Ohrrpgce mailing list
  ohrrpgce@lists.motherhamster.org
  http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
 
 
 
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[Ohrrpgce] Android port

2013-05-10 Thread Ralph Versteegen
I did some work on the Android port today, and got to the point of
being able to compile everything, create an .apk, and install it. It
currently crashes almost instantly with only the following error
message (an earlier version at least managed to initialise everything
except the native code).

D/dalvikvm( 9355): Trying to load lib
/data/app-lib/com.hamsterrepublic.ohrrpgce.game-1/libapplication.so
0x41f5cdf0
I/ActivityManager(  495): Process com.hamsterrepublic.ohrrpgce.game
(pid 9355) has died.

Instructions are here:
http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android

I've automated all the drudgery. Now the hard work remains: debugging,
platform and device differences, Android-specific OHR modifications,
touch input, and lots of customisations to all the stuff in the SDL
port. For example I'm not very happy with the way that emulated
keyboard input works. we will want per-game settings without having to
recompile.

However I'm taking a break for a while. I have too much else to do.
___
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http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] Android port

2013-05-10 Thread Ralph Versteegen
I see some relevant notes in the NDK documentation (the heading says
Android 1.5 though, so may be out of date):


- dlerror() reporting is very limited and only provides a few generic
  error messages that make it difficult to know why a dynamic load/link
  operation failed. Most of the time, the culprit is a missing symbol.

- A bug prevents one application shared library from depending on another
  one. For example, if you build both libfoo.so and libbar.so for your
  application, and list libfoo.so as a dependency for libbar.so in
  bar/Android.mk (with LOCAL_SHARED_LIBRARIES := foo), then loading
  libbar.so will always fail, even if you have already loaded libfoo.so
  in your process.



On 11 May 2013 09:53, Ralph Versteegen teeem...@gmail.com wrote:
 I did some work on the Android port today, and got to the point of
 being able to compile everything, create an .apk, and install it. It
 currently crashes almost instantly with only the following error
 message (an earlier version at least managed to initialise everything
 except the native code).

 D/dalvikvm( 9355): Trying to load lib
 /data/app-lib/com.hamsterrepublic.ohrrpgce.game-1/libapplication.so
 0x41f5cdf0
 I/ActivityManager(  495): Process com.hamsterrepublic.ohrrpgce.game
 (pid 9355) has died.

 Instructions are here:
 http://rpg.hamsterrepublic.com/ohrrpgce/Compiling_for_Android

 I've automated all the drudgery. Now the hard work remains: debugging,
 platform and device differences, Android-specific OHR modifications,
 touch input, and lots of customisations to all the stuff in the SDL
 port. For example I'm not very happy with the way that emulated
 keyboard input works. we will want per-game settings without having to
 recompile.

 However I'm taking a break for a while. I have too much else to do.
___
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ohrrpgce@lists.motherhamster.org
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