Re: [Ohrrpgce] Android port
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
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
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
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
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
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
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
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
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
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
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
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
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
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 ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] Android port
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 ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] Android port
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. ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] Android port
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] Android port
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
Re: [Ohrrpgce] Android port
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 ___ 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] Android port
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
Re: [Ohrrpgce] Android port
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. ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org