[Ohrrpgce] Android port

Seth Hetu seth.hetu at gmail.com
Sat Jun 1 09:26:58 PDT 2013


This is really awesome! I'm just running the APK now; I'll compile it
from scratch later. But great job!

-->Seth


On Sat, Jun 1, 2013 at 7:00 AM, Ralph Versteegen <teeemcee at gmail.com> 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.hetu at 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 <teeemcee at 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.hetu at 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 <teeemcee at 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 at lists.motherhamster.org
>>> >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>> >
>>> >
>>> >
>>> > _______________________________________________
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>>> > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>> >
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>>
>>
>>
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