[Ohrrpgce] Android port

James Paige Bob at HamsterRepublic.com
Sat Jun 1 22:30:57 PDT 2013


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.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.
> > >> >> _______________________________________________
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> > >> >> ohrrpgce at lists.motherhamster.org
> > >> >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> > >> >
> > >> >
> > >> >
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