[Ohrrpgce] Android port

Seth Hetu seth.hetu at gmail.com
Mon Jun 3 07:31:43 PDT 2013


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 <Bob at 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 <teeemcee at 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 <Bob at 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.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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>> >>> > >> >
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>> >>> > >
>> >>> > >
>> >>> > >
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