[Ohrrpgce] Android port

Seth Hetu seth.hetu at gmail.com
Mon Jun 3 10:45:42 PDT 2013


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.hetu at 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.hetu at 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 <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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