[Ohrrpgce] Switch/PS4/XBox One

Ralph Versteegen teeemcee at gmail.com
Sat Oct 5 20:37:04 PDT 2019

The problem with Fufluns is that I've been consistently ignoring the
release blockers and working on other stuff instead... I really want to get
them done and get to a RC within this week. If you want to help I suggest
you look at the attack/attacker sprite alignment. I'm going to start with
the spriteset fixes (missing frame names, slowness due to defpal loading,
and some non-blocker stuff I'll do at the same time) and would probably
look at battles last.

I just had the bright idea to look at the android nightly build log. It
took me a while to spot the problem. It's not compiling any of the OHR's
code into libapplication.so! That means that it's not finding the .c files
produced by scons.

-make sure you're on the ohrrpgce git branch, not my sdl_android one. In
fact, looking at the build log it looks like it's compiling for android ABI
4 instead of 9 (only the ohrrpgce branch changes it to 9). But maybe I'm
misreading it, due to a difference in ndk versions.
-check the symlinks are correct
project/jni/src -> ohrrpgce
project/jni/ohrrpgce -> /path/to/ohrrpgce/android

On Sun, 6 Oct 2019 at 14:20, James Paige <Bob at hamsterrepublic.com> wrote:

> Yes, I think XB1 is more interesting than iOS for me.
> So I'll hold off on buying dev accounts until gfx_sdl2 is ready.
> For now I will be focusing on Android (maybe I'll have time this weekend?
> or maybe not?)
> And if there is anything I can do to help unblock the Fufluns release, I
> would like to help with that too. I think only the worst of the worst
> should still be considered fufluns-blockers.
> ---
> James
> On Sat, Oct 5, 2019 at 9:05 PM Ralph Versteegen <teeemcee at gmail.com>
> wrote:
>> Not only is XB1 *much* lower hanging fruit, it's not possible for us to
>> do any work on a Switch/PS4 port without an SDK anyway.
>> The first step would be to get gfx_sdl2 finished and make it the default
>> backend on all platforms except Android. (Longer-term, it would be good to
>> switch to SDL2 on Android too). It's nearly done, there are only a couple
>> of problems I know of left to fix. (Most importantly, window zoom changing
>> not working.) I want to switch to gfx_sdl2 after Fufluns. The exception
>> might be gfx_directx for game.exe; I'm not sure which backend to use there.
>> The main advantage of gfx_directx over gfx_sdl is its good fullscreen
>> support, but gfx_sdl2 has that too. Maybe better not to change the backend
>> if there's no need to.
>> However, I think that an HTML5/JS port should be a higher priority than
>> an XB1 port. I'm pretty keen to do that. Although it will probably be more
>> work.
>> Also, what would be preferable, an iOS or an XB1 port? I'm guessing XB1.
>> On Sun, 6 Oct 2019 at 02:42, James Paige <Bob at hamsterrepublic.com> wrote:
>>> So do you think XboxOne is the lowest-hanging fruit in terms of a
>>> console port?
>>> I would be interested in buying us both developer accounts. I think it
>>> would be an extremely good use of my patreon money. I might also be able to
>>> subsidize hardware to test on.
>>> What is a good next step?
>>> (And I haven't forgotten I need to get the 64 bit Android builds working
>>> smoothly again to un-block anyone bwho wants to release a game on Google
>>> play)
>>> ---
>>> James
>>> On Sat, Oct 5, 2019, 9:17 AM Ralph Versteegen <teeemcee at gmail.com>
>>> wrote:
>>>> Don't get excited, this is just an update to my previous investigation
>>>> into feasibility of ports.
>>>> I just wrote up this:
>>>> https://freebasic.net/forum/viewtopic.php?f=17&t=27890&p=264823#p264823
>>>> To summarise: XBox One and Switch ports should be straightforward (no
>>>> technical barriers), PS4 is not currently possible.
>>>> I see that my previous investigation was a private email to
>>>> James/RMZ/Soda Piggy.
>>>> Rather that copy it here I'll summarise the part not covered in my post
>>>> above:
>>>> -Ports are time consuming to do even when there are no technical
>>>> barriers, fees or gatekeeping by companies
>>>> -SDKs and all documentation for Switch and PS4 are private, so not only
>>>> can't we start a port the engine until Nintendo/Sony greenlight it, we
>>>> barely even know what it involves or if it's possible. What's more, we
>>>> would also need a physical XB1/Switch/PS4 to test on (maybe even a dev
>>>> unit?).
>>>> -There's only a one-time fee of US$19 to be able to release an
>>>> unlimited number of indie games for the XB1, the SDK is public, and we can
>>>> mostly test it on a Windows 10 PC.
>>>> Also, I wrote up the following additional notes, might as well attach
>>>> them here:
>>>> * Nintendo
>>>> https://discourse.libsdl.org/t/sdl-for-consoles/22726/9  (Sept 2017)
>>>> "I have a 3DS port that is sort of half-written; Nintendo announced the
>>>> Switch while I was working on it, so I assumed it was a dead platform.
>>>> If you want it, I can send you a copy, but I can’t promise that it’s in
>>>> any useful state. Drop me a line about it at icculus at icculus.org."
>>>> "Nintendo released new 2DS & 3DS XL versions, mid this year, so 3DS is
>>>> far from dead"
>>>> * Windows store and XBONE
>>>> To publish on either store, need a dev account. One time fee of
>>>> US$19/NZ$24.
>>>> (there is also a higher fee for companies, but not applicable).
>>>> Can publish any number of apps.
>>>> Same Universal Windows Platform (UWP).
>>>> Supports only Windows 10 and Xbox One. Need Win 10 for development.
>>>> XBO has two ways to publish: professional games (ID at XBox), and the
>>>> Creators Program.
>>>> Creators program has "simplied certification". But it does not allow.
>>>> multiplayer or achievements. Does have leaderboards though.
>>>> But there are loads of rules around use of Xbox Live/networking.
>>>> Looks like maybe not allowed to use external leaderboards?
>>>> XBox1 and many XBox360 titles work on XBO. Former via emulation?
>>>> XBox360 had an xbox live indie games arcade (XBLIG) but it was shut down
>>>> 2017.
>>>> Apps must follow these policies:
>>>> https://docs.microsoft.com/en-us/legal/windows/agreements/store-policies
>>>> (All very benign, except for networking on Xbox)
>>>> "Games that allow cross-player communication or synchronous network
>>>> play on Xbox One devices must use Xbox Live and be approved through the
>>>> ID at Xbox program."
>>>> "Apps that emulate a game system are not allowed on any device family."
>>>> "Your app must not attempt to change or extend the described
>>>> functionality through any form of dynamic inclusion of code that is in
>>>> violation of Store Policies."
>>>> "I’m using SDL on Xbox One in a UWP-based game. Should have more to
>>>> report on this soon."
>>>> https://discourse.libsdl.org/t/sdl-for-consoles/22726/9
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