[Ohrrpgce] Switch/PS4/XBox One

James Paige Bob at hamsterrepublic.com
Sun Oct 6 15:11:26 PDT 2019


That android build log is still coming from the old virtual machine, which
is still untouched. I have been making all my changes on a clone of it.

Trying again tonight, wish me luck! :)

---
James Paige


On Sat, Oct 5, 2019 at 11:37 PM Ralph Versteegen <teeemcee at gmail.com> wrote:

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