Author Topic: AGS engine Android port  (Read 179323 times)

Re: AGS engine Android port
« Reply #140 on: 07 Feb 2012, 01:44 »
I dunno if it's exclusive to my device (Nexus) but the backspace key doesn't do anything. Which is really annyoing.... jus started playing Ghost's Hubris on my phone and the prefilled text of "player" can only be extended with further characters, but not deleted.

You mean backspace in keyboard right, yeah this delete text feature hasn't been implemented yet by JJS. it is a known issue.

Re: AGS engine Android port
« Reply #141 on: 07 Feb 2012, 17:55 »
David_OSU, thanks for the info! The problem is that the compiler generated code for neon, but to target the Tegra CPU it has to be set to vfpv3-d16. Fortunately this was easy to fix, a problem in the optimized assembler code would have been very hard to resolve for me.
JJS, I confirmed the Theora video is working now on Tegra 2.  King's Quest I and Quest for Glory II are now running OK on the Acer Iconia A500.

Also, I found a work-around for moving the ags folder to the external sd card.  Using "GL to SD" (https://market.android.com/details?id=com.slf.ListglApp&hl=en), I was able to softlink the ags folder to my 32G external sd card (my 8G internal is nearly full).

However, I think it would be preferable to be able to set the location of the ags folder from the android.cfg file, with something like "path=/mnt/external_sd/ags", for my setup, or "path=/sdcard/ags" as default.

JJS

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Re: AGS engine Android port
« Reply #142 on: 11 Feb 2012, 10:10 »
New daily.

Should fix the keyboard and the drawing problem in LITN (see bugtracker).

Edit: I am aware of the main menu text in The Infinity String not being drawn ;).
Edit2: Yeah, looks like that was just a problem with the translation file. Nothing to see here.
« Last Edit: 11 Feb 2012, 17:49 by JJS »
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Re: AGS engine Android port
« Reply #143 on: 12 Feb 2012, 06:46 »
Hey JJS I think I might have already asked this but is there a way to check if AGS is running on the Anroid OS? like I want to have my game check if it's running on windows and if it's not then it will do something good for the player however when I last tested this it said the game was running on windows while on the PSP. Should I have it set to if it's running on linux instead of windows?

JJS

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Re: AGS engine Android port
« Reply #144 on: 12 Feb 2012, 07:37 »
At the moment the ports always return Windows as the operating system. I did that because some games don't work right otherwise (e.g. Gemini Rue doesn't play the rain sound effect on the main main).

So, no. Currently there is no way to find out that you are running on Android.
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Re: AGS engine Android port
« Reply #145 on: 12 Feb 2012, 18:36 »
Ok, Well thanks for letting me know that. :)

Been on my mind for a grip now.

JJS

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Re: AGS engine Android port
« Reply #146 on: 13 Feb 2012, 17:48 »
The engine now compiles for x86 Android devices, so the newest daily should run on any Android device available. An advantage of the x86 build is that it can be run in VirtualBox, which speeds up debugging (it's obviously faster than the Qemu ARM emulation).
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Re: AGS engine Android port
« Reply #147 on: 14 Feb 2012, 01:40 »
The engine now compiles for x86 Android devices, so the newest daily should run on any Android device available. An advantage of the x86 build is that it can be run in VirtualBox, which speeds up debugging (it's obviously faster than the Qemu ARM emulation).

Horrraaaay !!!
Will try to run this on as much android device as possible
Brilliant jobs Jochen

JJS

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Re: AGS engine Android port
« Reply #148 on: 14 Feb 2012, 09:22 »
I actually don't know how many x86 Atom tablets are already on the market. But there are of course also people who for some reason use it on their eeePc or something.

Also daily builds are now always done for Windows, Android and PSP. The three versions with the same build date should generally be savegame compatible.

Latest build fixes a scripting exception in Ben There, Dan That! when entering the graveyard.
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Re: AGS engine Android port
« Reply #149 on: 14 Feb 2012, 15:36 »
Hello! Bear with me while I ask some potentially daft questions but...

* Has the windows build benefitted from any of the changes/fixes from the port?
* Does the windows build have a list of useful fixes noted down anywhere (such as the music stuttering fix)?
* Will the OpenGL driver work on the windows build of the engine?

I'm basically hoping that some of my bugbears with AGS are possibly addressed in the Android port and have somehow made it back in to the windows build as a result of this! :)

JJS

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Re: AGS engine Android port
« Reply #150 on: 14 Feb 2012, 16:11 »
Quote
Has the windows build benefitted from any of the changes/fixes from the port?
It builds from the same source and is therefore identical in features.

Quote
Does the windows build have a list of useful fixes noted down anywhere (such as the music stuttering fix)?
You could check the commit log of the git repository. But it basically boils down to backward compatibility and no sound stuttering.

Quote
Will the OpenGL driver work on the windows build of the engine?
Yes, but it can only be enabled in code. It is also not fully functional. What is missing is fullscreen mode and the mouse cursor is not correctly captured.
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Joseph DiPerla

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Re: AGS engine Android port
« Reply #151 on: 14 Feb 2012, 16:27 »
I vote for JJS for the new team leader! Seriously.. Awesome stuff JJS.
Joseph DiPerla--- http://www.adventurestockpile.com
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Re: AGS engine Android port
« Reply #152 on: 14 Feb 2012, 21:19 »
I tried your repository JJS, I had to copy over the old dumb-0.9.2 library to get VS 2008 to compile, are you still in the process of updating to the 0.9.3 or did I miss something ?

Too bad I don't have any android device or psp  :(

Great work so far, though.

- Alan

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Re: AGS engine Android port
« Reply #153 on: 14 Feb 2012, 22:00 »
What you could do is get the Android emulator or a PSP emulator.

Re: AGS engine Android port
« Reply #154 on: 14 Feb 2012, 23:54 »
Nice work!
Would be awesome to play AGS games on mobile devices.
I tested the application on my xperia x10 and worked perfectly except it is way too laggy. FPS counter displays 30-35 fps, but my real fps is about 2-3. My phone runs on 1Ghz without any tweak, btw.

I hope it is possible to improve the performance significantly.

I used to run ScummVM on my 133 Mhz windows mobile without problem, so I think there is something to improve on the performance here.

Awesome work although!
This is a very important project. You add a great value to all AGS games and to the AGS community!

JJS

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Re: AGS engine Android port
« Reply #155 on: 15 Feb 2012, 07:28 »
Quote
I tried your repository JJS, I had to copy over the old dumb-0.9.2 library to get VS 2008 to compile, are you still in the process of updating to the 0.9.3 or did I miss something ?
No, I forgot to check the files in. For Windows, it still uses 0.9.2 at the moment and compiles it in every time. The ports have 0.9.3 as a library that only gets linked. Thanks for mentioning it because it is hard to spot these errors when everything works on your own computer :). I checked the files in now.

Quote
I tested the application on my xperia x10 and worked perfectly except it is way too laggy. FPS counter displays 30-35 fps, but my real fps is about 2-3. My phone runs on 1Ghz without any tweak, btw.
Did you run the newest version from http://jjs.at/daily ? Also the speed greatly depends on the game, especially on the resolution. 800x600+ games will suffer from slowdown as well as games that rely heavily on scripting. What game did you try?
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Re: AGS engine Android port
« Reply #156 on: 15 Feb 2012, 10:01 »
No, I ran the version from the 1st comment  ::)

The newest version is much better!

It seems like 5 times faster at the first look. Still have some lag in 800x600 resolution, but much more playable.
Also, the right clicking by 2 points touch is more responsive now.
I tried some lower resolution Ben Jordan games(320x200) and they are flawless.

Now I grab some great, unplayed AGS games and enjoy them on my weekly travels.  ;D

Thank you!

Re: AGS engine Android port
« Reply #157 on: 16 Feb 2012, 08:52 »
Works fairly well on my Galaxy Tab 8.9.

Can I assume the snowrain/flashlight plugins are Artistic License 2.0 also? :) Probably I'd have to rewrite them for ScummVM anyway, but the authorship/licensing of the whole tree isn't too clear.

(By the way, JJS - ScummVM runs nicely on my ADP1, which is an unlocked HTC Dream, but it's modded to a newer version of Android. Were your ScummVM input problems on the HTC Dream using pre-2.x Android?)

JJS

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Re: AGS engine Android port
« Reply #158 on: 16 Feb 2012, 09:48 »
I am not hung up on the license at all. If I can license my own code under a different license than the original engine code, then I would choose this: http://sam.zoy.org/wtfpl/ . Restricting the use of the code doesn't do me or anyone else any good.

My HTC Dream was also rooted, first on 1.6 and later on 2.2.1. ScummVM would start on 1.6 and then proceed to crash on the splash screen. I never got it to work at all (but I didn't try too hard).
On 2.2.1 it would start, but I had really trouble with controlling the mouse in Beneath a Steel Sky. It was basically jumping all over the place and putting the finger on the display slowed down the game a lot. Again, I didn't fumble around with it too much and now I don't have that phone anymore.
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Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
    • I can help with backgrounds
    •  
    • I can help with characters
    •  
    • I can help with play testing
    •  
    • I can help with story design
    •  
    • I can help with translating
    •  
    • I can help with voice acting
    •  
    • I can help with web design
    •  
Re: AGS engine Android port
« Reply #159 on: 19 Feb 2012, 19:27 »
Is there a way to load games compiled to single exe?
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575