Author Topic: AGS engine Android port  (Read 189075 times)

Joseph DiPerla

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Re: AGS engine Android port
« Reply #340 on: 24 Feb 2013, 01:36 »
JJS, do you know if the code (At this state) of the engine would compile with the r8 NDK? Also, any instructions on compiling the NDK part in Windows? The NDK is awefully foreign to me.
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Re: AGS engine Android port
« Reply #341 on: 24 Feb 2013, 09:59 »
Do you mean the libraries? I struggled with it for a few days with no outcome, in the end I had to ask JJS for the library files built by ndk...

Joseph DiPerla

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Re: AGS engine Android port
« Reply #342 on: 24 Feb 2013, 12:49 »
Yeah the SO files I believe :)
Joseph DiPerla--- http://www.adventurestockpile.com
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JJS

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Re: AGS engine Android port
« Reply #343 on: 24 Feb 2013, 17:39 »
The libraries build just fine with the latest NDK (8d). I don't understand the problems with compiling because for me it is very simple. Download the NDK zip file and extract it somewhere. Then either add the ndk directory to the PATH environment variable or don't (works either way if you don't mind typing the full path to ndk-build). To build the libaries, open a command prompt, change into the source directoy "Android/library/" and type "ndk-build" or "c:\path\to\ndk\ndk-build". That's it.

But I just realised that the libraries are included in the APK file in my daily builds too. You can get them by adding a ".zip" extension to the APK and opening it. Then copy the folders in the "lib/" folder (that is armeabi-x, mips, x86) into "Android/library/libs/".
Ask me about AGS on PSP, Android and iOS! Source, Daily builds

Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
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Re: AGS engine Android port
« Reply #344 on: 24 Feb 2013, 17:55 »
Hehe thanks JJS. Yeah, the issue I keep having involves the PATH Environment variables. I have no idea why my system doesn't register or find them properly. Thats part of the reason why I have so much trouble with the compiling. Oh well. Thanks JJS, you are awesome as always. We can never stop telling you that ;P
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
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JJS

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Re: AGS engine Android port
« Reply #345 on: 10 Mar 2013, 14:31 »
I'll upload my save game soon.

EDIT: Here you are! Note that you'll have to go to the fourth floor and talk to the boss first then it will automatically bring you to the room where the problem is happening.
This should be fixed in the newest daily build. Because wrong values were previously stored in the save game you have to use my patched save from here: http://jjs.at/temp/pb_agssave.zip . It is at the same position as the save you uploaded. Loading from any other previous savegame would still cause the error, starting a new game works fine.
Ask me about AGS on PSP, Android and iOS! Source, Daily builds

R4L

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Re: AGS engine Android port
« Reply #346 on: 13 Mar 2013, 17:55 »
Thanks for the fix JJS. I owe you a coffee or a brew haha.

Re: AGS engine Android port
« Reply #347 on: 19 Mar 2013, 12:31 »
Trying to play Time Gentlemen Please on my Nexus 7 I get the following error at startup:

Quote
Script link failed: Runtime error: unresolved import 'NGFX_GRAPHICS_Enable'


This is the content of the agsgame.log file:

Quote
Debug system: output subsystem initialized
Debug system initialized
Built library path: ./libags_nickenstien_gfx.so
dlopen returned: Cannot load library: load_library(linker.cpp:745): library "./libags_nickenstien_gfx.so" not found
Built library path: /data/data/com.bigbluecup.android.launcher/lib/libags_nickenstien_gfx.so
dlopen returned: Cannot load library: load_library(linker.cpp:745): library "/data/data/com.bigbluecup.android.launcher/lib/libags_nickenstien_gfx.so" not found
Plugin loading failed, trying built-in plugins...
No built-in plugin found. Plugin loading failed!

Is it a known issue? Any help?
« Last Edit: 19 Mar 2013, 12:37 by Giskard »

Crimson Wizard

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Re: AGS engine Android port
« Reply #348 on: 19 Mar 2013, 12:37 »
I would guess that game requires a plugin, that has not been ported to other platforms yet (therefore it is not included to Android port).

Re: AGS engine Android port
« Reply #349 on: 19 Mar 2013, 12:39 »
I've thought the same thing but that:

Quote
trying built-in plugins...

was giving me some hope..

Crimson Wizard

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Re: AGS engine Android port
« Reply #350 on: 19 Mar 2013, 12:41 »
I've thought the same thing but that:

Quote
trying built-in plugins...

was giving me some hope..
Well, the engine makes two attempts to find a plugin: looks for separate library, and checks if it is built in the engine.
Until the plugin is either ported (if author opened its source), or rewritten, nothing can be done.

Plugin name is "libags_nickenstien_gfx".

Re: AGS engine Android port
« Reply #351 on: 26 Mar 2013, 11:30 »
works fine on a rooted nook.. now how do i install games and play?

Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
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Re: AGS engine Android port
« Reply #352 on: 26 Mar 2013, 11:58 »
On the sd card, create a folder called AGS. Put the directory of the game (Make sure the directory which contains the game has all the AGS Files and game content in its root) into the AGS Directory. Start up AGS and play! :)
Joseph DiPerla--- http://www.adventurestockpile.com
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DazJ

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Re: AGS engine Android port
« Reply #353 on: 27 Mar 2013, 14:33 »
Do we know why OGV files are stuttering, even on a Note II? I'm playing them at 640x480 so it surely can't be too high a resolution can it?

They seem to stutter on near enough all phone models.

Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
    • I can help with backgrounds
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Re: AGS engine Android port
« Reply #354 on: 30 Mar 2013, 05:34 »
Hey JJS. I finally got the engine to compile with the NDK. However, the actually Java part is giving me the following errors in Eclipse:

Description   Resource   Path   Location   Type
PEHelper cannot be resolved to a type   GamesList.java   /AGS Game Launcher/src/com/bigbluecup/android/launcher   line 50   Java Problem
Attribute minSdkVersion (7) is higher than the project target API level (4)   AndroidManifest.xml   /AGS Game Launcher   line 1   Android ADT Problem
PEHelper cannot be resolved to a type   GamesList.java   /AGS Game Launcher/src/com/bigbluecup/android/launcher   line 31   Java Problem
CreditsActivity cannot be resolved to a type   GamesList.java   /AGS Game Launcher/src/com/bigbluecup/android/launcher   line 175   Java Problem
PEHelper cannot be resolved to a type   GamesList.java   /AGS Game Launcher/src/com/bigbluecup/android/launcher   line 50   Java Problem
AgsEngine cannot be resolved to a type   GamesList.java   /AGS Game Launcher/src/com/bigbluecup/android/launcher   line 192   Java Problem
PreferencesActivity cannot be resolved to a type   GamesList.java   /AGS Game Launcher/src/com/bigbluecup/android/launcher   line 181   Java Problem
PEHelper cannot be resolved to a type   GamesList.java   /AGS Game Launcher/src/com/bigbluecup/android/launcher   line 274   Java Problem
PEHelper cannot be resolved to a type   GamesList.java   /AGS Game Launcher/src/com/bigbluecup/android/launcher   line 255   Java Problem


Any thoughts?
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
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Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
    • I can help with backgrounds
    •  
    • I can help with characters
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    • I can help with play testing
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    • I can help with translating
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    • I can help with voice acting
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Re: AGS engine Android port
« Reply #355 on: 30 Mar 2013, 05:45 »
Nevermind. I was able to compile the latest build. ;)
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

Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
    • I can help with backgrounds
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Re: AGS engine Android port
« Reply #356 on: 30 Mar 2013, 16:00 »
4/2/13 Build of Android Port:
LINK
Again, I take no credit other than the fact that I built a build with the latest changes to the engine. Latest Change includes:
Common, Engine: fixed few pointer conversion warnings.
The credit for the Android Port fully goes to JJS.
----------------
If anyone is interested, I compiled AGS for Android with the latest code changes from the Git Repository. You can find it here:
LINK

This should contain the following changes that are noticeable (I assume) within the app itself:

Corrected Theora Playback
3.30 Version code change
Fixes to AGSNative
Fixed Exception message in exception handler

Nothing big, but I will try and provide Daily Builds whenever something is applied. Please remember, I take no credit for the improvements and enhancements to AGS. JJS is responsible for the Android Port. I am simply compiling it for who ever wants an updated version. As fixes keep coming, I will post them here. Learning to compile this takes me one step closer to getting you all to build your own AGS APK's. Thanks!
« Last Edit: 03 Apr 2013, 00:18 by Joseph DiPerla »
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

Re: AGS engine Android port
« Reply #357 on: 03 Apr 2013, 08:41 »
4/2/13 Build of Android Port:
LINK
Again, I take no credit other than the fact that I built a build with the latest changes to the engine. Latest Change includes:
Common, Engine: fixed few pointer conversion warnings.
The credit for the Android Port fully goes to JJS.
----------------
If anyone is interested, I compiled AGS for Android with the latest code changes from the Git Repository. You can find it here:
LINK

This should contain the following changes that are noticeable (I assume) within the app itself:

Corrected Theora Playback
3.30 Version code change
Fixes to AGSNative
Fixed Exception message in exception handler

Nothing big, but I will try and provide Daily Builds whenever something is applied. Please remember, I take no credit for the improvements and enhancements to AGS. JJS is responsible for the Android Port. I am simply compiling it for who ever wants an updated version. As fixes keep coming, I will post them here. Learning to compile this takes me one step closer to getting you all to build your own AGS APK's. Thanks!

Thanks! and also a BIG Thanks to JJS :) :)

Re: AGS engine Android port
« Reply #358 on: 03 Apr 2013, 16:20 »
Hey JJS, do you have any interest in "porting" the android version to the OUYA? I guess it would be more of a code update then a port, but either way I woud love to play AGS games on my TV. I would be glad to test once my OUYA gets here.

BTW, the ODK is free from devs.ouya.tv/developers
« Last Edit: 03 Apr 2013, 16:23 by QuestingHero »

Re: AGS engine Android port
« Reply #359 on: 11 Apr 2013, 12:40 »
Great work on port! Just finished The Rail with it yesterday.
Here are some usability thoughts. It would be great to see S Pen and external muse support like it's done with ScummVM android SDL variant.
Best part is floating that moving pen over the screen translates to cursor movement and pen button works as right click.