Author Topic: AGS engine Android port  (Read 197919 times)

ner0

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Re: AGS engine Android port
« Reply #460 on: 14 Dec 2013, 13:01 »
Hello, I have problems setting games Castilian, Castilian language in WinSetup wear, but when I run it on my tablet, the game always comes out in English;

As I can do to make you change the language, if I have put Castilian default?

Example: Maniac Mansion Deluxe - has multiple languages, select "Castilian" with WinSetup, keep the changes and copy the game to the tablet, I run in and out in English :S

thanks

P.S: translated with google, sorry

Edit:
fixed hehe thx
You should really read the Readme for this great app: https://github.com/adventuregamestudio/ags/blob/master/Android/README.md
Open AGS on your device and once at the game list, touch and hold (longclick) the game you want to configure then select "Preferences".
In your game preferences just change the "Game language" and you're all set.

Gribbler

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Re: AGS engine Android port
« Reply #461 on: 30 Jan 2014, 19:41 »
Quote from: Dj Czermino
Hi, sorry but I dont understand the manual in file https://github.com/adventuregamestudio/ags/blob/master/Android/README.md

There is text:
Adding games to the game list

By default games have to be placed into the external storage device. This is usually the SD-card, but this can vary.
Place the game into the directory

<EXTERN>/ags/<GAME NAME>/

is what will be displayed in the game list.


So, i downloaded compiled AGS engine port for android from here:
http://jjs.at/daily/
..and intalled on my Android mobile phone.

But I dont know - what i have to put in my folder sdcard/ags? I have simple testing game "mygame" created in AGS 3.2.1 for Windows.

What I have to put to this folder?  Whole game or compiled EXE ?


I have similar problem. I have a SD Card (named "Card") and created folder named "ags". In it I created various subfolders for a few ags games. Now, when I run AGS app on my Android phone it requires destination folder for a game. So I tried /Card/ags/ but with no luck.
I also tried:

/Card/ags/Gray
/Card/ags/Heroine's Quest
/Card/ags/Samaritan Paradox Demo
/Card/ags/The Bum

Doesn't work either.

Each game folder contains unzipped files or all the files from their "Compiled" folder. What exactly am I doing wrong?

Sorry if those are noob questions but I'm totally new to file managing on mobiles.




Gribbler

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Re: AGS engine Android port
« Reply #462 on: 30 Jan 2014, 20:12 »
Nevermind previous post, guys. I found the solution :)

Joseph DiPerla

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Re: AGS engine Android port
« Reply #463 on: 08 Feb 2014, 19:58 »
I just tried to compile the engine using the Android NDK and I received the following error:

Code: [Select]
"Compile++ arm  : agsengine <= acpland.cpp
jni/../jni/../../../Engine/platform/android/acpland.cpp: In function 'void selec
tLatestSavegame()':
jni/../jni/../../../Engine/platform/android/acpland.cpp:542:37: warning: compari
son between signed and unsigned integer expressions [-Wsign-compare]
jni/../jni/../../../Engine/platform/android/acpland.cpp: In static member functi
on 'static AGSPlatformDriver* AGSPlatformDriver::GetDriver()':
jni/../jni/../../../Engine/platform/android/acpland.cpp:767:31: error: cannot al
locate an object of abstract type 'AGSAndroid'
compilation terminated due to -Wfatal-errors.
make: *** [obj/local/armeabi/objs/agsengine/platform/android/acpland.o] Error 1

Any idea's what's causing this?
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Joseph DiPerla

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Re: AGS engine Android port
« Reply #464 on: 08 Feb 2014, 20:48 »
BTW that is with the 3.3.0 release source code.
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Crimson Wizard

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Re: AGS engine Android port
« Reply #465 on: 08 Feb 2014, 22:49 »
I just tried to compile the engine using the Android NDK and I received the following error:

Code: [Select]
"Compile++ arm  : agsengine <= acpland.cpp
jni/../jni/../../../Engine/platform/android/acpland.cpp: In function 'void selec
tLatestSavegame()':
jni/../jni/../../../Engine/platform/android/acpland.cpp:542:37: warning: compari
son between signed and unsigned integer expressions [-Wsign-compare]
jni/../jni/../../../Engine/platform/android/acpland.cpp: In static member functi
on 'static AGSPlatformDriver* AGSPlatformDriver::GetDriver()':
jni/../jni/../../../Engine/platform/android/acpland.cpp:767:31: error: cannot al
locate an object of abstract type 'AGSAndroid'
compilation terminated due to -Wfatal-errors.
make: *** [obj/local/armeabi/objs/agsengine/platform/android/acpland.o] Error 1

Any idea's what's causing this?

There was a mistake in base class declaration, one function declared as pure virtual, although it should not be. Windows and Linux ports compiled well because they had this function overiden.
Fixed now, should work for other ports too.

Joseph DiPerla

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Re: AGS engine Android port
« Reply #466 on: 09 Feb 2014, 14:16 »
Still seems to persist. No rush to fix this though, I am just trying to create a Android packaging tool for AGS and am trying to see if I could compile the latest version. The error seems similar though:

Quote
jni/../jni/../../../Engine/platform/android/acpland.cpp: In function 'void selec
tLatestSavegame()':
jni/../jni/../../../Engine/platform/android/acpland.cpp:542:37: warning: compari
son between signed and unsigned integer expressions [-Wsign-compare]
jni/../jni/../../../Engine/platform/android/acpland.cpp: In function '_jstring*
Java_com_bigbluecup_android_Preferences Activity_readStringConfigValue(JNIEnv*, j
object, jint, jstring)':
jni/../jni/../../../Engine/platform/android/acpland.cpp:302:1: warning: control
reaches end of non-void function [-Wreturn-type]
"Compile arm  : agsengine <= libc.c
jni/../jni/../../../Engine/platform/util/libc.c:22:8: error: conflicting types f
or 'malloc_usable_size'
compilation terminated due to -Wfatal-errors.
make: *** [obj/local/armeabi/objs/agsengine/platform/util/libc.o] Error 1
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
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Crimson Wizard

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Re: AGS engine Android port
« Reply #467 on: 09 Feb 2014, 15:59 »
Still seems to persist. No rush to fix this though, I am just trying to create a Android packaging tool for AGS and am trying to see if I could compile the latest version. The error seems similar though:

The error is completely different and in different place.
It was:
Quote
jni/../jni/../../../Engine/platform/android/acpland.cpp: In static member functi
on 'static AGSPlatformDriver* AGSPlatformDriver::GetDriver()':
jni/../jni/../../../Engine/platform/android/acpland.cpp:767:31: error: cannot al
locate an object of abstract type 'AGSAndroid'
compilation terminated due to -Wfatal-errors.
make: *** [obj/local/armeabi/objs/agsengine/platform/android/acpland.o] Error 1

It now is:
Quote
"Compile arm  : agsengine <= libc.c
jni/../jni/../../../Engine/platform/util/libc.c:22:8: error: conflicting types f
or 'malloc_usable_size'
compilation terminated due to -Wfatal-errors.
make: *** [obj/local/armeabi/objs/agsengine/platform/util/libc.o] Error 1

GMD1984

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Re: AGS engine Android port
« Reply #468 on: 10 Feb 2014, 01:54 »
Hi, I have experiment porting my game to AGS3.3.0 with a custom resolution fix installed.

The game ran properly on both my PC and an Android phone. (4.3 Jellybean btw, I got a warning about version different. But, it still ran on the phone.)

Then I change my game resolution from 640x400 to 1280x800. it still ran well on the PC. But, once I test it on the Android Phone.
I got this message box says



Does it have anything to do with, maybe the AndroidPort have some graphic file/background's dimension limitation? (Maybe 1024*768 is the maximum that allowed? Just my guessing)

Thank you in advanced!

Crimson Wizard

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Re: AGS engine Android port
« Reply #469 on: 10 Feb 2014, 07:14 »
Running a custom resolutions game with 3.3.0 port won't work, at all.
First, data format has changed (because now it stores custom resolutions), and ports don't know how to read it; that's probably the cause of the error you received.
Secondly, obviously, the 3.3.0 port can't handle any resolution, only the ones defined in 3.3.0 (same as in 3.2.1).

The ports should be compiled with custom resolutions code.
Also, at the moment I don't guarantee that OpenGL driver will work properly in custom resolutions build, and it is used on mobile devices.

JJS

  • Posts: 317
    • Best Innovation Award Winner 2012, for his efforts in porting AGS to multiple platforms
Re: AGS engine Android port
« Reply #470 on: 16 Feb 2014, 08:43 »
Still seems to persist. No rush to fix this though, I am just trying to create a Android packaging tool for AGS and am trying to see if I could compile the latest version. The error seems similar though:

Quote
jni/../jni/../../../Engine/platform/android/acpland.cpp: In function 'void selec
tLatestSavegame()':
jni/../jni/../../../Engine/platform/android/acpland.cpp:542:37: warning: compari
son between signed and unsigned integer expressions [-Wsign-compare]
jni/../jni/../../../Engine/platform/android/acpland.cpp: In function '_jstring*
Java_com_bigbluecup_android_Preferences Activity_readStringConfigValue(JNIEnv*, j
object, jint, jstring)':
jni/../jni/../../../Engine/platform/android/acpland.cpp:302:1: warning: control
reaches end of non-void function [-Wreturn-type]
"Compile arm  : agsengine <= libc.c
jni/../jni/../../../Engine/platform/util/libc.c:22:8: error: conflicting types f
or 'malloc_usable_size'
compilation terminated due to -Wfatal-errors.
make: *** [obj/local/armeabi/objs/agsengine/platform/util/libc.o] Error 1

What version of the NDK are you using? The declaration of malloc_usable_size changed with NDK r9 and I adapted the source here accordingly: https://github.com/adventuregamestudio/ags/commit/fe3d87c86b830c5e6d7b7e990de5ec5ef68483e7#diff-84cd350904395d756aa62ee013e17353L22
Ask me about AGS on PSP, Android and iOS! Source, Daily builds

Joseph DiPerla

  • Posts: 1,235
  • Joseph DiPerla, Adventure Game Creator Wannabe!
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Re: AGS engine Android port
« Reply #471 on: 17 Feb 2014, 04:38 »
I believe I was using R9b. I just installed R9(Original) and it compiled 3.3.1 Development build with no issues. Thanks for the feedback JJS.
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Daeymon

  • Posts: 1
Re: AGS engine Android port
« Reply #472 on: 05 Mar 2014, 13:34 »
Game Frontends have come to Android in a big way in the last couple of months. There is Nostalgia, Gamesome and XBMC (via either the Advanced Launcher or RCB plugins). Links below if you're interested. Just like PC Frontends need command lines, Android frontends need Action Intents and I was wondering if the Android port of AGS will add these so it too can have games launched directly from a frontend.

Nostalgia - http://ouyaforum.com/showthread.php?4536-Nostalgia-Zamastyle

Gamesome - http://boards.dingoonity.org/android-devices/%284-0%29%28app%29-gamesome-frontend-the-first-universal-emulator-frontend-for-androi/

XBMC - http://forum.xda-developers.com/showthread.php?t=2578612

Mehrdad

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Re: AGS engine Android port
« Reply #473 on: 24 Mar 2014, 08:33 »
I tried "The McCarthy Chronicles" By Calin yesterday.I had't stutter sound cut scene even.I run it on my cellphone(Sony Xperia Z1).That was really nice but main problem was mouse handling that wasn't calibrate with my finger.Is this problem for all of games? And isn't any trick for solve it?
« Last Edit: 24 Mar 2014, 08:35 by Mehrdad »

ROOKMAGE

  • Posts: 20
Re: AGS engine Android port
« Reply #474 on: 05 Apr 2014, 02:14 »
I'm using the AGS engine 3.3.0.1158 and I can't seem to find the apk for it. Does anyone know where the latest APK is?

EDIT: I've been looking through, and it's either that I'm always downloading the wrong file from JJS/daily, or that my android device (kindle fire) isn't supporting the latest editor/files well enough. The error message is:
"This game requires a newer version of AGS (3.3.0.1158). It cannot be run."
"Invalid file format. The file may be corrupt, or from a different version of AGS."

Which, I'm assuming means I have the wrong apk.
« Last Edit: 05 Apr 2014, 02:36 by ROOKMAGE »

Crimson Wizard

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Re: AGS engine Android port
« Reply #475 on: 05 Apr 2014, 14:59 »
JJS has not been on forums lately. Someone else need to make an up-to-date Android build.
Can someone help? I don't know how to do this :embarrassed:.

By the way, can someone Android savvy look at those two questions:
https://github.com/adventuregamestudio/ags/issues/143
https://github.com/adventuregamestudio/ags/issues/144
« Last Edit: 05 Apr 2014, 15:00 by Crimson Wizard »

ROOKMAGE

  • Posts: 20
Re: AGS engine Android port
« Reply #476 on: 06 Apr 2014, 01:29 »
JJS has not been on forums lately. Someone else need to make an up-to-date Android build.
Can someone help? I don't know how to do this :embarrassed:.

By the way, can someone Android savvy look at those two questions:
https://github.com/adventuregamestudio/ags/issues/143
https://github.com/adventuregamestudio/ags/issues/144
I'd assume it wouldn't be too hard. Anyone know the major changes in the format between 3.3.0 and 3.3.0.1158?

Crimson Wizard

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Re: AGS engine Android port
« Reply #477 on: 06 Apr 2014, 13:35 »
I'd assume it wouldn't be too hard. Anyone know the major changes in the format between 3.3.0 and 3.3.0.1158?
Do you mean game data? Is knowing exact changes in format is important; isn't it just the matter of making an apk from latest source code? Sorry, I have no idea about this stuff.

The last JJS's daily build is made 24th October 2013, which probably corresponds to version 3.3.0.1146 (Beta 8). I don't know which commit exactly did he use, but maybe somewhere around bfb101bb3ad17a02b3ad45abc9fd788cf99222c 9.

Apart from checking changes in Git history, here's the history of changes as announced on forums:
Beta 9: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47966.msg636471796#msg636471796
Beta 10: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47966.msg636473055#msg636473055
Beta 11: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47966.msg636476377#msg636476377
Beta 12: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47966.msg636477012#msg636477012
Release Candidate: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47966.msg636479503#msg636479503
The rest are just extra fixes.


EDIT: The error message you mentioned could only be shown if you use APK made prior to "game format 3.3.0" was introduced. This happened 26th September 2013. Probably any build later than that could run 1158 games, although there's no guarantee it will run them 100% properly, because aside from data format changes, there were feature additions that could be used (like new script functions).
« Last Edit: 06 Apr 2014, 13:43 by Crimson Wizard »

ROOKMAGE

  • Posts: 20
Re: AGS engine Android port
« Reply #478 on: 08 Apr 2014, 16:03 »
EDIT: The error message you mentioned could only be shown if you use APK made prior to "game format 3.3.0" was introduced. This happened 26th September 2013. Probably any build later than that could run 1158 games, although there's no guarantee it will run them 100% properly, because aside from data format changes, there were feature additions that could be used (like new script functions).
That's odd. COuld you link me to the latest APK? I've been searching all over and all of the apk's i've downloaded have errored. I think I'm using an outdated version..?

Crimson Wizard

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Re: AGS engine Android port
« Reply #479 on: 08 Apr 2014, 17:55 »
EDIT: The error message you mentioned could only be shown if you use APK made prior to "game format 3.3.0" was introduced. This happened 26th September 2013. Probably any build later than that could run 1158 games, although there's no guarantee it will run them 100% properly, because aside from data format changes, there were feature additions that could be used (like new script functions).
That's odd. COuld you link me to the latest APK? I've been searching all over and all of the apk's i've downloaded have errored. I think I'm using an outdated version..?

The latest APK I see on jjs/daily is of 24th October 2013: http://jjs.at/daily/AGS_2013-10-24_16-22-13.apk
I cannot tell what program state was it built with, but if it really used the engine from 24th October, then it should be able to run 3.3.0.1158 games (although you will get a different warning message).
Still it will be more correct to create a new apk...