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Messages - JJS

#221
New daily.

- added option for selecting the folder in which games are searched
- added option to "continue" a game from the launcher (it automatically loads the latest save)
- fixes for 2.5x compatibility, Pleurghburg (first AGS game I had played, oh the memories!) now loads and speech box backgrounds should be fixed for good now
#222
Engine Development / Re: AGS engine PSP port
Wed 29/02/2012 06:49:07
Check http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43998.msg586965#msg586965 to enable midi playback.

I will look into the button issue.
#223
New daily.

- added option to stretch graphics to fullscreen while ignoring the aspect ratio
- added option to enable/disable writing debug output to logcat

I will eventually get around to implementing more control options. One thing I would like to add is positioning the mouse cursor at the finger position if you slide the finger onto the screen from outside the screen boundary. This would make bringing down the topbar in Sierra style adventures pretty convenient I think.
#224
There is no way to do full keyboard control yet. You can do keyboard input with hardware keyboards or the Android onscreen keyboard but it is only suitable for short texts like savegame names.
#225
Another daily. This time support for 2.5x games is added. Also the 2.60 game No Action Jackson now loads. Turns out the way dialogs are stored is the same on 2.5x and 2.60. It probably only changed in 2.61.

What prevents the loading of even older files now is that the interaction format changed in 2.41 and I don't see definitions for the old format in the source. The definition and conversion code for the old character format and "game" struct is still there though.
#226
New daily. Fixes bugs in 2.xx games caused by errors in the dialog interpreter and the loop selection algorithm. Ben There, Dan That is now completable and so should be Lost in the Nightmare.
#227
Quote from: Joseph DiPerla on Thu 23/02/2012 13:19:33It should work this time, I hope.
It does :)

edit:
I don't know how much I should criticize, but if you cancel the installation the app still thinks it is installed till it gets restarted. Also the button doesn't change from "Downloading" to "Downloaded. Click to install" automatically, but also only on restarting the activity. Turning the phone, lets the button text change to the "Downloaded. Click to install" one too but clicking it brings up an error about an invalid APK (obviously since the download is not yet finished).
#228
Still the same error when trying to install the APK. But I did a bit of testing and this works for me:
Code: ags
Intent intent = new Intent(Intent.ACTION_VIEW);
intent.setDataAndType(Uri.fromFile(new File(Environment.getExternalStorageDirectory() + "/AGS_2012-02-14_10-05-58.apk")),
    "application/vnd.android.package-archive");
startActivity(intent);

It is based on information found here: http://stackoverflow.com/questions/4967669/android-install-apk-programmatically
#229
Cool stuff!

Some problems though:

- At first I had AGS already on the phone (which was detected by the app) and I downloaded Space Quest. But it showed the "Download complete" notification multiple times (3 times I think) before the download was actually finished and I could start the game. The game was then playable though.

- Then I uninstalled both AGS and AGS Stream and tried the "download AGS" option. The download started and the button immediately changed to "already installed". After some time this error occured (from logcat):
Code: ags
02-23 09:23:54.508: I/B4A(3007): ** Activity (main) Create, isFirst = true **
02-23 09:23:54.999: I/B4A(3007): ** Activity (main) Resume **
02-23 09:24:50.083: E/B4A(3007): main_response_streamfinish (java line: 462)
02-23 09:24:50.083: E/B4A(3007): android.content.ActivityNotFoundException: No Activity found to handle Intent
 { act=android.intent.action.VIEW dat=file:///mnt/sdcard/AGS_2012-02-14_10-05-58.apk typ=application/apk flg=0x20000 }
02-23 09:24:50.083: E/B4A(3007): 	at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:1409)
02-23 09:24:50.083: E/B4A(3007): 	at android.app.Instrumentation.execStartActivity(Instrumentation.java:1379)
02-23 09:24:50.083: E/B4A(3007): 	at android.app.Activity.startActivityForResult(Activity.java:2827)
02-23 09:24:50.083: E/B4A(3007): 	at android.app.Activity.startActivity(Activity.java:2933)
02-23 09:24:50.083: E/B4A(3007): 	at anywheresoftware.b4a.keywords.Common.StartActivity(Common.java:665)
02-23 09:24:50.083: E/B4A(3007): 	at com.agsstream.diperla.main._response_streamfinish(main.java:462)
02-23 09:24:50.083: E/B4A(3007): 	at java.lang.reflect.Method.invokeNative(Native Method)
02-23 09:24:50.083: E/B4A(3007): 	at java.lang.reflect.Method.invoke(Method.java:507)
02-23 09:24:50.083: E/B4A(3007): 	at anywheresoftware.b4a.BA.raiseEvent2(BA.java:113)
02-23 09:24:50.083: E/B4A(3007): 	at anywheresoftware.b4a.BA$1.run(BA.java:218)
02-23 09:24:50.083: E/B4A(3007): 	at android.os.Handler.handleCallback(Handler.java:587)
02-23 09:24:50.083: E/B4A(3007): 	at android.os.Handler.dispatchMessage(Handler.java:92)
02-23 09:24:50.083: E/B4A(3007): 	at android.os.Looper.loop(Looper.java:130)
02-23 09:24:50.083: E/B4A(3007): 	at android.app.ActivityThread.main(ActivityThread.java:3835)
02-23 09:24:50.083: E/B4A(3007): 	at java.lang.reflect.Method.invokeNative(Native Method)
02-23 09:24:50.083: E/B4A(3007): 	at java.lang.reflect.Method.invoke(Method.java:507)
02-23 09:24:50.083: E/B4A(3007): 	at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:847)
02-23 09:24:50.083: E/B4A(3007): 	at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:605)
02-23 09:24:50.083: E/B4A(3007): 	at dalvik.system.NativeStart.main(Native Method)
02-23 09:24:50.083: E/B4A(3007): android.content.ActivityNotFoundException: No Activity found to handle Intent 
{ act=android.intent.action.VIEW dat=file:///mnt/sdcard/AGS_2012-02-14_10-05-58.apk typ=application/apk flg=0x20000 }
02-23 09:25:19.111: I/B4A(3007): ** Activity (main) Pause, UserClosed = false **
02-23 09:25:19.201: I/B4A(3007): ** Activity (main) Create, isFirst = false **
02-23 09:25:19.762: I/B4A(3007): ** Activity (main) Resume **
02-23 09:25:56.407: I/B4A(3007): ** Activity (main) Pause, UserClosed = true **
02-23 09:27:31.931: I/B4A(3059): ** Activity (main) Create, isFirst = true **
02-23 09:27:32.461: I/B4A(3059): ** Activity (main) Resume **
02-23 09:27:35.244: I/B4A(3059): ** Activity (main) Pause, UserClosed = true **

Now I cannot install AGS through the app anymore because the button says it is already installed while it is acutally not.


Edit: Added linebreaks to avoid breaking the forum layout.

Edit2: Maybe I should add, HTC Desire rooted with Android 2.3.7
#230
You know, something like Nexus/Nimbus for Android would be the bomb. Nice.
#231
No idea who that jobs fellow is :P, but: If the source code to that plugin was available I am pretty confident that it could be ported. BSD sockets make for fairly portable code.
#232
Even if it is a single exe, each game still has to be in a subfolder of the /ags directory (e.g. "/ags/my_game/my_game.exe"). Apart from that the only problem could be a too old engine version (< 2.60) of the game. Only compatible games are shown in the list.
#233
Quote from: Joseph DiPerla on Sun 19/02/2012 19:27:37
Is there a way to load games compiled to single exe?
Not sure if I understand this correctly. Do you mean if it is possible to bundle the game data with the Android application? If so, then no. At least not at the moment because it would require a rewrite of the file handling functions in the engine. Everything would have to go through the Android resource management functions.

If you mean loading of AGS games that have everything bundled into one executable, then yes. This should be perfectly possible.
#234
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.
#235
Engine Development / Re: AGS souce refactoring
Thu 16/02/2012 07:22:45
The game data contains a version number, so when the engine loads a file it can check the version and set compatibility options accordingly.

For reading the meta information stored in the exe file (what you can see in the file properties in Windows), I have platform independent C code in my repository (/PSP/launcher/pe.c). The ports use it to detect valid game files by only accepting exe files with "acwin.exe" as the "original name" and a version that is supported by the interpreter.
#236
QuoteI 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.

QuoteI 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?
#237
QuoteHas 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.

QuoteDoes 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.

QuoteWill 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.
#238
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.
#239
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).
#240
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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