Kindly upload that setup somewhere!
Android port
#121 Guest_afeder_*
Posted 15 February 2012 - 01:33 PM
Kindly upload that setup somewhere!
#122
Posted 15 February 2012 - 08:43 PM
Rough usage instructions:
"hg clone http://hg.libsdl.org/SDL" into build/android/sdl-project/jni/ (or clone elsewhere and symlink it there, or whatever). Until this bug is fixed, apply the patch from there.
In build/android/sdl-project/, run "make". That should compile SDL and the .apk file. (Dependency checking is probably broken, so run "make clean" if you need to rebuild after changing stuff.)
In build/android/, run "./setup-libs.sh". The script hardcodes the expected locations of NDK and SDK, so put them there or adjust the script, and it will output to ~/android/toolchain-0ad. That should download and compile loads of stuff.
Build the game like
./update-workspaces.sh --gles --android --without-fam --without-audio --disable-atlas --with-system-mozjs185 --with-system-enet --with-system-nvtt --without-nvttand
TOOLCHAIN=${HOME}/android/toolchain-0ad PKG_CONFIG_LIBDIR=${TOOLCHAIN}/sysroot/usr/local/lib/pkgconfig LDFLAGS="-lSDL2 -L=/usr/local/lib -L../../android/sdl-project/libs/armeabi" INCLUDES="--sysroot=${TOOLCHAIN}/sysroot -I${TOOLCHAIN}/arm-linux-androideabi/include/c++/4.4.3/arm-linux-androideabi/armv7-a/ -I../../android/files/SDL/include -isystem=/usr/local/include/boost-1_45" CXX=${TOOLCHAIN}/bin/arm-linux-androideabi-g++ make pyrogenesis -j3 config=debug
Then attach a device, and in build/android/sdl-project/ run "make push-apk" and "make push-so". Run /sdcard/0ad.apk on the device to install. Then you need to build a public.zip containing all the data files, kind of like what source/tools/dist/build.sh does, and preferably unzip+zip it so that it's compressed properly (to save bandwidth and space), and push to /sdcard/0ad/data/mods/public/public.zip, then run the app.
(The .apk is basically just the standard SDL android-project, and it loads /data/local/libpyrogenesis_dbg.so which contains all the engine code. That means you can recompile and then upload the engine code (via "make push-so") on the host PC, and don't have to manually reinstall the app after each change.)
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#123
Posted 15 February 2012 - 10:56 PM

(You can get to the match setup screen by touching buttons, but the GUI isn't designed for such a low screen resolution so you can't click the button to start the game, which wouldn't work anyway because it's missing shaders and doesn't have the Collada importer.)
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#124
Posted 16 February 2012 - 12:11 AM
0 A.D. Gameplay and UI Developer
#125
Posted 16 February 2012 - 12:15 AM
0 A.D. Gameplay and UI Developer
#127
Posted 16 February 2012 - 12:46 PM
BTW: If it really be able to play on a mobile platform.
#128
Posted 16 February 2012 - 12:55 PM
#129
Posted 16 February 2012 - 01:53 PM
#130
Posted 16 February 2012 - 02:38 PM
Thorfinn the Shallow Minded, on 16 February 2012 - 12:55 PM, said:
The biggest problem is that the current RTS gameplay design seems like an awful fit for phone-sized devices (since it requires presenting too much information to the player, and requires too much precision of input, and requires concentration for long periods), and not much good for tablet-sized devices either, so someone would have to solve that too
(To clarify my current interest in this: I don't care about making a proper playable game on Android, and I'm not intending to spend any time trying to achieve that. I'm just personally interested in learning about the technical aspects of the platform, and porting the game engine as a tech demo seems a better approach than spending the time on some throwaway toy project instead, since it encounters more interesting issues and produces a more impressive result, and it also indirectly helps the game on the proper desktop platforms (by cleaning up some of the rendering code (avoiding global GL state), and by adding GLSL support which will simplify new graphical features and may improve performance or driver compatibility, and by dealing with some portability problems, etc).)
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#131
Posted 16 February 2012 - 09:32 PM
gameboy, on 16 February 2012 - 01:53 PM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#132
Posted 17 February 2012 - 02:24 PM
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
Undergraduate Computer Scientist by UFCG
Shotokan Karate Adept, 3rd Kyu (Green Belt) & Muay Thai initiate
#133
Posted 18 February 2012 - 01:16 AM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#134
Posted 18 February 2012 - 11:43 AM
#135
Posted 18 February 2012 - 07:12 PM
Edited by Almin, 18 February 2012 - 07:13 PM.
#136
Posted 18 February 2012 - 07:57 PM
Ykkrosh, on 16 February 2012 - 02:38 PM, said:
Read this again guys. The porting that is going on right now is NOT about making a playable spinoff game, or anything about that. it is about cleaning up the Code. These days, as standardization is better than before, porting doesn't necessitate having to separate code trees, or quick hacks. If one does it right, (which these guys are), it means one's code will "play by the rules" better than ever, be "properly modular" (all the somewhat unsystematic #ifdef's are just an intermediary step).
Then you guys might say, "well if the point is just cleaning up the code, isn't this an inefficient, roundabout way to that? Well if one could consistently visualize every issue that would arise porting a program, then one's code wouldn't need to be cleaned up in the first place.
#137
Posted 19 February 2012 - 01:18 AM
Sonarpulse, on 18 February 2012 - 07:57 PM, said:
Then you guys might say, "well if the point is just cleaning up the code, isn't this an inefficient, roundabout way to that? Well if one could consistently visualize every issue that would arise porting a program, then one's code wouldn't need to be cleaned up in the first place.
I agree with you, we should continue to develop it, our development team should work for it, our team can not give up the mobile platform, the lack of good games like this, we need this game to run on a mobile platform, please do notgive up, thank you!
BTW: the game should be the development of multiple platforms, thank you!
Edited by gameboy, 19 February 2012 - 01:22 AM.
#139
Posted 19 February 2012 - 01:32 AM
historic_bruno, on 18 February 2012 - 01:16 AM, said:
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#140
Posted 19 February 2012 - 01:35 AM
This is great, I saw, I want to know, the game lens can zoom, the camera can zoom in?
BTW: But our team, they will continue to develop down you, I mean: they will continue to develop the Android version? I'm looking forward to the mobile version of the game, Android is a good operating system, an ad should run in Android system, thank you!
BTW: If I compile a version of Android (How do I compile the Android version of the game, on the patch colladacache + archivebuild_fixes-02172012.patch), can run on the Samsung I9220 mobile phone or tablet this game.
: "Note: it skips over broken DAEs, these would the trigger errors if used in the game anyway, so there's no advantage. In archiving them
Is it true that the game does not read games archive? Or can not be archived game?
Edited by gameboy, 19 February 2012 - 02:06 AM.
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