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 Android port via Java - continued discussion
Author: Dominus 
Date:   01-04-11 10:40

The old thread about the Android port got a bit long, thus this new thread.

Old thread http://exult.sourceforge.net/forum/read.php?f=1&i=337315&t=337315

DrCode, Jeff, is rewriting Exult for Android via Java. So it is not a "direct" port and changes in main Exult need to be backported to Android. He doesn't have a real Android device but uses an Android Emulator.
If you are on Facebook you can view screenshots at http://www.facebook.com/album.php?id=1523107292&aid=2093804 or non facebookers can view them at http://www.dropbox.com/gallery/7801769/1/ExultAndroid?h=e27af2. The dropbox gallery is not always up to date with the screenshots shown on Facebook.

On our Download page you can download a working snapshot of DrCode's work so far.
- You need to place the static folder of BG at "/sdcard/Games/exult/blackgate" for BG to work (SI doesn't work yet).
- Music works if you put the .ogg music files in /sdcard/Games/exult/music
- SFX need the sfx flx files in /sdcard/Games/exult to work
- you need exult.flx and exult_bg.flx file in /sdcard/Games/exult - the files can be extracted from the Exult 1.4.9rc1 release (I zipped those, including the SI one up at http://exult.sourceforge.net/snapshots/androiddata.zip)
- If it crashes right away, try removing the contents of the 'gamedat' directory and try again (/sdcard/Games/exult/blackgate)
- It doesn't restore games from the main Exult yet, but eventually it will.
- Press 's' to bring up the save/restore screen.

You move the Avatar either by dragging him, or dragging the mouse on an empty area or object that's not draggable.

If you think this first post needs more information, let me know and I'll edit it.

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 Re: Android port via Java - continued discussion
Author: Ed (192.246.84.---)
Date:   01-04-11 14:01

oh hey new thread

only thing else I could think to mention is that you also need the exult_bg.flx file in /sdcard/Games/exult as well

and if there's a crash on startup if all else fails delete the GAMEDAT folder that seems like it's worked for myself and a couple other people

back from vacation and ready to try out these new builds i've missed out on =)

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   01-04-11 18:52

Thanks, Dom!

More recently:
1. I think you also need exult.flx in /sdcard/Games/exult (the <data> dir).
2. If you put one of the sound-effects .flx files there, SFX's should work.
3. I've been skipping over SI support for now, but it won't be all that difficult to add later.
4. Yesterday's snapshot does have the opening scene enabled.
5. I'm trying to bring up an 'alert' box with error when we can't find a file; but previous versions crashed when trying to do this. I think I have this worked out now. (Kind of annoying when your 'fatal error' message causes a crash:-)).
6. Latest snapshot lets you move the Avatar either by dragging him, or dragging the mouse on an empty area or object that's not draggable.

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   01-05-11 00:21

ok, updated first post a bit.

Questions on
1. is the data dir /sdcard/Games/exult or /sdcard/Games/exult/data ?
6. another input idea, if the Android does recognize long touches, maybe you can move the Avatar when you hold down a finger a longer time on the display and use stuff on quick touches.
Don't know if that just mirrors one of the other suggestions, just came to my mind.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   01-05-11 00:48

1. Currently /sdcard/Games/exult. Currently no support for an exult.cfg file.
6. Yes, thinking about something like that.

Another thought I have is to have a cursor, probably the 'crosshairs', that sits at, say, the top right corner. If you drag it around, it could highlight the item it's over so you can select more easily.

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   01-05-11 01:08

the crosshair idea could work. You will probably need to experiment with different options and let real world touch-Android-users decide :)

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 Re: Android port via Java - continued discussion
Author: NewAndroid (---.hsi6.kabel-badenwuerttembe)
Date:   01-05-11 09:04

Would a zoom be possible? I think it would be more comfortable for moving objects...

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 Re: Android port via Java - continued discussion
Author: Sladi (---.adsl.highway.telekom.at)
Date:   01-05-11 11:08

Hi,

Exult for Android is very exciting!
Maybe a seperate window showing a portion of the screen under the cursor could be done to get precise control.
Ultima 7 is not wide screen, but I think many phones have a wide display with room at the side for such a display.

Regards,
Sladi

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 Re: Android port via Java - continued discussion
Author: Torgus dragon (---.mycingular.net)
Date:   01-05-11 14:25

Zoom in and out would be very helpful. I would reccomend the pinch method

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 Re: Android port via Java - continued discussion
Author: TheOtherAlex (---.wolters-kluwer.de)
Date:   01-06-11 16:27

Great work!

For now, I'm still stuck with my crappy Nokia 5800, but I'll move over to Android soon (Galaxy i9000). Can't wait to get my hands on it :))

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 Re: Android port via Java - continued discussion
Author: Ed (---.hsd1.va.comcast.net)
Date:   01-10-11 03:19

hey DrCode i threw together a launcher icon with google's quick n dirty generator thing, if you want something to stick in there for now

http://miscetc.net/ic_launcher.zip

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 Re: Android port via Java - continued discussion
Author: DrCode (---.dsl.renocs.pacbell.net)
Date:   01-10-11 23:55

Thanks, Ed. I'll take a look when I'm back from my vacation.

Another question: If we have a 'zoom' function, how do you enable it on a phone without a keyboard? I'm starting to think that part of the screen should be reserved for buttons or a menu.

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   01-11-11 00:28

the "pinch method" for zooming on touch only. Two fingers that move away from each other (or move to each other to zoom the other direction).

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 Re: Android port via Java - continued discussion
Author: Ed (---.hsd1.va.comcast.net)
Date:   01-11-11 03:33

a lot of hardware still doesnt support multitouch for pinch to zoom, which is a drag

even trackpads arent on every phone so thats kinda out too =/

unless you throw all of em in! =D

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 Re: Android port via Java - continued discussion
Author: Dominus1 (---.public.telering.at)
Date:   01-11-11 09:22

Wow, a consistent interface would surely help ;)

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   01-11-11 12:06



It finally happened. (a bit late to be posting this)

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 Re: Android port via Java - continued discussion
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-12-11 00:57

Not having multitouch on all phones is a significant and serious technical limitation of android phones. You could have single-touch gestures for zoom though. Perhaps if you tap and hold on something it could zoom in, and if, when zoomed in, you tap again on that same thing, it would zoom out.

Kludgy I know, but the best I can think of.
----------
Peter M Dodge
aka Wizardry Dragon
www.thefeudallands.ca

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   01-13-11 22:57

Yes, I might try that. Although the touch is getting quite a bit overloaded.

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 Re: Android port via Java - continued discussion
Author: KenC (---.sttlwa.fios.verizon.net)
Date:   01-15-11 06:59

Hi All,

I started dabbling with a native Android port a while back, and didn't notice all this work on a Java version until I almost had it working. I suspect there will better integration with Android using the Java port, but FWIW, I do have a native port up and running now.

Still need to sort out some of the controls, so it's not really playable yet, but I was able to create a new game and run around a bit. Sound effects are working, but music is not - need to investigate that still. I'm getting 3-4 fps in the simulator, and 8-10 fps on my Nexus One.

After I iron out some decent controls and get the music working, I'll see about getting my source modifications integrated into the main tree and make an apk available somewhere.

Note that this port was done with the pelya SDL port (tried using the GSoC port and never managed to get anything to draw on the screen), and the crystax NDK.

We can kick off a new thread for this if anyone wants to discuss it in detail - mainly just wanted to give a heads up that a native port is in the works now that I've actually got something running

Ken

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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   01-16-11 02:09

Hi there!

I tried to run the Exult Android port mentioned in this post, but it always crashes at start. :-(

I copied the contents of my BG folder to
/sdcard/Games/exult/blackgate/BG
/sdcard/Games/exult/blackgate

tried only the STATIC folders content in
/sdcard/Games/exult/blackgate/STATIC
/sdcard/Games/exult/blackgate

I also took the exult.flx and exult_bg.flx and placed them in
/sdcard/Games/exult/exult.flx
/sdcard/Games/exult/exult_bg.flx

The reported error is:
java.lang.RuntimeException: Unable to start activity ComponentInfo{com.exult.android/com.exult.android.ExultActivity}: java.lang.IndexOutOfBoundsException
at DataUtilsFunctorMultidataReader
at DataUtilsBaseReader
...
at ExultActivity.onCreate

Any idea what I might be doing wrong?

(Device: unrooted HTC-Desire running 2.1)

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   01-16-11 11:17

@KenC: please let us know more and definitely send us a diff when you got it working.

@Summ:
The second way you tried is the correct one (just the static folder in /sdcard/Games/exult/blackgate/STATIC).
Try only with that. Get rid of a gamedat folder /sdcard/Games/exult/blackgate

Then try to play. if it still doesn't work, try creating a gamedat fodler in /sdcard/Games/exult/blackgate and also try out whether it works when the static folder is all lower caps (static instead of STATIC).

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Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   01-16-11 13:49

@Dominus:
I tried putting the STATIC folder here:
/sdcard/Games/exult/blackgate/STATIC

did not work - same error

Also tried this
/sdcard/Games/exult/blackgate/static

did not work - same error

No gamedat folder is present, so there is nothing to delete. I also created an empty gamedat folder, but that did not work either.

Maybe I'm missing some files? Or its a problem with the HTC-Sense-GUI... Has anyone gotten it to work on a HTC Device?

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   01-16-11 15:14

hmm, maybe you need one of the sfx packs for BG in /sdcard/Games/exult

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Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Android port via Java - continued discussion
Author: Ed (---.hsd1.va.comcast.net)
Date:   01-16-11 16:25

yes as of a version or two ago it bombs out at the beginning if the sound files arent found

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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   01-16-11 17:23

I do have jmsfx.flx file placed
/sdcard/Games/exult/jmsfx.flx

and also the music in
/sdcard/Games/exult/music/*.ogg

still it bombs out with the same Exception :-(s

If it is really about the right place for the file, maybe someone with a working directory layout could paste the output of
$>ls -la /sdcard/Games/exult

here? If that still fails, maybe it is a problem with HTC-Sense or one of my files is corrupted (but I used the same files as for my local exult installation under Ubuntu...)

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   01-16-11 17:52

try with the mt32 sfx file.

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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   01-16-11 19:27

works.

Okay, the problem was:
exult.flx from the current ubuntu package and exult.flx from the current windows version are not identical.

So, using the data files from the Exult Win32 Version I could start it :-) (8-12fps, sound had some error messages, music was nice)

However, I was not able to return back to game after saving and also was not able to quit the game at all. But I can live with that for now.

But I would suggest to reengineer the mouse emulation, since its very hard to move small objects with the touchpad.
How about a trackpad emulation like in the qemu-version for android? The screen acts like a trackpad allowing nice cursor positioning and two of the hardware buttons are used as substiute for LMB and RMB.

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 Re: Android port via Java - continued discussion
Author: Dominus1 (---.dynamic.xdsl-line.inode.at)
Date:   01-16-11 19:29

Yes, Ubuntu package is probably based on 1.2 and that is very old...

Edit: I made a zip file of the 1.4.9rc1 data files and uploaded them to our snapshots space. See the first post

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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   01-16-11 23:39

Hi again,

I took a quick look at the current sources and I think it would be possible to add the described behaviour for the cursor without greater problems. (touch only moves cursor relative, hardware buttons to click)
Not that I have much time for this, but I'd be willing to give it a try.

But since there is no tags folder in the svn-tree and the trunk is currently very active, I would like to know which revision was used for the current apk build?

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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   01-17-11 00:18

Sorry for doublepost, but I dont know where to put this instead: the current apk build has a memory leak somewhere in the imagebuffer - I dont have the time to investigate it further, but it occurred after walking around for 3 minutes in Trinsic when the clouds showed up.

(Also: saving before the Avatar is visible directly at the beginning causes the game to load this savegame everytime the application is run, but lets the Avatar remain invisible and does not continue the opening scene. Maybe the savegame does not cover running cutscenes currently? )

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   01-17-11 02:52

@Summ: a usefull link is http://exult.svn.sourceforge.net/viewvc/exult/ExultAndroid/?view=log which should show you only the revisions concerning the android port.
The current apk is from the 4th of January, so expect the apk to approximately match revision #6687.

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Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   01-17-11 18:42

Yes, there was definitely a memory problem, in that I was inadvertantly allocating 65K for every game chunk. That's fixed now, but not in the snapshot.

I'm also trying to show errors instead of crashing when files are not found; but I had a problem bringing up a dialog box, as it too would crash. That might be fixed now.

Do you know which hardware buttons are used as the 'mouse' buttons? I only have the emulator to work with. One other idea I have is to display a 'select' cursor that you can drag around, and when it's on an object, the object gets highlighted. I also don't think it will be hard to do zooming, like we've discussed above.

Assume that the source will be very unstable for quite a while. I'm currently working on pathfinding and setting NPC schedules, and this has caused either lots of slowdowns, more crashes, plus bad savefiles can be created. This is why I haven't made a new snapshot lately. It's also uncovered bugs in Exult that we don't notice in the PC version because PC's are so fast. For example, NPC's that are off-screen are continuously doing pathfinding, then throwing away the path because they're not visible. Fixing that made a big speed difference in the emulator.

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   01-17-11 21:30

I thought the pathfinding issue was mostly with combat where they try to find a path a few times, and then they give up completely. After that, the only way for them to attack is to provoke them unless there is a schedule change.

I was under the impression that the npcs in the nearby superchunks were able to do their schedules. The Blue Boar waitresses seem to stock tables for the people eating there when I was waiting around at the Fellowship shelter near Paws. Of course, the cutoff point for when people stop doing schedules is probably too far away.

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 Re: Android port via Java - continued discussion
Author: Dominus1 (---.dynamic.xdsl-line.inode.at)
Date:   01-17-11 22:30

Let us know of the fixes for the trunk ;)

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   01-17-11 22:39

I don't want to change the trunk until I'm sure I haven't broken anything, which is more than likely.:-)

Malignant: We've had all kinds of bugs. One was that in combat, we'd keep repeating the pathfinder for an NPC that was trapped in a room, and the game would get really slow. Then we'd fix that, and there would be the problem you noted where they wouldn't attack even after you opened the door to that room. The code that I'm trying to get working goes like this:

1. If the NPC is more than a screen-full away, set it to 'dormant'.
2. If it's dormant, don't do pathfinding or scheduling for it, but keep checking every second or so in case it's no longer dormant.
3. When an NPC is rendered, mark it as no longer dormant.

This might not be great for the main version of Exult, since it means NPC's that are off-screen will be frozen until you get close enough to see them. I'll have to play with this a bit to see whether it's a problem.

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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   01-17-11 23:42

Quote:


Do you know which hardware buttons are used as the 'mouse' buttons?

Either the trackball-button, search or the volume-buttons. I think it would be best to make them configurable.

Quote:


I also don't think it will be hard to do zooming, like we've discussed above

Would sure be nice for smaller displays, but if you are using your finger as a pointer the object beneath it is still covered by it. Thats why I favor the relative cursor movement and a classic cursor. But why not both?

Quote:


I'm currently working on pathfinding...

Yeah, A* is a nasty algorithm. I used it many times in several projects, so if you have a specific problem, just post it here - maybe I can help. I took a brief look at the pathfinding sources yesterday too - optimization is really important here as the complexity of A* is O=|N|^2 in the worst case. Maybe a SMA* could help, but that would require further investigation.
Also letting actors "think" for a couple of frames/ticks can save great amounts of performance. (I currently cant check it with your code if you already do it, but you could e.g. limit the number of new nodes beeing created during tree generation to a maximum of n for a single frame/tick and continue in the next frame - uses more memory though, if many actors are waiting for their paths to be finished)

Quote:


I don't want to change the trunk until I'm sure I haven't broken anything

You could create a trunk/tags/branches structure in the SVN, and commit your current WIP code into a branch - this way we can help you test.

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 Re: Android port via Java - continued discussion
Author: TDI (---.versanet.de)
Date:   01-18-11 19:47

I'm guessing you already have the C version of your pathfinding algorithm from Exult code. Still, I have a ready-made A*/BestFS/Dijkstra coded in Java, if you should need it, I would gladly donate it to Exult.

It works on a square grid and comes with a little applet that lets you draw obstacles and observe the pathfinding. Something I had to do for college, but should be easily adapted to anything else.

There's probably two dozen Java A* algorithms on the net. I based mine on one of those. Unfortunately practically all of them are incomplete or contain subtle errors and you have to invest alot of time to fix them.

>Maybe a SMA* could help

This is the first time I hear of SMA*, but Wikipedia says it is "memory bounded". I'm not certain, but I think that CPU is more critical than memory for Exult on Android devices? At least in relation to what Exult will gobble up anyways, I guess that a few extra kb for a decent search won't make a huge difference.

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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   01-18-11 19:58

SMA* is also a little faster since it guesses the most probable steps during tree-spanning.
Memory is limited by the DalvikVM (Androids JavaVM) to 16-25MB per process (afaik), but the CPU is mostly between 600-1000MHz, so memory might be more critical.
But if you have a good A* implementation at hand and no problem releasing it into GPL, why not?

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   01-18-11 22:00

Thanks, but I already took the Exult AStar code and converted it to Java, except that I'm using the Java builtin priority queue instead of the custom one used in C++ Exult. Seems to work okay and fast enough, so far.

The real problems I'm seeing involve when to have an NPC go 'dormant' because he's off the screen and has no need to move. This is really important in U7 because there are so many NPC's around and it's a waste of time to have them doing their activities when you can't see them. OTOH, we can't have an NPC frozen when it's time for him to walk near the player from off-screen or attack him.

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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   01-18-11 22:29

Hmm, a few dozens of NPCs should not cause a big performance problem. How many NPCs are checked each frame?

Also some of the NPCs that might be some distance away still need to be checked, because the player could e.g. wait at the tavern for an NPC to show up. In Trinsic this is less of a problem, but in Britain the NPCs travel larger distances.
(The original U7 was able to run smoothly on 50Mhz with 4MB RAM, so maybe the original programmers used a different approach?)
Arent most of the paths always the same when the Player is not in the way? Could they be precalculated?

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   01-20-11 23:02

I just uploaded a new snapshot. This has NPC's walk to their schedules, and several schedule types are implemented. You'll probably want to delete old savegames along with gamedat/*.

The world is looking more alive, but it also crashes more since there's much more going on. Haven't done anything else with the interface yet. That might be my next goal after implementing more schedules.

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   01-20-11 23:09

Could you please include the flx files that are currently needed in the download page for people who don't have easy access to them?

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 Re: Android port via Java - continued discussion
Author: Dominus1 (---.dynamic.xdsl-line.inode.at)
Date:   01-20-11 23:42

While it would be best if Jeff would add them, I made a zip of those and put them in the snapshot space and updated the first post.
Jeff if you can and if it isnecessary, please update that zip (andrioddata.zip) with the correct files.

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 Re: Android port via Java - continued discussion
Author: Ed (192.246.84.---)
Date:   01-21-11 14:40

Tried out the new build with all sounds and musics and whatnot and all seems to be working. intro works with full earthquake dance and all that now. ran around for a while without any crashing too

pressing S on hardware keyboard works to pop up save screen, but cant seem to find a button for inventory. doubleclicking avatar works however (not sure if other keyboard shortcuts havent been added but figured id mention)

theres a couple odd bright green circles sitting on the ground in the opening scene. if these arent showing on the emulator I can try to get a screenshot for you.

other than that, seems pretty great. Is there a way to exit? I couldnt figure one out other than hitting back, but that leaves the app running in the background

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   01-21-11 18:20

Dom: Thanks. I'll take a look at it this weekend.

Ed: You're right, I haven't implemented many of the shortcuts yet, including 'I' for inventory. Those little green circles and red numbers are 'eggs', and I have them on by default now, but will change that soon. Alt-X should exit, though it doesn't prompt you first.

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 Re: Android port via Java - continued discussion
Author: Ed (192.246.84.---)
Date:   01-21-11 19:03

oh awesome, thanks for alt-x somehow that combo didnt occur to me

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 Re: Android port via Java - continued discussion
Author: Ed (192.246.84.---)
Date:   01-21-11 19:07

also, is there any way to start a new game? after my first play where i hit save it always starts up with that save

or i guess these sorta things will be handled by the menu wrapper situation eventually

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   01-21-11 19:12

You can should be able to delete the gamedat directory to start a new game.

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 Re: Android port via Java - continued discussion
Author: Ed (192.246.84.---)
Date:   01-21-11 19:59

oh dur haha

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   01-21-11 20:55

I wonder how a user can quit if his phone doesn't have a keyboard. I'm starting to think more and more that the side of the screen should be reserved for some buttons.

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 Re: Android port via Java - continued discussion
Author: Ed (192.246.84.---)
Date:   01-21-11 21:09

i think a small vertical bar of buttons on the left side (say 20px wide?) would be unobtrusive enough. whether the screen is squished or stretched would be incidental at that size

buttons for esc, i, s, c, k, t? tryin to think which would be most useful vs less used stuff like f/g/w

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   01-21-11 21:14

I also think that it is a good idea to have buttons common hot keys on the side. Maybe they can also be dragable.

data\pocketpc has a virtual keyboard that minimizes. That would probably be good for the Avatar name stuff. It seems too big for constant use on a lot of systems (206x83). keypad.shp seems to have some buttons that would be good for hotkeys.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   01-26-11 19:16

There's a new snapshot with buttons down the side, some of which do something (T, I, S, Q). These are regular Android buttons at present, but I think they'd look better with letters from one of the U7 fonts. Note that 'Q' exits without prompting.

I'm trying something new with targeting: You drag the mouse (or finger) around, and the object underneath gets highlighted. Then you release to activate or choose that object.

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 Re: Android port via Java - continued discussion
Author: Dominus1 (213.162.68.---)
Date:   01-26-11 19:35

Can you put up a new screenshot of this? I'd really like to see it ;)

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   01-27-11 02:51

Just added it to my Facebook album.

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 Re: Android port via Java - continued discussion
Author: Ed (---.hsd1.va.comcast.net)
Date:   01-27-11 15:34

works pretty good, i like em. is there a resource somewhere with the font somewhere in exult thats easily accessible, I could maybe whip up some 'themed' versions of the buttons

also discovered man it is hard to pick up a key in the game with fat fingers haha

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   01-27-11 18:26

I think you can use ExultStudio to export font shapes as .png files, and then we can use those images on the buttons.

Does the 'target' mode help for picking up small objects?
Guess I should work on 'zoom' fairly soon.

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 Re: Android port via Java - continued discussion
Author: Ed (---.hsd1.va.comcast.net)
Date:   01-27-11 18:30

most things its ok, even things as small as buckets or food etc

but keys are a PITA since theyre like...5 pixels

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   01-27-11 19:17

Okay, 'zoom' will be the next feature as soon as I'm done with the 'stats' display.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   01-30-11 02:42

ER... just realized the 'target' command does nothing for picking up an object. Any suggestions? Maybe a 'P' hotkey/button for picking up something and then giving it to someone? Or maybe 'T' should only select the object, and then you either double-click or drag it after it's been highlighted.

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 Re: Android port via Java - continued discussion
Author: Darren__ (67.204.198.---)
Date:   01-31-11 22:53

How about this?

Create a mode that allows the user to touch-screen select a box area. This opens up a more finger-friendly menu to choose among all objects within that box. Then you determine if you want to use it, or pick it up. Fingers just aren't pixel-perfect :(.

D.

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 Re: Android port via Java - continued discussion
Author: ShadowJack (---.fw.slo-misc.truelink.com)
Date:   02-02-11 18:13

I am interested in try the SDL port. I have several games, GemRB and ScummVM which use Pelya's SDL port, and they work surprisingly well.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   02-02-11 18:32

Darren: That sounds pretty good.

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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   02-02-11 22:08

@ShadowJack:
Discussion to port various games to pelyaSDL is currently on anddev.org
http://www.anddev.org/code-snippets-for-android-f33/sdl-port-for-android-sdk-ndk-1-6-t9218-495.html

I tried building the current exult on pelay's SDL, but there are some linker problems currently.

If you would like to help, maybe you'd like to pay a visit to the thread.

@the Rest:
I still favor a full blown Java port of Exult like discussed here, but an SDL port would be able to follow the main branch better. I think both solutions are worth exploring.

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 Re: Android port via Java - continued discussion
Author: KenC (---.sttlwa.fios.verizon.net)
Date:   02-03-11 05:34

@ShadowJack:

I've got a pelya port up and running, but the input needs a lot of tweaking to be usable. I haven't had much time to work on it though so I'll go ahead and get some patches posted on a new thread in case anyone else wants to experiment with it. I did get the music working - amazing what a difference it makes when you actually copy the ogg files over...

Ken

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 Re: Android port via Java - continued discussion
Author: Summ (---.informatik.uni-hamburg.de)
Date:   02-03-11 14:04

@KenC:

Could you please post your version of exult, or .diffs and build instructions? If its working, pelya can put it into the repository for pelyaSDL.

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 Re: Android port via Java - continued discussion
Author: Summ (---.informatik.uni-hamburg.de)
Date:   02-03-11 15:18

Sorry, I didn't notice you already posted it in a different thread.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   02-09-11 01:00

I've continued working on this; but I wonder if it's still relevant, given the speed at which the native port is happening.

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   02-09-11 01:15

It still needs a good interface. Two reasons you started this project probably still exist.

1: To learn Java
2: To relearn the Exult code base


I don't think the Android port should use some third party SDL. It would be nice to use SDL 1.3 instead so that other systems can use it. The main difference with 1.3 should be needing to redo video since their backwards compatibility with it sucks and Exult will not even initialize video without changes. 1.3 should have better hardware acceleration than 1.2 for most operating systems.

If you don't feel like working on the Java port anymore, maybe you can work on an SDL port to Android. SDL 1.3 might actually get a release this decade.


One thing that could be done to easily fix some interface issues is just to have a patch that increases the size of the items that are troublesome to manipulate. This would also mean having a special patch for the Keyring Mod. Since the Mod doesn't seem to be actively develop with new features, it shouldn't be hard to maintenance.

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   02-09-11 05:15

Actually, I don't really mind the third party SDL port. I Just would like to have 1.3 support. That opens up the doors for an iPhone version that may even be able to share touchscreen code. (Of course, I don't have an iPhone or Android phone.)

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 Re: Android port via Java - continued discussion
Author: KenC (---.sttlwa.fios.verizon.net)
Date:   02-09-11 07:06

@Malignant: I've successfully compiled exult against the official SDL 1.3 for android (the Google Summer of Code port), but never got close to displaying anything on the screen. The Pelya port includes both SDL 1.2 and 1.3, so I can give a try building against 1.3 at some point and see how it works, although your comments about backwards compatilibity and initializing video don't sound encouraging.

@DrCode: Whether development continues on the Java port or not, I should think the ideas and work on improving the interface for android devices could be carried over to the native port. I don't really consider the native port playable at this point because of input problems (at least not on my N1), and I don't know when I'm going to have time to do any work or testing to improve that situation (I started working on this port before my daughter was born, and my free time has mysteriously dwindled since then).

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 Re: Android port via Java - continued discussion
Author: Summ (---.adsl.alicedsl.de)
Date:   02-10-11 16:57

@KenC:
I think pelya has broken SDL1.3 again, but he is always fixing it again afterwards.

About the native port interface: Once you get used to it, its quite playable. I managed to play to Cove without greater problems. But there is work to be done, of course.

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 Re: Android port via Java - continued discussion
Author: TDI (---.versanet.de)
Date:   02-10-11 17:59

> I've continued working on this; but I wonder if it's still relevant, given the speed at which the native port is happening.

I hope you continue working on it. I was really looking forward, not necessarily to Exult on Android, but simply having Exult in Java.
I see many advantages to a Java Exult:

- Porting to new, future platform would be less of an issue with Java.
- Many new, younger developers will be more inclined to work with Java code than with C/C++ code.
- Java enjoys the best support for 3rd party tools, libraries, scripting/inter language support. Once it runs on the VM, you can extend it in almost any language you like.
- A Java Exult might give the project a new boost due to the huge Java community.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   02-11-11 18:52

Continuing work. The last major missing pieces are:
1. Combat
2. The starting menu screen.
3. The video at the start. (Wonder if we could just record the video, as it would be easy to play a standard video file.)

... and of course, lots of bugs, and interface issues involving the small touch-screen.

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 Re: Android port via Java - continued discussion
Author: Ed (192.246.84.---)
Date:   02-14-11 14:44

the intro video is already up here http://www.youtube.com/watch?v=JfqOZlNxbfI should be pretty simple to pull the video file out of it and convert it to whatever format it needs to be

no subtitles when the guardian talks tho

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   02-14-11 22:26

ripping the video and bundling it sounds like something the legal department wouldn't like...

Before doing that I'd rather leave the intro out. You want to play the game not watch the video :) (though, well, the endscene you might want to see)
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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   02-15-11 00:31

Yes, Dominus is right. But maybe we could provide the videos as separate downloads like we do for the sound-effects.

Or... I think Android can play a video straight from a URL, so we could link to them on Youtube.:-)

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   02-15-11 02:08

Can't you just rewrite the flic folder into Java and use the timings, etc. in the bggame and sigame files?

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   02-15-11 07:36

Size Patch

This patch increases the size of many shapes by either using an alternate frame or resizing the image and adjusting the outline. It should work with BG, SI, and the Keyring Mod. (I don't know if this Java port supports patching and mods yet.)

Things like increased gem size and venom look a bit off. Most shapes should look alright. Hidden keys are more visible but I can't really increase the size of the buckets or plants.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   02-16-11 04:14

Malignant: Rewriting the animation code in Java is probably what I'll do.

And patches are, in theory, supported, but I haven't tried yet and might have skipped over some of the code. As it gets more complete, I go back and fill in the gaps.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   02-24-11 19:23

I've gotten pretty far, to the point where I have a combat question:

In Exult, it seems like an NPC or the Avatar will stop attacking an enemy when that enemy falls asleep (because his HPs go too low). Is this how the original worked, and does it make sense?

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 Re: Android port via Java - continued discussion
Author: Ed (192.246.84.---)
Date:   02-24-11 20:40

i seem to remember that being the case, cuz i specifically remember having to doubleclick the downed enemies for a coup de grace

man thats thinkin way back tho...

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   02-24-11 21:30

You probably want to make get_effective_alignment work properly for party members who are neutral alignment since the Avatar starts out that way in SI. I think the cheat to add party members doesn't change the alignment to friendly either. Since Exult doesn't do this at the moment, it makes Combat_schedule::find_opponents unnecessarily complicated and likely screws up in some places like the patrol schedule.

I'm thinking something like the following for the beginning of get_effective_alignment (for C++ Exult).
	int real_alignment = alignment;
	bool avatar = (this == gwin->get_main_actor());
	if (is_in_party() || avatar)
		real_alignment = friendly;
	if (!(flags&(1<<Obj_flags::charmed)) || avatar)
		return real_alignment;
	else switch(real_alignment)


Edit: It also needs some code to make sure the Avatar's alignment still returns as friendly when charmed since that is how the original game did it. I added it to my previous code.

You'd probably want it like this because you don't have the charmed difficulty option.

	if (this == gwin->get_main_actor())
		return friendly;
	int real_alignment = alignment;
	if (is_in_party())
		real_alignment = friendly;
	if (!(flags&(1<<Obj_flags::charmed)))
		return real_alignment;
	else switch(real_alignment)

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 Re: Android port via Java - continued discussion
Author: TheOtherAlex (---.pools.arcor-ip.net)
Date:   02-24-11 21:31

Yep, that's the way it used to be. Simply run U7 in DOSBox for comparison. Makes sense, too, forcing the player to murder a helpless enemy - the Avatar wouldn't do something like that, would he? ;)

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   02-24-11 21:38

Exult currently kills them if all opponents are unconscious which is something I broke when I fixed enemies not killing party members if they were disabled.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   02-24-11 23:30

Okay, I think I see now. Since I haven't done a sync in a long time, what I'm seeing is that if the party members are all asleep, the attackers ignore you and them, and there's nothing to do until you wake up. Sounds like you fixed that.

Another possible bug: The dragon's breath weapon has a 'ready' spot of 1, and this means that Exult's 'ready_best_weapon' routine doesn't identify it as usable. So the only time dragons actually use it, I think, is when it happens to get added to the right spot by chance during the creation of the monster. Perhaps non-human 'monsters' should be able to use a weapon from any spot, but I don't know if that would break anything. For example, are orc's given the 'human' shape class?

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   02-24-11 23:37

Whoops, nevermind! I see you already fixed that.:-)

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   02-24-11 23:38

I added a fix for the dragons and some other spells a short while ago but just added the extra slots needed. (SI uses different slots than BG for these) I also made a tweak to better check shield equipping. They were done in revisions 6823 through 6825.




Quote:

Okay, I think I see now. Since I haven't done a sync in a long time, what I'm seeing is that if the party members are all asleep, the attackers ignore you and them, and there's nothing to do until you wake up. Sounds like you fixed that.


Yes, but I forgot to exclude party members from attacking asleep npcs. (or it only applied to non-party members in the first place. I haven't checked the code.)

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   02-24-11 23:42

There's also a problem with combat at a short distance (distance of 1 or 0?) that was likely broken by the not having large npcs (like dragons) hit themselves fix.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   02-25-11 01:36

Blech! Can't seem to connect to web.sourceforge.net to upload anymore:

Add correct host key in /home/jeff/.ssh/known_hosts to get rid of this message.
Offending key in /home/jeff/.ssh/known_hosts:12
RSA host key for web.sourceforge.net has changed and you have requested strict checking.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   02-25-11 01:43

Okay, figured it out. Computers sure are a PITA.

There's a new version out there with lots of features (and probably lots more bugs).

I still need to find a way to enable easier moving and targeting of small objects.

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   02-25-11 17:47

I decided to force base party alignment to friendly and fixed the regression that caused party members to attack unconscious npcs.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   03-08-11 05:54

Hey, I just got a real Android phone, and I now realize that the UI needs a LOT of rework. First, those buttons down the left side looked fine in the emulator, but they're way too small for my fingers on the phone. I'll have to replace them with bigger and fewer buttons.

Then the target mode is almost useless because the cursor is under your finger where you can't see it. I think the cursor should be a few mm. to the left and above where you're touching, so you can see what's being highlighted. Then, the 'target' should just select and highlight the object, so you can have the choice of clicking it to activate, or dragging it to put it somewhere. But that should also display a little offset from where your finger is so you can see what's going on.

I'm still thinking about this and probably won't be able to work on it for a few days. Most of the other functionality is done, other than the opening screen and the videos. But there are loads of features I haven't tested at all yet, which is why I haven't put out a new snapshot.

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   03-08-11 15:32

He he, a real device certainly seems to put it all into the right perspective again :)
Happy working on it and if you can you should post another screenshot with targeting and/or the buttons and such...

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   03-08-11 16:28

Button size should be variable due to differing finger size, display size, and resolution capabilities.

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   03-08-11 17:12

*rant*
it would be nice if we could add all the buttons and their function in trunk so we can have a more unified gui on all the different platforms. Right now every console/phone port does its own.OTOH there are always special needs for each platform...
*rant*

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We do not support Piracy/Abandonware/Warez!

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   03-09-11 08:38

Yea, this is tricky. My phone (LG Optimus V) doesn't even have a keyboard. I see that all the apps bring up a virtual kbd when you start to type in a text field, but I haven't seen how to do that yet for our file save/restore box.

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   03-09-11 19:35

The other Android port has asked to be added to Exult trunk. Taking a look at their code might help you with ideas. Maybe you could try collaborating a bit now that your own port has gotten pretty far.


Edit:
Quote:

Maybe you could try collaborating a bit now that your own port has gotten pretty far.


This quote pertains mainly to interface.

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   06-12-11 00:16

Dr. Code seems to have found time to work on this a bit lately. (2 commits this week)

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   06-13-11 20:12

Yep! I'm working mostly on user-interface issues, now that I have a real phone and can see how difficult it is to play on a small touch-screen. I've implemented 'zoom' via a menu button, though I'm struggling with crashes. Next is to have 'pinch-to-zoom'.

It also looks like I'm going to need to write a completely new 'save/restore' screen as a native Android dialog for those of us without real keyboards.

The target ('T') command has changed: It now shows a cursor, and you don't have to put your finger on it to drag (which made it hard to see what you were dragging it onto). When the cursor is over an object, it gets highlighted in red, and releasing your finger is like double-clicking it. I think we need something similar for picking up and dropping objects. Another change is that in conversations, you can drag with your finger, and each choice gets highlighted when you move over it; then releasing will select that choice.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   06-26-11 00:40

I've just implemented zooming and panning using two-finger gestures. You can pinch-to-zoom, or move two fingers around to pan the zoomed window. The '+' button on the side will cycle through 4 zoom levels.

I've realized what a pain it is to play on a tiny touch-screen without a keyboard!

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 Re: Android port via Java - continued discussion
Author: Guesto (---.csbnet.se)
Date:   06-26-11 17:45

Keep it up

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   07-10-11 02:09

Okay.:-) Just replaced the 'save/restore' screen with an Android native form which works with virtual-keyboard phones.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   07-18-11 21:11

Not sure how much interest is in this, but I've been working a lot on the interface, and this is how it's turning out:

1. To move the Avatar, you drag your finger in the direction you want to travel. A green arrow pointing the direction and speed will appear between the Avatar and your finger.

2. Targeting: Hit the 'T' button on the side, or do a 'long press' anywhere on the screen, and a cursor will appear in the middle of the screen. To move the cursor, drag anywhere, and the 'mouse' will move relative to your finger. When the cursor is over an object, it will be highlighted in red; and if you lift your finger, its name will be displayed. To activate the selected object, tap once anywhere on the screen. Or you can continue positioning by moving your finger.

3. Dragging (an object): You can still drag an object like on a PC, but it's hard to do because everything's so small. The new, alternate, way is to start out with 'targeting' as above. But once you've selected the object, do a 'long press' to start dragging it. The cursor will change to a hand, and will move relative to your finger. When it's over another object, that object will get a green outline. Release your finger to drop it there.

I still need to test and tune all this. I'm finding that the touch screen is fairly fussy, in that I'll think I'm just tapping it, but a motion event of several pixels will be posted, causing behaviour that I wasn't expecting.

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 Re: Android port via Java - continued discussion
Author: KenC (---.evrt.wa.frontiernet.net)
Date:   07-19-11 04:21

That's sounding much easier to use than the setup in the native port. I know other folks have had some luck playing it, but I still find it cumbersome and don't know that I'll have the time to improve on it. Sounds like your changes will make it much more enjoyable!

Ken

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 Re: Android port via Java - continued discussion
Author: DrCode (---.hsd1.or.comcast.net)
Date:   07-19-11 07:12

Thanks! There's probably no intrinsic reason that the native port couldn't work the same way; and it would take about the same amount of work. I'm still not sure if this new interface is decent or not, and I plan on spending some time soon playing the game to get a better feeling for it.

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   07-19-11 10:02

You need to film it and put the video on youtube ;)

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 Re: Android port via Java - continued discussion
Author: bogatyr (---.sub-166-249-96.myvzw.com)
Date:   08-30-11 17:38

Where can we find the latest release? The only ones i see are months old.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   09-09-11 21:04

I don't think we've ever done a release of this. For now, you probably need to set up a development environment to try it out.

And you might want to wait 'til I've done a bit more debugging. I tried it out when I was on vacation last week; and while I think the interface is starting to feel fairly good, there were too many crashes for it to be playable.

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 Re: Android port via Java - continued discussion
Author: bogatyr (---.sub-166-249-96.myvzw.com)
Date:   09-10-11 00:35

Give us a release and we can report bugs for ya :-)

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   09-10-11 02:59

Maybe just another snapshot would suffice for now ;)

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 Re: Android port via Java - continued discussion
Author: bogatyr (---.z180-91-67.customer.algx.net)
Date:   09-16-11 14:46

Yes, I meant snapshot. Can we get a new snapshot? I would really like to try this on my Lenovo ThinkPad Tablet and report back any issues.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   09-16-11 17:33

Ok, I think it's just the ExultAndroid.apk that contains everything, though the users will have to set up the data directory (which means I should document it).

It's been years since I released anything.:-) Where do you think it should go in our downloads area? I didn't notice a 'snapshots'.

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   09-16-11 18:20

huh? Dr.Code, you have uploaded an apk before to our snapshots download page. Snapshots should just go there and not be released via the Sourceforge Project page.

If you have anything to further document I can write that into the Docs if you want. Best would be if you update the http://exult.sourceforge.net/snapshots/androiddata.zip with the data files as well.

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   09-16-11 21:25

Whoops!:-) You're right, I did! I'll look into this in the next week, because I'd like to fix at least a couple of the really bad bugs first.

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   09-16-11 21:29

In the readme of our web repository is a how-to access the shell ;)

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 Re: Android port via Java - continued discussion
Author: donrisotto (120.18.16.---)
Date:   12-11-11 23:54

Any chance of an updated snapshot coming soon? The old version is cool and everything but it's not very usable

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   07-24-12 17:12

The port had been updated several times this month. (no snapshot update though)

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   07-24-12 18:53

I wonder how to build that, maybe I could do it on OS X and make the snapshot available...

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   07-26-12 23:56

I'm trying to ease back into working on it, and still fiddling with the touch-screen interface.

I don't know any way to make a release without setting up the whole Eclipse/Android environment and checking out the source into it. But then you get the exult.apk created automatically. Trouble is, you still have to manually install a bunch of data files on your sdcard, and you pretty much have to read the source to see where to put them. Since we can't distribute those files ourselves, I'd eventually like to have Exult provide detailed information about what's missing and where it should go (as opposed to crashing like it probably does now).

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 Re: Android port via Java - continued discussion
Author: DrCode (---.mentorg.com)
Date:   07-26-12 23:59

OT, but a funny thing happens if you install the U7 sound files on your phone for this or the native port.

If, in the Music Player, you tell it to 'shuffle all', it will include those in the shuffle. So you could be driving, hearing your favorite songs, when all of a sudden: "THAT is not the proper direction, Avatar!"

It was really distracting the first time it happened to me.

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 Re: Android port via Java - continued discussion
Author: Dominus 
Date:   07-27-12 04:59

He he

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 Re: Android port via Java - continued discussion
Author: TDI (---.versanet.de)
Date:   07-30-12 22:29

> "THAT is not the proper direction, Avatar!"

:D

I would probably have suffered a nervous breakdown at that point.

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 Re: Android port via Java - continued discussion
Author: postulio (---.nyc.gov)
Date:   08-08-13 18:27

Was wondering if there is any progress on this, or will there be. I have never played U7 but always wanted to. An on the go Android version would be perfect way for me to try it out (sadly I don't currently have a way to play at home).

Anything you need help with outside of coding?

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 Re: Android port via Java - continued discussion
Author: Malignant Manor 
Date:   08-25-13 18:38

There was another port that used SDL 1.3 and SDL 2. Here's a link to the thread. It is outdated but probably more complete than the Java port.

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