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[OpenBor] Android Update Version?

  • Thread starter Thread starter stin
  • Start date Start date
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stin

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Hello to all. :)

I would like to ask for a new update for the Android platform.

In the release notes, I read only supports for Windows / Linux / Wii but not for Android (Last Build 4055).

(i have on board the 38.05 Build version, at the moment)

Thx :)
 
There are some mods that cannot be played or stucked in the android platform. I tried jennifer but it is stucked at stage 2 of chapter 1 and bareknucklez cannot be loaded. Is the later version backward compatible?
 
Stucked means i cannot advance to the next stage after killing all the enemies. Usually after killing all the enemies, it will end that stage.
 
ah, this happens after a certain version (I can't remember which one). If you download my PDC game, it works fine, but if you put it on newer versions, some enemies got stuck on the limit of the screen. You need to change the spawn values of the enemies.
 
I examine the level text for jennifer pak and realized there is a spawn for end level that looks redundant. Remove it, repacked the pak and now able to advance to next stage. Thanks for the tip!
 
HI,
I just tried OpenBOR for Android build 3979 playing KDEQ with gamepad (using Sixaxis Controller and Sony DualShock3). In Option menu of KDEQ, the Gamepad option is enabled.
The prolbem is that only direction butons and Square button are working. I also tried to change button mapping of Player1, but failed.
Any idea how to deal with the problem?
Thanx.
 
Hi,
I just built OpenBOR for Android based on original build 4074 source code. Nothing in the source code is altered. I don't know if there is anything different from the previous build 3979.
Here is the apk for Android. I have tried it on my device . At least playing KDEQ is ok.
Here is the link:
http://www.multiupload.nl/6OMJ14DRVP

I made it because I want to try if I can make native gamepad fully working (not by emulating keyboard). If I can make it, I will keep you posted.
 
Nice. I made it. Here is the modified apk. It is intended for people using DualShock3 with Sixaxis Controller native gamepad option enabled.
The button mapping is hardcoded. No re-mapping is allowed.
Button SELECT mapped to ESCAPE (ESC on touch screen)
Button START mapped to ENTER (START on touch screen)
Button SQUARE mapped to Slash
Button CROSS mapped to Jump
Button CIRCLE mapped to Guard
Button TRIANGLE mapped to Release

Here is the apk:
http://www.multiupload.nl/BFFH7QHKK9

As you can see, I only altered mapping of 6 buttons. I don't know if other buttons are needed. If you know, please tell me.
 
bWWd said:
Nice , does it work for 2 or 4 players ?

By reading the source code, I guess not. Besides, can Android device support two gamepads?
 
n64 emulators support 2 , ive seen some vids .Not sure if 4 are possible but why not, its just another device in system.
 
On OpenBOR's part, it's not hard to add more key mappings to the source code as long as Android device can support more gamepads.
 
It is possible to play as player 2 using gamepad and player 1 using touchscreen ? Just a matter to mapping gamepad to player2 controls ?
 
Has anyone tried to run it on Ouya yet? If not I can try it on mine.

We should publish a version for the Discover store. Would attract tons of new users that way~
 
@NickP: I posted in a different thread, but I've submitted to the OUYA market with a build of 4074 that maps all the ouya controllers to keys.

@borbordave: I played Jennifer on my Ouya build to level 4, I think? At the end of level 2, I walked back to the beginning of the map and exited that way. I thought that was just how the PAK was designed...

@bWWd: The He-man pak runs well on the OUYA.

@ericavd101: How did you get controller support working? It looks to me like utunnels is using a custom build of libSDL2 that targets API 10, so no joystick support. Did you re-build it?
 
Mycohl said:
@ericavd101: How did you get controller support working? It looks to me like utunnels is using a custom build of libSDL2 that targets API 10, so no joystick support. Did you re-build it?

I modified 6 lines of Java source code and rebuilt the apk.

Besides, I have Sixaxis Controller as an interface between DS3 and Android device. I think Sixaxis Controller makes the mapping jobs simpler. It should be different for Ouya.
 
ericavd101 said:
I modified 6 lines of Java source code and rebuilt the apk.

Besides, I have Sixaxis Controller as an interface between DS3 and Android device. I think Sixaxis Controller makes the mapping jobs simpler. It should be different for Ouya.

When I have more free time available, I will try to duplicate utunnels' build of libSDL2, but target API 16 (which is what the ODK recommends). When I tried to build a vanilla android version of it, there were a bunch of missing/undefined JNI references. Trying to call any of the SDL joystick stuff with the current libSDL2 causes it to crash. Maybe I'm just doing it wrong.

Anyway, once we get SDL joystick support on android (minimum API 12, according to the source), the goofy map-buttons-to-keys thing can be done away with.
 
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