OpenBOR for Android [APK]

Plombo has spent a lot of time doing some code changes for Android while I was gone for a week and did he work it out. He eventually compiled the necessary components to add WebM support and, by working together with him, I'm happy to announce that it works! Now you can have WebM videos for Android. I'm going to put the compiled APK over at release notes.
 
Good news!
OpenBoR works well on Android 5.0.2 !
But I found a bug, the function strwidth() doesn't work on 5.0.2(always returns 0)...
 
Just reading some older posts.  Agree that the .PAK selector should be TOTALLY removed and command lines added instead so they can be used in frontends.

For the record when OpenBOR was first started I was dead against adding any such menu system.  I tried to convince kirby2000 not to add it, but he would rather please the masses instead of making good decisions and keeping documentation.  ::)
 
Agree that the .PAK selector should be TOTALLY removed and command lines added instead so they can be used in frontends.

So does this mean, if modders want OpenBoR as pak selector, they must add extra lines to OpenBoR?
 
It's up to the dev's, but I don't see a problem with having to do that. 

But it could work as it does now by default.  But allow you could use command lines like

openbor.exe -pak mymod.pak

or similar to load mods directly and skip the menu.

There are other things thou that could be added for command lines making openbor/chronocrash more versatile.

For example

- load alternate VIDEO.TXT - or directly add video.txt settings to command line.

Want alternate video modes or alternate game soundtracks available?  add-ons for existing modules? completely different game modes?

Then you'd just need batch files with the right flags.  The engine already supports alternate paths.

Code:
############################ Scenes ###############################
#
# Syntax: scenes [path]
#
# [path]:   data/8_char_limit_and_must_end_with_Slash/
#
# Supported Scenes: gameover.txt, logo.txt, intro.txt, howto.txt
#
###################################################################

#scenes data/scenes2/

########################## Backgrounds ############################
#
# Syntax: backgrounds [path]
#
# [path]:   data/8_char_limit_and_must_end_with_Slash/ 
#
# Supported Backgrounds: title, titleb, logo, select, unlockbg, hiscore
#
###################################################################

#backgrounds data/bgs2/

########################## Level Order ############################
#
# Syntax: levels [filename]
#
# [filename]:   levels2.txt 
#
# Usage: File to load up levelorder instead of default levels.txt
#
###################################################################

#levels   levels2.txt

########################## Model List #############################
#
# Syntax: models [filename]
#
# [filename]:   models2.txt 
#
# Usage: File to load up model list instead of default models.txt
#
###################################################################

#models   models2.txt

so to load the alternate settings, something like

openbor.exe -pak mymod.pak -video VIDEO2.TXT

Let's say I released a 'Streets of Rage' mod that had a choice of ORIGINAL or REMIXED soundtrack.  You could use the remixed soundtrack by loading another setting file.

Or it could be as simple as having different themes for the same module.

Making a POKEMON Game? Maybe you want the user to have a choice of three themes.  RED, WHITE and BLUE for example. ;)

This is just one suggestion, there's a lot of things that could be possible.
 
Bloodbane said:
So does this mean, if modders want OpenBoR as pak selector, they must add extra lines to OpenBoR?

It could be done like this:

Code:
openbor.exe -menu

Or when openbor is opened, the pak selector is shown, just like in MAME where by default would show a rom menu.

It is only when you specify a pak via command line that OpenBOR would bypass the menu and goes directly to the game specified by the command line.

This could be useful on frontends and stuff like Hyperspin where you can specify what OpenBOR runs. It's niche, but it could also be useful as well (different configuration, set default resolutions and bypass default graphic system [SDL or OpenGL])

This is a nice idea though, but I don't know if the big guys would like it, might not be now, might be on ChronoCrash, which I suggested it to be there instead.
 
BeasTie said:
For the record when OpenBOR was first started I was dead against adding any such menu system.  I tried to convince kirby2000 not to add it, but he would rather please the masses instead of making good decisions and keeping documentation.  ::)

Not sure that's what happened. I don't think I even added that feature. I wouldn't have known how to read the filesystem of the Dreamcast. As for documentation, I commented all my changes, but I turned over the project to Lord Ball and CGRemakes before it got complex enough that it needed documenting.
 
AFAIK, a lot has happened since you turned over the code and some of them hadn't been nice enough to document their code as well. Now, we did a Documentation project just for the purpose of checking out script functions and features that were obscure and undocumented.

@BeasTie, not that documentation is bad or anything. In fact, as I recalled, that's a big issue now at OpenBOR in fact, the lack of documentation.
 
... Nevermind, sorry for double posting, but apparently I found a solution in the libSDL forums which I'll try to see if it does work.

He said that after he comment out code for the Android side of the library, his app worked. App being using SDL 2D and not GLES (which apparently could be the same for OpenBOR).

I'll check and see if it still works on my devices. @nsw25, expect a PM from me by probably later tonight (PH time)
 
What is that version of Android according to it's 'About phone' in settings?

I've gotten to use that fix I just mentioend, but apparently it couldn't install on my machine, as it was the first time I just compiled an Android  build for a long time. I'll check out a new one testing it first on Bluestacks.
 
Unfortunately tests builds for nsw's 5.1.1 Samsung Galaxy S6 phone failed. He did say that they do work once you exited to the menu and switched it back, but it's cumbersome for people who are impatient and want to play their games on the fly.

This could be some problem with either the Samsung phone or the Android OS itself. I need some people to test the current available build and check it out on phones with 5.1.1 in them so that we could narrow out if the problem is in just one brand or the OS itself. Community participation is really appreciated on this so that we could assure if this really works on the 5.1.1 or not.

Responses should be posted in this thread. Let's keep our forum clean.

Thanks guys in advance.
 
I’ve tested the latest Android build and it works like a charm!! Thank you very much !!
I found I can only find SDL backend in video option and I remember it was OpenGL before...And it also supports filters now!! Great!
And I have a question... is the fps improved? That's what I care most...
 
SimonSmith said:

Was that this link I posted above your post? If so, you're just using the most current compiled build. If not, tell me what link you're using.

Plus filters have always been supported in any build. Plombo might probably be the one who fixed the video render so that it uses SDL instead of OpenGL, although it uses GLES for displaying stuff.

aand ...

CRxTRDude said:
... Remember that the engine is not that optimized on Android, just ported and therefore framerate is dependent on the hardware capabilities.

Not everyone could have the smooth framerates and all that jazz. Some would be slow, some would be slideshow, especially with the demands of the level, number of entities and etcetera, plus the available ram allotted for the device.
 
SimonSmith said:

Again, depending on the hardware. I haven't really tried it, but filters along with OpenBOR use CPU (correct me if I'm wrong Plombo/DC) and the same RAM I think, so fps might be impacted.
 
Hello.

I am new to the Openbor scene. I see that there is an android port. Is there any chance to play these mods on an FireTV with gamepad?
I couldnt find something in this forum.
 
sylvio2000 said:

Well, welcome to the forums. I can't say actually, you could test it out yourself.

I checked the specs of Fire TV, it uses a modified Android 5. There had been some issues with Android 5 now on our build actually, with a recent case of the latest Samsung Galaxy having some problems with it. Just try it out, maybe it might work on Fire TV. If it does, give us a shout out here.

You also need to note that the gamepad needs to be enabled first. If it works out of the box, then you're lucky.
 
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