OpenBOR for Android [APK]

What I mean there was for rafhot when he said to have different build releases for different paks. I didn't meant that I will really attempt to do just that.

For one thing, I'm against backwards compatibility, it's what made M$ Windows slow in the first place (they now even do the trend of trying to stop backwards compatibility on Win8 in fact). Secondly, my edits are aesthetics. I would love to do more coding, but I'm no expert programmer, I can only do adjustments and stuff, like the external sd support for example. I'm totally available for testing support, especially building them on android, since now I know how it works.

I know that you now used the system time now for randomization, I'll want to place that on the neo pack. Does the steamer support randomization? (like different heights of steam?)

Speaking on the external SD card example, it's very much a subjectable debate, especially on the fact that it's not that documented in Android's API.

Finally what do you guys think of the new menu image so far?
 
Oh no worries, I wasn't speaking toward you, just in general when I saw that (multiple versions support) brought up. I was actually supporting you.

I have never tried any of the Android ports at all, but I'll do so when I can and get you some feedback.

DC
 
Thanks man. I'm trying to look forward to go test the new builds in the long run and maybe give feedback. I've actually emailed uTunnels via his hotmail, but I'm not sure if he replies to that.

Update about the menus, apparently one guy from StackOverflow actually made source to the PNG to C header converter, the aim actually for the original PNG was to reduce the size of the header and overall the program, though no difference was made in size, probably the performance might be affected.

And rafhot, sorry bout that, I'm actually investigating Environment2, it might lead to the answer to the external SD drive problem, but I'm going to need extra time though, the code is in German.
 
Something that could be cool is to be able to map external joysticks to OpenBOR Android version. Some devices has physical controls and they are way better to play.
 
Actually, SDL already have joystick support on hand, so it might not be that hard, but again, it needs effort to link it to the JNI for Android (i think, I'm not sure about that statement actually).

There are joysticks that use Bluetooth and they link easily to android phones and stuff, but I don't know if SDL can accept them as such. Heck I even saw this, although it works on Android 3+ phones only, so it doesn't work on my situation.
 
Its not a bluetooth joystick, its psysical ones. I am talking about this baby which will be mine soon
S7800_01.jpg

http://www.jxd.hk/products.asp?id=639&selectclassid=009006
 
I actually wanted that!  ;D I mean, playing your game into these things?! This is like a more better PSP (especially adding PPSSPP to that, and you really do have a PSP now)! Plus Rockchip on the processor, a lot of guys at XDADev are actually doing root for that, so support is plentiful. I assume also that JXD might have their own support too, but that's another story.

Man, here in PH, there's a lot of that here and I wanted to buy one, but it's the cost that I was worried about.

Anyway, I did see that uTunnels actually said something about binding stuff, it was in his post for the android port (it was something about conflicts in buttons):

utunnels said:
You need to disable joysticks in the control setting menu (first line) for now.

The annoying "p1 axis 3+" is from android accelerometer, which is recognized as a joystick. I will try to disable it in the future.

SDL does recognize the phone's internal stuff, probably your device might work with the joystick and buttons and all, but it might be off for the accelerometer and G-sensor (which it also has as well).
 
Posted a screenshot at the first post I just don't know how you guys use an attachment photo into an image for posting ...

Nevermind, used imgur like the rest of us.
 
my android device is an ouya with bluetooth controllers and all players p1 p2 p3 and p4 controls the player 1
and im using a custom android build for ouya published here in the forum too
 
jxd 7800b is i think already year old, ram doesnt make that much difference, its really about cpu/gpu speed and build quality, jxd have verey high rate of bad units.
Im following yinlips and jxd handhelds since 2010 and i considered 7800 awhile ago, but i read some horror stories so i gave up completely on jxd, my gpd is really great, some psp games work nice, it depends, i had only one problem with weak DPAD design, i was playing fighting games and did a lot of super combos, it broke my dpad, i already fixed it but its design is really bad.I advise to open console and add some epoxy to DPAD to make it stronger, if you dont do this it will break like mine so its quite serious problem, if you wont or cant open it then dont buy it cause DPAD will break for 100%.
http://boards.dingoonity.org/gpd-devices/gpd-q88s-dpad-broke-off-terribly-designed/
Other than that it works nice i dont regret it at all and it was only 90$ for quad core, hdmi works great no lags, i think jxd lags with hdmi.Currently GPD Q88+ is out of stock, its possible that they wont release next batch, so its more like collectors item but even in this case i would be against buying jxd device unless they prove they can build something solid, they had many chances to fix all the problems but they still do the same mistakes.Cant even charge with usb.
Whats nice about these handhelds is that you can attach usb devices like mouse ,keyboard and multiple gamepads with usb splitter so its like portable computer or emulator machine, with hdmi out you can connect it to tv and play n64 games using 4 gamepads while charging it.
if GPD would make dpads thicker then it would be much better, now you have to do the epoxy thing and make dpad last longer, not really and option to play as it is , it will break, matter of time.
 
Yeah, I'm actually doubtful about the quality since most of them are OEMs from China or Taiwan, some of them don't work as they are planned. Despite that, I just want one because they looked like a PSP, that's just it, novelty. In the long run though, I'll just stick to a good Android phone.

Anyway, sidetracking a bit, I actually investigated uTunnels' Java code, SDLActivity.java, and found that he did actually use Environment.getExternalStorageDirectory(), which apparently should detect any SD card. It's dubious, because this usually gives the wrong external SD card. Apparently, and nicely, OpenBOR only makes its stuff on /mnt/sdcard/, which is a safe place to place the files, since usually external drives can be unmounted to android and usually breaks off the app.

It's actually good to investigate this further, because it's potentiality can be good, especially that you can place your paks in the SD card instead of its internal drive.
 
Well you can swap external and internal SD cards within android on my GPD so i have a lot of space.I think file browser in pak selector would be better.
 
bWWd said:
Well you can swap external and internal SD cards within android on my GPD so i have a lot of space.I think file browser in pak selector would be better.

I was thinking about that actually, adding a little menu when you press the menu button on the phone, then you could make setting for the folder of choice for your game paks and if possible, set up touch.txt defaults, (aside from the obligatory about screen). I was thinking of starting from scratch though, mastering Android  first through a hello world project with option menus or something, then using the main build afterwards. Since there are a lot of tutorials in the net for that, this might be promising.

O Ilusionista said:
ah, something I forgot to say: Android port doesn't accepts the .SPK files (protected .PAK files). The files doesn't even appears on the mod list. You can download one here http://www.chronocrash.com/forum/index.php?topic=225.msg23309#msg23309

If it works in the main builds it can possibly work on the android build too (remember SDL?)

But just to be safe, what's the specs of SPK?
 
Not sure if I have them any more.

SPK was a controversial feature cooked up by SX before he retired from the scene. All it amounts to is encoding paks so you can't explode them, but they can still be played. The idea was to make it easier to sell modules or protect original resources. As you can imagine, there was quite a bit of discussion on that. Many of us thought it rather hypocritical.

In order for it to actually work, the source couldn't be made public (otherwise anyone could just look it up and crack the paks). So to make a build that could play SPKs, a dev has to manually insert the libraries himself and then compile. Only SX and I had copies, and only we could lock or unpack modules.

It was never a big thing because there is currently only one module locked (Golden Axe Myth) and no one but myself can lock files in the future. I'll still look up and see what I can do of course.

DC

PS: Before anyone asks, we had/have a standing rule on locking modules: The module must be made up of absolutely 100% originally created resources. That hard line helped us avoid the hypocrisy issue and kept subjectivity out of the picture.
 
It was never a big thing because there is currently only one module locked (Golden Axe Myth)
No, there are other mod locked too, a Streets of Rage module by Volcanic and other guy. The game is in chinese.

 
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