OpenBOR for Android [APK]

What mod would you suggest testing it out? I'm going to use that and test it on my android phone. I'll tell you the results here.

Cross that, I meant that in games without any randomization scripts in them, they work fine. I incorporated most of my edits (keeps the screen on, menus are different, new style button menu and logo) and DC's code works, no hitches there.

How did you do that random sound thing where there is one in a hundred chance that the player would use a certain audio file? I might be able to replicate something, a mini level with something like that.
 
Is this heavily compressed or is that small enough? The thing is just 26 MB! That's nice, you used OGG in this, right?
 
CRxTRDude said:
Is this heavily compressed or is that small enough? The thing is just 26 MB! That's nice, you used OGG in this, right?

Thanks. I Use this: borpak.exe -d DATA -b Avengers.pak

BTW, he only says slingshot in the arrow shot move.
So its wrong. But try it at windows, it works fine
 
O Ilusionista said:
BTW, he only says slingshot in the arrow shot move.
So its wrong. But try it at windows, it works fine

Actually, what I tried was both 4083 and your exe that comes with the game in windows. Are there any attacks that use random aside from Hawkeye that is easier to do (he had various settings when pressed D, D, A and I don't know if either of them do random sayings)
 
I got it now with Thor's avenger power. Will now test on 4083

4083 works. Thor says 'Farewell' as well as 'Away with you' on Windows, will now proceed to Android.
 
Guess what Illusionista ...




IT WORKS!  ;D The 4083 build appropriately made the Farewell statement one in every 30% of the time that I made the special! Apparently DC's change works.
 
but that is my fear: the problem is on my code. Try Hawkeye and keep using D F A, until you hear two different voices. Because Thor's code is different than Hawkeye.
 
ops, I forgot: Hawkeye will works, because its not the code I am talking about.
Its on his freespecial:
Code:
	@script
	if(frame==0)
	{
	       int SFX1 = loadsample("data/chars/hawkeye/shoot.wav");
	       int SFX2 = loadsample("data/chars/hawkeye/arrow2.wav");
	       void vSelf = getlocalvar("self");
      	       int r = rand()%30;
      	       if(r > 0){
               playsample(SFX1, 0, 120, 120, 100, 0);
    			 }
    			 if(r < 0){
               playsample(SFX2, 0, 120, 120, 100, 0);
    			 }
        }
	@end_script

The code that has problem is this:

Code:
void randSound0(char s1,char s2)
{
   int r = rand()%100;
   char sound;
   if (r<=0)
   {
      sound=s1;
   }else{
      sound=s2;
   }
   playSound("data/"+sound);

maybe is because we are using rand()%100 ? Correct me if I am wrong, but this means 201 chances in 100, no?
 
Hey guys! Here's my new build for OpenBOR4083:

1.2 - Mediafire

I got a fix there where I placed a little code just to disable the accelerometer for being detected as a Joystick and updated SDL includes to SDL2 which utunnels didn't update (but his '.so' file is already SDL2, I don't know what version it is though). The new includes has the flag which can disable accelerometer detection (link to SDL's wiki).

Hope it does work especially for people with game pads. I got something to ask for you guys with such though, please place your logs here so that I can investigate, since the build still detects the accelerometer as a joystick but my log in my phone, it didn't place the accelerometer as a joystick.

If the fix does not work, the log should reflect such (this is after the loaded models):
Code:
...

Input init...................   
1 joystick(s) found!
Android accelerometer - 3 axes, 0 buttons, 0 hat(s)
Done!

...
 
Knew this problem was too good to be true! The problem was the SDL2 that utunnels implemented is out of date, he used SDL2 2.0.0, so the flag that can disable detection of accelerometer as a joystick is still 2 revisions away.

The problem now is how he implemented the code and how the game is implemented. Apparently, since the code is a mess yet, it needs more work to revise the code and update the SDL2 to 2.0.3. which has heck a lot of problem.

I tried using piggybacking the 2.0.3 to the code, which compiled but alas doesn't work, it turns black and doesn't open.

The only option is complete rewrite which is more time taken, so unless there's someone else who know programming better than I do and has more time and patience to burn, I'm going to be at least keep distance on accelerometer just yet and just finish my other projects in the meantime.
 
Okay problems aside:

UPDATED 1.2 - Mediafire

I did a hardcoded edit to SDLSurface where the function 'enableSensor' is in. When I placed it, enabled gamepad, moved it around and what do you know, the hardcoding worked.

Take note that you can still see in the log '1 joystick(s) found!' during the start up, but when it enters a game - after the loading of models - there's no joysticks present. The reason for the 1 joystick(s) found log is because of the initializing of the joystick system in OpenBOR itself. Other than that, the pesky Android accelerometer will not bother us anymore.
 
That's a problem in utunnels' implementation of the controls where the buttons are not designed as keys, heck even as gamepad buttons. Even though they correspond as keys, they got a problem during the control screen. That can also take time as well, since you need to study other people's work for that case (such as Mame4All, which even has joystick which I would like to know how they do it).

I'm even planning adding a settings screen to reset OpenBOR stuff, change button skin and position, what controls to use, but it's just a dream since I'm not an android programmer by profession and I don't have that much time for doing drastic changes, just fixes.
 
Thanks man, that would be cool if the switch from SDL2 2.0.0 to 2.0.3 is easy as pie, but it's difficult as a main course. I'll get on to this later once I've done my work, btw, check your PM.
 
That's good to hear! I think the bluetooth controls are possible, but the implementation for this build isn't compatible with such. Now the only big part left is to update the SDL2 from 2.0.0 to 2.0.3.
 
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