OpenBOR for Android [APK]

Oh, I thought it's in the log.

For development, I'm committed to finish Nikki for now, but I'm not giving this up, my net was having problems at night downloading large files, so it wasn't an easy task, but I've gotten the required SDK for Android compilation, but I'm still not sure if it works, so I'll keep you guys posted.

For the 5.0, unfortunately, I can't use 5 here for AVD emulator since I'm not using a x64 bit computer. I can't test it directly here, but I can send you compiled APKs.
 
CRxTRDude said:
...
For the 5.0, unfortunately, I can't use 5 here for AVD emulator since I'm not using a x64 bit computer. I can't test it directly here, but I can send you compiled APKs.
...
Leave tests to me.

Could you compile a simple SDL demo for me (for verifying if it's SDL's problem )?
I think it's not SDL's problem but JNI's?


I tried another demo using SDL today.
Still the same problem.
 
CRxTRDude said:
The reason I put this here is because it's a test version for people who have gamepad buttons for their Android device...
I want feedback if it works for you guys. Thanks!
I think i was one of the first people commenting about problems with accelerometer enabled duing control config, i dont think its a big deal honestly, when configuring attack  button then you just have to keep holding A button  and keep holding it until it will register properly, try a couple of times and it will register - problem solved, i dont like the idea of having 2 builds, especially the one that doesnt work on older android versions , it will discourage people from trying and overall i dont really see any point but i kinda knew you will try to do it anyway, so why would you ask about ou opinion if you alerady have your own and will do it anyway?
HAving 2 versions is bad , especially in this scenario where it doesnt improve anything and breaks compatibility in very bad way.You shouldnt do that and confuse people with many spinoff versions that arent working properly.
SEriously input config is not a big deal, just leave it like it was in utunnels version.
I know you want to help but thats not the way, maybe dig somewhere else  in code if you really want to help ? This is simply breaking compatibility and its not worth it.
 
bWWd said:

I respect what you say and I know I might sound absurd, but this was just a plan.

I did say "For now I think the approach to solving it ..." It might not be the right approach for you or for some, but that was what I was thinking for that time being. The fact that since only one so far has had a problem with it, it might not be too alarming and me saying I will do two versions would sound reckless and childish, yes.

This might change I hope when more people would show up and have the same problem or a person who knows Android better shows up and goes from there fixing things, but for now, that's that.

I thought of that then and I still think of it until now (after thinking about how I write Nikki of course) is the fact that it already works in the first place, then why should I do that anyway?

I returned the external controls, I fixed the accelerometer problem, I updated libraries and did more stuff to make the build better and they all work, why would I do something like that still? I've already thought of that and I'm not ignorant to this. I did not steer clear of other people's opinions. In fact, all of these I did and they all work on most people.

I sense that there might be others that would have the same problem as Simon has, but as that line in Lonely People goes, 'you'll never know until you try'.

I'm doing this in secret for now, my plan is it's just him and me tackling this one through PMs. The current build stays as is, nothing's changed so you don't need to worry about it. If it will so happen that I might do two builds, I will make clear notes on this on why and separate both of them in a way that everyone would not mistake them.

In conclusion, just to be clear in light of what I just said, I'm not going to make two builds. That's all.

For compatiblity, again, since we're using the same code, any problem that might be in the main build might carry over to the others. If something was done that might break compatibility, it would carry over during compilation. It would clearly state that it would fail. Plus I test it myself on a real phone before saying that it works here.

And you also quoted something that's already been done and works. What I wanted there was to check if it works on them. It might be a bit confusing using the word 'feedback' there, which I always use in a different light than 'opinion'.

Again, sorry if I said something that misunderstood everyone.
 
For me android build is actually without any major problems so theres no need to change libraries that break system compatibility, thats what i wanted to say.
I like that  you want to help but i honestly think your skills could be used elsewhere in other parts of code.
What you poposed was really extreme, nobody tried to break compatibility like that before  just to fix very small problem.Not worth it.
 
Well, I think Google's made their decision. They have taken Dalvik away in Android 5.0 and perhaps Dalvik will never be back again.
For the long run, for the Android build, we must face the further compatibility issue of Lollipop.
I tried many emulators and they worked quite fine on Android 5.0.
I don’t know what’s wrong with SDL.
I hope it’s the problem with Lollipop and some day they will fix it in 5.1…
 
SimonSmith said:
BTW, have you updated 5.0? ;)

I suggest to NOT update to 5.0. Its slow, consumes a lot of ram, has issues with sound. Its a pain.
5.1 is about to be released, better wait to see how it is.
 
What i'm hoping though is that if there was someone who has the same problem with SDL in the net, I've been googling and doing searches on Stack Exchange, but to no avail.

So yeah, I guess we would be stuck until 5.1 is released and i'm hoping it would have better backwards compatibility.

My new phone with Android 4.4 has been dumped over water and is damaged beyond repair. I will try to give it over to their authorized repair shop to repair it, but for now, I'm just settling to people who would want to give my test builds a try.
 
Do you remember our talk about having modified APK file so you could rename it to rar and put PAK file in assets folder so after installation pak would be placed in openbor/paks on sdcard ? Did you managed to do it ? I know we stopped on size limit of 50MB but it should wok fine for smaller mods ?
I created separate apk with PAK file only but would be good to have it with engine in one apk file.
 
I couldn't say anything other than I'll check it out if I can accommodate it. There's more things that needs to be ironed out since Plombo's current change of code.

As I said in the current release notes that I couldn't successfully even install the APK on my crappy phone, when it should be before Plombo's changes. That's why I hope that once this is fixed, I could be free on cleaning up the code again before doing other things, and I hope the PAK copying system can be one of them.
 
Hey I read above that other ppl were having problems on lollipop and so am i :-\ ... I can't even get the apk to install , it was working find on 4.4 and not even thinking I upgraded my phone and now it keeps saying xApp not installed. is it because of the new firmware? any help would be greatly appreciated
 
Good news, the APK has just been installed on my crappy phone. Will be testing the app for now. I'll get into more depth once the code has been cleaned and shipped over to the source repository.
 
CRxTRDude said:
Good news, the APK has just been installed on my crappy phone. Will be testing the app for now. I'll get into more depth once the code has been cleaned and shipped over to the source repository.
Is your phone Android 5.0?
 
I said it here:
CRxTRDude said:
Tested on my crappy China-made phone and tablet. Phone is Android 2.3.5 while the tablet is Android 4.0.3 for those who want their numbers.

So it's Android 2.3.5. I'll double check it again to confirm though. The phone is not mine anymore, it's from my mom.
 
Okay I got some good news and some bad news. Good news is I tried and successfully tweaked and modified the code to run using the newer things in the code, which I found really exciting. The bad news is, I accidentally removed the 8bit functionality.

The problem is yeah, I can incorporate the new video code from the main build to the Android code just fine, but now I have to deal with the UI display (the buttons) as they were implemented differently.

This needs to be fixed of course. I've informed Plombo regarding this and he have gave me a hint regarding the new video code. I hope it would be done by tonight after I finish up my job here.
 
YES!  ;D FINALLY I fixed the bugs that was plaguing me the entire time. Now the Android port has reaped the benefits of the main build and I successfully played it on the emulator!

That's progress there. Now to clean the code tomorrow and finally commit and compile for you guys to enjoy.
 
NE_Patriots313 said:
Hey I read above that other ppl were having problems on lollipop and so am i :-\ ... I can't even get the apk to install.

Is "Unknown Sources" enabled? I can confirm it works on Lollipop 5.0.1 (LG G3).
 
Okay, so if it works there, can you paste the log here? I also want to ask you what version of the APK you used and whether you used Dalvik or the new one that's been implemented for Lollipop.
 
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