OpenBOR for Android [APK]

Damon Caskey said:
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.

I guess the standing order is then not to support SPKs on Android builds unless they really want to (which then needs blessing from people on the higher up, aka DC). If that is also the case, people who want to use SPKs on Android would might as well building their own APKs from scratch, add the SPK decoder (probably a compiled library that can be called over by the main build code), then compile it as a separate app (this is it folks, I already said it) from the default OpenBOR builds.

The code might use some internet client stuff to dload the pak (like those OBBs that Android has) and store it on the  phone's SD card on a special folder (not the same structure as the OpenBOR default).
Then run it, ? ? ?, then profit.

Speaking of SPK decoder, how about making it into a compiled library (like the ones that C++, i think uses). There was one project that I was on * called Xash which is basically open-source half-life engine. They used a pre-compiled (probably RE'd) version of the valve gui engine (which is used by Steam before they switched to Source of course), vgui, which is called usually by the game to make the functionality similar to Half-Life.

If you can do that for an SPK decompiler, that would be great still since the decompiler code itself is compiled to the point of obscurity that it would take a very skilled hacker with the right knowledge, skills and finances (think about it for a second) to hack it.

* I was actually on their community back then, but because I'm weak in the 3d models department, I got a little stalled for the engine and shifted to different ones until I got here. Yeah, I'm a freeloader. Sorry for the big edit, the idea just came to me all of the sudden and I have the urge to type like a machine gun.
 
only bonusjz used spk cause he didnt wanted people to edit his mod, there is pak version of his mod tho so i dont think it such a big deal, i think i could ask about packing my mods with spk cause im using my own graphics, music and samples but i im not bothered, even games like GTA can be modded and rockstar doesnt make big deal about it.
 
O Ilusionista said:
No, there are other mod locked too, a Streets of Rage module by Volcanic and other guy. The game is in chinese.

Then they have cracked the SPK or use a home brew OpenBOR of their own. SX and I are the only ones able to lock a module and neither one of us would have done so in those cases.

DC
 
CRxTRDude said:

No worry about typing a lot. I'm the worst for that. :)

Anyway, I don't have a huge compunction about supporting secured modules. The main problem is for now, it just isn't worth fooling with. We've got enough bugs and other things to worry about for the time being.

DC
 
in one old version of bkVl they just rename it from .pak to .spk, but it was a normal .pak extractable file
in this last version they changed their .pak to be regonizable only for their custom openbor.exe (this custom one can not read more than one .pak in his pak directory) 
im still able to see his file content using dragonunpacker extractor, but different from pakxplode it not extract everything in the right folder with proper names.
 
Damon Caskey said:
CRxTRDude said:

No worry about typing a lot. I'm the worst for that. :)

Anyway, I don't have a huge compunction about supporting secured modules. The main problem is for now, it just isn't worth fooling with. We've got enough bugs and other things to worry about for the time being.

DC

Yeah, solve the bugs first, then do the optional stuff. Besides, majority of the games are plain paks anyway. I'm now compiling an hello world program now on Android and will add a menu as well as a directory finder to it.

If it's successful, I'll add the main build after that.

rafhot said:
im still able to see his file content using dragonunpacker extractor, but different from pakxplode it not extract everything in the right folder with proper names.

That's where what DC said comes in. They want to control the sources for the SPK decompiler so that it's commercial ready. No unpacker would decompile it and no regular build can read it. That build will not be open-source, they can get profit for it for the benefit of the community and it will benefit for the engine's improvement as well. I imagined something like that on most of open-source projects as well.
 
Very nice! I play JXD S7300, but was unable to use the physical buttons, only the directional runs in the game ... An earlier version, the buttons work, how to map this is your version? And you can add the filter scanlines tv, which exists in versions of pc? Thank you.
 
special filters like scanlines were removed about 5 years ago, i remember we voted which ones to remove, so only bilinear is left.
 
Yeah, filters are a waste of code. They're gone and not coming back.

DC
 
kmilloz said:
And you can add the filter scanlines tv, which exists in versions of pc? Thank you.

As I said before:

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

Which means, whatever build, whether it's PC or any other port, the Android version should have it as well. But apparently, since the source still has the filters, there still is that option (i think).

About the physical buttons, I also answered that:

CRxTRDude said:
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).
 
CRxTRDude said:
kmilloz said:
And you can add the filter scanlines tv, which exists in versions of pc? Thank you.

As I said before:

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

Which means, whatever build, whether it's PC or any other port, the Android version should have it as well. But apparently, since the source still has the filters, there still is that option (i think).

About the physical buttons, I also answered that:

CRxTRDude said:
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).
thanks! I did not know that the filters were removed ... But the PC version, they continue? Because I always leave with scanlines filter tv ...
 
They aren't available for the Android build, since the Android probably doesn't support the others for OpenGL ES (which is Android's answer to OpenGL) or uTunnels agreed with their decisions as well. Can't help you with that though, it's probably hardcoded for the NDK activity code.

Speaking of stuff, I'm bored with just the 'Loading ...' text all over, why not display it similar to the old builds like "Cacheing '...' from Models.txt" or something like that, just for this build, DC, is there a way to do this (some variable to replace for text)? This is just for the Android build, since some people's phones might have less ram than they have otherwise so they can't load that fast.

I'm planning of something like this
Code:
            #ifdef ANDROID
            	font_printf(text_x, text_y, s->tf, 0, Tr("Cacheing '%s' ... ", ...));
            #else
            	font_printf(text_x, text_y, s->tf, 0, Tr("Loading..."));
            #endif

I don't know if that's possible here.
 
Speaking of stuff, I'm bored with just the 'Loading ...' text all over, why not display it similar to the old builds like "Cacheing '...' from Models.txt" or something like that, just for this build

Its just a waste of resources, since you can do it by script. In the newer version of my mod, I use several phrases based on how much from the game is loaded already.
 
O Ilusionista said:
Speaking of stuff, I'm bored with just the 'Loading ...' text all over, why not display it similar to the old builds like "Cacheing '...' from Models.txt" or something like that, just for this build

Its just a waste of resources, since you can do it by script. In the newer version of my mod, I use several phrases based on how much from the game is loaded already.

I understand that, but this is just a measure for bigger paks on default loading screens (without defined loadingbg), especially that the player might be stalled that their pak doesn't work on the APK.

I actually solved some of that partially:

APK 1.1.2:

Mediafire  |  Dropbox

What's added:
  • Added FLAG_KEEP_SCREEN_ON to prevent the game from exiting, so you can watch the cutscenes without the worry about the app exiting on you (on the sacrifice of your battery power of course because the screen keeps on running)
  • Toned the menu down a bit to make it cleaner.
 
I just want an opinion, apparently uTunnels' original code, the texture code is called 'texture'. My edit would be 'skin' instead, because that's the purpose of the thing anyway, to change the button skin, but since some people's touch.txt might be broken, I'll be retaining 'surface' (unless this feature is not really used from other people). I'm going to build 4083 for development testing.

EDIT: Sorry, I meant texture.
 
if I am not wrong, there is a texture option for another things like triangles and other things I never saw any document of it.
(or I am mixing the engines, lol)
 
I think you're mistaken that with the main build, what the texture command meant in utunnels' port is the button skin. I like to see something like that though drawing stuff in game (more like drawbox).

Oh yeah, I just compiled openbor 4083! If you guys want it, here you go in good old mediafire:

OpenBOR-debug-4083.zip - removed from disinterest (dload is less)
 
Got the OR thing to work! Now it supports both skin (a better command name) and texture (from the original utunnels code).

BTW, did just this (wanted to replace the old OpenBoR opening for the Android, but I don't know if you guys want this):


BTW @BeasTie, you wonder that this is familiar: it's from here. Don't worry, credits are there as well.

Edit: Sorry, wrong person. Apparently, I mix one over the other.
 
Back
Top Bottom