Search found 806 matches

by Ats
Tue Apr 22, 2025 10:24 pm
Forum: General discussion
Topic: How to use SampleImport ogg?
Replies: 1
Views: 45

How to use SampleImport ogg?

I've been trying to test ZPlatform_Android.pas ReadAssetFile on Android, but I'm stuck. ReadAssetFile is specific to Android and is called by Platform_ReadFile. Which is used by ZClasses.pas TZInputStream.CreateFromFile So in the end, I was trying to read an ogg file. And I'm a bit stuck. Is that ho...
by Ats
Tue Apr 22, 2025 9:22 pm
Forum: Bug reports
Topic: WebOpen OnResult not working on Android
Replies: 1
Views: 36

WebOpen OnResult not working on Android

I was trying out my modification of ZPlatform_Android.pas Platform_NetOpen , but I wave no way of telling if it's working, because WebOpen's OnResult doesn't seem to trigger. I tested YakYak Reader with both CallVoidMethodV and CallVoidMethodA on 32 and 64 bits sytems, but it's not able to retrieve ...
by Ats
Tue Apr 22, 2025 9:29 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93395

Re: Google Play New problem : 64bits

With the TRTLCriticalSection fix, the game can now run for several minutes. Sometimes it still crashes, not as frequently as before, but the crashes remain random. I’m not using Platform_NetOpen, but I assume reading an embedded 3DS file uses ReadAssetFile. Since we’ve already replaced all the other...
by Ats
Mon Apr 21, 2025 7:51 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93395

Re: Google Play New problem : 64bits

So I've been trying to fix the warnings: "Converting pointers to signed integers may result in wrong comparison results and range errors, use an unsigned type instead." Starting with the file that has the less: Renderer.pas 32 and 64 have the exact same warnings: Renderer.pas(805,17) Warni...
by Ats
Mon Apr 21, 2025 11:06 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93395

Re: Google Play New problem : 64bits

Cool. I've made the commit :wink: I checked if that error could have been found with the compilation warning log, but unfortunately, there were no signs of it. Then I run the comparison of compilation warnings for 32 and 64 bits in Gemini: While there's no direct hit, the logs *do* contain warnings ...
by Ats
Sun Apr 20, 2025 9:27 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93395

Re: Google Play New problem : 64bits

Let’s start with “1 - Platform_CreateMutex Memory Allocation.” And... That was a quick fix: this doesn’t crash the compilation, and the result works SIGNIFICANTLY BETTER :shock: It no longer crashes randomly within a few seconds to a few minutes on pure 64 bit system. It’s playable for a very long t...
by Ats
Sat Apr 19, 2025 8:17 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93395

Re: Google Play New problem : 64bits

I read the whole thread to refresh my memory about what was going on. Here's a quick recap of the latest episodes: Loading external .so libraries works in both 32-bit and 64-bit: https://www.emix8.org/forum/viewtopic.php?p=10731#p10731 The complex tree of #if definition in ZExpression.pas is fixed: ...
by Ats
Wed Apr 16, 2025 2:47 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93395

Re: Google Play New problem : 64bits

:| ... So after reading, tweaking, and testing ANGLE for a little while, I got stuck at the " enable angle greyed out in developers options ". But during the process of disabling/re-enabling Developer Options, I had to reboot my phone. And since then, Omeganaut has been working again, back...
by Ats
Mon Apr 14, 2025 11:41 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93395

Re: Google Play New problem : 64bits

I just discovered that Android was updated this winter on my phone, and now the 64-bit version of my game isn’t even opening anymore. Before, it would run for a random amount of time before crashing. It still does on my little console under Android 13. But on the phone with android 15, it doesn’t ev...
by Ats
Sun Dec 15, 2024 12:09 pm
Forum: Bug reports
Topic: getSystemTime() gives different results on different devices
Replies: 13
Views: 19206

Re: getSystemTime() gives different results on different devices

Oh... Now that I'm taking screenshots on Linux with a file name "Omeganaut_" + IntToStr(getSystemTime()) + ".tga", I just rediscovered that getSystemTime() still returns 0 on Linux. I completely forgot that one :lol:
by Ats
Sun Dec 15, 2024 11:16 am
Forum: General discussion
Topic: Keycode finder
Replies: 8
Views: 5584

Re: Keycode finder

You're right, those are SDL_codes :shock: But then again, here are the charcodes my game is expecting to work with: Setup[8] = 67; // c - Fire Setup[9] = 68; // d - Back Setup[10] = 88; // x - LTrigger Setup[11] = 86; // v - RTrigger Setup[12] = 94; // Up Setup[13] = 95; // Down Setup[14] = 60; // L...
by Ats
Sat Dec 14, 2024 9:33 pm
Forum: General discussion
Topic: Keycode finder
Replies: 8
Views: 5584

Re: Keycode finder

I reopen this thread, because I wasn't able to grab screenshots from my game with the F2 key on Linux. Turns out that all the keycodes are scrambled on Linux... I don't remember it working like this before :? On Linux, alphabet goes from 97 to 122 instead of 65 to 90: LETTER / KEYCODE WINDOWS / KEYC...
by Ats
Sat Dec 14, 2024 12:19 pm
Forum: General discussion
Topic: Exporting images from ZGE
Replies: 20
Views: 38965

Re: Exporting images from ZGE

All right, I found it, I just need to grab the GL_BGR instead:
glReadPixels(App.ViewportX, App.ViewportY, w, h, 0x80E0 /* GL_BGR */, 0x1401 /* GL_UNSIGNED_BYTE */, buffer[18]);
by Ats
Sat Dec 14, 2024 12:18 pm
Forum: General discussion
Topic: Exporting images from ZGE
Replies: 20
Views: 38965

Re: Exporting images from ZGE

I just discovered that grabbing a TGA also takes the alpha layer, resulting in a semi transparent image, depending on which program you uses to open it, or, for instance, when uploading it to Twitter: omeganaut_alpha.png So I changed the code to grab only the RGB channels: private byte[18] TGA_heade...
by Ats
Mon Dec 09, 2024 4:06 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93395

Re: Google Play New problem : 64bits

Nice idea. Unfortunately, the error message is still there:
call to OpenGL ES API with no current context (logged once per thread)
And it still randomly crash afterward :|