Search found 2371 matches

by VilleK
Wed Apr 23, 2025 8:27 am
Forum: General discussion
Topic: How to use SampleImport ogg?
Replies: 1
Views: 45

Re: How to use SampleImport ogg?

See attached example for how to play an ogg file.

However the SampleImport only plays embedded files so it does not use ReadAssetFile.Try an example that uses the File component.
by VilleK
Wed Apr 23, 2025 8:16 am
Forum: Bug reports
Topic: WebOpen OnResult not working on Android
Replies: 1
Views: 35

Re: WebOpen OnResult not working on Android

For Android I only implemented the part of WebOpen that simply opens a webpage in a browser. Such if you have a button in your game that says "Visit my homepage" and you click it and it opens the browser. This is when the "InBrowser" property of the WebOpen component is true. The...
by VilleK
Tue Apr 22, 2025 7:33 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

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." You could try if changing to NativeUInt helps with the crashes. But otherwise I would not bother. The Delphi compiler do...
by VilleK
Mon Apr 21, 2025 7:45 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

Re: Google Play New problem : 64bits

Ats wrote: Sun Apr 20, 2025 9:27 am Let’s start with “1 - Platform_CreateMutex Memory Allocation.”
Gemini is 100% correct here. I'm very impressed it found this bug.

This bug is not present in ZPlatform_Win32 so not sure why the Android version was wrong.
by VilleK
Mon Apr 14, 2025 2:28 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

Re: Google Play New problem : 64bits

Ats wrote: Mon Apr 14, 2025 11:41 am I need to get back to working on this.
Ok I will try to support you the best I can like before. It could be that each Android update has even worse OpenGL backward compatibility.
by VilleK
Mon Feb 10, 2025 10:13 am
Forum: Your projects
Topic: Choko Loco 2 on steam
Replies: 4
Views: 2437

Re: Choko Loco 2 on steam

Almost a two hour video, I didn't realize this game had so much content :). Looks like some interesting level design and cool bosses. I'm impressed you had the perseverance to finish this project.
by VilleK
Mon Dec 09, 2024 2:24 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

Re: Google Play New problem : 64bits

You can try delaying the InitApp call in ZgeAndroid to NativeDrawFrame. This should help get rid of the messages about no current GL context.
by VilleK
Mon Dec 09, 2024 8:23 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

Re: Google Play New problem : 64bits

About Zge.Java: I think the logic is that it copies it to the app directory only if it is newer than the destination. To avoid overwriting any app-specific changes. It seems the built in Android OpenGL logging have no effect because I can see no such lines in the log. I guess they have removed this ...
by VilleK
Fri Dec 06, 2024 4:02 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

Re: Google Play New problem : 64bits

These messages are interesting: "call to OpenGL ES API with no current context (logged once per thread)" I see that GLSurfaceView has options to log OpenGL calls. Try adding this line: setDebugFlags(DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS); At line 91 in Zge.java, just before the line &q...
by VilleK
Tue Dec 03, 2024 2:42 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

Re: Google Play New problem : 64bits

Today, I discovered that Android Studio handles the logcat very efficiently when a real phone is connected to the computer. I noticed some warnings appearing quite frequently: 2024-12-03 14:00:26.318 680-593 gralloc4 and...graphics.allocator-V1-service W Unable to set buffer name VRI[ZgeActivity]#0...
by VilleK
Thu Nov 21, 2024 8:19 am
Forum: Your projects
Topic: Choko Loco 2 on steam
Replies: 4
Views: 2437

Re: Choko Loco 2 on steam

Cool :). This is to my knowledge the first ZGE game on Steam.
by VilleK
Wed Nov 13, 2024 9:17 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

Re: Google Play New problem : 64bits

Can you please DM me the latest version of your Omeganaut zgeproj file so I can look at it and see if I notice anything out of the ordinary? Especially around the sound generation since you mentioned that.
by VilleK
Tue Nov 12, 2024 2:38 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

Re: Google Play New problem : 64bits

You can also check the ifdef android code in other places. Try insert a "exit;" as first line in ZBitmap GLESPixelsFromTexture. And also insert "exit;" as first line in ZOpenGL functions: fakePushAttrib and fakePopAttrib. That will make the visuals look terrible but would be good...
by VilleK
Tue Nov 12, 2024 8:34 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

Re: Google Play New problem : 64bits

Those logs doesn't look helpful to me.

Do you have threads enabled again now? Or does setting Tasks.Enabled=False help?
by VilleK
Mon Nov 11, 2024 3:46 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 93394

Re: Google Play New problem : 64bits

There really shouldn't be any memory leaks in ZGE. I always enable memory leak reporting when debugging and when I notice leaks I fix them right away. If some leak exist then it would be in some "ifdef android" block because I haven't tested that as much. Although it still wouldn't make se...