Search found 2316 matches

by VilleK
Wed Oct 02, 2024 7:04 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

Let's roll back a bit. Could there be problems with the size of the variables I changed in this commit ? Those changes look good so I don't think they are the problem. It seems it is possible to debug apps with jni native code from Android Studio: https://stackoverflow.com/questions/32413593/how-to...
by VilleK
Mon Sep 30, 2024 11:17 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

Looks like a memory problem again. The vec3 memory is not initalized for some reason.
by VilleK
Mon Sep 30, 2024 7:19 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

With audio disable, it is still crashing after a random number of frames (currently 25 to 78). But I like the idea. Are there other functions that I could totally disable like that without breaking anything? (other than Platform_GetCpuCount and ZClasses.Tasks.Enabled :lol:) With audio off and tasks...
by VilleK
Fri Sep 27, 2024 7:31 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

It is strange that the log shows that it manages to render over 40 meshes before crashing. I have no idea why it would crash after working so relatively long. You could try disable audio in case the audio thread is complicating things: ZPlatform_Android.inc procedure Platform_InitAudio; insert exit ...
by VilleK
Thu Sep 26, 2024 1:29 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

We need to be able to see more of the callstack when it crashes.

Try this:

Inc zzdc_globalopt.inc

At the end add these lines

Code: Select all

{$ifdef android}
  {$STACKFRAMES ON}
{$endif}
by VilleK
Wed Sep 25, 2024 5:44 pm
Forum: ZGameEditor Visualizer
Topic: How to make a whole song waveform "image"?
Replies: 2
Views: 53

Re: How to make a whole song waveform "image"?

Hi, FL Studio doesn't know ahead of time the waveform for the whole song. But you can export the project from FL Studio to a wav-file first and then import that into Edison. Then capture the Edison window to ZGameEditor. In the attached zip there is a FL Studio project that demonstrates the concept.
by VilleK
Wed Sep 25, 2024 5:36 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

Still only that line with "SYSTEM_$$_WAITFREE_VAR" which I assume is some kind of threaded memory issue. I wish it would show more info. I assume you still have those cthreads and cmem additions in the dpr-file. Maybe you could try your full Omeganaut project again and see where that crash...
by VilleK
Wed Sep 25, 2024 9:48 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

It hangs on this line: RunObj := Env^.CallStaticObjectMethodV(Env, RunClass, Mid, nil); Maybe CurVM or Env variables are not correctly initialized for the 64-bit architecture? Try changing to RunObj := Env^.CallStaticObjectMethod(Env, RunClass, Mid) (use CallStaticObjectMethod instead of CallStatic...
by VilleK
Tue Sep 24, 2024 3:34 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

Based on this page: https://wiki.lazarus.freepascal.org/Multithreaded_Application_Tutorial It seems some units may be needed for multithreading to work with Freepascal. Please try to insert the units that they suggest. In ZzDC.dpr uses {$ifdef android} cthreads, cmem, {$endif} ZClasses in 'ZClasses....
by VilleK
Tue Sep 17, 2024 7:15 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

What version of the Freepascal compiler are you using? Just wondering if the crash in the threaded code could be a problem with the Freepascal memory manager for Android 64-bit platform.
by VilleK
Mon Sep 16, 2024 3:52 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

It is important for performance if your game is calling RefreshContent often on bitmaps or meshes that use Mesh/BitmapExpression. If you only use those expressions once during game init or level init then it won't matter.
by VilleK
Sat Sep 14, 2024 1:14 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

Hard to say where the problem is now.

Try disabling threaded processing completely:

In TZApplication.Init insert this line

ZClasses.Tasks.Enabled := False;
by VilleK
Fri Sep 13, 2024 6:25 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

Aha but wait: now you are testing with just a MeshExpression. A mesh expression needs a mesh to process. Try adding a MeshBox in front of it.
by VilleK
Fri Sep 13, 2024 3:46 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

I suggest adding log lines in TMeshExpression.ProduceOutput until it can be shown where it crashes.
by VilleK
Fri Sep 13, 2024 10:57 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 131
Views: 39344

Re: Google Play New problem : 64bits

The error seems different now. I wish it was possible to get a callstack of the error.

What happens if you simply let Platform_GetCpuCount return 1? (so just a single line with "exit(1);")