Search found 797 matches

by Ats
Sun Dec 15, 2024 12:09 pm
Forum: Bug reports
Topic: getSystemTime() gives different results on different devices
Replies: 13
Views: 17105

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: 3810

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: 3810

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: 37533

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: 37533

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: 260
Views: 73529

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 :|
by Ats
Mon Dec 09, 2024 10:48 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 73529

Re: Google Play New problem : 64bits

Lastly, here's a logcat of init, then crash of the BitmapNoise test on Retroid (android 11 64 bits) 11:43:49.021 I ZGEjava omeganaut 11:43:49.023 E /storage/emulated/0 11:43:49.023 E /data/user/0/com.txori.debug_background/files/ 11:43:49.023 E /data/app/~~W0GFNHMr00S2q9p7eQlLEg==/com.txori.debug_ba...
by Ats
Mon Dec 09, 2024 10:22 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 73529

Re: Google Play New problem : 64bits

Sorry, I still don't understand how to import a project that isn't gradle friendly to Android Studio... But I can add traces! Here's the initialization of the app (Omeganaut, Pixel 7 64 bits) 11:14:57.028 I Start proc 26522:com.txori.omeganaut/u0a489 for next-top-activity {com.txori.omeganaut/org.zg...
by Ats
Sun Dec 08, 2024 1:06 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 73529

Re: Google Play New problem : 64bits

If that helps, in ZOpenGL.pas, I added the trace for the name of the Non-implemented GL function called. var _shown : boolean = false; CurrentFuncName: PAnsiChar = nil; procedure GlNotImp; begin if not _shown then begin if CurrentFuncName <> nil then Platform_Error(PChar('Non-implemented GL function...
by Ats
Fri Dec 06, 2024 4:24 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 73529

Re: Google Play New problem : 64bits

Just to be sure, there's a zge.java in ZGE zgameeditor-master\Build\android\java\src\org\zgameeditor, and it is slightly different from the zge.java that is copied in the Omeganaut\com.txori.omeganaut\src\org\zgameeditor folder when building for Android. Is that normal? The first one is needed to bu...
by Ats
Fri Dec 06, 2024 3:34 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 73529

Re: Google Play New problem : 64bits

So, to test something else (R1 trigger on PC corresponds to L2 on Android…), I plugged in my good old NVIDIA Shield. It turns out it crashes during the loading of ZGEBullet in the warmup phase of Omeganaut, just like on your phone, Ville. So I started revisiting the topic of minSdkVersion and target...
by Ats
Fri Dec 06, 2024 11:37 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 73529

Re: Google Play New problem : 64bits

Turns out I got fooled again, as ZGE 64 is crashing on the Retroid Pocket too... It's just, sometimes it can run for a while, and some other times, it can randomly crash 10 times in a row. So I don't know if "Unable to set buffer name..." is relevant. I'm going to make some very simple and...
by Ats
Tue Dec 03, 2024 4:57 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 73529

Re: Google Play New problem : 64bits

These are the only tools I can run, but I haven’t found anything relevant using them. Screenshot 2024-12-03 175428.png Maybe I could achieve more if I managed to import the entire ZGE source code into the current Android Studio project. But I still haven’t figured out how to do that, as the Gradle d...
by Ats
Tue Dec 03, 2024 1:16 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 73529

Re: Google Play New problem : 64bits

Back at it! 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[Zge...
by Ats
Mon Nov 25, 2024 6:21 pm
Forum: General discussion
Topic: Scrolling water shader
Replies: 2
Views: 1025

Re: Scrolling water shader

Cool :o The use of a moving mesh over a static bitmap is very nice. But after a few tests, I didn't manage to move the vertices the way I want. The only solution I found was to scramble the bitmap and call RefreshComponent at every frame. But I think I'll use this for lava. I made a working 2D versi...