Search found 797 matches
- 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
- 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...
- 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...
- 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]);
glReadPixels(App.ViewportX, App.ViewportY, w, h, 0x80E0 /* GL_BGR */, 0x1401 /* GL_UNSIGNED_BYTE */, buffer[18]);
- 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...
- 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
call to OpenGL ES API with no current context (logged once per thread)
And it still randomly crash afterward
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...