Search found 842 matches
- Fri Oct 25, 2024 8:14 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
In ZApplication.pas, what function can I totally disable in order to reduce the scope of bug hunting? I was thinking of disabling stuff like UpdateTime or UpdateScreen in TZApplication.Main Edit: Oh, that is fun. With UpdateTime and UpdateScreen disabled, it is drawing the @RefreshContent(Component:...
- Wed Oct 23, 2024 1:15 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
Thanks :) So I tried the same cubes example with a shader and ES2GL3 mode and got yet another bug (in addition to the other two): ********** Crash dump: ********** Build fingerprint: 'google/cheetah/cheetah:14/AP2A.240905.003/12231197:user/release-keys' Abort message: 'Scudo ERROR: corrupted chunk h...
- Wed Oct 23, 2024 9:46 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
I didn't see that line yesterday evening. I was currently adding traces in GenerateTrampoline, TExpExternalFuncCall.Execute and TExpExternalFuncCall.Destroy. Omeganaut is tracing them, but simpler examples such as the previous inverted cubes does not even enter those functions when running. And sinc...
- Tue Oct 22, 2024 7:09 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
Adding the dummy material worked perfectly. Sorry for finding brand-new bugs while trying to correct other ones :lol: By the way, while testing the repaired backface example, I found out that the 'Scudo ERROR' bug listed before is happening right out of the start, regardless of threads activated or ...
- Mon Oct 21, 2024 1:14 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
I think it is an entirely new and weird problem. So let's forget the old phone for now. I made this thing (maybe @Kjell can make a better looking one :lol:) : <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="Omeganaut" ClearColor=...
- Mon Oct 21, 2024 12:16 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
BitmapRainbow isn't supposed to be refreshed in this example :? ? I stripped down the example even more: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="Omeganaut" ClearColor="0.502 0.502 1 1" AmbientLightColor="1 ...
- Mon Oct 21, 2024 10:03 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
So I made a simple BitmapExpression frenzy example: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="Omeganaut" ClearColor="0.502 0.502 1 1" AmbientLightColor="1 1 1 1" FullScreen="255" FrameRateStyle...
- Wed Oct 16, 2024 2:18 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
Old version of Omeganaut (no SFXR) without audio is still randomly crashing after a while. So the problem isn't coming from audio. Might be threads again, or some other little thing. And the crash dump isn't helping either: Build fingerprint: 'google/cheetah/cheetah:14/AP2A.240905.003/12231197:user/...
- Tue Oct 15, 2024 4:01 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
And I just tried the latest version of Omeganaut, where I'm building sounds on start using SFXR , and it crashes while doing so. So I'm going to try the simple SFXR example and see if I can get it to crash with proper log. That might be coming from sampleExpression. I don't know, I didn't manage to ...
- Tue Oct 15, 2024 2:42 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
That crash might have nothing to do with our problem. But I found how to fix that: replacing bufferSizeInBytes := Env^.CallStaticIntMethodA(env, cAudioTrack, mGetMinBufferSize, C([AudioPlayer.AudioRate, 3, 12])); by bufferSizeInBytes := Env^.CallStaticIntMethodA(env, cAudioTrack, mGetMinBufferSize, ...
- Tue Oct 15, 2024 2:21 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
Yep. After reactivating debug: ********** Crash dump: ********** Build fingerprint: 'google/cheetah/cheetah:14/AP2A.240905.003/12231197:user/release-keys' Abort message: 'Scudo ERROR: corrupted chunk header at address 0x20000732e8b77f0' #00 0x000000000005d8e4 /apex/com.android.runtime/lib64/bionic/l...
- Tue Oct 15, 2024 1:40 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
Woops... There's another BRAND NEW problem that I didn't spot before... Audio only works in debug mode, when the usb cable is plugged to the computer and the apk is launched using run.bat If I launch the audio test in debug mode from the phone, with or without the cable, it instantaneously crashes. ...
- Tue Oct 15, 2024 8:17 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
It's done. Thanks for your help with this 
Once everything will be verified and merge, can you make a new zip for ZGameEditor, so I can benefit from the android folder renamed to armeabi-v7a? Then I'll go on updating how the android Template works and add the recent libraries to it.

Once everything will be verified and merge, can you make a new zip for ZGameEditor, so I can benefit from the android folder renamed to armeabi-v7a? Then I'll go on updating how the android Template works and add the recent libraries to it.
- Mon Oct 14, 2024 5:52 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
Modifying only ZgeAndroid.pas isn't sufficient. Here's all the changes we made. I removed the ones on ZzDC.dpr Those two changes are necessary for threads to work: In ZgeAndroid.pas : uses cmem, cthreads, jni, ZOpenGL, ZClasses, In ZPlatform_Android.pas / function Platform_GetCpuCount: replace RunOb...
- Mon Oct 14, 2024 3:06 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 105317
Re: Google Play New problem : 64bits
hahaha, imagine if the fix was that easy... ... And it is. Omeganaut is running perfectly fine with threads and sound on Android 64 :lol: WELL DONE! Now I need to clean things up. I'm going to build libzgeandroid.so with just that last change in ZgeAndroid.pas and see if everything is working. Or if...