Search found 849 matches

by Ats
Sun Dec 08, 2024 1:06 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107924

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: 291
Views: 107924

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: 291
Views: 107924

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: 291
Views: 107924

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: 291
Views: 107924

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: 291
Views: 107924

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: 2097

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...
by Ats
Thu Nov 21, 2024 10:51 am
Forum: Your projects
Topic: Choko Loco 2 on steam
Replies: 4
Views: 2969

Re: Choko Loco 2 on steam

Oh, excellent. well done!

261 MB!? Wow...

It worked really well on my huge screen, but the viewing angle is wild. You don’t need motion sickness to feel it :lol:
I played up to level 4, where you fall into the... mud? Then I pressed Escape to answer a call, and it quit the game :o
by Ats
Wed Nov 20, 2024 5:02 pm
Forum: General discussion
Topic: Scrolling water shader
Replies: 2
Views: 2097

Scrolling water shader

Hello, for a change of Android bug hunting, I converted this Godot water shader by Verssales to ZGE. I'm pretty happy with how it went :lol: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" GLBase="1&...
by Ats
Mon Nov 18, 2024 11:57 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107924

Re: Google Play New problem : 64bits

I decided to start deactivating features from top to bottom, and I might have a breakthrough: the 64-bit version of ZGE *doesn’t seem* to crash randomly when ZApplication / UpdateScreen is deactivated. I tested my game extensively on the Retroid console using the physical buttons and listening to so...
by Ats
Wed Nov 13, 2024 9:48 pm
Forum: General discussion
Topic: Filming an object behind a wall
Replies: 4
Views: 2844

Re: Filming an object behind a wall

Again, a perfect example. I'll play a bit with the shadow hedgehog visuals and see if it is enough, or if back culling materials are needed. Thanks :D
by Ats
Wed Nov 13, 2024 6:58 pm
Forum: General discussion
Topic: Filming an object behind a wall
Replies: 4
Views: 2844

Re: Filming an object behind a wall

I saw your example with Jet Set Radio years ago, but I hadn’t thought about it in this context. It’s not exactly what I’m trying to achieve, but I’ll give it a try. It’s a simple approach, so it might work well :wink:
by Ats
Wed Nov 13, 2024 3:44 pm
Forum: General discussion
Topic: Filming an object behind a wall
Replies: 4
Views: 2844

Filming an object behind a wall

I’d like to be able to see the player when a large object comes between the camera and the player. I think this involves two different problems: Rendering when the camera is inside an object Currently, when the camera is inside an object, the interior polygons aren’t rendered, or they appear solid i...
by Ats
Tue Nov 12, 2024 9:47 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107924

Re: Google Play New problem : 64bits

In ZOpenGL.pas, is there a reason why this is deactivated? {$ifdef android} //SetExceptionMask([exInvalidOp, exDenormalized, exZeroDivide, exOverflow, exUnderflow, exPrecision]); {$endif} I tried uncommenting it, but it doesn't solve anything. But if it is not useful, then I don't think this is need...
by Ats
Tue Nov 12, 2024 9:43 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107924

Re: Google Play New problem : 64bits

I just tried with threads disabled. Then thread disabled and Platform_GetCpuCount returning exit(1). It still crashes with the same error message. I made a list of all the functions in ZPlatform_Android.inc, and I'm trying to disable them, or return a fake result, to see if I can narrow down the ori...