Search found 846 matches

by Ats
Sun Apr 20, 2025 9:27 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107302

Re: Google Play New problem : 64bits

Let’s start with “1 - Platform_CreateMutex Memory Allocation.” And... That was a quick fix: this doesn’t crash the compilation, and the result works SIGNIFICANTLY BETTER :shock: It no longer crashes randomly within a few seconds to a few minutes on pure 64 bit system. It’s playable for a very long t...
by Ats
Sat Apr 19, 2025 8:17 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107302

Re: Google Play New problem : 64bits

I read the whole thread to refresh my memory about what was going on. Here's a quick recap of the latest episodes: Loading external .so libraries works in both 32-bit and 64-bit: https://www.emix8.org/forum/viewtopic.php?p=10731#p10731 The complex tree of #if definition in ZExpression.pas is fixed: ...
by Ats
Wed Apr 16, 2025 2:47 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107302

Re: Google Play New problem : 64bits

:| ... So after reading, tweaking, and testing ANGLE for a little while, I got stuck at the " enable angle greyed out in developers options ". But during the process of disabling/re-enabling Developer Options, I had to reboot my phone. And since then, Omeganaut has been working again, back...
by Ats
Mon Apr 14, 2025 11:41 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107302

Re: Google Play New problem : 64bits

I just discovered that Android was updated this winter on my phone, and now the 64-bit version of my game isn’t even opening anymore. Before, it would run for a random amount of time before crashing. It still does on my little console under Android 13. But on the phone with android 15, it doesn’t ev...
by Ats
Sun Dec 15, 2024 12:09 pm
Forum: Bug reports
Topic: getSystemTime() gives different results on different devices
Replies: 13
Views: 19921

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: 6216

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: 6216

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: 39797

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: 39797

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: 291
Views: 107302

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: 291
Views: 107302

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: 291
Views: 107302

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: 291
Views: 107302

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: 107302

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: 107302

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...