Android API-18 SDK for glbasic v5 (06-11-2013)

Previous topic - Next topic

Ian Price

Quote from: spacefractal on 2013-Oct-10
im still still look for a more automatic installation, OUYA support is still very unoffcial and Gernot have not implemented it at all. Im see what im can in this week.
:good:  :nw:
I came. I saw. I played.

spacefractal

#16
v3 is uploading to dropbox.

this one should fix the tablet/ouya icon issue, which was done by a tiny blitzmax tool (with include source). Here im allways perfer blitzmax for small tools like this (due blitzmax just create the exe file right way, unlike glbasic).

Also its do now tell which adb.exe command to been invoked, because im are not a fan doing that under the build process (because its mightbeen stuck). Now its just a copy&paste work, so should been much easier (some sort just like WebOS).

Now im need doing a GameController$() example (if not Gernot implement calls used inside direct in c++, so the normal JOY commands can been used).

also its still based for glbasic 11.141, but should works for 11.565 (the bug fixes in the glbasic a files is included here). Im have not fully tested yet.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

spacefractal

just uploadet to my server too. Now all im need to work is a game controller example (even the api should been well explanded in the functions used. But inapp might require more in depth understanding.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

spacefractal

updated to v5 to work with glbasic v12.001. Default sdk is also set to 14, not 16 now. There is no changes to androidextras (mightbeen other than you need to press a button to get the game controller to work, here just add a "Press a button" to the menu eventuelly, im fix that later for ouya).
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

quangdx

So I'm currently at GameHackUK coding a game for the new Android GameStick,
I've tried to run the AndroidSample.gbap but I get the following error.
When trying to compile and run it under windows

*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.10.060 SN:c191b397 - 3D, NET
Wordcount:420 commands
compiling:

linking:
gpc_temp1.o:gpc_temp1.cpp:(.text+0x5e): undefined reference to `_android_JAVACALL'
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 3.5 sec. Time: 17:34
Build: 0 succeeded.
*** 1 FAILED ***


I assume the code will ONLY compile on Android,
is there a way I can separate/make checks to skip the Android bits so I can test in Windows?
Unfortunately it's all outside my scope of knowledge.
But I'll give a damn good try at understanding and learning.

thanks.
Asobi tech - the science of play.
Spare time indiegame developer.

quangdx

Well, I attempted to upgrade the NDK,
ran in to a bunch of problems,
so ended up having to completely uninstall then reinstall everything.
I guess we'll have to just demo the PC version for this GameHack, and an Android version minus features.

But I will return and attempt to get AndroidExtras working another time,
has anyone written a step by step instruction guide to installing it?
If not and I manage to work it out, I'll write one.

thanks
Asobi tech - the science of play.
Spare time indiegame developer.

spacefractal

Ndk seen not required to been upgraded. When I'm did for v12, it's still worked nice with sdk upgrade only. This property due all API calls is from java, not c++.

That why I'm diddent update ndk for v12
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

spicypixel

Downloaded this http://dl.dropboxusercontent.com/u/3236515/Android_Api14%2B16_glbasic_v5.zip before there were instructions what to do regarding copying files over the original GLB folder but here I see none of that. What is done with this ZIP then? Also can I ask Why there isn't a single page with the necessary downloads and installation instructions, I feel like I'm leapfrogging from thread to thread unsure if I have the latest versions of things as there seems to be no numbering structure to any downloadable zip filenames, it's very confusing and off-putting for people wanting to try out Android Extras.

I had it working before on an older version, had a recent win install and I now can't make head nor tail of what needs to be installed, copied or otherwise. I appreciate development is ongoing but it does really need a catchment page with the latest versions, filenames shown numbered correctly to ensure people know what version they have and bulleted instructions designed for an absolute noob. Please!
http://www.spicypixel.net | http://www.facebook.com/SpicyPixel.NET

Comps Owned - ZX.81, ZX.48K, ZX.128K+2, Vic20, C64, Atari-ST, A500.600.1200, PC, Apple Mini-Mac.

MrPlow

!!INFORMATION OVERLOAD!!!

O_O

Okay I'm confused as I dip in and out from other jobs and programming tasks etc...
And my attention span aint great these days...

Can someone please let me know in bullet points what the heck is going on here...lol!

- Is there more than 1 zip file needed for this?
- Where does it go or get extracted to?
- Is there manual copy from - to of the templateproj to distribute android folder??
- Is there 3rd party like Android SDK installs required or are they in the zip?

Will that work or will other tweak be required?

Sorry for the dumb questions but I am tired and looking for simple solutions... :happy:

Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

spacefractal

#24
the main reason im cant do that with AndroidExtras numbering is, im was not the original author of the thread, that is FiveSprite. That can been quite confuction when im update AndroidExtras and then its look still like its a v1.4.2 or something like that.

That why.

Howover property im should create a new thread to catch up all threads about this, which can been used for check out. Im do that tomorrow (due bed time).

Also for some reason v5 mightbeen incomplete due missing readme and its should have been included a Android main folder, which its diddent. Im fix that too tomorrow.

MrPlow, im catch up those issues in a new thread tomorrow.

PS. If you allready downloaded it, files to been replace is in GlBasic/Compiler/platform/android
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

MrPlow

Thanks Spacefractal!
Copied over and thing look bit better...but still have errors so hopefully tomorrow is another day!
Great work on all this btw!
Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

Ian Price

I was working on a reply, but SF beat me to the punchline :D
I came. I saw. I played.

quangdx

So things I've learnt today,
SpaceFractal has been awesome and put together this thread
http://www.glbasic.com/forum/index.php?topic=9644.msg83806
Which has the SDK upgrade needed for the Ouya,
you basically copy over the relevant folders as in the readme file.

You CAN NOT run the Android code on Windows,
which unfortunately having to maintain two versions of your game,
one that will run on Windows, then copy and pasting all the code over to work with OUYA.
Asobi tech - the science of play.
Spare time indiegame developer.

spacefractal

You dont have two source codes. The reason it's don't compile on windows is due defined a android variable. There is a trick to overcome that issue shown in newer android version sample.

This is a bug in glbasic.

Howover it's best to uses functions eventually.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

quangdx

I checked out the latest AndroidSample inside Android Extras v1.5.3
Trying to build and run for Windows still throws up the error,

linking:
gpc_temp1.o:gpc_temp1.cpp:(.text+0x5e): undefined reference to `_android_JAVACALL'
*** FATAL ERROR - Please post this output in the forum

I couldn't find any mention of a work around :(
Asobi tech - the science of play.
Spare time indiegame developer.