thread removed because I can not contact with author to ask about source code,I found a thread that he says he is already discontinued to develop this version long time ago and no longer source code exists since a HD crash accident,he even did not publish it yet,so I think this is a leak out version about 2 year ago,sorry.
and how it related with Magician?
Or does the Magician have GF5500 video?
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Where did you find this?! Was it at ivgappc?
I've been keeping an eye on portégéclub.com hoping to see a newer version but no luck...
I noticed there's a file named rmsplitter.plg which actually allows me to browse and open rmvb files. The files don't play though (audio and video codecs missing). Do these codecs exist or are they G900 (GF5500) exclusive? Where can they be found?
Did eoc release the source? The source of the AVC plugin would be awesome... The source of the rmvb and lyrics plugins would also be great.
nothing to say
So it's from ivgappc! Can you post a link to the thread? I can't use the site correctly since I can't read chinese but Google translate should be enough to read the development news...
So there'll be an rmvb plugin That is so awesome! Just hope the source is released. All closed source development on TCPMP will eventually be lost... Just look at TCPMP 0.81. No other build had skins ever again! Other new features it had were also lost or had to be "redeveloped"... That sure is a shame...
Yeah I remember about the lyrics plugin... I tried to find the source for it but with no luck...
This is a great find you posted here (found the news over PPCSG...I own an Omnia).
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Thanks for the links
The guys that did 0.81 added skin support by hexing 0.72!? Always thought they borrowed the code from PocketMVP which was also open source... Oh well...
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Don't know if it really has skins... The files in the pack make me think it has skins. Never worked on my device... The common.dll makes it crash. With a different common.dll it works but has no skins...
Check here for TCPMP 0.81 pack with skin files.
There was one official build that had skins but it's source was lost (check attached files). It works integrated with newer builds of TCPMP but with some file type issues (can't get it to open flv even with the correct plugins). And as I said it seems to borrow something form PocketMVP (attached is an old source of PocketMVP... maybe eoc would like it).
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LOL! So the 0.81 was a total ripoff...
Yeah that player.exe and interface.plg of the 0.71j must be used together in order to get working skins. These were from an official build which source seems to have vanished. It used the same bitmaps as PocketMVP (which is one of the reasons I suspect they may have used some common or similar code).
I couldn't find the source of the last PocketMVP but found a more recent one (updated my last post).
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Is the skin embedded in the interface.plg?
Can you upload the file so I can try it in my device? The Omnia is a WQVGA (240x400) device.
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Yes got the same results you described...
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Are you using the original source or the recomp3 source? The recomp 3 may be better but is for Visual Studio 2008.
Also you may want to consider doing some other stuff:
1- Char limit fix
2- Subtitle support (one of the files involved is the interface.plg...)
It may help using part of the skinning code from PocketMVP
Also have you ever had ID3v2 tags issues? I never had them but found this suposed fix.
Related
Repost from other forum, supposedly from Samsung SGH i710 i718 phone. Any owner of these phones can confirm this?
It is an EXE file that utilize Flash (flashlite.dll) with SWF file (e.g. Flash compiled file) to launch programs. It is for QVGA screen only, both portrait and landscape mode in different SWF file.
It is theoritically, can be 'decoded' and modify. Attached a roughly decompiled FLA at P
Post#3. I did a quick look, quite confusing script within.
Works alright with my Wizard, 50% of the launching things works (as I have most of the stuff modified, hence it is not able to find the file to launch). It looks better than the xPhone one, esp when you use the d-pad.
Download:
For users
- CAB by CWKJ - attached at post #6 below
For developers
- Raw files and instruction included in the attached ZIP - in this post.
- Decompiled FLA - at post #3 below.
I will try!
Thanks!
SWF Decompiled -> FLA
Ok, I've decompiled the SWF into FLA .. but the code within scared the bejeezus out of me. I scanned through the code and it is not as simple as I thought. I'm able to do a few flash motion with user interactions, so I won't be needing much of the graphical stuff, I'm more interested in the code that handles the program launching. So far, can't find any. Try your luck?
uhm ... nice ... is this ui every time in use? or mapped on a soft key?
NetrunnerAT said:
uhm ... nice ... is this ui every time in use? or mapped on a soft key?
Click to expand...
Click to collapse
It is not a Today-plugin. Much like the ayeFone that Grumps are developing here, which you can launch and close. Based on FlashLite.
Cab file from your first post.
Hey, realised it is QVGA. Very small on Universal.
Anybody seen this somewhere? I used the Search function and only found references to Flash Lite Player 2.1....
Thanks for help, folks.
we
also interested, if there is such a thing
Google
If you do a Google search you will only find press releases and marketing information. It may be installed on at least one manufacturers phone (not an HTC phone). It may not be incorporated in many devices yet, and is not available on the Adobe site yet. I have also been looking for it since it was announced. It was supposed to be available in November but I believe that would have been to device manufacturers and developers.
according to sources inside the industry, it seems, that flash player lite 3 will be publicly available in quarter 1 2008; althoug the manufacturer of your ppc might have it on their webpage for download.
But i didn't find anything on HTC's page...
Any other software to view flash videos on our dearest toy?
Thanks
we
I would donate money to someone who made a remote app to foobar2000 for android.
Maybe there already is but I've searched a lot and cant find it =(
There is this http://www.hydrogenaudio.org/forums/index.php?showtopic=38114 control.dll wich handles some commands and the connection over tcp/ip.
But the rest I can't do on my own
I also would like a foobar remote. I've done the android tutorials on the sdk website but I'm by no means an experienced developer.
I thought I would base it around the android-vlc-remote interface.
Perhaps a google code project is a good idea?
I have written a remote controller for foobar2000 a while ago. It's not very beautiful, but at least it works. It's not a plugin for foobar though, it's a server program written in Java. It still just has the basic controls, but I'm about to make it good and release it after my exams (in a couple of weeks or so).
Try out foo_httpcontrol. Then there are a few templates that look good on the Android (I use the ones by KEVO).
I can't post a link, but here is the URL, but Google and there is a thread on Hydrogen Audio dot org
tberman333 said:
Try out foo_httpcontrol. Then there are a few templates that look good on the Android (I use the ones by KEVO).
I can't post a link, but here is the URL, but Google and there is a thread on Hydrogen Audio dot org
Click to expand...
Click to collapse
i am using that too , but do u have resolution problem, becoz it is designed for G1
beware, shameless self-plug follows:
i've written an app to control foobar2k over wifi. uses the foo_httpcontrol plugin to send commands/get data.
the website is: foodroid.net84.net (has the QR-Code). or simply search for "foodroid" in the market.
please note, if you already have foo-httpcontrol installed: you also need to have the "ajquery" template installed.
if you don't have it installed: i made a setup to install foo-httpcontrol including "ajquery".
it's currently in beta, but pretty useable IMHO.
cheers, bugramovic
bugramovic said:
beware, shameless self-plug follows:
i've written an app to control foobar2k over wifi. uses the foo_httpcontrol plugin to send commands/get data.
the website is: foodroid.net84.net (has the QR-Code). or simply search for "foodroid" in the market.
please note, if you already have foo-httpcontrol installed: you also need to have the "ajquery" template installed.
if you don't have it installed: i made a setup to install foo-httpcontrol including "ajquery".
it's currently in beta, but pretty useable IMHO.
cheers, bugramovic
Click to expand...
Click to collapse
Big thx!!! Need cover
Check this out, you might like it.
foobar2000controller.blogspot.com
Sorry for the double post - I put this under apps and themes as well - I know how in demand a program like this has been and I know not all users search both forums, thinking it was not possible. Moderator may remover or migrate this thread if they wish:
Original:
Credit goes to the original poster (you can download the APK files off xda website - I am a new member so I cannot post links in thread yet (just search under android app and development - hacking section if you want to locate the original thread):
I have reattached the APK files for convenience (v6 is for 2.0+, v3 is for anything below 2.0). You can also dl from the original thread if its still active.
Description:
Simple APK file and you are set - only works for swf files (not flv files - no conversion compatibilities/works poor on games). It works, but poor for file management, very little controls other than pausing (no picture resolution adjustments, controls to skip or fast forward rewind, speed controls, or playlist management), but the program parses .swf well and played well (it's just choppy) - it does not work like a shockwave player where you can play games and have interactive controls but it does display slideshows well.
I noticed speed of slideshow can sometimes increase or decrease depending on how/if the phone is rotated (personal observation). If anyone knows of a better program for android 2.1 and below (root or not - I use stock deox OC 710 mhz with good mem management and class 6 sd card apps2sd - large swap file and dalvik cache off sd), please let me know? I searched for over a yr and this was as close as I could find. I am happy to have found this but I am almost positive someone knows something or could improve on this even slightly?
Comments:
Per my understanding, there is currently no android port for this type of application, per my understanding and Adobe Flex/Air is still in the works for Android.
The best you could do with .swf files was to convert them either within the media player you used (there are none currently that do this, not now at least, if you know of one please share!!! - even those that claim to do it will not or will run into stability issues, or would be ridiculously expensive - some work on 2.2 I think), there used to be one which I used and it worked which was free in the android market way back in the day of 1.5/1.6 stock sense ui, but, whatever media player that was, it since has been removed from the marketplace or had the feature removed and I cannot find posts for it anywhere else on the web. I tested several players by the way on several settings, even ones for arm7 processors and even swapped roms to stable 2.2 cyanogen on cdma hero - this is sadly as good as it got for me?
The only way I was able to do this was to take the .swf file(s) and manually convert it on a PC (batch/or not) or to run it through the browser off my sd card, like dolphin (this is a pain and slow and there is no functional control).
It was thought to be impossible unless someone could port Gnash to android or some other open source swf player from a linux platform (android is more java than linux, I think? plus the arm6 processor limitations - this was considered unfeasible, you'd be better off programming a shockwave player from scratch than reverse engineer code, I think, even so, without Flex/open GL fixes, or some other mem management, it's not really worth the effort or risk).
Some company, apparently tried, and gave up because of this, I guess, but posted a feasible app for android which works - I think it could be improved on significantly - the dev has his email in the app about section - it just has limits and always defaults to the sd card directory when done vs. going back to folder where the swf files are located.
If anyone knows of a better program over this, again, please share (even paid vid player converter which can do playlists/sound/and/or even controls)! Otherwise, I am glad to share this with everyone - I have been looking "forever" for something like this - I just wish it had more controls or better file browsing/management. Maybe someone would want to work on this project?
Cheers,
Joe.
Only created my account today, so I don't have enough posts to put this in the developer section. Maybe someone can help me out.
I managed to get the Quake2 source from Ids ftp server to build (with a lot of warnings) for ARM in Visual Studio 2012.
I've attached a screen shot and the binaries to this post.
All you need to do is drop the pak0.pak and players folder into baseq2.
Enjoy!
EDIT: should also mention that this is a native port (not .net or winrt) -- props to XDA guys for the hack!
EDIT2: for those with errors, keep in mind you need the pak files and players folder from the quake2 install for this to work (or you can grab them from the demo). Google is your friend! . If you encounter the famous "water crash" then run "sw_waterwarp 0" in the quake console.
EDIT3: For a joke. I've added the OpenGL Quake2 renderer and a software based OpenGL implementation (built from an older version of Mesa3D) as attachments. Given that Windows RT doesn't have support for OpenGL this is probably as good as its going to get without a port that has Direct3D support. While the OpenGL version looks much better, be warned.. it runs __very__ slow. If you want to give it a try, just go into video options and change the 'driver' option to "default opengl". Enjoy!
EDIT4: So.. in an effort to clean up some of the bugs, I stumbled upon KMQuakeII which has an 'unofficial' 3.23 patch for the Quake 2 source. I've managed to compile that version of the source for ARM. I was hoping this would fix the full screen issues, but it didn't. Regardless, there are probably worthwhile bug fixes anyway.. so I'm posting it here. There are also extra video modes in this version (very easy to add btw!) however the 1366x768 mode didn't work correctly on my Surface.
Well done! Link added to the list. Much appreciated...
bfosterjr said:
Only created my account today, so I don't have enough posts to put this in the developer section. Maybe someone can help me out.
I managed to get the Quake2 source from Ids ftp server to build (with a lot of warnings) for ARM in Visual Studio 2012.
I've attached a screen shot and the binaries to this post.
All you need to do is drop the pak0.pak and players folder into baseq2.
Enjoy!
EDIT: should also mention that this is a native port (not .net or winrt) -- props to XDA guys for the hack!
Click to expand...
Click to collapse
cool, seems to run nicely, -just using one core.
At first : Thanks for the work!
But i get an Error :"Couldn't load pics/colormap.pcx
(on Surface Jailbrocken)
I can't manage to open it. It says there is an error.
Another question... I want to do it for Bluestacks. Do you know anyone that could've done this? Thank you.
save_jeff said:
At first : Thanks for the work!
But i get an Error :"Couldn't load pics/colormap.pcx
(on Surface Jailbrocken)
Click to expand...
Click to collapse
Make sure you have the pak files and players folder from your quake2 install in the baseq2 folder. If you don't own quake2 then you can grab these files from the quake2 demo install (google for it). Good luck!
Awesome job!
I got mine working smoothly
There is some issues that often when I load saves the game crashed (quake2.exe has stopped working)
I have no idea. Save game works perfectly and start new game works as well.
Looks like this guy back in 2005 have the same problem (except he is using... Amiga?): ht tp://eab.abime.net/showthread.php?t=17808
Tanks i did not know that ;]
I Will get a Demo right now ans try ist.
Does it work with any Version of quake II ?
---------- Post added at 10:54 PM ---------- Previous post was at 10:29 PM ----------
Okay now it works like a charm! Realy impressiv
shog7n said:
Awesome job!
I got mine working smoothly
There is some issues that often when I load saves the game crashed (quake2.exe has stopped working)
I have no idea. Save game works perfectly and start new game works as well.
Looks like this guy back in 2005 have the same problem (except he is using... Amiga?): ht tp://eab.abime.net/showthread.php?t=17808
Click to expand...
Click to collapse
Yeah, there could be several bugs in it. This is built straight from iD's source. There are many other 'ports' of quake2 that have encountered and (in some cases) fixed various bugs. Still, its extremely playable even with a few annoying bugs!
I cant get mine to go to full screen.... is this usual behaviour?
advancedservers said:
I cant get mine to go to full screen.... is this usual behaviour?
Click to expand...
Click to collapse
Yep. The pure Quake2 source has known issues with full screen on "odd" resolutions. Given the time frame for when Quake2 was developed.. the 1366 x 786 resolution that is common today doesn't make any sense that's why its "not supported". There were some unofficial patches added to Quake2 many years ago to add wide screen support and more resolutions. A lot of people also fixed the problem by just using the OpenGL version (which I could also provide binaries for.. but its _dog_ slow). What I've ported here is the 'software render' which got very little attention once the '3d boom' hit. If I get bored, I may see if I can get full screen working in the software renderer.
Joystick or Xbox Controller?
App is cool and runs well with mouse or keyboard but I have tried joystick and Xbox controller (both recognised by WinRT) and app ignores both. I have turned on Joystick under options.
I didnt get any bugs yet.
But Fullscreen would be nice
Woww this game bring me so many good memories nice work!!!
advancedservers said:
I cant get mine to go to full screen.... is this usual behaviour?
Click to expand...
Click to collapse
Same here. 800x600 is the best resolution to me..
Btw can you load your saves after close the game and restart it?
For what its worth, I've updated the original post with 'newer' binaries and software based OpenGL support. The fullscreen thing is also bothering me so I'll put some effort into that over the next couple days -- hopefully its been fixed in a different Quake2 port and I just need to migrate the code over. Cheers!
If you don't mind me asking where did you get the source files from? I would have done this two days ago but I couldn't open the project files from id's github. I then tried quake 3 and doom 3 but getting those working is a different problem entirely. Those games have inline assembly in them that I don't have the skill to replace.
johnnyfives12 said:
If you don't mind me asking where did you get the source files from? I would have done this two days ago but I couldn't open the project files from id's github. I then tried quake 3 and doom 3 but getting those working is a different problem entirely. Those games have inline assembly in them that I don't have the skill to replace.
Click to expand...
Click to collapse
The source came straight from ftp.idsoftware.com. There is a lot of pain in getting a working vs2012 solution file and convincing the source that Win32 does not imply x86! Many issues with libs and older CRT functions too. Just takes time, patience and good experience with VS & C code.
You're absolutely right about Q3 or Doom3. They will require an overhaul and will need to be ported to Direct3D10+. Sadly I don't have the spare time to get _that_ involved -- though I'm happy to help if someone wants to lead the charge.
Cheers
Game crashes sometimes when I try to load a saved game. Also performance is far from what I expected. I remember playing it on my Nokia n95 with software renderer and it was fluid, on surface higher resolutions cause serious performance degradation. The more I use desktop apps ported to Windows RT(quake, dosbox) the more I think that tegra 3 suck.
bartekxyz said:
Game crashes sometimes when I try to load a saved game. Also performance is far from what I expected. I remember playing it on my Nokia n95 with software renderer and it was fluid, on surface higher resolutions cause serious performance degradation. The more I use desktop apps ported to Windows RT(quake, dosbox) the more I think that tegra 3 suck.
Click to expand...
Click to collapse
Same loading problem here...
But it runs pretty fluid on my Surface...