[AIR]Making/Testing AIR on Eclair - XPERIA X10 Themes and Apps

Hey all.
Sony Ericsson have stated quite clearly.. "No Flash on X10". Despite being quite categorical, there is much more to the story... so sit back with a coffee, and allow me to explain;
{disclaimer: i've only had an Android smartphone (Nexus One) since about June, so my experience had been exclusively using Froyo until now}
As far as i'm aware, Flash-Lite ran on certain HTC devices with Android Eclair (2.1) but this was done thru the device's default browser using webkit's plugin permission.
Flash 10.1 on the other hand is designed to run on Froyo (2.2) using a more direct Google plugin to the browser. (possibly an API not reliant on webkit as default, thus allowing other browsers to gain plugin access)
Anyway.. Sony Ericsson, for whatever reason, hasn't included either of these methods in this Eclair release. Conspiracy theorists may point to the coming PSP-phone as one reason to omit Flash.. ie. free multiplayer web-games.
So anyway, that's the bad news! No browser-based Flash unless it gets hacked into X10 by someone, or the bootloader get cracked, etc etc.
Ok, now the good news;
Hardware performance isn't a factor, as X10's Arm7 CPU IS supported by Adobe Flash + Air when running Froyo, as it clearly states X10's compatibility on their developer page.
Even better news for flash aficionados;
Lucky for us, Adobe made an early version of Air (ie. Flash outside the browser) for Android which runs just fine on Eclair. Although it's no longer under development (hasn't been since June) it's therefore unsupported by Adobe, and missing the odd feature such as GPU acceleration.
However, my early tests show it runs pretty well, comparing it to my Nexus One at least.
There are some limitations such as only running newer Actionscript3, (and no multi-touch, ha-ha ;O) ..but i can still see a great opportunity promoting and supporting Air on the X10. More so since every Air app or game i've seen so far only runs on Froyo.
As i see it, there's now a distinct niche supporting Air for Eclair userbase, so i hope some of you will consider helping me to exploit it. I'm here to help however i can, like porting as much stuff as possible to run on our Eclair devices, and ask anyone who's interested to offer support such as testing, designing, coding, or whatever. (PM or post here if interested to help out) I also propose a unique identifier; 'EPX'. The meaning will become obvious later.
To kick things off, i've attached a splash image, the Air Runtime for Eclair, and a sample game to test it. Here are the details about the game;
-------------------------------------
- Called "Code Bummer" made by Jesse Freeman, Dan Wolfe, Sean McCracken. (renamed "Hobo" with new icon, and recompiled to run on Eclair)
- Source code; http://github.com/jessefreeman/codebummer (a very clean example of a flash game for Android!)
- Description; http://www.appbrain.com/app/code-bummer/air.com.gamecook.CodeBummer (members will notice it says "Your device has Android 2.1. However this app is for Android version 2.2 and higher")
- Performance Tip: I find that after starting the game, the responsiveness is a bit slow, so i press back button (out of the game) then reload back into the game, and performance is much more playable.
-------------------------------------
Enjoy!
[UPDATE]
Anyone interested in developing Air for Eclair apps or games (that will also work on the latest Air for Froyo runtime) should stick to ONLY using the June 3rd SDK here...
(AIR25_win_sdk_20100603.zip)
http://www.mediafire.com/?m19cetvay9xqx38
Or the June 3rd CS5 Air Extension here...
(AIRforAndroid_FlashCS5_060310.zxp)
http://www.mediafire.com/?22hewf5kg98u3sd
Both of ^these are for Windows developers only.
We are also looking for the existing Linux and Mac SDK's dated the 3rd of June. If you have one of these, then please let us know, so that we may share it with everyone who needs it.
Cheers!

hi
that`s really good news(?) for us
unfortunately I have no knowledge in these areas but no doubt that I make available to serve as guinea pigs (?)
just hope this idea don`t die young and devs who had the knowlage will help you on this

Air for Android Developer Links
Thanks. It's a big catchup being couple of years behind the java devs, but strength in numbers helps.
Useful links for anyone getting started with Air development on Android;
"Using AIR for Mobile Development" (slideshow) *new*
"How to Add a Splash Screen to Your Air for Android App"
"How to Import MovieClips into a Flash Builder ActionScript Project"
"Optimization Techniques for Air for Android Apps"
"Sample Employee Directory Application using Flex and AIR for Android"
Using The Accelerometer Sensor in ActionScript 3
...

All my knowledge goes to AS3 and that is it. No Java or anything else. But testing wise, I am all here to help.

Is it not possible to port the Plugin from 2.2 to 2.1 or to install HTC Browser?

great it works quite laggy but a great start!

cuddles100 said:
great it works quite laggy but a great start!
Click to expand...
Click to collapse
Glad to hear it.
If you follow the performance tip (written above in red) then it runs as smooth as the original 80's coin arcade classic that it's based on.
http://en.wikipedia.org/wiki/Frogger

Nimche said:
All my knowledge goes to AS3 and that is it. No Java or anything else. But testing wise, I am all here to help.
Click to expand...
Click to collapse
Ahh.. that type of "flash junkie" haha. I thought you meant flashing roms.
Anyway, Air on Android is pure AS3 development, unlike the desktop version which could run Html or Javascript seamlessly...
http://en.wikipedia.org/wiki/Adobe_Integrated_Runtime#JavaScript_frameworks
In fact, coming from Actionscript background, i was impressed enough with it's implementation to switch almost entirely to Javascript coding in the early versions of Adobe Air which were codenamed "Apollo".
So although the desktop version of AIR includes the WebKit HTML rendering engine, this is not supported in Air for Android. (i'm guessing the overhead of running webkit alongside AS3 engine was too heavy for general smartphone use)
However something called "StageWebView" appears to be supported, so i'll look into how that works.

Wolfbreak said:
Is it not possible to port the Plugin from 2.2 to 2.1 or to install HTC Browser?
Click to expand...
Click to collapse
An attempt was made...
http://forum.xda-developers.com/showpost.php?p=6569529&postcount=16
^That whole thread makes excellent reading if you're deep into webkit hacking!

Air for Eclair Source Code
Keeping to the same theme as Code Bummer.. here's a bitmap side-scroller sample by 'theflashbum'...
https://github.com/theflashbum/BitmapScroller/downloads
The size is 9mb cos it includes 29 images. The images are truely funny for any hardcore flash coders, but the side scrolling to way too jumpy to be of any use as is. (...unless you want a migrane as an excuse not to go to work today! lol)

I7redd said:
Glad to hear it.
If you follow the performance tip (written above in red) then it runs as smooth as the original 80's coin arcade classic that it's based on.
Click to expand...
Click to collapse
Didnt read that bit. lol. Yeh the lag pretty much disapears when u do that awesome!

cuddles100 said:
Didnt read that bit. lol. Yeh the lag pretty much disapears when u do that awesome!
Click to expand...
Click to collapse
Thanks for the confirmation. (tip now highlighted)
It does the same on my Nexus running Froyo, so not sure yet what's causing that to happen. We need a few more sample games to see if it happens on Air generally, but for now it's quick fix that works.

I7redd said:
Ahh.. that type of "flash junkie" haha. I thought you meant flashing roms.
Click to expand...
Click to collapse
I did mean both of them. Flash phone and development for AS3. Hope to make something out of this.
Cheers,
Edit> That was nice. OT, how do you pack an apk off flash?

> how do you back an apk off flash?
Not quite sure i understand.
To "back out of flash" means pressing hardware back button. The game suspends, so when you go in again (pressing game icon) it continues where you were, but also plays smoother.
To back up an apk can use normal backup app like Titanium.

I7redd said:
> how do you back an apk off flash?
Not quite sure i understand.
To "back out of flash" means pressing hardware back button. The game suspends, so when you go in again (pressing game icon) it continues where you were, but also plays smoother.
To back up an apk can use normal backup app like Titanium.
Click to expand...
Click to collapse
I fixed it 4 minutes before your post anyways I meant pack an apk. How do you turn air application into android app?

Nimche said:
...development for AS3. Hope to make something out of this.
Click to expand...
Click to collapse
Cool.
These XDA forums have developer sections, thou to me at least, they seems slanted towards rom development, not apps, so I thought i'd start off a topic about testing Air, and see how the response is.
If there are people who are also keen to develop using Air for Eclair, then i'm happy to help get them started, or organize a group project. Will see how it goes.
For myself, i'm using Flash Builder 4, so switching between Froyo or Eclair involves overcopying the respective SDKs in Flash Builder folder..
C:\Program Files\Adobe\Adobe Flash Builder 4\sdks\4.0.A
For Froyo we use latest build [09/30/10] ...but for Eclair we have to use the older SDK dated the same as the Eclair Runtime [06/03/10] that i attached on the first post. I've uploaded (18mb zip) the older "Eclair SDK" for those who want to try compiling something...
http://www.mediafire.com/?m19cetvay9xqx38
Any issues, let me know.

Nimche said:
I fixed it 4 minutes before your post
Click to expand...
Click to collapse
Heh. I didn't reload the page before answering. (also a bit slow typing with a cat on my lap)

Nimche said:
How do you turn air application into android app?
Click to expand...
Click to collapse
After building your SWF file.. use (windows) dos command something like..
adt -package -target apk -storetype pkcs12 -keystore cert.p12 -storepass password my_app.apk my_app.xml my_app.swf
Quick way is to put ^that into a make.bat file.
Then put "adb install -r my_app.apk" into an install.bat file.
Then put "call make.bat & call install.bat" into a run.bat file.
Then double-click run.bat and it's all done in 1 step.

very good stuff! I will glady test stuff for you's
Sent from my X10i using XDA App

I7redd said:
After building your SWF file.. use (windows) dos command something like..
adt -package -target apk -storetype pkcs12 -keystore cert.p12 -storepass password my_app.apk my_app.xml my_app.swf
Quick way is to put ^that into a make.bat file.
Then put "adb install -r my_app.apk" into an install.bat file.
Then put "call make.bat & call install.bat" into a run.bat file.
Then double-click run.bat and it's all done in 1 step.
Click to expand...
Click to collapse
Cool sh*t. I will make some stuff for testing. Happy that AIR works here and I was going to be disappointed but now I have more purpose for using 2.1//

Related

Stay away from AnDOSBox

As I'm sure many of you are aware, people posting pirated apps the Android market has been a problem, but with in that problem is people posting GPL based applications, but refusing to comply with the terms of the the GPL. I've recently discovered that AnDOSBox, based on the DOSBox open source project, is one of those. It's not "convenient" for them to comply at this time. As an open source developer myself (but not of DOSBox itself, so I unfortunately can't file the DMCA violation request with Google), I hate to see people ripping off open source software and blatantly violating the license. Please do not buy AnDOSBox from the market.
OK, I'll have to get it by alternative means then!
hehe, I agree.
I just found this while I am publishing aDosBox 0.2beta.
It even uses a similar icon(or almost the same with aDosBox)
greatht said:
hehe, I agree.
I just found this while I am publishing aDosBox 0.2beta.
It even uses a similar icon(or almost the same with aDosBox)
Click to expand...
Click to collapse
You are one of the devs on aDosBox??? Congrats on the new release! A really long wait... but worth it
And for those who don't know... aDosBox is heaps better than this AnDosBox... try it out on the Market!!!! I give it a 5 star rating!
erlern said:
aDosBox is heaps better than this AnDosBox...
Click to expand...
Click to collapse
uh, it's like you've just said - i didn't try andosbox... because its really way better than all other dosbox ports for android. i tried adosbox today to see if it improved, but it's still no comparision to andosbox - it's not even half as smooth.
erlern said:
It even uses a similar icon(or almost the same with aDosBox)
Click to expand...
Click to collapse
lol that's quite funny, because adosbox just uses the original logo of adosbox, and andosbox is just slightly different - and you're accusing him of something? LOL
wujekandrzej said:
uh, it's like you've just said - i didn't try andosbox... because its really way better than all other dosbox ports for android. i tried adosbox today to see if it improved, but it's still no comparision to andosbox - it's not even half as smooth.
Click to expand...
Click to collapse
What games are you running on it? I have tried Airborne Ranger, Xenon 2, Magic Candle, Bard's Tale, Rogue, 2400AD, Altered Beast, Tyrian 2000, Ultima 4 and 5, Dune and none of them have any lag in them. I tried Andosbox and don't think that I'll support it at that price.
I'm using a snapdragon device btw.
Really hope aDosbox gets more releases out. Hope I could contribute somehow, but I have no clue how the software is being developed.
I tried adosbox recently after finding out that Raptor was available for the Apple Store.
aDosBox runs raptor too, but for my device it doesn't work that great yet. I still have hope.
Meanwhile, I found out that even though the developer of aNdosbox is charging 4 bucks, since it's under the GPL, people who paid for it are free to redistribute it. There is a 1.0.1 version hovering around on the net. If you can't find the link then let me know. But, andosbox can't even run some of the stuff adosbox does.
wujekandrzej said:
uh, it's like you've just said - i didn't try andosbox... because its really way better than all other dosbox ports for android. i tried adosbox today to see if it improved, but it's still no comparision to andosbox - it's not even half as smooth.
Click to expand...
Click to collapse
hm..... Can't understand here. Which one had you really tried?
wujekandrzej said:
lol that's quite funny, because adosbox just uses the original logo of adosbox, and andosbox is just slightly different - and you're accusing him of something? LOL
Click to expand...
Click to collapse
Let me clarify what I was talking about:
aDosBox 0.1 alpha was published in Feb 2010 and its logo is a combination of DosBox icon and Android robot icon. (just google aDosBox)
If you compare it with anDosBox icon, you will understand what I want to deliver.
PS: aDosBox is a hobby, not a product and it will never be. All credits belong to DosBox's author and the person who ported SDL to android platform(i.e. Pelya).
Everyone who wants to contribute and make dosbox run better on our android devices is welcomed to join us.
They do provide the source now, though you have to prove that you've got the binaries from them (which seems to be fine per GPL - they only have to provide sources to people they distribute the binaries to, and not just everyone; though of course others should be able to share once they get sources for themselves).
greatht said:
hm..... Can't understand here. Which one had you really tried?
Let me clarify what I was talking about:
aDosBox 0.1 alpha was published in Feb 2010 and its logo is a combination of DosBox icon and Android robot icon. (just google aDosBox)
If you compare it with anDosBox icon, you will understand what I want to deliver.
PS: aDosBox is a hobby, not a product and it will never be. All credits belong to DosBox's author and the person who ported SDL to android platform(i.e. Pelya).
Everyone who wants to contribute and make dosbox run better on our android devices is welcomed to join us.
Click to expand...
Click to collapse
Thanks for the minor updates over the last week. If I may suggest something, I find that it is a bit hard to see what I type on the screen because the virtual keyboard opens up and covers most of the screen, is it possible to show just the command prompt line above the virtual keyboard instead of having to hide and re-open the virtual keyboard to see whether input is correctly made? Thanks a lot.
Much work has been put into AnDosBox, and it is the best DosBox emulator by far at the moment. It has games working better on the Android than I could make them run on any of my PCs, which is quite a feat.
Its mouse control is really great. The only way to do a mouse control on a touch phone without having a bluetooth mouse and tv-out of some kind.
I really did not think the old dos games could run that well on an Android phone (mine is Samsung Galaxy S), but I do hope that others manages to make emulators run better as well, so we might see emulators with a better kind of Joystick support. Although the kind he has implemented is in the direction of what I would want to do for a onscreen joystick. Being able to just place your thump anywhere, and move up, down, left or right.
But it would probably be easier with a on screen firebutton as well, which is seems to lack. And being able to not have the joystick area in the middle of the Screen.
The Pelya stuff in aDosBox is nice, and it is probably able to run some games that AnDosBox cannot. But so far most games seems to run in AnDosBox better than I would have anticipated.
And they are finally sharing the source. I will try to ask him for it myself.
greatht said:
hehe, I agree.
I just found this while I am publishing aDosBox 0.2beta.
It even uses a similar icon(or almost the same with aDosBox)
Click to expand...
Click to collapse
I finally got to test aDosBox properly. For some reason I only got the SDL options to work with the menu button at first, and it sure helps being able to see the keyboard, quit button and all that. Since I cannot write anything in the developer section yet, I will post some feedback here:
Mouse support, I cannot get it to work at all. I have found that andosbox has a good mouse support, while adosbox has a good joystick / arrowkeys support. I am guessing I might be able to get the mouse to work if I make the Joystick control the mouse, but what I have come to find as the best method of controlling the mouse in games using a real mouse, is using the screen as a touch pad. But it seems a problem with Pelya to make that work properly.
Also an option to hide the on screen controls while they are still active would be nice.
Mouse calibration, that part might be the reason why the mouse does not work at all for me, but when going into it, I cannot select the screen. I can touch the 4 corners and it just goes into the Menu when I press menu after.
http://anddev.at.ua/load/emulators/dosbox_0_74/2-1-0-12
This one seems to show how that was meant to work, but I never really found a good way to make it work. My phone is a Samsung Galaxy S, so the bottom right corner goes into my menu key. Top right goes into the back key. The DoxBox for Android I just linked has attempted to make the keymapper available on the menu key, which seems to be rather fail, since at most settings it is impossible to get out off again. Your menu seems to work much better, but after going into the SDL settings it seems to be lost, and only the SDL is on the menu key.
I am looking into Android development myself, I hope I can help some day, but I am still only just learning my way around the SDL and making some tutorial apps to get started. Good luck with the aDosBox project though.
They denied my request for the source code because I refunded the app. Sigh.
This may be the wrong area to ask, but in using aDosBox I'm having trouble starting the keymapper since my android on-screen keyboard obviously doesn't have "ctrl" or F-keys. How are the rest of you mapping keys for playing games? I have an Xperia Play running 2.3.3. With the stock settings but checking the box for having "Arrows/joystick/dpad" I can get the directional buttons to work, but can't map the triangle/square/x/o buttons to what I need for Commander Keen 4. Any help?
I have a droid incredible.
That said I tried adosbox and it works, but pretty slow.
I looked up many reviews and finally broke down and bought andosbox. (15 min refund if you don't like it made the deal sweet)
I have to say for the games i have played andosbox is 200% better, smoother more polished system. I been playing masters of orion 2 and anvil of dawn. Well, no lag on andosbox and while they are playable on adosbox, the difference is worth the 4 bucks.
So you get what you pay for in this instance. I like both programs and sdl is only currently supported by adosbox so it has that going for it as well.
So thanks for creating these awesome ports. I do recommend using adosbox to see how it runs on your phone before getting andosbox. Just i find i like the tilt and menus in andosbox better (plus default speed boost)
-------------------------------------------------
Also to respond to the game pad question, you can get a blue tooth joystick. or look on the net / market for gamepad keyboards. or on screen game pads. loconet sells one but i bet there are free ones as well.
I have the htc droid incredible so hid bluetooth is not working, but there are some joysticks out there that still work.
If you want alternate onscreen buttons. You will have to find one in the market.
Basicly you change your default keyboard to replace it with one that has the inputs you need.
If anybody is looking for the source...
hxxps://sites.google.com/site/andosbox/system/app/pages/recentChanges
(1.1.8 -> hxxps://sites.google.com/site/andosbox/AnDosBox_1.1.8.rar?attredirects=0)
Have fun
Can you post the sources to the 1.1.9 version?
I posted the apk here, and even though it's GPL'ed software, my post was removed and I received an infraction from XDA.
BTW, it seems the reason that AnDosBox runs faster than aDosBox is because AnDosBox has a permanent framedrop hardcoded. Can someone try 1-3 framedrop on aDosBox and compare? I suspect the speed would be identical!
Try to build adosbox with Eclipse
This is what I done
svn checkout source trunk (adosbox source code from google code)
download Eclipse
build adosbox with Eclipse
build and install successfully on emulator/mobile.
BUT when I execute it Shows error message unfortunately adosbox has stopped.
also 0 errors but contains 2 warning , some yellow exclamation sign in MainActivity.java
Please help!!!!!!!!!!
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
if (resultCode == Activity.RESULT_OK) {
if (requestCode == SELECT_CONFIG) {
Uri selectedImageUri = data.getData();
}
}
}
}
shows warning : The value of the local variable selectedImageUri is not used MainActivity.java /adosbox/src/org/hystudio/android/dosbox line 215 Java Problem
Hi, I apologize if I'm posting this in the wrong area. How do you bring up the in-app menu on the Samsung Galaxy S7? The menu (two squares) button tries to go to split-screen mode and the back button exits the app. Long-pressing either does not work. The Assistant Menu option (under Accessibility) does not work either. I can't even bring up the keyboard at the DOS prompt. Pressing the menu button worked on the S4 and long-pressing it worked on the S5, but no idea how to bring up the menu on the S7. Any ideas?? Thanks in advance!

PSXPeria 2.0 (Beta)

Update: (01/06/2012) I've decided to sell my Xperia play and discontinue all my work on the platform. Like SE, I lost interest in the Play because of the lack of games and a general lack of content. Also, I cannot stand Android anymore, especially SE's skin. I was looking forward for ICS, but after seeing SE put their skin on that too, I won't want to deal with it anymore. As for PSXperia, I have always released the source and documents for everything I release. I also have a few writeups on reverse engineering the psx emulator on my site. I will no longer be providing support for PSXperia and won't be managing the bug reports on github. Again, everything is open source and under GPL, so anyone can pick up where I left off (for example, improving the UI, future emulator compability, etc). I hope the project won't die!
Ok, so I decided to create a new thread for two reasons. First, I started that thread before I created PSXPeria to throw around ideas with developers and stuff, but now it's a beta test and I need feedback from regular users, not just developers. Secondly, not everyone can post in the developer section and not all users browse the developer section. So with a new release, I'll make a new thread. Hope the mods are ok with this.
Anyways, if you don't know what PSXPeria is, it's a tool that allows you to convert PSX games to work with Sony's emulator that is included with Crash Bandicoot. That way, you can play any PSX game using Sony's emulator.
How is this better than FPSE/psx4driod?
-PSXPeria is free and open source
-PSXPeria compresses ROMs
-PSXPeria supports the touchpads
-PSXPeria is SOMETIMES more compatible (and sometimes not)
-PSXPeria games show up in the playstation pocket app
-PSXPeria sometimes renders more smooth
What do I need to run PSXPeria Tool?
Java JRE: http://www.java.com/en/download/index.jsp
Downloads:
PSXPeria 2.0 Beta: https://github.com/downloads/yifanlu/PSXperia/psxperia-2.0-beta.zip
PSXPeria 1.0 (for Android 2.3.3 and below): https://github.com/downloads/yifanlu/PSXperia/psxperia-1.0.zip
Source: https://github.com/yifanlu/PSXperia
Quick Start:
Read this: https://github.com/yifanlu/PSXperia/wiki
Do you have a problem? Read it again.
Are you about to complain that you can't select the Extract tab? Read it once more.
Something doesn't work? Read "Common Mistakes" on the Wiki. If that didn't solve your problem, you should file a bug report.
Bug Reports:
I will not solve issues in this thread! Any problems you have must be reported to github. Please read the section titled "Filing a Bug Report" on the wiki for directions on filing bug reports. You should also read "Common Mistakes".
Compatibility
Sometimes, a game will work MUCH better (like from unplayable quality to perfect) if you enable software rendering. More details here: http://forum.xda-developers.com/showthread.php?t=1220541
Also, help us fill our compatibility chart when you're testing games: https://github.com/yifanlu/PSXperia/wiki/Compatibility
Tablet S/P
I don't have a Sony Tablet, so I can't test anything tablet related. I'll try to write patches for the tablet's emulator but I have no idea if it works or not. If anyone wants to donate a sony tablet to me, I wouldn't mind developing for it more. (I also have some ideas for unlocking it that I want to try).
"This APK is not supported."
If you get this, I need to manually write a patch for that APK. Currently, I will only do this for Crash Bandicoot 1.0.3 and higher. Send me a copy of the APK and I'll include a patch for it in the next release.
Reserving this space in case I need to write something here later.
does V.2 have a GUI yet or is it still a command line tool
AndroHero said:
does V.2 have a GUI yet or is it still a command line tool
Click to expand...
Click to collapse
I thought it had both? Did you try "psxperia-gui.bat"?
yifanlu said:
I thought it had both? Did you try "psxperia-gui.bat"?
Click to expand...
Click to collapse
Yeah sorry, i made a noob mistake and didnt read all the OP
Awesome Thanks, Will give you feedback once I have the chance to test it out properly.
I keep getting this ..
I'm using 2.3.4 latest version and got the APK from the same place as last time /system/app
does this work on 2.3.4?
WOA! it works on 2.3.4!
Playing Crash Team Racing on the PSXperia emulator right now!
Thank you so much <3
ff7fan4eva said:
I keep getting this ..
I'm using 2.3.4 latest version and got the APK from the same place as last time /system/app
Click to expand...
Click to collapse
You're in luck, I've just finished writing the patch for that APK. Will upload the update in a few minutes. For future references, if anyone gets that error, send me a copy of the APK or I can't write a patch for it.
DeanBoro said:
does this work on 2.3.4?
Click to expand...
Click to collapse
Yes, if you use the Crash Bandicoot apk that came with 2.3.4.
Glad to see this is continued. Will try this after exam.
Thanks a lot.
Awesome dude, thanks for continuing with this project. We know you don't have a lot of free time. Will test this arvo and donate as well! Thanks again.
Sent from my R800i using XDA App
Ok, this is weird. 1.0.3 USA works for me, but 1.0.3 EUR crashes. The java files are exactly the same and i've patched the native libraries. Someone needs to test the EUR version for me.
yifanlu said:
You're in luck, I've just finished writing the patch for that APK. Will upload the update in a few minutes. For future references, if anyone gets that error, send me a copy of the APK or I can't write a patch for it.
Yes, if you use the Crash Bandicoot apk that came with 2.3.4.
Click to expand...
Click to collapse
Do i have to send you the .apk of my crash bandicoot or are you gonna upload it without me?
ff7fan4eva said:
Do i have to send you the .apk of my crash bandicoot or are you gonna upload it without me?
Click to expand...
Click to collapse
I've already updated the download a while ago.
yifanlu said:
Ok, this is weird. 1.0.3 USA works for me, but 1.0.3 EUR crashes. The java files are exactly the same and i've patched the native libraries. Someone needs to test the EUR version for me.
Click to expand...
Click to collapse
Yeah same for me, tried to create ff7 and get a checking license message and then close
using 2.3.4 europe version com.sony.playstation.ncea00344_1.apk
yifanlu said:
Ok, so I decided to create a new thread for two reasons. First, I started that thread before I created PSXPeria to throw around ideas with developers and stuff, but now it's a beta test and I need feedback from regular users, not just developers. Secondly, not everyone can post in the developer section and not all users browse the developer section. So with a new release, I'll make a new thread. Hope the mods are ok with this.
Anyways, if you don't know what PSXPeria is, it's a tool that allows you to convert PSX games to work with Sony's emulator that is included with Crash Bandicoot. That way, you can play any PSX game using Sony's emulator.
How is this better than FPSE/psx4driod?
-PSXPeria is free and open source
-PSXPeria compresses ROMs
-PSXPeria supports the touchpads
-PSXPeria is SOMETIMES more compatible (and sometimes not)
-PSXPeria games show up in the playstation pocket app
-PSXPeria sometimes renders more smooth
What do I need to run PSXPeria Tool?
Java JRE: http://www.java.com/en/download/index.jsp
Downloads:
PSXPeria 2.0 Beta: https://github.com/downloads/yifanlu/PSXperia/psxperia-2.0-beta.zip
PSXPeria 1.0 (for Android 2.3.3 and below): https://github.com/downloads/yifanlu/PSXperia/psxperia-1.0.zip
Source: https://github.com/yifanlu/PSXperia
Quick Start:
Read this: https://github.com/yifanlu/PSXperia/wiki
Do you have a problem? Read it again.
Are you about to complain that you can't select the Extract tab? Read it once more.
Something doesn't work? Read "Common Mistakes" on the Wiki. If that didn't solve your problem, you should file a bug report.
Bug Reports:
I will not solve issues in this thread! Any problems you have must be reported to github. Please read the section titled "Filing a Bug Report" on the wiki for directions on filing bug reports. You should also read "Common Mistakes".
Compatibility
Sometimes, a game will work MUCH better (like from unplayable quality to perfect) if you enable software rendering. More details here: http://forum.xda-developers.com/showthread.php?t=1220541
Also, help us fill our compatibility chart when you're testing games: https://github.com/yifanlu/PSXperia/wiki/Compatibility
Beta Testing
Right now, PSXPeria 2.0 is BETA. That means everything won't be working properly. That's why I need YOUR help in getting everything working. When using PSXPeria, test for one or more of the following and post here if it worked or if you ran into any problems:
-Running the game on 2.3.3 with crash bandicoot 1.0.3 (extracted from 2.3.4)
-Running the game on 2.3.3 with crash bandicoot 1.0.1 (extracted from 2.3.3)
-Running the game on a tablet S and tablet P
-Using PSXPeria command line tool (nobody ever used this, it may not work at all, lol)
-Running the game on custom roms
-Comparing game quality generated from CB 1.0.3 with one generated with CB 1.0.1 (this can only be done on 2.3.3 systems).
"This APK is not supported."
If you get this, I need to manually write a patch for that APK. Currently, I will only do this for Crash Bandicoot 1.0.3 and higher. Send me a copy of the APK and I'll include a patch for it in the next release.
Click to expand...
Click to collapse
Good job man! You are the God!
Sweet, now I can update my phone!
Quick question: How do I extract the Crash Bandicoot JAR?
Will help you test right after I finish dealing with my Big Cleaning House caused by the flood here in my country.
I desperately miss PSXPERIA!!!
Thanks to you.
Cool !!!!
Works well with Saga Frontier !!!

Quake 2 on Windows RT

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...

Quake 1 (w/OpenGL) on Windows RT

Sorry for the 'general post' .. but again, I don't have enough posts to have access to the developer section.
Hopefully this will make someone happy.
After playing with Quake 2..
http://forum.xda-developers.com/showthread.php?t=2097092
I took a stab at Quake 1. Code was only slightly harder to port because of the old MGL lib. Anyway.. here it is.. Quake 1 (with optional software OpenGL support --- VERY SLOW)
Game runs very well (non-opengl) and full screen support works nicely.
Because its difficult to extract, I've included the PAK file from the _demo_. If anyone has any issues with that, please contact me and I'll replace it with a binary package. As is, you should be able to just extract it and run WinQuake.exe (or glquake.exe if you'd prefer a slower experience!)
Enjoy all!
I just had to register to say: I love you, man. :good:
Awesome! Really thank you for your work!:good: I just finished the first episode without bug.
Btw, what files do I need to replace if I have the full version of Quake 1? Just pak0.pak or the entire id1 folder (except the saves)?
Nice. Played Q1 opengl online a long time
Sent from my LG-P990 using xda app-developers app
shog7n said:
Awesome! Really thank you for your work!:good: I just finished the first episode without bug.
Btw, what files do I need to replace if I have the full version of Quake 1? Just pak0.pak or the entire id1 folder (except the saves)?
Click to expand...
Click to collapse
You should be able to just copy the entire ID1 folder from the Quake install. I'm not sure if the saves will work or not.. I haven't tried.
Enjoy!
That's AWESOME.
I remember playing Q1 so much on business trips on my crappy laptop so many years ago.
I'll have to try this out with my surface.
thanks!
Awesome! This is really great. I'm also trying to get enough posts to be able to participate in the discussion / porting of stuff to Windows RT. It's great to see such a thriving development / porting community arise so quickly!
Superb
This runs incredibly, I thought it would be fiddly, but it just works. I just need to enable mouselook and I am all set. I am also keen to get my ten posts up and engage on the dev thread. I have several things that I think will port over quite nicely.
I can't control the window that it opened in. Can't maximize (running in small window) and most importantly, can't close the game. All the buttons in the upper right of the window wont work.
Please help. Thanks.
(Post Deleted)
does it work with controller (xbox)
has anyone tried using the d3d wrapper as described in http://forum.xda-developers.com/showpost.php?p=42277354&postcount=29 ?
I don't have a surface, but i've been quite interested in getting one as the prices are < $200 now.
If the surface only had STEAM support I would have gotten it day 1.

Wayland server for Android

ABANDONED
Hi! Does anyone here use Linux desktop distributions in chroot environment on Android device?
I am developing wayland protocol server for Android devices. If anyone is interested in checking my project, latest version of apk is always available here:
ftp://ftp.drivehq.com/mogryph/sparkle/
Currently I am only focused on running Xwayland as client. Also apk supports audio output.
Simplest instruction:
1. Android 6 or newer required, busybox required, root required
2. Prepare linux distribution in directory, image or on partition. Make sure you have Xwayland installed in it. Make sure you specify which DE to run (or at least xterm) in ~/.xinitrc
3. Install and start sparkle.apk
4. Press "edit user.sh", uncomment (remove #) line starting with start_generic_container. Change rest of this line to match your device:
first arg - image or partition where distribution is installed. If distribution is installed in directory and mouting is not needed, leave this arg unchanged.
second arg - mount point or directory with distribution. If you use mounting (first arg), this arg can be left unchanged.
third arg - name of the user which will be used to start Xwayland and DE. Its better to specify non-root. Also this is the user who must have .xinitrc in his home dir (see step 2).
5. Save user.sh and click "Start".
6. Any problems and crashes will be reflected in the log.
If you want audio output:
1. Compile and install driver from pcm_sparkle.tar.gz in your distribtion
2. cp 1.asoundrc ~/.asoundrc
If you have blinking problem, change upload_mode from 1 to 2 in settings. If you have bad performance, setting no_damage to true may help, but in most cases no_damage=false is better. Fastest upload mode is 0 (if it works).
If you don't trust me and don't want to give sparkle root permissions (I perfectly understand this) you don't have to. Also you can do without busybox.
But in this case, you need to understand and do a lot of things. Check sparkle's user.sh to get idea about what needs to be done. Basically:
1. You need to make /data/data/com.sion.sparkle/files accessible from inside chroot container. You can use bind bound.
2. Make sure you have tmpfs mounted over /tmp in container.
3. You may need to change selinux context on /tmp to match sparkle's context or disable SELinux.
4. You need to create new directory in /tmp, symlink sparkle's wayland socket from /data/data/com.sion.sparkle/files/wayland-0 to this dir. And export XDG_RUNTIME_DIR to point to this dir. Dir must be (ch)owned by user who will be running Xwayland and DE.
5. After all this, you can try to start Xwayland and your DE.
new version
New version
rgho.st/8Fbz64Rxj
Added x86 and x86_64 support. Actually it is rewritten almost from scratch but x86 support is the only thing others can notice...
Hello! This project is interesting. I tried you app and it works on my Xiaomi Redmi Note 4X(chromium and glmark from chrooted environment works very well)! Can you publish source code on Github, because it really interesting project?
Also I'm interested, please post it on github!
Did you put this up on github or move this thread? Looks very interesting.
1
Argh, sorry, I decided to abandon this project. You are free to delete thread. Also no copyleft-licensed components were used so I don't have to bother releasing sources.
Hentacler said:
Argh, sorry, I decided to abandon this project. You are free to delete thread. Also no copyleft-licensed components were used so I don't have to bother releasing sources.
Click to expand...
Click to collapse
Check your PM please!
1
Hello again.
For last two weeks I was rewriting it from scratch (yes. again... yes, third time).
Probably need another week to make it stable.
Currently I am not sure it runs on any device except my own 5-year old phone (LineageOS 14).
I will maintain last version here:
ftp://ftp.drivehq.com/mogryph/sparkle/
There is no English documentation, but you can see script "user.sh" to get idea about how to start xwayland. In most cases it should be enough to edit few lines in that script to make it work on another device. If you execute this script on your device with "install" argument, it is supposed to place itself into sparkle's directory and sparkle is supposed to run it ("start" function) automatically. Sparkle doesn't request root unless script does.
Here is video of sparkle working:
https://www.youtube.com/watch?v=tOSFYxCF7Q8
But it seems that KDE + video recording was too much for my old phone
Still, if you going to see video, don't close it until 2:00 where I turned of composition which caused lags.
Also on device everything looks much smoother than on video, even after 2:00.
When I watch fullscreen (1280x720) video on my device, sparkle + xwayland together add just 5% of CPU load (20% load of single core).
Thats it I guess... I tried to to discuss sparkle on 4pda.ru (russian forums), but got very bad reception. "xsdl is perfect, dont reinvent the wheel" they say. So I started to hate humanity and I decided to make sparkle personal project. Also this is last time I am solving reCAPTCHA to leave post on XDA.
Still alive
We are still alive. I've changed first post to reflect actual state. Now sparkle supports audio, auto-mouting containers and is lot more stable.
Yet there are still many things I want to improve in sparkle's core before adding new functions.
Also there are few demo videos on ftp.
Amazing!
Working great on my redmi 6 pro. Stock miui 9.9.3 rom. With linuxdeploy and sparkle from your ftp. No lag on visual and sound. My Linux distribution is alpinelinux arm64 arch.
Since first time I see your posting on 4pda. I'm interested in it. And finally it's on xda.
Thanks dev.
---------- Post added at 02:52 AM ---------- Previous post was at 02:44 AM ----------
For anyone interested in the topic. Please follow the instructions in documentation from ftp. And Translate it to eng from rus.
This sounds amazing! Just curious, is it related to https://github.com/twaik/sparkle ?
I now have it working very well on my Samsung Tab S3 using Xwayland and a tiling window manager. Firefox runs amazingly well!
Is it meant to be used only with Xwayland or will it also work with native Wayland applications?
BTW, I think if you open sourced this project and promoted it a bit, it could become quite popular. It's basically the first way to run X11 GUI applications on Android devices at full speed. If you set up a donation link, you could also get compensated for your time and effort. I'll personally contribute $20 if it's open sourced, and I'm sure others will chip in as well.
robsmith11 said:
This sounds amazing! Just curious, is it related to https://github.com/twaik/sparkle ?
Click to expand...
Click to collapse
Thanks for feedback. Nice to hear that someone managed to start this thing
Twaik's repository is clone of my very very old version of sparkle. I made that version years ago when I was just starting to learn linux and C++. Sparkle was rewritten from scratch two or three times since that version. And (I believe) current version is much better.
Regarding making it open source... Few months ago I had to find real job. Can't spend much time on personal projects any more. But I have my own strange programming style and my own vision of what sparkle should be. Not sure I want others to paint on my picture. It's probably all because of Twaik! I hate how he used old open source version of sparkle. He did terrible things to it, outraging all my beliefs Sorry!
P.S.: Yesterday I've uploaded another apk to my ftp. The file is called "sparkle-testing.apk". This version is much newer and has many fixes. But I've also changed to many things since tested version including some fundamental changes. No guarantee it will run at all on other devices. Interest is mega low and I get no test reports at all.
Hi Hentacler, I've just found your project - it looks really promising. Unfortunately, the only link currently working on this thread is to github. Is this project still live?
I have a samsung galaxy note 10+, and am using it as a laptop replacement. In addition to the android apps using Samsung Dex (Samsung's desktop solution), I have several linux distributions installed inside a chroot using userLand - so far, its working great. I'd be keen to give you project a try if it's still live, and am happy to help out with testing from my device.
Re open source - while I like your project, I'm not super interested in investing time into something that's not open sourced - I appreciate your concerns about wanting to maintain the direction, but having transparent development is pretty important to me. Is Twaik's fork of your project a better place to go?
Cheers.
tillum said:
Hi Hentacler, I've just found your project - it looks really promising. Unfortunately, the only link currently working on this thread is to github. Is this project still live?
I have a samsung galaxy note 10+, and am using it as a laptop replacement. In addition to the android apps using Samsung Dex (Samsung's desktop solution), I have several linux distributions installed inside a chroot using userLand - so far, its working great. I'd be keen to give you project a try if it's still live, and am happy to help out with testing from my device.
Re open source - while I like your project, I'm not super interested in investing time into something that's not open sourced - I appreciate your concerns about wanting to maintain the direction, but having transparent development is pretty important to me. Is Twaik's fork of your project a better place to go?
Cheers.
Click to expand...
Click to collapse
ftp://ftp.drivehq.com/mogryph/sparkle/
Link to FTP should work and there you can get two versions:
sparkle.apk - old version, but confirmed to work by 3-4 people.
sparkle-testing.apk - latest version, but only briefly tested by me.
I don't ask anyone to invest anything... Sparkle doesn't request root access or any other dangerous permissions (unless you enable automatic container mounting and starting) so it's safe to try for anyone who wants.
Btw, somewhere between these two versions I've replaced BASH container initialization script with LUA version. That was probably a bad idea. LUA script is harder to start directly as root and hacks I used may not work (currently may even cause application freeze if root access is denied). Going to revert to BASH probably. But this only touches people who want sparkle to mount container and launch everything automatically on single button press.
p.s.: Why I need to solve captcha every time I post something?
Thanks for the new release! I've updated and everything seems to be working without any changes on my Samsung Tab S3 with chroot and Arch Arm Linux.
Your changes also solved the flickering for me! The old version would flicker the screen whenever my keyboard's trackpoint activated, but it's not flickering at all any more. Performance seems to be about the same.
I think this could be quite popular, but not many people know about it. Perhaps a post on Hacker News or Reddit would raise awareness.
I understand your position on open source and maintaining control. One idea if you haven't already considered it is releasing the code with a restrictive license that forbids any forks. But either way, I'm enjoying being to properly use X11 on my tablet.
BTW, have you tried any native Wayland compositors? I don't really understand the Wayland ecosystem that well. I gave Sway a brief try, but it didn't seem to work. I've only been using XWayland.
@Hentacler Thanks for your reply! Very keen to get this working, but having a few issues. I'm unsure how to configure the user.lua file - I'm using your latest apk.
I have a non-rooted device, and am running archlinux under termux. Works fine with xsdl. I have installed xorg-server-wayland for X11. I'd appreciate any advice you have.
@robsmith11 Are you able to share how you got this working on Arch? Thanks!!!!
tillum said:
@Hentacler Thanks for your reply! Very keen to get this working, but having a few issues. I'm unsure how to configure the user.lua file - I'm using your latest apk.
I have a non-rooted device, and am running archlinux under termux. Works fine with xsdl. I have installed xorg-server-wayland for X11. I'd appreciate any advice you have.
@robsmith11 Are you able to share how you got this working on Arch? Thanks!!!!
Click to expand...
Click to collapse
I am not sure it is possible to use sparkle without root...
Sparkle makes it's directory accessible for everyone (chmod 777). Before Android 8 or 9 this was enough and xwayland from termux was able to connect to sparkle. Here is how people used to start it:
export XDG_RUNTIME_DIR=/data/data/com.sion.sparkle/files
Xwayland
But newer versions of Android brought more restrictions and termux can no longer connect to sparkle. These new restrictions are implemented using SELinux if you know what it is. Applications now have different security contexts.
But that is not all. Newest versions of android brought even more terrible meaningless restrictions effectively "killing" applications like termux and many others.
In short, from now one applications are not allowed to execute code (binary) that comes from "untrusted" sources. Termux used to download a lot of such code from it's own repositories. And now it can't. We can't even unpack binaries from assets.
So I can only help with rooted devices.
P.S. Please forgive me, but I am leaving this website. Making people solve recaptcha every time they want to post something is unacceptable level of contempt.
My mail: [email protected]
Thanks for that, will have a play. I could always just root my device. Weird about recaptcha, not having this issue. Currently through termux I have access to the whole sdcard, and am able to download packages (and distros) in it - will have a play and see what else is possible.
@tillum
I basically just followed the instructions on the first post for using Sparkle without busybox. I didn't need to modify the Lua scripts.
I'm guessing SELinux may be a problem without root. I'll try setting it up without root when I have a chance later.

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