Hi! i'm working on a "repack" of Fruit Ninja THD for Tegra2 devices. I want to make it working on all other android devices. I'm testing a lot, and i find the rigth way. I'm able to start the game on a non-tegra device but it's full of artefacts but the performance is very good! For a complete working version i need someone that know how open and modify a "classes.dex" file. Pls help me and we can make working all tegra apps on all other android device!
did you take an iphone app and convert it somehow?
Psionfenix said:
did you take an iphone app and convert it somehow?
Click to expand...
Click to collapse
Hi, i never tried! Now i'm working on tegra apps, but i'm curious...can i easily open a iphone app?
someone that wanth to help me??
Damm good initiative. Porting these games would stop the fragmentation of Android that the tegra exclusives are now creating. I am not good at coding, have a business science instead of a computer science background. But I might be able to help you anyhow. Google galaxy on fire 2 twingo
This is someone who modded galaxy on fire 2 to work on non tegra devices. You might be able to learn something from his work.
Bump for this thread, I really like the idea!
Stitch! said:
Damm good initiative. Porting these games would stop the fragmentation of Android that the tegra exclusives are now creating. I am not good at coding, have a business science instead of a computer science background. But I might be able to help you anyhow. Google galaxy on fire 2 twingo
This is someone who modded galaxy on fire 2 to work on non tegra devices. You might be able to learn something from his work.
Bump for this thread, I really like the idea!
Click to expand...
Click to collapse
good...good...the initiative is very good, but require a nice team! i stopped the projet beacause of problems with my hd2 and some roms. But now i'm ready I have extracted FRUIT NINJA THD and worked on textures, but it's impossible! But i've finded that the file "classes.dex" are the key. Replacing this file witch the one included in normal fruit ninja, the game start but have a lot of graphic glitches i need someone that know how open and manage these files .dex
I think it's possible to realize the initiative
Hey, any news on this? I have a Galaxy S 2 but with the Samsung, processor really want to get Tegra 2 games to work.
i'm waitin a way to edit the file "classes.dex"
NEWS: A way to bypass the problem is to install ChainFire3D app/OGLdriver ad use the plugin "NVIDIA". Some games like Samurai Vegeance is already cracked for normal use. Search on google: "Samurai Vegeance ipmart" and look at the last post
If you don't know how to edit classes.dex I assume you just removed nvida related dependencies in AndroidManifest? =/
Fr4gg0r said:
If you don't know how to edit classes.dex I assume you just removed nvida related dependencies in AndroidManifest? =/
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Click to collapse
Only the file classes.dex is related to Tegra2 restriction. It "read" the type of OpenGL Driver in use and the game start only if NvidialibGL is finded. Solution is to use ChainFire3D Driver. Info and buy from here:
http://forum.xda-developers.com/showthread.php?t=1087427
Related
Is there a way to port the old dos-95-98 games to ppc, if theres any tutorials or out that would be great, because i dont mind porting alot of games to this language, after all ive heard good game conversions to 4-5 days
thanks
You would need the source code of the games you want to convert. Otherwise, you need an emulator for the OS/Game, or you need to rewrite the game by reverse engineering. 4-5 days would be optimistic for that.
V
thanks for the fast reply, I have a source code for a game I want yes
this game is homeworld - space strategy, its specs fit into the uni and I would resize textures and redo meshing on the models too
any thoughts
if i were you i'd contact some of all those people who
ported games like doom1-2 quake1-2 dukenuke'm heretic, hexen
personaly i think homeworld use soo much direct3d that
it's not likely that it will work software renderd
or even with the current 3d chips on pda's but who knows
I AM SICK OF HAVING NO GAMES TO PLAY ON MY $400.00 BRICK OF A PHONE. i AM WOUNDERING HOW TO CREATE SOME 3D GAMES. I NEED HELP IN THE CODING. DONT POINT ME TO SOFTWARE FOR 2D GAMES OR FLASH AND A JAVA. THANKS FOR YOUR HELP IN ADVANCE.
You need to get a copy of Visual Studio, with a Windows Mobile SDK (google for all this), and then find a learning source for C++ (again, google is your friend).
You'll also need to learn OpenGL, some maths & physics, and think of some games that will work when you can only click one place at a time.
You've got a LOT of work ahead of you.
Good luck.
Hi! i'm working on a "repack" of Fruit Ninja THD for Tegra2 devices. I want to make it working on all other android devices. I'm testing a lot, and i find the rigth way. I have started the game on a non-tegra device but it's full of artefacts but the performance is very good! For a complete working version i need someone that know how open and modify a classes.dex file. Pls help me and we can make working all tegra apps on all other android device!
Please, follow this thread:
http://forum.xda-developers.com/showthread.php?t=1027871
Here is a video tutorial I made to help use the PSXPERIA tool that allows you to you any PS1 games you want with the native PS1 emulator which lets you have things such as better screen filtering and use of the analog touch pads!
Video tutorial
Im posting it here as it keeps being lost in all the posts of the development thread. I hope this helps some people.
Important notes:
this does not require root
this tutorial will work for windows mac and linux, you can pretty much just copy what I do on any OS and it will still work.
Great video thanks!
This is really helpful. I hope someone finds a way to get around the 3rd release emulator so we can start testing the capabilities of the games.
subcu1ture said:
This is really helpful. I hope someone finds a way to get around the 3rd release emulator so we can start testing the capabilities of the games.
Click to expand...
Click to collapse
I dont think its worth the effort tbh, I think the older version of the emulator didnt have a licence check to get them to work so we just needed to convert a few files thanks the yifanlu's amazing tool!
To crack the licence check will be alot harder to do and apparently FPSE will be getting touch pad support soon anyway, although the dev has been saying that for the last 3 months
the only good thing about sonys emulator is the touch pad support, besides that it has very bad compatibility.
I like the native emulator because you can apk your games unlike FPSE where you have to load everything and play around with the settings.
subcu1ture said:
I like the native emulator because you can apk your games unlike FPSE where you have to load everything and play around with the settings.
Click to expand...
Click to collapse
I find there to be alot less hassle with fpse, I can just copy all my games to the SD card and everything works fine with the default settings most of the time.
hey bubblegumballon,
i keep getting a cannot build apk error even though i put jarsigner in the path variables and inside the psxperia beta folder. Im using windows 7 64 bit and have heard that jarsigner has issues with windows. Any workarounds that you know of?
subcu1ture said:
This is really helpful. I hope someone finds a way to get around the 3rd release emulator so we can start testing the capabilities of the games.
Click to expand...
Click to collapse
I dont think xda would let us start a project with the sole aim of circumventing sony's piracy protection, just because we want to do it for legal reasons, dosent mean pirates wont use the technique to start spreading copies of PS games with the protection removed
Do you think the PSX games purchased for PSP via PSN would have a better chance at working with that emulator seeing that Crash Bandicoot is the PSP version?
Please could someone upload a windows environment video.
like bubblegumballon Mac video
i am a newbie and am struggling.
cheers
harlzden
It is exactly the same with windows as it is on mac.
Just get the beta 2 release of PSXPERIA and run the windows psxperia UI bat file and follow the steps from the beta 2 caption that pops up from the start of bubblegums video.
Everything is the same as in the OSX video.
harlzden said:
Please could someone upload a windows environment video.
like bubblegumballon Mac video
i am a newbie and am struggling.
cheers
harlzden
Click to expand...
Click to collapse
Just copy exactly what I do, its exactly the same on windows expect your desktop looks a bit different. I have an annotation in the video telling you to skip the first step now as it is no longer needed in the newer version of PSXPERIA.
Thanks for this. Will check it out when I have my Play next month.
Since the new version of PSXPERIA is out I wanted to bring some attention to the tutorial again, theres alot of new users to PSXPERIA every since the new 2.0 version so hopefully this video will help assist you in installing it.
All,
I was inspired to do this after reading that someone had a working port of PrBoom for the WinRT api.
Please find the attached binaries for the 'native' port of PrBoom 2.5 (Doom clone) for Windows RT.
You can read more about PrBoom here: http://prboom.sourceforge.net/
I've only played through the first few levels, but everything seems to work just fine!
Because the shareware version of Doom is tricky to unpack and install, I have included the shareware WAD file for Doom (original). If anyone has a problem with that, please contact me directly, and I will remove the WAD file from the attachment.
Cheers!
Thanks! If someone does ask you to remove the WAD then please post a guide on how to properly unpack!
I forgot that I also ported PrBoom some time ago Even with OpenGL suport(which is ridiculously slooow If you want to try it yourself download my version, unpack content to already unpacked version provided by bfosterjr, run from glboom.exe, not prboom.exe and see how it crawls Just don't torture your tablet too much.
>>>>GLBoom<<<<
bfosterjr said:
Because the shareware version of Doom is tricky to unpack and install, I have included the shareware WAD file for Doom (original). If anyone has a problem with that, please contact me directly, and I will remove the WAD file from the attachment.!
Click to expand...
Click to collapse
FreeDoom is supposedly pretty good and available as a simple .wad in a zip archive. Does require the boom extensions but then this is PrBoom so hardly an issue
bartekxyz said:
I forgot that I also ported PrBoom some time ago Even with OpenGL suport(which is ridiculously slooow If you want to try it yourself download my version, unpack content to already unpacked version provided by bfosterjr, run from glboom.exe, not prboom.exe and see how it crawls Just don't torture your tablet too much.
>>>>GLBoom<<<<
Click to expand...
Click to collapse
Cool man. I didn't even bother building this as the software opengl renderer I ported is just dog slow.
Hey bfosterjr,
as I'm currently working on packing all those nifty games for my RT Desktop Store, i was wondering, because you did it with the doom port here:
Do you think it would be ok to include the game files for all the games, where one can find a shareware installer? Adding your disclaimer of course, saying that I will remove the game files from the packages if someone objects?
I guess this is a somewhat gray area?
Greetings,
Fasin
P.S.: Thanks for all those great ports! So many i didn't really see until i started packaging them. I hope you have already taken a look at my store client and put it to good use
If it's actually shareware - that is, licensed for free (gratis) non-commercial redistribution - that would *probably* be fine, but I'd still be hesitant unless the license very explicitly allowed re-use of the game files. Also, bear in mind that the demo/shareware data files for some of the games don't work properly with clones or ports meant to run the full game.
Fasin said:
Hey bfosterjr,
as I'm currently working on packing all those nifty games for my RT Desktop Store, i was wondering, because you did it with the doom port here:
Do you think it would be ok to include the game files for all the games, where one can find a shareware installer? Adding your disclaimer of course, saying that I will remove the game files from the packages if someone objects?
I guess this is a somewhat gray area?
Greetings,
Fasin
P.S.: Thanks for all those great ports! So many i didn't really see until i started packaging them. I hope you have already taken a look at my store client and put it to good use
Click to expand...
Click to collapse
GoodDayToDie said:
If it's actually shareware - that is, licensed for free (gratis) non-commercial redistribution - that would *probably* be fine, but I'd still be hesitant unless the license very explicitly allowed re-use of the game files. Also, bear in mind that the demo/shareware data files for some of the games don't work properly with clones or ports meant to run the full game.
Click to expand...
Click to collapse
For doom and its source ports, the entire game content goes into 1 file. All doom source ports to date have been backward compatible with original content files including PrBoom. Although some do add new features, PrBoom has additional scripting that can be added to wad files that will cause the wad to be unloadable in non boom compatible ports.
Doom 1 does have a shareware demo available, it only includes the first of the games 3 episodes (there was a later release called ultimate doom with a 4th). Doom 2 didnt have a shareware release. Hexen and strife did have shareware releases. Check the external links http://doom.wikia.com/wiki/Shareware for the shareware installers. If you install them you should be able to rip the wads from there, although the installer is 16 bit so wont run on 64bit windows.
Doom 1 and 2's full versions are available on steam and you can just use DOOM.WAD (note lack of 1) or DOOM2.WAD from those just fine in source ports.
I personally have Ultimate Doom, DOOM2 and heretic wad files, although they are not shareware versions so I'll be keeping hold of those, sorry.
I cant find the exact license terms for the doom wad files anymore though so I would be cautious.
Installation of wad files from a legit game copy to a source port is as simple as copying DOOM.WAD from the root directory of the original game (which itself is in another folder on the steam release as the steam version is the original dos version wrapped in DosBox) and sticking it in the root directory of the source port. Run the source port, done.
GzDoom is my favourite doom source port, although has an OpenGL based renderer instead of the classic software one.
Another option is freedoom. http://www.nongnu.org/freedoom/
It is an open source wad file that doesnt require original game files to run. Aims to recreate doom 2. Just stick their wad in PrBoom (which does fully support it, think freedoom actually targets PrBoom).
Does it need the jailbreak I think yes
Gesendet von meinem Nexus 4 mit Tapatalk
Yes of course it does. All third-party apps, unless they use the new APIs and are written as "Metro"/"Modern" apps, require jailbreak on RT.
Thank you for your profound answers GoodDayToDie and SixSixSevenSeven. I'm currently working on my packaging system for Toxickills and my desktop store, but in a week or so I will see what I can do about the game files, maybe start a launcher after installation, which will let you choose what game files to use, i.e.
use own game files
download and extract game files from the shareware installer found at http://source.for.the.installer
publicly open source game files found at http://source.for.open.source.game.files
Maybe I will get it ready in time as a Christmas present
Greetings, Fasin