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?
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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!
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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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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
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.!
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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<<<<
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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
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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
Hello everyone,
I recently lost my phone and i cannot afford a new device at least before two weeks from now, so i borrowed a Galaxy Y Pro Duos from a friend , and i really need to have the ability of testing my game before sending it to the client (i work as a freelancer) i know that with unity i can simply build an Android apk and then just deploy it on real device, but to avoid bad surprises i must test the game before sending it,
I looked everywhere and all the solutions are about converting games built in unity 3.x, but i cannot do that either cause i am using the new 2D feature of unity 4.3 .
So if there a way to make the game compatible with an ARMv6 device OR some magical solution that make me able to test the game on emulators that would be a much more better!!
thank you very much and have a great day.
Hi everyone,
We've created a game modding driver that we call MantaMod, which works directly at the OpenGL ES stream by intercepting it before passing on to the actual vendor driver, allowing for run-time dynamic insertion of textures into games.
Since it works at the driver layer, modding of games such as AngryBirds, CandyCrush, etc, can be done without needing to change the original game package at all.
We're a small team so haven't had a chance to test this on many devices. So if anyone out there will like to download, give it a try, and let us know if you run into any issues / what else can be improved, that'll be much appreciated!
Download it here, and the site has walkthrough docs on how to install / get it up and running: www_mantamod_com
Do note that MantaMod does need a level of developer experience (at least knowledge of how to use adb, and needs your device to be rooted)
Cheers,
MantaMod team
I`ve been working on developing an android game and its my first one; I need some help to make something I dont know how; I need to make the player be attracted by a object, how can I do that?( using Android Studio)