IMPORTANT
Virtuous Ten Studio is now the official successor to the M10Tools.
Find it here: http://forum.xda-developers.com/showthread.php?t=1619473
No more support for this tool!
Hi guys !
DiamondBack2010 and me are proud to release new tools for modding Sense !
Since Sense 3.0, people wondered about these m10 files, and there you go !
m10Tools allows you to decompile/edit/recompile these m10 files.
The use of the M10 Editor is recommended !
Remember: THIS IS A BETA !
As pictures speaks better than words, here are some screenshots of what you can do with the tools:
Here screenshots of an upcoping Flyer port for DHD/DZ
And then .. the thing you all are waiting for:
The download link
Hehe no, it's in the second post !
PS: For those who have downloaded alpha tools, please, DON'T USE VERSIONS THAT AREN'T RELEASED BY DiamondBack2010 or me !
Thanks !
Feedback
You can give feedback on M10Tools here:
https://docs.google.com/spreadsheet/viewform?formkey=dHVkbkZSdUZwVVZYLTZnNEFFSnlHelE6MQ
System-Requirements
You need a working .NET 4 Framework installation to run the M10Editor.
m10decoder and m10encoder should run in console-version without anything special.
Reminder
Dear people, please keep in mind, that this software is our own work and that we are spending hours and hours of our freetime to create this essential piece of software.
So, please consider a little donation to keep the development alive.
Every donation is much appreciated, no matter which amount.
If you want to get mentioned as a donator, just write me a PM with you confirmation code or put your xda nick in the donation.
Download-Section:
Current Version:
0.5.26.387
Changelog
0.5.26.387
fixed another decoder bug
added possibility to check whether a file can be safely de/recompiled
do NOT edit files which fail in this test, this could lead to unexpected behaiviour
0.5.25.321
fixed bug with decoding images
fixed a bug where changes were reverted back to normal
0.5.22.313
image-files now de/encodable (!!!)
needs to be activated under "m10-files"
please keep in mind, that the m10-image compression is NOT lossless,
so please do only decode the images if you want to change them.
Otherwise the quality may decrease after a certain amount of decompile/recompile-turns
please DO NOT resize images yet. This WILL screw your apk.
Editing the image is no problem.
this feature is beta at the moment. So please be careful with it.
It is likely you will screw your apk if used without care.
added possibility to work with the program without using ADB & zipalign
added generic ADB-Window
divided property view into "Known Properties" and "Unknown Properties"
got rid of de/encoder.exe, now done via native library (you can use them via commandline nevertheless)
properties are now completely sorted
some other bugs fixed (mainly cosmetic)
0.5.14.208
removed zip.exe/unzip.exe, now done natively
fixed lots of bugs
fixed really bad bug with zipalign (not my fault actually xD zipalign behaves a little strange...)
huge code cleanups
added some usability improvements
0.5.10.170
added possibility to zipalign apk
added possibility to "adb push"
added possibility to reboot phone
added "Quick-Save"-Feature (STRG + S)
added "Quick-Load"-Feature (STRG + L)
added "Quick-Push"-Feature (STRG + P) (keep in mind you have to save the apk first. Otherwise, pushed apk contains no changes)
added "Quick-Save&Push"-Feature (STRG + Q) (first saves current changes and then pushes the apk)
added "Quick-Reboot"-Feature (STRG + R)
added kind of sorting to properties view (known properties first)
added better log output from de/encoder
some gui enhancements
cleaned up editor-view
Clarified errormessage after decompiling m10-less apks
fixed some minor bugs
0.5.2.94a - Fixed dependencies for VC++ 2010
0.5.2.94 - Initial release
reserved for later use.
Time to get my M10 editing on!
Finaly! congrats!!
Amazing job guys. it's our turn to work hard. I still have headaches that I have followed you on irc. French people thank-you.
Sent from my Desire HD using XDA App
Bravo guys! You are the pride and glory of this community!
two thumbs up
Excellent job guys. Very well done
Huray, great job!
Du bon travail, félicitation!
Good job!
Followed you on IRC from the beginning, you have done a great job guys!
Thank you for your hard work !!!
Well done on the tool guys!
Just had a look at a rosie and all I can say is good luck porters!!
Look forward to the rom in op too
Great job guys!
Flemmard said:
Here screenshots of an upcoping Flyer port for DHD/DZ
Click to expand...
Click to collapse
That's all I needed, I can stop holding my breath now
Thank u SO MUCH guys for YOUR HARD WORK!!! Thanks button is not enough U are definitelly "aliens" To understand that 0x00fdg4333 lanugage
Awesome guys!
I wonder is there anything that xda developers cant do on their device!?
i can have another link of multiupload?.. whyt i can't see multiupload.. i get a error and page blank..
i see this address after i copy this link in my address bar:
http://67.210.14.254/after.php?type=www.multiupload.com:
is that no normal...
http://www.multiupload.com/170BHM3M0F
This says Flyer port, will there be a sensation port after?
l.m.prowse said:
This says Flyer port, will there be a sensation port after?
Click to expand...
Click to collapse
Since both have the incorrect resolution, the current thinking is that it makes more sense to port the Flyer ROM than it does the Sensation ROM, being that the former is complete/final.
rmk40 said:
Since both have the incorrect resolution, the current thinking is that it makes more sense to port the Flyer ROM than it does the Sensation ROM, being that the former is complete/final.
Click to expand...
Click to collapse
Makes Sense
Related
Hi all,
Screen shoot of the beginnings of the new Kitchen interface.
There is still a great deal of work to do on it and I have a couple of people about to test and give some feedback and ideas.
Please feel free to post some ideas on this thread as to what usefull functionality could be added to it but no silly ideas please.
At the moment it is capable of building you four types of Rom, Vanilla, Business, Full Flavour and Custom (allowing you to select which OEMs to include) All you have to do is select your build type (and the OEMs you want added if you select Custom) then click the build button.
More functionality is being added and details will be added to this post as and when they become available
Regards,
Beast
Main point: whats working and what not working?
Hi beast0898,
Nicxe interface ! Perhaps too easy to use
I think this new kictchen will be release when the videocall will be 100% Fonctionnal
Nice work!
Is there any funtion where i can add extra oems other than given in your application (meaning from my own softwares)?
OEMs
satanisme said:
Is there any funtion where i can add extra oems other than given in your application (meaning from my own softwares)?
Click to expand...
Click to collapse
The current design of the OEMs plugin would require two modifications to add an OEM to the library.
One you must CAB the existing OEM Dir (including it's Dir name ) and two modify a text file OEMs.txt in the root of the Kitchen Dir.
The OEMs.txt file contains a list of CAB Compressed OEMs, which are extracted to the OEM folder when selected in the Kitchen. So adding your own OEMs is simple.
Cheers
Beast
fla242 said:
Hi beast0898,
Nicxe interface ! Perhaps too easy to use
I think this new kictchen will be release when the videocall will be 100% Fonctionnal
Nice work!
Click to expand...
Click to collapse
Hi,
A lot of work has been done on VideoCall and it is still not 100% functional.
I am not sure, we will probably release the Kitchen shortly, maybe a month or so after some BETA testing.
The idea is to make it very simple.
So many people want different apps and utils that I thought a simple interface with a "One Click" Build function would make using Rom kitchens more appealing to new comers and sceptics.
Of course I'll have a disclaimer to indemnify myslef from any damage caused by it's use!
Cheers,
Beast
kdskamal said:
Main point: whats working and what not working?
Click to expand...
Click to collapse
Everything is working, but I wish to add more functionality and have Rom bug fixes to sort out and BETA testing before releassing this.
This will be released as a complete Kitchen, we are not just releasing the front end to plugin to existing Kitchens (although it will if you wish) and we are hoping to cram in as many OEMs bug fixes and tweaks as possible, so the result is a decent simple to use Kitchen and a fast stable, reliable WM6 Rom to boot(No pun intended)
Cheers,
Beast
beast0898 said:
The idea is to make it very simple.
So many people want different apps and utils that I thought a simple interface with a "One Click" Build function would make using Rom kitchens more appealing to new comers and sceptics.
Click to expand...
Click to collapse
It's difficult to be easier, but probably easier than an "One Click" Build function I just can imagine a "Drag and drop" Build function without needing to change the text file OEMs.txt in the root of the Kitchen Dir.
Hi Beast,
Better, release an alpha so that people practically can realize about which feature he is missing or any bugs...etc...etc.
///Ranju
beast0898 said:
Everything is working, but I wish to add more functionality and have Rom bug fixes to sort out and BETA testing before releassing this.
This will be released as a complete Kitchen, we are not just releasing the front end to plugin to existing Kitchens (although it will if you wish) and we are hoping to cram in as many OEMs bug fixes and tweaks as possible, so the result is a decent simple to use Kitchen and a fast stable, reliable WM6 Rom to boot(No pun intended)
Cheers,
Beast
Click to expand...
Click to collapse
better to be engaged in a new build ... few who need kitchen. even in a form
mo3ulla said:
better to be engaged in a new build ... few who need kitchen. even in a form
Click to expand...
Click to collapse
I totally agree. With a new kitchen and ROM, even if they were alpha, we could track some eventual bugs and make some suggestions.
As you said a lot of work has been done and VideoCall still isn't 100% functional, therefore it seems to be difficult to estimate how long it takes to solve this VC issue...
Can you use for this project helmi kitchen rom? It was perfect, no bug with wi-fi, no bug with mms, no bug with email etc.
Kitchen update suspended for now
Hi all,
Laurentius and I have decided to release an updated Rom with bugfixes for now, so work on the new Kitchen will be delayed for a bit.
Thanks to those who were going to Alpha test, I'll get it over to you guys as soon as I can, maybe a week or two.
Cheers,
Beast
Hey guys,
it's done! The first version of our (Flemmard and me) M10Editor is released.
Check out the original thread here.
New Version
Hey,
i just released version 0.5.10.170 with a bunch of new features!
Changelog:
added possibility to zipalign apk
added possibility to "adb push"
added possibility to reboot phone
added "Quick-Save"-Feature (STRG + S)
added "Quick-Load"-Feature (STRG + L)
added "Quick-Push"-Feature (STRG + P) (keep in mind you have to save the apk first. Otherwise, pushed apk contains no changes)
added "Quick-Save&Push"-Feature (STRG + Q) (first saves current changes and then pushes the apk)
added "Quick-Reboot"-Feature (STRG + R)
added kind of sorting to properties view (known properties first)
added better log output from de/encoder
some gui enhancements
cleaned up editor-view
Clarified errormessage after decompiling m10-less apks
fixed some minor bugs
Donwload here.
Here is another new version.
Mainly fixed bugs this time. (Introduced with the last version )
Changelog
0.5.14.208
removed zip.exe/unzip.exe, now done natively
fixed lots of bugs
fixed really bad bug with zipalign (not my fault actually xD zipalign behaves a little strange...)
huge code cleanups
added some usability improvements
Download here.
Okay guys, we got a major breakthrough aaaand we have some pretty nice images for you
Here you go: (last one got corrupted due to screenshot)
Stay tuned for further imformation
Hey guys!
Here comes the new version! Biggest change is that we are now able to decompile and edit the pictures which are compiled in m10-files.
But keep in mind that this feature is in beta status atm, so please be careful while using it.
You will be able to change any pictures inside the m10-files. For example the "ring" on the lockscreen (see my previous pictures) or the backgrounds of the lockscreens.
BUT: You can only edit these files. Resizing is NOT supported right now. You WILL destroy the m10-file! Seriously!
Best way is to open up the original picture directly in your preferred image-editor (right click on picture-->Open in Explorer)
Editing images is not super easy. If you do something wrong, it's likely you will screw the apk. So please be careful.
A little tip: Most images are NOT in the normal apks but in "shared.m10" in fusion.apk. Even if they are in both apks, Sense uses often the ones from shared.m10.
Here is the full changelog:
0.5.22.313
image-files now de/encodable (!!!)
needs to be activated under "m10-files"
please keep in mind, that the m10-image compression is NOT lossless,
so please do only decode the images if you want to change them.
Otherwise the quality may decrease after a certain amount of decompile/recompile-turns
please DO NOT resize images yet. This WILL screw your apk.
Editing the image is no problem.
this feature is beta at the moment. So please be careful with it.
It is likely you will screw your apk if used without care.
added possibility to work with the program without using ADB & zipalign
added generic ADB-Window
divided property view into "Known Properties" and "Unknown Properties"
got rid of de/encoder.exe, now done via native library (you can use them via commandline nevertheless)
properties are now completely sorted
some other bugs fixed (mainly cosmetic)
Download here.
New Version
Hey guys,
i got a new version for you.
We mainly fixed an critical bug in the image decoding process.
Reminder
Dear people, please keep in mind, that this software is our own work and that we are spending hours and hours of our freetime to create this essential piece of software.
So, please consider a little donation to keep the development alive.
Every donation is much appreciated, no matter which amount.
If you want to get mentioned as a donator, just write me a PM with you confirmation code or put your xda nick in the donation.
0.5.25.321
fixed bug with decoding images
fixed a bug where changes were reverted back to normal
Download as always here.
New Version
Hey guys,
we got another new version for you.
The possible fix for the encoder failure is included together with a possibility to check whether a file can be de/recompiled without issues.
I recommend that you should always press "Check all files" prior to modifying any of the files. Once the tool told you that everything is alright, you can start modding.
You have to this only once per apk.
In later versions i may automate that.
Here's the changelog:
fixed another decoder bug
added possibility to check whether a file can be safely de/recompiled
do NOT edit files which fail in this test, this could lead to unexpected behaiviour
Reminder
Dear people, please keep in mind, that this software is our own work and that we are spending hours and hours of our freetime to create this essential piece of software.
So, please consider a little donation to keep the development alive.
Every donation is much appreciated, no matter which amount.
Get it here.
Presenting: Fast AAPT - aka FAAPT
Lately Android development has been getting me down. Slow builds all over the place in many of my app projects, and my PC is blazing fast - it shouldn't all be that slow, even if you're running Eclipse!
Working on DSLR Controller has been driving me mad - testing a minor change in the underlying communications library, then building and launching the app - ugh! So I set out to fix this. I had done all the usual tricks, even gave Eclipse loads more memory (helped with regular performance, but not building) but nothing major seemed to change. Then I figured out most of the time building was spent in AAPT. So I synced my AOSP repo (2012.09.26, took a few minutes), tried to get the Windows SDK to build on my Linux box (took several hours) and finally got to actually mucking with the source.
Found the bottleneck (for my long-build-time projects at least, related to XML file compilation) and fixed it (by introducing a simple cache). "DLSR Controller" build time has gone down from 35 seconds minimum, to 2-3 seconds ( >10 times faster). Hell, I can even turn "Build Automatically" back on without getting constant delays!
Note that my build times quoted only apply to incremental internal builds. If your images still need to be "crushed" (optimized), or you're "exporting" an APK (final build for publication), build time will still be significantly longer. However, during normal development and testing (by far most builds if you're making an app in Eclipse) those stages are not performed, and builds should be lightning fast.
"Fixed" is a big word though, right now it's more of a "hack", and it needs some pollish, so the patch can be submitted to AOSP. I don't want to keep it from you for that long, so my first test build is attached - don't use it in production builds..
Patch code has been submitted to:
AOSP - #1 Cancelled, #2 Review in Progress ... superseded by ctate rewrite
AOKP - #1 Merged, #2 Merged
CM - #1 Cancelled, #2 Merged
Attached ZIP includes Linux, Windows and Mac OS X versions.
The files are drop-in replacement, but I would certainly advise you to backup the originals for your production builds! Also, don't forget to chmod/chown on Linux or it won't work.
Enjoy and leave some feedback
Will this help your project build ?
A quick way to spot if this will have effect on your slow build is as follows:
- In Eclipse, set Build output to Verbose under Window -> Preferences -> Android -> Build.
- Clean and build your project.
- If the build pauses on lines in the "(new resource id <filename> from <filename>)" format, you have the problem FAAPT fixes
(of course, you can also run aapt manually if you know how, you'll get the same output)
In a full framework build the optimizations only affect a very small portion of the actions done during the build, so you won't see any spectaculair speed increases there.
Update (#2)
I have updated the patch code to fix problems with Mac OS X compatibility, I've also included a Mac OS X binary in the new zip file.
-----
( v1: 557 )
So that's what's been killing the speed of my eclipse then. It froze so often I had to switch to AIDE on my phone. Hopefully this'll speed it up a little
Sent from my Galaxy Nexus using Tapatalk 2
Awesome work Chainfire, will play around with this in a few
Thanks brother, gonna give it a try right now on Linux
EDIT:
It works. Gave it three tries. Went consistently around 19.1 sec with FAAPT and 33.9 sec with regular AAPT. This is on the Linux version. Good job
Amazing work. Handles large resources like framework-res a lot faster.
wildstang83 said:
Thanks brother, gonna give it a try right now on Linux
EDIT:
It works. Gave it three tries. Went consistently around 19.1 sec with FAAPT and 33.9 sec with regular AAPT. This is on the Linux version. Good job
Click to expand...
Click to collapse
Glad to hear the Linux version also works! Too bad your increase is not as much as mine, but I guess it depends heavily on the amount and type of assets in your project.
Chainfire said:
Glad to hear the Linux version also works! Too bad your increase is not as much as mine, but I guess it depends heavily on the amount and type of assets in your project.
Click to expand...
Click to collapse
I tested on a theme project of mine, so its heavy in img files. Thats probably why. I'm not complaining one bit. Absolutely love it and can't wait to try it out on my other apps
Chainfire said:
Glad to hear the Linux version also works! Too bad your increase is not as much as mine, but I guess it depends heavily on the amount and type of assets in your project.
Click to expand...
Click to collapse
Indeed, tested the Windows version and yes it gives a very good result with a amount of assets, i got 7 time faster than the normal one on Eclipse, too bad we can't use it for production, we need one for Apktool .
wanam said:
Indeed, tested the Windows version and yes it gives a very good result with a amount of assets, i got 7 time faster than the normal one on Eclipse, too bad we can't use it for production, we need one for Apktool .
Click to expand...
Click to collapse
Actually, I was using it with APKTool.
Thanks CF.
Decompiling recompiling now is so fast
apktool and Maps.apk on Linux.
aapt - 29.2s to compile
faapt - 2.2s to compile
Amazing job, Chainfire!
Tested both in linux and winz....
It works great!
Untested time but noticeble faster.
What's the next step after elite rec dev for chainfire?
Thanks for the great work!
Could you post your tweaked source file(s)?
Would like to compile from source for OS X..
On my projects I see anywhere from 5 to 20x speed increase on build. Thank you for this magic.
I don't get how the google android SDK team did not optimize this (I know they done some crazy optimizations for different stuff).
Yeah, could you post your patch?
berdon said:
Yeah, could you post your patch?
Click to expand...
Click to collapse
He did say in the OP. He had to clean it up for AOSP inclusion, so just wait till you see it on Gerrit
Sent from MIUIAndroid Phone.
That is good stuff. It's gonna save me a whole lot of time. The thanks button was just not enough to thank you!
Thanks for the great work Chainfire.
Whoa! Now I will surely stop cursing while waiting for xenoAmp tu build (just not enough time to say "kurwa!")! Thank you!
I'am using ArchLinux x64 as my normal desktop OS. (Yes, I don't have Windows.) and tried it with Eclipse, but it don't work.
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...
Hey guys,
We are working on InstaReloader - the development tool that reloads class and resource changes on the fly while developing the Android application.
Its purpose is to minimize the time consumed by the application rebuilds and reinstalls during development.
Right now supported features are:
Adding and reloading regular and inner classes.
Refreshing changes in method bodies, adding and removing methods.
Adding and removing variables, constants.
Reloading changes in layouts, menus and other stuff in res directory.
Here is a short demo of InstaReloader:
Prototype android layouts on the fly demo:
What features are also needed? How many times per day do you rebuild & restart the app? We would like to add some reloading functionality to the popular frameworks and it would be great to hear your feedback
You can download InstaReloader form here: Android hotswap tool
Pre configured Eclipse sample project
Pre configured Android Studio - Gradle sample project
Looks quite awesome, it would save me a lot of time every day.
When do you plan to publish? Will it be opensource?
Archimano said:
Looks quite awesome, it would save me a lot of time every day.
When do you plan to publish? Will it be opensource?
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It is too early to think about the final, though alpha will be released soon. Right now class reloading is pretty stable but layouts reloading is a pain in the [email protected] Would you like to participate?
The good news:
We improved layout reloading. Now you can add onClickListeners in the Java code for newly added elements and be able to interact with changes almost instanlty!
Planning to add support for Intellij IDEA soon.
and Intellij IDEA is supported now
This app can be used for all android roms? Or it has some requirements and support only some android devices?
Sent from my HTC Desire using xda app-developers app
siavash2death said:
This app can be used for all android roms? Or it has some requirements and support only some android devices?
Sent from my HTC Desire using xda app-developers app
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I think should work almost an all ROMs, depends how significant it changes from the original android's one. So far I've successfully tested class reloading on LG, Samsung, HTC, ASUS devices with original ROMs.
With Layout reloading it's a bit harder because usually this part is "fragmented" so need to create a separate plugin for each brand.
new features demo video is added
Just uploaded another awesome demo video to YouTube! Android layouts can be prototyped on the fly:
http://www.youtube.com/watch?v=ogatWLZA4yQ
We've sent closed beta release to first participants today! It will be available on the XDA soon!
Made the configuration doc. It's quite big so posting link only: http://www.instareloader.com/instalation-configuration/. We will drop some steps in the next version.
ART
I wonder is dynamic class loading possible in ART aka dalvik 2.0 We will check and try to find a solution after receiving the new nexus with the 4.4
InstaReloader 1.5.1 is ready. It contains better logging and bug fixes.
InstaReloader 1.5.1 is now public. Here is a direct download link to this Android code hotswap utility
Implemented cool new feature. InstaReloader can be started from the test-project. Only one entry should be added to the manifest file. Will release 1.6.0 after documentation is ready.
InstaReloader works on KitKat with ART!
InstaReloader 1.6.0 is released!
Download it here: http://www.instareloader.com/download
InstaRelaoder 1.6.1 is released! Now it has support for Android Studio and Gradle.
Check the new demo app: AS-Gradle sample app
Someone have the source of this Tool?
All links are gone.
onolox said:
Someone have the source of this Tool?
All links are gone.
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Click to collapse
I was wondering the same thing. Very quietly this project just disappeared. I wonder if there is anything on github from it?
I think the developer has been contracted by jrebel.
But i'm working in a open source project that does the same thing:
http://forum.xda-developers.com/and...ap-res-src-t3243653/post63713718#post63713718