[PORT] Doom 3 Android - Xperia Play Themes and Apps

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Great news they have it running on Android. check it out for yourself!!
Edit (27/8/2013) - It now available to download latest version (Release) on Google Play
https://play.google.com/store/apps/details?id=com.n0n3m4.DIII4A
Made by the developer of Return To Castle Wolfestien and QIII4A (Quake 3 port). I have attached a few version's below as not on market yet and hard to download from where it is hosted for free (4PDA), if need any info or bits to make it work please visit this original thread (Link below). Thanks!!
ORIGINAL DOOM3 RUSSIAN FORUM THREAD
Frequent radio transmissions through the player's communications device also add to the atmosphere, by broadcasting certain sounds and messages from non-player characters meant to unsettle the player. Early in the game, during and directly after the event that plunges the base into chaos, the player often hears the sounds of fighting, screaming and dying through their radio transmitter. The ambient sound is extended to the base itself through such things as hissing pipes, footsteps, and occasional jarringly loud noises from machinery or other sources. Often ambient sounds can be heard that resemble deep breathing, unexplained voices and demonic taunting from the game's antagonists.
Click to expand...
Click to collapse
Demo on a Note2 -
Instructions (Old version please see top of page for Google Store version)
Install​
Download version and unzip
Install Apk
Create a folder on your SD cards (diii4a) with a folder named (base) inside that.
Move your Doom 3 pak files (and any other files in your PC's base folder) inside (diii4a>base)
Move folder (gl2progs) contained in this zip to (diii4a>base)
Start the game and have fun!!
NOTE - If RC1 or RC2 don't work for you try the AIC build as that mite. You will also need the PC Doom3 game files to be updated to the newest version 1.3.1 ​Effect Settings​In the command line entry on application main page, add these lines on to (game.arm) for less/more lighting effects!! (SCREENSHOTS OFF/ON CLICK HERE)
Full Light Effects = game.arm+set r_nolight 0
No Light Effects = game.arm+set r_nolight 1
NOTE - Having this set on full will impact FPS and you will need a powerfull device for it to work ok on.
​

I want to try this but I don't have all of the PAK files. I'll see if I can run the Shareware version.
EDIT: I guess I need all of the PAK files, I only have demo00.pak as I don't own the PC Version. Maybe I did something wrong too though since it crashes right after opening, maybe others can help.

I have the game tucked away somewhere (never could get it to run worth a damn on any newer Windows OS) but will it actually run at a decent speed on our Plays?

BrianChase said:
I have the game tucked away somewhere (never could get it to run worth a damn on any newer Windows OS) but will it actually run at a decent speed on our Play's?
Click to expand...
Click to collapse
I assume after a good number of optimizations, yes it should. I'm not making this though. I can't try it because I don't own the game.

Wow that is cool! How does it run?
Sent from my R800i using xda app-developers app

Yeah... How much FPS you are actualy getting from that thing ?
I would do fine with steady 20fps :I
But this is so cool, I remember how amazing it felt to know that in 2007 a Nokia N95 could run Quake 3"@ 20-30 fps! And my pitty N81 could still run QUAKE and Quake 2 regardless the lack of 3D accelration.
Now we are getting DOOM3 for android phones. Hooefully they can port other games running IDtech 4 in the future too (quake 4, Quake wars)

I mean, the Quake 3 port (id3) never ran that well on the Play and the id4 engine is quite a large improvement. I wouldn't imagine it gets more than a solid 10fps but I'd love to hear otherwise!

BrianChase said:
I mean, the Quake 3 port (id3) never ran that well on the Play and the id4 engine is quite a large improvement. I wouldn't imagine it gets more than a solid 10fps but I'd love to hear otherwise!
Click to expand...
Click to collapse
But as far as I know, Kwaak3/Zeus Arena doesnt have 3D accelration (doesnt take advantage of the GPU). If this DOOM 3 port does, we can expect better performance/GFX ratio.

Hmm I sure hope the dev comes back to this.....the last rime anything was modified was 9/11
Sent from my R800x using xda app-developers app

Thewonderboy said:
But as far as I know, Kwaak3/Zeus Arena doesnt have 3D accelration (doesnt take advantage of the GPU). If this DOOM 3 port does, we can expect better performance/GFX ratio.
Click to expand...
Click to collapse
You may be right since I'm not 100% sure but if I recall correctly Kawaak3 was ported to Windows Mobile and saw much better performance on the Omnia devices since they were the first to my recollection to use dedicated GPU's capable of OpenGL. I believe that would mean Kawaak3 is 3d accelerated but since my memory that far back is a bit fuzzy and I can't find any reliable information online I'd love to hear some second opinions since this could make all the difference in the world if you are right.

BrianChase said:
You may be right since I'm not 100% sure but if I recall correctly Kawaak3 was ported to Windows Mobile and saw much better performance on the Omnia devices since they were the first to my recollection to use dedicated GPU's capable of OpenGL. I believe that would mean Kawaak3 is 3d accelerated but since my memory that far back is a bit fuzzy and I can't find any reliable information online I'd love to hear some second opinions since this could make all the difference in the world if you are right.
Click to expand...
Click to collapse
Well, to be more precise. GPU is being used but only in a way Q3 originaly utilized GPU's.
meaning that like many old PC games, unmodified IDtech 3 and Quake 3 are very CPU heavy.
Newer IDtech 3 enhanchments put alot of workload to GPU to reduce any bottlenecks. Asuming that Kwaak3/Zeus arena is just a direct HW port it shouldnt have any GPU stressing features.
IDtech4 already has these features there by default so basic porting and optimization should involve full support for GPU
To give some kind of insight to the difference between stock IDtech3 and modified version that uses GPU heavily: 200%-600% performance increase on PC's (2007 and up) is guarantide !
On Xplay I would expect atleast 50%-100% increase if one would enhance that Q3 port.
Im not an expert by any means, just sayan what I have heard and seen.

Sorry for the off- topic noob question but gives gpu- rendering better game performance?

Ahhh thanks for the info Wonderboy, makes perfect sense and I hadn't even considered it.

cyraxx84 said:
Sorry for the off- topic noob question but gives gpu- rendering better game performance?
Click to expand...
Click to collapse
Ofcourse, GPU's are being used for GFX rendering so heavily because they are more efficient in it than CPU's. This bases on their difference in structure and dedication.
-------------------------
Spoiler
CPU is one unit with one or multiple high clockspeed processors. GPU however has one "core" that is relativly slow (clockspeed wise) but it has also alot of "minions" which can share the workload better. Their structure is more appropriate for fast rendering since thats what they were desinged to do.
GPU core can concentrate to GFX rendering with its other essential workers which can do multiple rendering things at once while CPU can throw orders and make sure the game is running properly and everythings behaving like they should.
There is various other stuff in PC world that can ease these tasks, like tessalation unit. If GPU has tessalation unit it basicly enables developer to use low-poly models and then tessalate them to look maybe even better than hand crafted high-poly models. Since tess unit is only being used for tessalation (and displacement mapping I think ?) you should experience performance BOOST since now GPU has to deal with lower poly models while tess unit makes sure those models look better
Xperia Play has only CPU and GPU, nothing super fancy. Only thing I think is noteworthy about Xplay's hardware is the dedicated videomemory. This allows developers to leave more room in RAM department and put most of the models and textures into this dedicated memory.
And anybody who knows this stuff better is free to correct.
--------------------
I made a small test to try if kwaak3/zeus arena is CPU or GPU heavy, it was pretty simple.
I launched Zeus arena and a mod called "Hunt" where you fight againts multiple AI enemys. Their AI is enchanced compared to stock Quake 3.
I was having 40-60 FPS during start up and when going againts ONE enemy my FPS dipped to 4-22, After 3 more enemies appeared and I was shooting them with a chaingun my FPS literaly went to diashow and caused the game to crash
AI calculations are being made by CPU and the FPS drop was so extreme that I doubt GPU had anything going on for the game.
Lets just wait and see, I bet you that DOOM3 port will run decently, after all, integrating multithreading (dual, tripple and quad core) support into any Quake engine is really time consuming and not really worth it so developer has to concentrate into other ways to increase performance
Okay, I will shut up now

Blahhh, I guess I'm going to have to test it when I get a day off. Its a bit of a pain in the ass since I have to clear a good amount of my full SD space but its a pain in the ass in the name of science!

not sure if anybody else has this problem, but http://dante.mobi/ is nolonger reachable for me.

stevvie said:
not sure if anybody else has this problem, but http://dante.mobi/ is nolonger reachable for me.
Click to expand...
Click to collapse
yeah , same with me . i want to try it . it looks cool .

kurosaki99 said:
yeah , same with me . i want to try it . it looks cool .
Click to expand...
Click to collapse
try download it from this page.
http://www.htcmania.com/showthread.php?t=483097
SD data, download from turbobit as others call premium account links. regards

If Doom 3 actually works on the Xperia PLAY I am gonna piss my pants

does not work on my Acer A700.
I'm getting an error:
Missing data files. Looking for one of:
/storage/sdcard0/external_sd/doom3/base/pak000.pk4
...
...
I tried copying my base folder of the full version so my external SD in doom3 or internal sd or even in /sdcard/external_sd/doom3
nothing works.

Related

[Game] Shift: one of the best WinMo puzzle games now on android device near you

Some of you might remember the free windows mobile game Shift. It was really easy to play, but extremely addictive.
I waited for an android port for more than a year, and finally when i didn't see it ported i decided to do it myself So, no matter if you spent long hours with this game, of if you never heard of it before, here's a chance to play it on your phone/tablet/ereader/microvave oven or other android device
The game mechanics and scoring system are identical to windows mobile version, however the graphics and coding were redone from scratch since i didn't have sources for the original shift anymore.
I don't have an android market account and it's not likely i'll be getting one any time soon, so grab it here:
http://slideme.org/en/application/shift
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Or in the post attachment.
And some screenies:
One day, i'll have to make a youtube video of the game, but i didn't get around to this so far.
Initially, i developed it for myself, but now that i'm satisfied with the results i see no reason not to share it. After all we all love and use freeware apps
It's my first android app and i was learning java, android api and the engine i was using as i went, so it might not be exactly perfectly optimized. But it does work smoothly on a G1, and the graphics turned out rather nice. It also scales properly to other screen sizes (though graphics won't be as crisp of course): I tested it on a motorola milestone and the android emulator with a few other screen resolutions.
I don't really plan to develop it much further, since i'm rather satisfied with it. Sure, i have a few ideas on how to make it work even better an some tricks i learned along the way, but that would probably take a complete rewrite and right now i'm not really in the mood for that So the game is provided as-is, but i might try to fix any really serious bugs.
If you feel like buying me a beer (or helping me get an android market account), the donation button is right above my avatar
By the way, if you think about trying to write your own android game, don't forget to check out andengine. That's a really powerful, and yet easy to use 2D game engine.
I'm getting an Access Denied message when clicking on the link.
Yes, me too.
And I really like this game too. Was playing it while it's available for WM6.1 QVGA screen. It didn't work on my WVGA HD2 last time. So, happy that it's coming to Android..
nijnvy said:
I'm getting an Access Denied message when clicking on the link.
Click to expand...
Click to collapse
Oops, sorry about that. It seems that the link worked for me only because i was logged into SlideMe. I'll fix that later, and meanwhile i uploaded the game as an attachment to the fist post.
[EDIT]
It turned out that the app wasn't visible publicly until it got approved by slideMe. The link should work now.
[/EDIT]
Very cool game! Thanks for sharing!
Nicely made game. Thanks!
great port! i'll try it later. thank you!
btw, you should really put this in the market, or it might get stolen.
http://forum.xda-developers.com/showthread.php?t=900923
Thanks! Pretty fun game!
The Link for the WM version its very old! i want to try in my tp2! the version WM, you can upload the wm too pls!??
nice game.... works great on MyTouch4G
Very cool interface. Enjoyable with a high chance of replay.
I second the other member's notion to place this into the market. Your current version is AOK for release.
Perhaps there's another reason why you wont?
this game is fantastic!!! it runs amazingly on my hero, and I love trying to get huge combos!! 5 stars!!!
Sent from my HERO200 using XDA App
EDIT : there seems to be a bug in the app. sometimes when I switch to another app via homescreen or long holding the home button, the gray bar underneath the notification bar that tells the name of the app doesn't go away. and you should put this on the market so we could get the updates.
!!!!!!!
If I'm not mistaken I remember this from my last WM phone (samsung omni) This is a fun game!
Excellent remake.
Makes me wonder though that what this game would be like if it had a mode with accelerometer enabled "physics". Tiles would fall freely to the tilted direction (only one direction at a time in tetris-like fashion) Angle of the tilt would off course relate to falling speed.
It would be the core mechanic with a little bit of action and accuracy.
I tested your game out and it is really good (never played the original), all I can say is make sure you put it on the market as XDA devs have had their apps uploaded to the market by someone else trying to make some quick $$
Cool thanks.
Thanks for the feedback, i'm glad it works on your phones and you like it
As for the accelerometer control, i thought about it, but i'm afraid it would be just something you try and disable, as it will get in the way of the gameplay instead of enhancing it. But if i ever get around to rewriting this game to properly support high-res screens i might try implementing something like that. For now i think gestures control is easy enough. And just in case you didn't notice, the gesture can be performed anywhere on the screen and doesn't have to be long - only the width of a single block is enough.
hecthork said:
The Link for the WM version its very old! i want to try in my tp2! the version WM, you can upload the wm too pls!??
Click to expand...
Click to collapse
Yeah, i know the project website is down, but it's still easy to find. However i'm afraid it might not work well with VGA or higher res screen. At least the winMo version didn't work on a HTC Diamond. But i guess there's no hurt in trying.
KLBrey said:
Very cool interface. Enjoyable with a high chance of replay.
I second the other member's notion to place this into the market. Your current version is AOK for release.
Perhaps there's another reason why you wont?
Click to expand...
Click to collapse
Yeah, i'm aware of that a**hole stealing other people's work. But right now i don't feel like paying 25 bucks registration fee without even a potential way of getting the money back - google doesn't allow selling apps from my country (yet).
Hi
I remember Shift very well (played it on Ipaq h3970)
Unfortunately I can't run it on Samsung Spica (i5700)- FC right after starting, logcat attached.
Phone config:
-Samdroid 1.3.1(deodexed Eclair, info)
-kernel- Xmister's STD Eclair (info)
-graphic drivers- mixed files from other devices v3 (info, as one of developers I've tested those drivers on everything I could and there were no problems with other apps)
gen_scheisskopf said:
Hi
I remember Shift very well (played it on Ipaq h3970)
Unfortunately I can't run it on Samsung Spica (i5700)- FC right after starting, logcat attached.
Phone config:
-Samdroid 1.3.1(deodexed Eclair, info)
-kernel- Xmister's STD Eclair (info)
-graphic drivers- mixed files from other devices v3 (info, as one of developers I've tested those drivers on everything I could and there were no problems with other apps)
Click to expand...
Click to collapse
I'm afraid it might be a problem between the engine i used and your device. Could you try running the following app and one attached to this post?
http://www.appbrain.com/app/andengine-examples/org.anddev.andengine.examples
The one above is a demo of the engine's capabilities, and should be compiled against the latest engine version. The attached app is just some random quick test i was doing but it uses the same lib version as shift. So if one works and the other doesn't it will mean that compiling with newer engine version might fix the problem. It will take some time but it's possible. However if none of these work, then i won't really be able to do anyting about it
mr_deimos said:
Could you try running the following app and one attached to this post?
Click to expand...
Click to collapse
The one from AppBrain- always FC when starting ShapeModifiers and Irregular ShapeModifiers (both demo and benchmark):
Code:
W/dalvikvm( 8065): threadid=3: thread exiting with uncaught exception (group=0x4001b180)
Rest of tests works fine.
Attached apk- works fine

[EMU] aFBA : Final Burn Alpha

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A New arcade emulator (Final Burn Alpha Port) for Android. The Dev has posted this in the main XDA apps section (Full Version For FREE) but if people missed it i wanted to bring it to your attention. Works fine with Xperia Play and controls. Its already mapped if just click on the Joystick icon in-game and select hardware keys and turn off the on-screen pad. Been able to play loads of sweet games like metal slug 5, Street Fighter III 3rd Strike: Fight for the Future and Progear . Hopefully this will be supported better then Tiger Mame.
ORIGINAL XDA THREAD = http://forum.xda-developers.com/showthread.php?t=1932280
GOOGLE PLAY LINK (DONATE) = https://play.google.com/store/apps/details?id=fr.mydedibox.afba
Description
aFBA is a frontend for libafba, a Final Burn Alpha emulator port to Android.
FBA support multiple systems, including Cave, Neo Geo, Sega System 16 (and similar), System 18, CPS-1, CPS-2, CPS-3, X-Board, Y-Board, Toaplan, Taito, Psikyo 68EC020 based hardware and misc boards.
You need a fast device to run this emulator (>= Galaxy S2).
For more informations and support visit: http://forum.xda-developers.com/showthread.php?t=1932280
========
- aFBA use games description from the great website http://caesar.logiqx.com/
- aFBA use fantastics "mamu" games icon: http://icons.mameworld.info/
- aFBA use libafba, which use works from many sources, see https://play.google.com/store/apps/details?id=fr.mydedibox.afba
Click to expand...
Click to collapse
Finaly Great News man!
Thanks for sharing.
FBA is a great emulator so I'll test this port. Thanks for sharing this info.
hi guys, i want to know how comes on mine, it didnt read any cps3 roms. They are img files, along with a ccd and sub file, where do I put these files?
Isn't Tiger Arcade FBA as well? All the roms I kept from my Windows Mobile FBA emulator work on it. If this is the case is there anything that this emulator does better? Thanks!
BrianChase said:
Isn't Tiger Arcade FBA as well? All the roms I kept from my Windows Mobile FBA emulator work on it. If this is the case is there anything that this emulator does better? Thanks!
Click to expand...
Click to collapse
Tiger's was a Mame emulator. This is the same sort of thing (Multiple Arcade Machine Emulator) but final burn is said to be faster with some games, better then Mame on lower end device's and has a good support. Really its down to your choice what one you use. The only difference with this and TigerMame as an Android emu is this is still in development, Plays more CPS3 titles, UI is much better and other small details really.
falcon4158 said:
hi guys, i want to know how comes on mine, it didnt read any cps3 roms. They are img files, along with a ccd and sub file, where do I put these files?
Click to expand...
Click to collapse
This emu only reads games from arcade machine boards not CD img's. You will find them on Google/Web in Zip format (Don't Unzip or rename. The emulator reads them like this). No way else of acquiring them unless you carry around a 5-6ft Arcade Machine's with you
Really? Tiger Arcade even thanks the FBA team in the credits and many state that it is in fact a port of FBA. Like I said my FBA romset from windows mobile 6.5 work perfectly on Tiger Arcade and the FBA team even states in their history "FB Alpha supports games on Capcom CPS-1 and CPS-2 hardware, SNK Neo-Geo hardware, Toaplan hardware, Cave hardware" which is the exact same as the supported list for Tiger Arcade. I'm not trying to be argumentative but I'd love to hear from someone else familiar with the two emulators to see if they also believe it is the same emulator. And even still, is this coded better than Tiger Arcade and which CPS3 games does it support over Tiger (since I haven't had an issue in any) because if so I'll check it out but if it has a way to go and supports the same rom-set I'll pass.
BrianChase said:
Really? Tiger Arcade even thanks the FBA team in the credits and many state that it is in fact a port of FBA. Like I said my FBA romset from windows mobile 6.5 work perfectly on Tiger Arcade and the FBA team even states in their history "FB Alpha supports games on Capcom CPS-1 and CPS-2 hardware, SNK Neo-Geo hardware, Toaplan hardware, Cave hardware" which is the exact same as the supported list for Tiger Arcade. I'm not trying to be argumentative but I'd love to hear from someone else familiar with the two emulators to see if they also believe it is the same emulator. And even still, is this coded better than Tiger Arcade and which CPS3 games does it support over Tiger (since I haven't had an issue in any) because if so I'll check it out but if it has a way to go and supports the same rom-set I'll pass.
Click to expand...
Click to collapse
Never knew till checked it out fully. Tiger is based on FBA even though he states it as mame just looked at his source on github https://github.com/tigerking/arcade/blob/master/license.txt .Still this should be better due to UI and later FBA code then tiger used over a year ago with his. Plus the fact that it's still being developed and is free (tigerMAME) you have to pay to save as I can remember. This also will run on later Android OS as I know his emulator has issues on ICS and Jellybean (but does not really affect play users). Sorry for the miss information
Sent from my LT26i using xda premium
I don't know why I can't remap the hardware buttons....
I don't know why I can't remap the hardware buttons....
Click to expand...
Click to collapse
He left out a line of code. He will add in next version. But for some reason just press the set buttons then press use hardware keys to take off on-screen ones. For some reason the play is already mapped. Fully works on mine with all buttons mapped that way.
Sent from my LT26i using xda premium
poo-tang said:
He left out a line of code. He will add in next version. But for some reason just press the set buttons then press use hardware keys to take off on-screen ones. For some reason the play is already mapped. Fully works on mine with all buttons mapped that way.
Sent from my LT26i using xda premium
Click to expand...
Click to collapse
Yeah, the controllers are fully mapped but I would like to arrange them... Neogeo and CPS have differents button order.
Thanks for your response, I'll be wait for the next update.
This emulator is really good. Already impressive for an early/incomplete release.
What i notice:
-If you did not download the 100MB package, it will always ask you to do it
-Buttons are set. I tried to edit the xml file in the data/data folder (the format looks exactly like neodroid), but it did not work. I want to change it because I am very used to playstation controls with like MvC for example.
-I sometimes experience force close if i end the emulation (does not matter much)
-Cannot overwrite a saved state. Is this how it really works?
poo-tang said:
Never knew till checked it out fully. Tiger is based on FBA even though he states it as mame just looked at his source on github https://github.com/tigerking/arcade/blob/master/license.txt .Still this should be better due to UI and later FBA code then tiger used over a year ago with his. Plus the fact that it's still being developed and is free (tigerMAME) you have to pay to save as I can remember. This also will run on later Android OS as I know his emulator has issues on ICS and Jellybean (but does not really affect play users). Sorry for the miss information
Sent from my LT26i using xda premium
Click to expand...
Click to collapse
Ahhh, I didn't know it was free and based off a newer version. I'll have to keep an eye on this then. I was actually really let down when I got my Xperia Play and certain FBA games I was used to playing on my Dash 3g actually ran slower despite the Xperia Play's incredible processing superiority compared to the D3. I hope we see great things out of this because if the winmo version of FBA is any benchmark we should easily see full speed with sound on in most games whereas I currently play them all without sound.
GREAT
i hope can play golden ax
Hello!
What settings (keys) that you guys use this emulator? Could you pass me please, I am not getting set here
thank you
could the dev please add autofire option in the control options menu (fba on all other devices has this)
its a real chore rapidly stabbing away on physical buttons, not to mention bad for the hardware,
and rapid stabbing of the fire button on touchscreen controls is even worse, whole device shakes, etc.
cheers
thanks for making afba!
but would you let me know how to get into the software setting?
you know like, credits life difficulty some sort of.
because i'm playing dodonpachi dai-ou-jou.
but, it's default setting is easy difficulty with 'discontinue' on!
so i tried service on the menu but, it doesn't work.
I recommend FBA4DROID 1.65, is similar aFBA. :good:
Skynightfire said:
I recommend FBA4DROID 1.65, is similar aFBA. :good:
Click to expand...
Click to collapse
Good and fast emulator but it is in chinese `_´
shocito said:
Good and fast emulator but it is in chinese `_´
Click to expand...
Click to collapse
Unfortunately!!

[3D RPG] Everland exclusive for Android with Xperia PLAY optimized!!!

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Unleash the magic!
- Everland: unleash the magic -
★★ Android exclusive game ★★
★ Everland is the most epic 3D action RPG for Android! ★
The Everland kingdom is under attack, the forces of darkness come stronger than ever... we need you, help us to save the realm!
★ Immerse yourself in a 3D epic medieval / fantasy world! ★
Enjoy now the most hardcore and epic adventure for Android, unleash the power of magic casting powerful spells and beating enemies in melee combat.
★ Level up system to upgrade your attributes and spells
★ 16 different spells
★ Level up your player to 20
★ 4 levels of difficulty
★ Completely translated to english and spanish
** NOTE: REQUIRE ADDITIONAL 106 MB TO DOWNLOAD! **
Click to expand...
Click to collapse
NEW FEATURES IN THIS VERSION:
★ Compatibility for older hardware devices. Now you can run Everland on phones as Nexus One or similar!
★ Support for Xperia PLAY gamepad
★ Optimized caching system
★ Improved phone memory management
★ 3D engine upgraded to last stable version, provides several improvements in overall
★ Minor bugfixes
Another epic ARPG for Xperia PLAY is coming~!!! no test yet but you guys could take a try,wait for your feedback
Here is the official trailer:
DOWNLOAD LINK
I'll try the free version before buying.
Edit: it has to download an additional 27mb on first run and the text is a bit small and hard to read due to the old english font.....but the music is freaking beautiful...gameplay controls is everything but touchpads....but its freaking awesome....I'll be buying it soon....it is worth $3.99 that's for sure....now I just have to find a way to get the music .
After downloading it seems to help to reboot the phone to get as much ram as possible...at least it did for me...I'm running stock 2.3.3 but will be changing over to cola tomorrow maybe.
Sent from my R800x using xda app-developers app
Damn, I'd been planning to inquire about Xperia Play support and before I could shoot them an e-mail it was already optimized... that's what I like to see! Xperia Play continuing to get support all the time!
...I can't wait for the day when the PlayStation Vita has this much support.
A couple things about it that have stopped me from buying it yet is that it is VERY ram heavy....it has so far with the bosses and a couple skeletons had controls freeze up...both hardware and touch, so I've come close to dying a few times before I had control back again....maybe once I change over to COLA rom it will work better. The other thing it needs somekind of small up and down for camera movement...there are parts where you go up or down stairs, or into an area that has a floor of spikes on one side and stairs on the other...and its trial and error(death) until know which side is which lol.
Sent from my R800x using xda app-developers app
TLRtheory said:
Damn, I'd been planning to inquire about Xperia Play support and before I could shoot them an e-mail it was already optimized... that's what I like to see! Xperia Play continuing to get support all the time!
...I can't wait for the day when the PlayStation Vita has this much support.
Click to expand...
Click to collapse
yeah, that's what i love of my xperia play some people says its an old phone, but guess what, its not lol devs still making games for it
brsingr said:
A couple things about it that have stopped me from buying it yet is that it is VERY ram heavy....it has so far with the bosses and a couple skeletons had controls freeze up...both hardware and touch, so I've come close to dying a few times before I had control back again....maybe once I change over to COLA rom it will work better. The other thing it needs somekind of small up and down for camera movement...there are parts where you go up or down stairs, or into an area that has a floor of spikes on one side and stairs on the other...and its trial and error(death) until know which side is which lol.
Sent from my R800x using xda app-developers app
Click to expand...
Click to collapse
Are you playing on stock? Just curious since I run stock and want to know how it performs.
brsingr said:
A couple things about it that have stopped me from buying it yet is that it is VERY ram heavy....it has so far with the bosses and a couple skeletons had controls freeze up...both hardware and touch, so I've come close to dying a few times before I had control back again....maybe once I change over to COLA rom it will work better. The other thing it needs somekind of small up and down for camera movement...there are parts where you go up or down stairs, or into an area that has a floor of spikes on one side and stairs on the other...and its trial and error(death) until know which side is which lol.
Sent from my R800x using xda app-developers app
Click to expand...
Click to collapse
Thank you for trying my game!
Initially this game was developed having a Galaxy Nexus as base phone, but later was optimized to run on phones with similar specs as Nexus One.
I did the optimization for Xperia PLAY remotely, because I don't have a Xperia PLAY to test the game myself. For this reason the touchpad is the unique key that currently isn't assigned on this version, it really requires more precision to control the player correctly rather than the dpad keys, but I didn't discard to offer support on the Xperia touchpad in future releases.
I didn't had this freeze on my Nexus One using stock rom, so I would need more information on your case like which rom are you using and kernel.
Anyway, I would suggest if you found this kind of freeze when running the game try to use chainfire or a similar app, this recommendation comes from some customers with older phones than Galaxy Nexus. I have no opinions from users using Cola rom or other roms, so I can't say nothing about this, will appreciate if you give me some feedback if you finally try this rom or other.
By the way, did you check if you had any background process running that can cause this freeze?
everlandgame said:
Thank you for trying my game!
Initially this game was developed having a Galaxy Nexus as base phone, but later was optimized to run on phones with similar specs as Nexus One.
I did the optimization for Xperia PLAY remotely, because I don't have a Xperia PLAY to test the game myself. For this reason the touchpad is the unique key that currently isn't assigned on this version, it really requires more precision to control the player correctly rather than the dpad keys, but I didn't, to offer support on the Xperia touchpad in future releases.
I didn't had this freeze on my Nexus One using stock rom, so I would need more information on your case like which rom are you using and kernel.
Anyway, I would suggest if you found this kind of freeze when running the game try to use chainfire or a similar app, this recommendation comes from some customers with older phones than Galaxy Nexus. I have no opinions from users using Cola rom or other roms, so I can't say nothing about this, will appreciate if you give me some feedback if you finally try this rom or other.
By the way, did you check if you had any background process running that can cause this freeze?
Click to expand...
Click to collapse
Glad I could help. I'm running the stock verizon 2.3.3 rom and kernel on a locked bootloader...however I'm going to be switching over to Hogwart's COLA rom after I make a backup of my current rom and save that to my computer. The only thing I can think of is the launcher I'm using is smart launcher which uses 22 mb of ram and GO power master which is about 15-20 mb...but I normally do a engine flush with the v6 supercharger script before I play any 3D intensive games, however I didn't do this on this game..I'll go try it out and see if it works. Wonderful job so far.
EDIT:I did an engine flush before starting and was fine until I got up to the 2nd giant leech where the controls became unresponsive (both gamepad amd touch) for about 5-6 seconds. But that was the only time it happened. I'll try it on Hogwart's COLA rom and let you know. Awesome gameplay and great music.
Sent from my R800x using xda app-developers app
brsingr said:
Glad I could help. I'm running the stock verizon 2.3.3 rom and kernel on a locked bootloader...however I'm going to be switching over to Hogwart's COLA rom after I make a backup of my current rom and save that to my computer. The only thing I can think of is the launcher I'm using is smart launcher which uses 22 mb of ram and GO power master which is about 15-20 mb...but I normally do a engine flush with the v6 supercharger script before I play any 3D intensive games, however I didn't do this on this game..I'll go try it out and see if it works. Wonderful job so far.
EDIT:I did an engine flush before starting and was fine until I got up to the 2nd giant leech where the controls became unresponsive (both gamepad amd touch) for about 5-6 seconds. But that was the only time it happened. I'll try it on Hogwart's COLA rom and let you know. Awesome gameplay and great music.
Sent from my R800x using xda app-developers app
Click to expand...
Click to collapse
Thank you!
Unusual, I think it's a corner case if only happens one time.
Got some warning on Android log when this freeze occurs? When these controls became unresponsive for 5-6 sec, are just the controls unresponsive or all the game was stopped?
everlandgame said:
Thank you!
Unusual, I think it's a corner case if only happens one time.
Got some warning on Android log when this freeze occurs? When these controls became unresponsive for 5-6 sec, are just the controls unresponsive or all the game was stopped?
Click to expand...
Click to collapse
I'll see if I can find the logs....but it did pop up with the game being unresposive, in which case I just did wait and it went back to running after 2-3 seconds...I'll get to the same area and see if it happens again.
Sent from my R800x using xda app-developers app
Good find ill have to try It out sometime.
Sent from my R800x using xda app-developers app
On hogwart's COLA rom (which is very fast and has access to a large amount of ram, on average I have 260+ mb of free ram lol) I don't seem to have any issues. it just seems to be a lack of ram on the stock verizon that was the problem.
Sent from my R800x using xda app-developers app
I cant even get the demo to work it just kicks me out after the loading screen
Xplay said:
I cant even get the demo to work it just kicks me out after the loading screen
Click to expand...
Click to collapse
Which Xperia phone, rom and kernel are you using?
It happens the second time you execute the game? (the first time while loading screen appears the level it's being decompressed and downloaded into cache for speed up future executions)
everlandgame said:
Which Xperia phone, rom and kernel are you using?
It happens the second time you execute the game? (the first time while loading screen appears the level it's being decompressed and downloaded into cache for speed up future executions)
Click to expand...
Click to collapse
Xperia play stock 2.3.4 GB......i tried it a few times then rebooted my phone still same.
Xplay said:
Xperia play stock 2.3.4 GB......i tried it a few times then rebooted my phone still same.
Click to expand...
Click to collapse
The most expensive operation on my game is when loading the level, where demands more memory and seems some stock roms has some lack of memory problems during this operation. If the game is killed without any warning this generally happen when kernel runs out of memory.
I can't tell you a general solution for your issue because there are several factors to consider, and depends on the phone where was tried, but I would suggest to try again if you have a chance to use a different rom than stock, or if can have access to some app to improve gaming performance or memory.
From my side, maybe the solution could be to reduce the texture size even more, but I think this will really break the experience of the game if I try to reduce more, for this reason I can't offer this solution, at least as official way.
Hmm... running stock 2.3.4 (R800a), I played through the entire Everland demo and was met with a mostly seamless experience. No crashes, not really even any slowdowns to speak of... not even when I got to the room in the demo where I was rushed by the Skeletons and the Malebogia-lookin' thing. My only real issues are that it doesn't have an authentic game icon, that it doesn't show up in the Xperia Play Game Launcher, and that it's controls are... just a bit too "90s" to feel right today. If the PSX era didn't make me proficient at dealing with the case of "staircase or bottomless pit," I'd have died a couple times.
There's loads of ways to learn about the touch-pads without owning an Xperia Play too... LocNet hit the nail on the head the first shot better than Gameloft did in the three years they've been developing for Xperia Play without owning one... and that's when you'd truly get to reap some benefits such as up-to-date, this-generation controls so that the left touchpad could be forward/backward/strafe and right analog could be used to look up, look down and rotate.
Back to the issue of performance, I keep about 296MB of my RAM free at any given point and time...
So I'm sure that has some bearing on how well my game runs.
At any rate, kudos on the game - we have so many Xperia Play developers that have come here to publicly speak out about their software. No amount of times I've seen this happen makes it feel any less wonderful, and there's nothing more respect-worthy than seeing a developer make an appearance on these boards!
@TLR, how do you manage to get as high as 260+ MB of available RAM on stock? I know it involves debloating the stock ROM but I only manage to get 200-230 MB of free RAM with the 230MB occurring only once in 20 times I check my running apps.
TLRtheory said:
Hmm... running stock 2.3.4 (R800a), I played through the entire Everland demo and was met with a mostly seamless experience. No crashes, not really even any slowdowns to speak of... not even when I got to the room in the demo where I was rushed by the Skeletons and the Malebogia-lookin' thing. My only real issues are that it doesn't have an authentic game icon, that it doesn't show up in the Xperia Play Game Launcher, and that it's controls are... just a bit too "90s" to feel right today. If the PSX era didn't make me proficient at dealing with the case of "staircase or bottomless pit," I'd have died a couple times.
There's loads of ways to learn about the touch-pads without owning an Xperia Play too... LocNet hit the nail on the head the first shot better than Gameloft did in the three years they've been developing for Xperia Play without owning one... and that's when you'd truly get to reap some benefits such as up-to-date, this-generation controls so that the left touchpad could be forward/backward/strafe and right analog could be used to look up, look down and rotate.
Click to expand...
Click to collapse
I can confirm the icon will appear on Xperia Play Game Launcher on next release (I forgot add this information on Manifest for Xperia devices), which will be a minor version with bigger fonts to easy read the text on smaller screens. Anyway, I'm holding on development this new version at least a few days more, because will be released with some new features/improvements (maybe with joystick for looking around from a first-person view).
Well, die on this game is something totally normal (I died many times! ) and it's really their intention: some traps, ambush from enemies, etc. was developed intentionally to try make the game more challenging and establish a relation between "frustrate" (when player dies) and reward when these challenges are completed
I'm totally agree the current icon of the game maybe it's a little "simple" in comparison to other games, so I take a note and will change on next release. Thanks for pointing this.
I uploaded a new version on my server with some changes commented on this thread. Can download here: http://everlandgame.com/everlandtrial.apk (will need additional 26 mb to download on installer)
Changes on this build:
- Icon should appear on Xperia Game Launcher
- New virtual joystick on bottom-right of screen for looking around from a first-person view
- Increased fonts sizes and icons for smaller screens
- Minor fixes
Let me know if anyone try and these changes work properly for Xperia Play.
(this build probably will be released to Google Play soon, when I get a new redesign of the current game icon)

[Game]Music Ride

Hello everyone.
I would like to announce my latest production - Music Ride – a game which gameplay is based on the rhythm of the song. I wanted to lern Android NDK... what is the best way to lern new thing? - write a game I will not deny that to write this I was inspired by another production, available on PC. Anyone who is interested in gaming will know what I am talking about, for those who do not know, in a nutshell: the game generate a track and everything what is on it based on the song (it can be any mp3 or ogg selected by player file in a usual format). Your job is to collect rhythm crystals. The game is integrated with Scoreloop scoreboard. Feel free to download and to write any suggestions.
play.google.com/store/apps/details?id=com.zr.music.ride
Update 1.2:
I have added few changes in Options menu:
- added setting to change accelerometer sensitivity
- added setting to change how music influences hills height - if you increase this value the generated track will have higher height in places where the music changes its "power"
decreasing this value makes the track more smoother
- added setting to change beat detection sensitivity (it might improve beat detection for example in metal music, or when there is too much drums you can decrease sensitivity to produce more smoother track)
be careful with this option it might make your gameplay unpleasant, and changing it require the song to be "calculated" again
{
"lightbox_close": "Close",
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"lightbox_start_slideshow": "Start slideshow",
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"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
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"lightbox_new_window": "New window",
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}
Will give a try :laugh:
Looks awesome, and I had it figured for an Audiosurf clone when I saw the topic title. The Audiosurf team should have ported to iOS and Android a year or two ago, damn shame there hasn't been anything like it for mobile yet. What would be nice, perhaps, if the rhythm data is not very large (once computed), it might be efficient to crowdsource it using ID3 tags; if the song has been played before by anyone, simply download it; if not, check to see if it's similar to another song's tags (maybe the tag has a typo); if not, create a new one and upload it. Of course it would cost you money to run a server like that, so maybe an optional paid version could benefit from using the online resource.
//edit: Okay, that was fun... until it crashed about 30 seconds in. Doesn't really say why either. Definitely needs a history function, where you can quickly access the last dozen or so songs you've played, and possibly a favorites list you can add to as well. Controls are a bit loose, it's hard to not get crystals if you're trying to collect sets.
Gives me an fc when i select to pick from my music. Still, it's about time that something like audiosurf gets to mobile. I'm keeping it
I made small update - you can control the ship using accelerometer and I hope the Scoreloop integration works fine now. It would be nice if someone post me an information if it really work as it should.
I have changed some parameters too, the road should have now bigger hills, it would be nice to know if it is better now or maybe smoother/smaller hills are nicer?
Force closes on Custom Music selection.
Galaxy Exhibit on CM10
Awesome so much fun, makes your eyes go a bit weird though! my personal favorite to play so far is Gangnam style.
Sent from my Nexus 7 using XDA Premium HD app
Looks good.
A few fixes and graphic improvements and it would be amazing.
The track creation is very primitive. It is created using height only, which means that I can't create loops or sudden changes in hills heights. In short version: the height is calculated using interpolation between detected beat data and is modified by approximation of sound power data.
Hope you don't mind, I pimped your app over on Reddit's /r/AndroidGaming. I'd like to see more people try this out. On second thought, I'll refer that thread back here so you can potentially get feedback here as well, I figure Reddit and XDA have to have some cross section of users.
Just updated to/tried today's update, and it crashes sooner now. You should update it with some sort of log collecting thing (but be clear what it is, some people might not appreciate it) and let it collect some data on crashes, maybe it will help you track down the problems.
Accelerometer is a bit too sensitive, the slightest tilt sends you across the track.
Note to self: Fast metal songs are not fun in games like this.
Dark Reality said:
Hope you don't mind, I pimped your app over on Reddit's /r/AndroidGaming. I'd like to see more people try this out. On second thought, I'll refer that thread back here so you can potentially get feedback here as well, I figure Reddit and XDA have to have some cross section of users.
Just updated to/tried today's update, and it crashes sooner now. You should update it with some sort of log collecting thing (but be clear what it is, some people might not appreciate it) and let it collect some data on crashes, maybe it will help you track down the problems.
Accelerometer is a bit too sensitive, the slightest tilt sends you across the track.
Note to self: Fast metal songs are not fun in games like this.
Click to expand...
Click to collapse
The error in your case might be "out of memory", but I am not sure. You can try shorter songs but longer than the time after it crashes it might give me a clue.
I will add in options setting for accelerometer sensitivity, and maybe I will add posibility to change sensitivity of beat detection algorithm (it might help in metal songs) of course when I find some spare time. The beat detection algorithm in Audiosurf must be far more advanced than this used by me.
Well, I have 1GB of RAM on my phone. It shouldn't run out of RAM unless it needs an unusually high amount.
Sent from my MB855 using Tapatalk 2
You can try to send error report if you didn't do that. And about memory: I was think about GPU memory but I don't know how the memory is divided between system and GPU, anyway I have one "out of memory" error report from device with 512MB ram, and I was testing this game on LG GT540 (with CM7) - it has 156MB ram. So far I have only 3 types of error reports and only one of them look suspicious.
BTW I made an update. I added few additional settings i options menu. I put this informations in first post.
Awesome Game I recommend it for everyone who like music games
I'm still having problems with Scoreloop. I have asked support to reset leaderboard and (hopefully) found bug. But still I can see only my own score, can anyone try to send score so I can confirm if it is working now pls? Of course you have to have latest version - 1.3
Tested it on my wife's phone. Same as mine but stock ROM. Worked great. So it's just the custom ROM or kernel. It's part of the risk of running Jelly Bean on an unsupported device.
Sent from my MB855 using Tapatalk 2
Dark Reality said:
Tested it on my wife's phone. Same as mine but stock ROM. Worked great. So it's just the custom ROM or kernel. It's part of the risk of running Jelly Bean on an unsupported device.
Click to expand...
Click to collapse
Thanks for information, that's good news I don't have any new errors so far, but it's because there is not much new installations.
One thing (error) bothers me - it looks like few devices don't have system activity to handle "select song" action - I don't know what causes this.
Maybe you could build one? I for one have a couple thousand songs and a straight list is inconvenient. A search box would go a long way, doubly so if it were real time. Not sure how possible that is.
Sent from my MB855 using Tapatalk 2
Small game but a lot of fun
I think that graphics is too dark. But the game is good!

[APP] Half-Life running under Quake Engine

Hello everybody,
I just bought a Surface RT and seeing all these apps under development after successful jailbreak I missed the good old Gordon Freeman,
and here we go...
Screenshot:
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
NOTE: You MUST have the full game paks files to run HalfLife, the demo will NOT work.
Download at the end of this post.
1. Put Pak0, Pak1, Pak2 .PAK files in ID1 folder
2. Start the game from "Run Half-Life.bat"
The game is glitchy and sometimes you will be stuck or some
bad scripts will not open the doors so you must use noclip.
Any help or suggestion about how to improve this release will be well accepted.
Commands:
W,A,S,D walk
F use
LMOUSE fire
SPACE jump
N noclip
P console
0 change weapon
Half-Life for ARM WindowsRT is based on WinQuake ARM version coded by bfosterjr and I also want to thank Sisah for the converted maps and models.
I hope this makes someone happy
DOWNLOAD​
S1yRuleZ said:
Hello everybody,
I just bought a Surface RT and seeing all these apps under development after successful jailbreak I missed the good old Gordon Freeman,
and here we go...
Screenshot:
Download at the end of this post.
1. Put Pak0, Pak1, Pak2 .PAK files in ID1 folder
2. Start the game from "Run Half-Life.bat"
The game is glitchy and sometimes you will be stuck or some
bad scripts will not open the doors so you must use noclip.
Any help or suggestion about how to improve this release will be well accepted.
Commands:
W,A,S,D walk
F use
LMOUSE fire
SPACE jump
N noclip
P console
0 change weapon
Half-Life for ARM WindowsRT is based on WinQuake ARM version coded by bfosterjr and I also want to thank Sisah for the converted maps and models.
I hope this makes someone happy
DOWNLOAD​
sit and wait until the upload finishes​
Click to expand...
Click to collapse
*ahem*piracy*ahem*
Sent from my GT-I9505 using xda app-developers app
MemoryController said:
*ahem*piracy*ahem*
Sent from my GT-I9505 using xda app-developers app
Click to expand...
Click to collapse
The .zip I uploaded does not include original paks file, I'm going to clarify, thanks for noticing this.
MemoryController said:
*ahem*piracy*ahem*
Sent from my GT-I9505 using xda app-developers app
Click to expand...
Click to collapse
*ahem*Linking to an open source binary with credit given and licenses included.
He didn't include the original Half Life 1 data files. Only a .bat script capable of launching them. You provide the supposedly pirated content yourself....
SixSixSevenSeven said:
*ahem*Linking to an open source binary with credit given and licenses included.
He didn't include the original Half Life 1 data files. Only a .bat script capable of launching them. You provide the supposedly pirated content yourself....
Click to expand...
Click to collapse
Oh well I assumed he did include it based on the OP. Sorry OP, will enjoy it thanks!!
Sent from my GT-I9505 using xda app-developers app
Cant seem to get this running, I bought HL through steam and theres no pak files in the game folder.
Luckily I could get a hold of the Pak file in the original version. Ive put it in the ID1 folder but when I run the bat I get this error:
Does anybody have a clue on how to fix this?
Note: Many thanks for porting this to WinRT:good:!
BZyno said:
Cant seem to get this running, I bought HL through steam and theres no pak files in the game folder.
Luckily I could get a hold of the Pak file in the original version. Ive put it in the ID1 folder but when I run the bat I get this error:
Does anybody have a clue on how to fix this?
Note: Many thanks for porting this to WinRT:good:!
Click to expand...
Click to collapse
What do you mean by the pack file, there should be 3 or 4. Also, no discredit against the OP but he didn't port it, the Quake engine was ported by someone else, he did however give you a nice set of instructions and a batch file in order for you to play the Half life content in it (half life originally used a modded quake 1 engine)
S1yRuleZ said:
Hello everybody,
I just bought a Surface RT and seeing all these apps under development after successful jailbreak I missed the good old Gordon Freeman,
and here we go...
Screenshot:
NOTE: You MUST have the full game paks files to run HalfLife, the demo will NOT work.
Download at the end of this post.
1. Put Pak0, Pak1, Pak2 .PAK files in ID1 folder
2. Start the game from "Run Half-Life.bat"
The game is glitchy and sometimes you will be stuck or some
bad scripts will not open the doors so you must use noclip.
Any help or suggestion about how to improve this release will be well accepted.
Commands:
W,A,S,D walk
F use
LMOUSE fire
SPACE jump
N noclip
P console
0 change weapon
Half-Life for ARM WindowsRT is based on WinQuake ARM version coded by bfosterjr and I also want to thank Sisah for the converted maps and models.
I hope this makes someone happy
DOWNLOAD​
Click to expand...
Click to collapse
The link doesn't seem to work anymore.. anyone post the zap?
rydroid said:
The link doesn't seem to work anymore.. anyone post the zap?
Click to expand...
Click to collapse
Download works fine. It is a .zip with a .exe and some other stuff in it.
SixSixSevenSeven said:
Download works fine. It is a .zip with a .exe and some other stuff in it.
Click to expand...
Click to collapse
Ok this morning think it was a prob my end.
now we just gotta wait for counterstrike !!! counter-strike ftw!
SixSixSevenSeven said:
What do you mean by the pack file, there should be 3 or 4. Also, no discredit against the OP but he didn't port it, the Quake engine was ported by someone else, he did however give you a nice set of instructions and a batch file in order for you to play the Half life content in it (half life originally used a modded quake 1 engine)
Click to expand...
Click to collapse
Yeah, there probably should be 3 or 4 pak files in the directory. Fact is I couldnt find any .pak files in the steam version so maybe valve re-made HL for steam and removed the pak file for something else.
Anyways I could find 2 pak0.pak file in the hard copy version of HL. One in the valve directory and 1 in the tfc folder. Ive put the pak0.pak file from the valve folder in the ID1 folder as explained by the OP and get the Quake error that I posted.
I have no idea what i'm doing wrong. So if anyone has a clue, please post .
Why don't you attempt to port the real thing instead of a poorly-made 'port' for the PSP? There's an engine called Xash3D that brings 100% compatibility over the GoldSrc engine, porting it to Windows RT should be mostly straightforward with a GL to DX wrapper, give it a try
http://www.moddb.com/engines/xash3d-engine
Project files from Xash might be too old though to be compiled under VS2012 , there's another project forked from Xash that has project files that run on recent builds of Visual Studio
https://code.google.com/p/sing-engine/
Server and Client DLLs from Half-Life (and mods) need to be also be recompiled, but that shouldn't be an issue at all
I'd love to see the real Half-Life running on Windows RT
Samuelgames said:
Why don't you attempt to port the real thing instead of a poorly-made 'port' for the PSP?
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The hell are you on about? This is the original quake engine ported to windows RT instead of DOS or full x86 windows, and not a poorly done port. Then a small bunch of hacks are applied to the half life pak files to allow them to run under quake instead of goldsrc (goldsrc is just an extended quake 1 engine, has quake 2 style animations and thats about it).
PSP has nothing to do with it.
As for xash or sing. Might be worth looking at, but this solution runs fine. GL to DX wrapping on RT can be problematic though.
Half Life 1 has no 'Pak', It's possible to run Half-Life maps on a Quake-based engine though with major modifications (With per-texture palette and coloured lightmaps and other things) but this is all in the vanilla quake engine, as far as I'm aware, this is based on the Half Life PSP port in QC but it's really buggy regardless of how good it is because of how limited QC and the Vanilla quake engine are for these things,regardless, any Quake Engine of any platform would run it due to the bytecode nature of QC.
The GoldSrc engine has MUCH more to the Quake 1 & 2 engine, this solution is fine if you don't seek much quality, porting it wouldn't be hard anyway.
Half life running under quake 1 engine massively predates the PSP launch... Have you even tried this hack yourself?
And no, the engines you linked would not be easy to port necessarily. OpenGL instead of directX being a *major* issue. OpenGL to DirectX wrappingcan be highly problematic when it wants to be, RT devices arent even as powerful as old netbooks so if a game wont work with GlDirect (which we do have at least but it doesnt always work with everything) then the only option tends to be software rendering which then leaves us with 0fps. Quake on RT is using directX rendering natively from an existing DirectX quake modification on windows: http://directq.codeplex.com/
I don't have a Windows RT device (Wanting to purchase one though, and waiting to see if Cotulla does anything interesting) but I know the inner workings between RT and NTx86 and I've played HL PSP a lot, I have even talked with the original creator regarding it, GLDirect isn't problematic, specially in a game with no HLSL shaders at all, Quake 3 RT runs perfectly over it
Even though you are a senior member you seem to have a lack of knowledge and just try to make things up that just make me jiggle, I don't want to make this into a flame war
It doesn't matter how easy/hard the engine to port is, it matters that this is the route he chose to go down. There's no need for flaming another user because he didn't take the route that you determined would be the best. As it stands what he has works (more or less), and he doesn't need guys like you talking down to him over it.
If you dislike this solution to the point that you are this up in arms over it then I suggest that you try to do it yourself, instead of bashing and complaining about the work that others have done. As previously said, DirectX and OpenGL are both finicky on RT. The former is missing a large number of features, and the latter is completely absent. Just because one game runs using a translation layer does not mean that another game will without extensive modification.
Samuelgames said:
I don't have a Windows RT device (Wanting to purchase one though, and waiting to see if Cotulla does anything interesting) but I know the inner workings between RT and NTx86 and I've played HL PSP a lot, I have even talked with the original creator regarding it, GLDirect isn't problematic, specially in a game with no HLSL shaders at all, Quake 3 RT runs perfectly over it
Even though you are a senior member you seem to have a lack of knowledge and just try to make things up that just make me jiggle, I don't want to make this into a flame war
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You are the one with lack of knowledge. If you had even bothered to READ the Google code project page, you would have seen that certain CLOSED source i386 ONLY components are required.
If it's so easy why don't YOU do it instead of flaming??
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Only VGUI, which it works fine without (But doesn't give you a main menu, but you can still do everything on console), I've hacked around Sing and Xash already and I'm a Source Engine aficionado, I only made a suggestion that it would be more interesting to have the real game ported instead of a look-a-like and play-a-like.

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