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Hey all.
Sony Ericsson have stated quite clearly.. "No Flash on X10". Despite being quite categorical, there is much more to the story... so sit back with a coffee, and allow me to explain;
{disclaimer: i've only had an Android smartphone (Nexus One) since about June, so my experience had been exclusively using Froyo until now}
As far as i'm aware, Flash-Lite ran on certain HTC devices with Android Eclair (2.1) but this was done thru the device's default browser using webkit's plugin permission.
Flash 10.1 on the other hand is designed to run on Froyo (2.2) using a more direct Google plugin to the browser. (possibly an API not reliant on webkit as default, thus allowing other browsers to gain plugin access)
Anyway.. Sony Ericsson, for whatever reason, hasn't included either of these methods in this Eclair release. Conspiracy theorists may point to the coming PSP-phone as one reason to omit Flash.. ie. free multiplayer web-games.
So anyway, that's the bad news! No browser-based Flash unless it gets hacked into X10 by someone, or the bootloader get cracked, etc etc.
Ok, now the good news;
Hardware performance isn't a factor, as X10's Arm7 CPU IS supported by Adobe Flash + Air when running Froyo, as it clearly states X10's compatibility on their developer page.
Even better news for flash aficionados;
Lucky for us, Adobe made an early version of Air (ie. Flash outside the browser) for Android which runs just fine on Eclair. Although it's no longer under development (hasn't been since June) it's therefore unsupported by Adobe, and missing the odd feature such as GPU acceleration.
However, my early tests show it runs pretty well, comparing it to my Nexus One at least.
There are some limitations such as only running newer Actionscript3, (and no multi-touch, ha-ha ;O) ..but i can still see a great opportunity promoting and supporting Air on the X10. More so since every Air app or game i've seen so far only runs on Froyo.
As i see it, there's now a distinct niche supporting Air for Eclair userbase, so i hope some of you will consider helping me to exploit it. I'm here to help however i can, like porting as much stuff as possible to run on our Eclair devices, and ask anyone who's interested to offer support such as testing, designing, coding, or whatever. (PM or post here if interested to help out) I also propose a unique identifier; 'EPX'. The meaning will become obvious later.
To kick things off, i've attached a splash image, the Air Runtime for Eclair, and a sample game to test it. Here are the details about the game;
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- Called "Code Bummer" made by Jesse Freeman, Dan Wolfe, Sean McCracken. (renamed "Hobo" with new icon, and recompiled to run on Eclair)
- Source code; http://github.com/jessefreeman/codebummer (a very clean example of a flash game for Android!)
- Description; http://www.appbrain.com/app/code-bummer/air.com.gamecook.CodeBummer (members will notice it says "Your device has Android 2.1. However this app is for Android version 2.2 and higher")
- Performance Tip: I find that after starting the game, the responsiveness is a bit slow, so i press back button (out of the game) then reload back into the game, and performance is much more playable.
-------------------------------------
Enjoy!
[UPDATE]
Anyone interested in developing Air for Eclair apps or games (that will also work on the latest Air for Froyo runtime) should stick to ONLY using the June 3rd SDK here...
(AIR25_win_sdk_20100603.zip)
http://www.mediafire.com/?m19cetvay9xqx38
Or the June 3rd CS5 Air Extension here...
(AIRforAndroid_FlashCS5_060310.zxp)
http://www.mediafire.com/?22hewf5kg98u3sd
Both of ^these are for Windows developers only.
We are also looking for the existing Linux and Mac SDK's dated the 3rd of June. If you have one of these, then please let us know, so that we may share it with everyone who needs it.
Cheers!
hi
that`s really good news(?) for us
unfortunately I have no knowledge in these areas but no doubt that I make available to serve as guinea pigs (?)
just hope this idea don`t die young and devs who had the knowlage will help you on this
Air for Android Developer Links
Thanks. It's a big catchup being couple of years behind the java devs, but strength in numbers helps.
Useful links for anyone getting started with Air development on Android;
"Using AIR for Mobile Development" (slideshow) *new*
"How to Add a Splash Screen to Your Air for Android App"
"How to Import MovieClips into a Flash Builder ActionScript Project"
"Optimization Techniques for Air for Android Apps"
"Sample Employee Directory Application using Flex and AIR for Android"
Using The Accelerometer Sensor in ActionScript 3
...
All my knowledge goes to AS3 and that is it. No Java or anything else. But testing wise, I am all here to help.
Is it not possible to port the Plugin from 2.2 to 2.1 or to install HTC Browser?
great it works quite laggy but a great start!
cuddles100 said:
great it works quite laggy but a great start!
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Click to collapse
Glad to hear it.
If you follow the performance tip (written above in red) then it runs as smooth as the original 80's coin arcade classic that it's based on.
http://en.wikipedia.org/wiki/Frogger
Nimche said:
All my knowledge goes to AS3 and that is it. No Java or anything else. But testing wise, I am all here to help.
Click to expand...
Click to collapse
Ahh.. that type of "flash junkie" haha. I thought you meant flashing roms.
Anyway, Air on Android is pure AS3 development, unlike the desktop version which could run Html or Javascript seamlessly...
http://en.wikipedia.org/wiki/Adobe_Integrated_Runtime#JavaScript_frameworks
In fact, coming from Actionscript background, i was impressed enough with it's implementation to switch almost entirely to Javascript coding in the early versions of Adobe Air which were codenamed "Apollo".
So although the desktop version of AIR includes the WebKit HTML rendering engine, this is not supported in Air for Android. (i'm guessing the overhead of running webkit alongside AS3 engine was too heavy for general smartphone use)
However something called "StageWebView" appears to be supported, so i'll look into how that works.
Wolfbreak said:
Is it not possible to port the Plugin from 2.2 to 2.1 or to install HTC Browser?
Click to expand...
Click to collapse
An attempt was made...
http://forum.xda-developers.com/showpost.php?p=6569529&postcount=16
^That whole thread makes excellent reading if you're deep into webkit hacking!
Air for Eclair Source Code
Keeping to the same theme as Code Bummer.. here's a bitmap side-scroller sample by 'theflashbum'...
https://github.com/theflashbum/BitmapScroller/downloads
The size is 9mb cos it includes 29 images. The images are truely funny for any hardcore flash coders, but the side scrolling to way too jumpy to be of any use as is. (...unless you want a migrane as an excuse not to go to work today! lol)
I7redd said:
Glad to hear it.
If you follow the performance tip (written above in red) then it runs as smooth as the original 80's coin arcade classic that it's based on.
Click to expand...
Click to collapse
Didnt read that bit. lol. Yeh the lag pretty much disapears when u do that awesome!
cuddles100 said:
Didnt read that bit. lol. Yeh the lag pretty much disapears when u do that awesome!
Click to expand...
Click to collapse
Thanks for the confirmation. (tip now highlighted)
It does the same on my Nexus running Froyo, so not sure yet what's causing that to happen. We need a few more sample games to see if it happens on Air generally, but for now it's quick fix that works.
I7redd said:
Ahh.. that type of "flash junkie" haha. I thought you meant flashing roms.
Click to expand...
Click to collapse
I did mean both of them. Flash phone and development for AS3. Hope to make something out of this.
Cheers,
Edit> That was nice. OT, how do you pack an apk off flash?
> how do you back an apk off flash?
Not quite sure i understand.
To "back out of flash" means pressing hardware back button. The game suspends, so when you go in again (pressing game icon) it continues where you were, but also plays smoother.
To back up an apk can use normal backup app like Titanium.
I7redd said:
> how do you back an apk off flash?
Not quite sure i understand.
To "back out of flash" means pressing hardware back button. The game suspends, so when you go in again (pressing game icon) it continues where you were, but also plays smoother.
To back up an apk can use normal backup app like Titanium.
Click to expand...
Click to collapse
I fixed it 4 minutes before your post anyways I meant pack an apk. How do you turn air application into android app?
Nimche said:
...development for AS3. Hope to make something out of this.
Click to expand...
Click to collapse
Cool.
These XDA forums have developer sections, thou to me at least, they seems slanted towards rom development, not apps, so I thought i'd start off a topic about testing Air, and see how the response is.
If there are people who are also keen to develop using Air for Eclair, then i'm happy to help get them started, or organize a group project. Will see how it goes.
For myself, i'm using Flash Builder 4, so switching between Froyo or Eclair involves overcopying the respective SDKs in Flash Builder folder..
C:\Program Files\Adobe\Adobe Flash Builder 4\sdks\4.0.A
For Froyo we use latest build [09/30/10] ...but for Eclair we have to use the older SDK dated the same as the Eclair Runtime [06/03/10] that i attached on the first post. I've uploaded (18mb zip) the older "Eclair SDK" for those who want to try compiling something...
http://www.mediafire.com/?m19cetvay9xqx38
Any issues, let me know.
Nimche said:
I fixed it 4 minutes before your post
Click to expand...
Click to collapse
Heh. I didn't reload the page before answering. (also a bit slow typing with a cat on my lap)
Nimche said:
How do you turn air application into android app?
Click to expand...
Click to collapse
After building your SWF file.. use (windows) dos command something like..
adt -package -target apk -storetype pkcs12 -keystore cert.p12 -storepass password my_app.apk my_app.xml my_app.swf
Quick way is to put ^that into a make.bat file.
Then put "adb install -r my_app.apk" into an install.bat file.
Then put "call make.bat & call install.bat" into a run.bat file.
Then double-click run.bat and it's all done in 1 step.
very good stuff! I will glady test stuff for you's
Sent from my X10i using XDA App
I7redd said:
After building your SWF file.. use (windows) dos command something like..
adt -package -target apk -storetype pkcs12 -keystore cert.p12 -storepass password my_app.apk my_app.xml my_app.swf
Quick way is to put ^that into a make.bat file.
Then put "adb install -r my_app.apk" into an install.bat file.
Then put "call make.bat & call install.bat" into a run.bat file.
Then double-click run.bat and it's all done in 1 step.
Click to expand...
Click to collapse
Cool sh*t. I will make some stuff for testing. Happy that AIR works here and I was going to be disappointed but now I have more purpose for using 2.1//
As I'm sure many of you are aware, people posting pirated apps the Android market has been a problem, but with in that problem is people posting GPL based applications, but refusing to comply with the terms of the the GPL. I've recently discovered that AnDOSBox, based on the DOSBox open source project, is one of those. It's not "convenient" for them to comply at this time. As an open source developer myself (but not of DOSBox itself, so I unfortunately can't file the DMCA violation request with Google), I hate to see people ripping off open source software and blatantly violating the license. Please do not buy AnDOSBox from the market.
OK, I'll have to get it by alternative means then!
hehe, I agree.
I just found this while I am publishing aDosBox 0.2beta.
It even uses a similar icon(or almost the same with aDosBox)
greatht said:
hehe, I agree.
I just found this while I am publishing aDosBox 0.2beta.
It even uses a similar icon(or almost the same with aDosBox)
Click to expand...
Click to collapse
You are one of the devs on aDosBox??? Congrats on the new release! A really long wait... but worth it
And for those who don't know... aDosBox is heaps better than this AnDosBox... try it out on the Market!!!! I give it a 5 star rating!
erlern said:
aDosBox is heaps better than this AnDosBox...
Click to expand...
Click to collapse
uh, it's like you've just said - i didn't try andosbox... because its really way better than all other dosbox ports for android. i tried adosbox today to see if it improved, but it's still no comparision to andosbox - it's not even half as smooth.
erlern said:
It even uses a similar icon(or almost the same with aDosBox)
Click to expand...
Click to collapse
lol that's quite funny, because adosbox just uses the original logo of adosbox, and andosbox is just slightly different - and you're accusing him of something? LOL
wujekandrzej said:
uh, it's like you've just said - i didn't try andosbox... because its really way better than all other dosbox ports for android. i tried adosbox today to see if it improved, but it's still no comparision to andosbox - it's not even half as smooth.
Click to expand...
Click to collapse
What games are you running on it? I have tried Airborne Ranger, Xenon 2, Magic Candle, Bard's Tale, Rogue, 2400AD, Altered Beast, Tyrian 2000, Ultima 4 and 5, Dune and none of them have any lag in them. I tried Andosbox and don't think that I'll support it at that price.
I'm using a snapdragon device btw.
Really hope aDosbox gets more releases out. Hope I could contribute somehow, but I have no clue how the software is being developed.
I tried adosbox recently after finding out that Raptor was available for the Apple Store.
aDosBox runs raptor too, but for my device it doesn't work that great yet. I still have hope.
Meanwhile, I found out that even though the developer of aNdosbox is charging 4 bucks, since it's under the GPL, people who paid for it are free to redistribute it. There is a 1.0.1 version hovering around on the net. If you can't find the link then let me know. But, andosbox can't even run some of the stuff adosbox does.
wujekandrzej said:
uh, it's like you've just said - i didn't try andosbox... because its really way better than all other dosbox ports for android. i tried adosbox today to see if it improved, but it's still no comparision to andosbox - it's not even half as smooth.
Click to expand...
Click to collapse
hm..... Can't understand here. Which one had you really tried?
wujekandrzej said:
lol that's quite funny, because adosbox just uses the original logo of adosbox, and andosbox is just slightly different - and you're accusing him of something? LOL
Click to expand...
Click to collapse
Let me clarify what I was talking about:
aDosBox 0.1 alpha was published in Feb 2010 and its logo is a combination of DosBox icon and Android robot icon. (just google aDosBox)
If you compare it with anDosBox icon, you will understand what I want to deliver.
PS: aDosBox is a hobby, not a product and it will never be. All credits belong to DosBox's author and the person who ported SDL to android platform(i.e. Pelya).
Everyone who wants to contribute and make dosbox run better on our android devices is welcomed to join us.
They do provide the source now, though you have to prove that you've got the binaries from them (which seems to be fine per GPL - they only have to provide sources to people they distribute the binaries to, and not just everyone; though of course others should be able to share once they get sources for themselves).
greatht said:
hm..... Can't understand here. Which one had you really tried?
Let me clarify what I was talking about:
aDosBox 0.1 alpha was published in Feb 2010 and its logo is a combination of DosBox icon and Android robot icon. (just google aDosBox)
If you compare it with anDosBox icon, you will understand what I want to deliver.
PS: aDosBox is a hobby, not a product and it will never be. All credits belong to DosBox's author and the person who ported SDL to android platform(i.e. Pelya).
Everyone who wants to contribute and make dosbox run better on our android devices is welcomed to join us.
Click to expand...
Click to collapse
Thanks for the minor updates over the last week. If I may suggest something, I find that it is a bit hard to see what I type on the screen because the virtual keyboard opens up and covers most of the screen, is it possible to show just the command prompt line above the virtual keyboard instead of having to hide and re-open the virtual keyboard to see whether input is correctly made? Thanks a lot.
Much work has been put into AnDosBox, and it is the best DosBox emulator by far at the moment. It has games working better on the Android than I could make them run on any of my PCs, which is quite a feat.
Its mouse control is really great. The only way to do a mouse control on a touch phone without having a bluetooth mouse and tv-out of some kind.
I really did not think the old dos games could run that well on an Android phone (mine is Samsung Galaxy S), but I do hope that others manages to make emulators run better as well, so we might see emulators with a better kind of Joystick support. Although the kind he has implemented is in the direction of what I would want to do for a onscreen joystick. Being able to just place your thump anywhere, and move up, down, left or right.
But it would probably be easier with a on screen firebutton as well, which is seems to lack. And being able to not have the joystick area in the middle of the Screen.
The Pelya stuff in aDosBox is nice, and it is probably able to run some games that AnDosBox cannot. But so far most games seems to run in AnDosBox better than I would have anticipated.
And they are finally sharing the source. I will try to ask him for it myself.
greatht said:
hehe, I agree.
I just found this while I am publishing aDosBox 0.2beta.
It even uses a similar icon(or almost the same with aDosBox)
Click to expand...
Click to collapse
I finally got to test aDosBox properly. For some reason I only got the SDL options to work with the menu button at first, and it sure helps being able to see the keyboard, quit button and all that. Since I cannot write anything in the developer section yet, I will post some feedback here:
Mouse support, I cannot get it to work at all. I have found that andosbox has a good mouse support, while adosbox has a good joystick / arrowkeys support. I am guessing I might be able to get the mouse to work if I make the Joystick control the mouse, but what I have come to find as the best method of controlling the mouse in games using a real mouse, is using the screen as a touch pad. But it seems a problem with Pelya to make that work properly.
Also an option to hide the on screen controls while they are still active would be nice.
Mouse calibration, that part might be the reason why the mouse does not work at all for me, but when going into it, I cannot select the screen. I can touch the 4 corners and it just goes into the Menu when I press menu after.
http://anddev.at.ua/load/emulators/dosbox_0_74/2-1-0-12
This one seems to show how that was meant to work, but I never really found a good way to make it work. My phone is a Samsung Galaxy S, so the bottom right corner goes into my menu key. Top right goes into the back key. The DoxBox for Android I just linked has attempted to make the keymapper available on the menu key, which seems to be rather fail, since at most settings it is impossible to get out off again. Your menu seems to work much better, but after going into the SDL settings it seems to be lost, and only the SDL is on the menu key.
I am looking into Android development myself, I hope I can help some day, but I am still only just learning my way around the SDL and making some tutorial apps to get started. Good luck with the aDosBox project though.
They denied my request for the source code because I refunded the app. Sigh.
This may be the wrong area to ask, but in using aDosBox I'm having trouble starting the keymapper since my android on-screen keyboard obviously doesn't have "ctrl" or F-keys. How are the rest of you mapping keys for playing games? I have an Xperia Play running 2.3.3. With the stock settings but checking the box for having "Arrows/joystick/dpad" I can get the directional buttons to work, but can't map the triangle/square/x/o buttons to what I need for Commander Keen 4. Any help?
I have a droid incredible.
That said I tried adosbox and it works, but pretty slow.
I looked up many reviews and finally broke down and bought andosbox. (15 min refund if you don't like it made the deal sweet)
I have to say for the games i have played andosbox is 200% better, smoother more polished system. I been playing masters of orion 2 and anvil of dawn. Well, no lag on andosbox and while they are playable on adosbox, the difference is worth the 4 bucks.
So you get what you pay for in this instance. I like both programs and sdl is only currently supported by adosbox so it has that going for it as well.
So thanks for creating these awesome ports. I do recommend using adosbox to see how it runs on your phone before getting andosbox. Just i find i like the tilt and menus in andosbox better (plus default speed boost)
-------------------------------------------------
Also to respond to the game pad question, you can get a blue tooth joystick. or look on the net / market for gamepad keyboards. or on screen game pads. loconet sells one but i bet there are free ones as well.
I have the htc droid incredible so hid bluetooth is not working, but there are some joysticks out there that still work.
If you want alternate onscreen buttons. You will have to find one in the market.
Basicly you change your default keyboard to replace it with one that has the inputs you need.
If anybody is looking for the source...
hxxps://sites.google.com/site/andosbox/system/app/pages/recentChanges
(1.1.8 -> hxxps://sites.google.com/site/andosbox/AnDosBox_1.1.8.rar?attredirects=0)
Have fun
Can you post the sources to the 1.1.9 version?
I posted the apk here, and even though it's GPL'ed software, my post was removed and I received an infraction from XDA.
BTW, it seems the reason that AnDosBox runs faster than aDosBox is because AnDosBox has a permanent framedrop hardcoded. Can someone try 1-3 framedrop on aDosBox and compare? I suspect the speed would be identical!
Try to build adosbox with Eclipse
This is what I done
svn checkout source trunk (adosbox source code from google code)
download Eclipse
build adosbox with Eclipse
build and install successfully on emulator/mobile.
BUT when I execute it Shows error message unfortunately adosbox has stopped.
also 0 errors but contains 2 warning , some yellow exclamation sign in MainActivity.java
Please help!!!!!!!!!!
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
if (resultCode == Activity.RESULT_OK) {
if (requestCode == SELECT_CONFIG) {
Uri selectedImageUri = data.getData();
}
}
}
}
shows warning : The value of the local variable selectedImageUri is not used MainActivity.java /adosbox/src/org/hystudio/android/dosbox line 215 Java Problem
Hi, I apologize if I'm posting this in the wrong area. How do you bring up the in-app menu on the Samsung Galaxy S7? The menu (two squares) button tries to go to split-screen mode and the back button exits the app. Long-pressing either does not work. The Assistant Menu option (under Accessibility) does not work either. I can't even bring up the keyboard at the DOS prompt. Pressing the menu button worked on the S4 and long-pressing it worked on the S5, but no idea how to bring up the menu on the S7. Any ideas?? Thanks in advance!
Dosbox Turbo was just updated to allow Xperia Play button mapping / screenshot of the new mapping page attached
FTAiii said:
Dosbox Turbo was just updated to allow Xperia Play button mapping / screenshot of the new mapping page attached
Click to expand...
Click to collapse
SWEET....... now... time to fire up WING COMMANDER...... HAHAHAHAHA
...If this works as it should there are some amazing possibilities here.
It doesn't seem to allow for different mapping profiles for different games, just 1 generic mapping, but agree - lots of possibilities !
I'm gonna go work up some mappings for Ultima IV !
Ahh i tried to search for people discussing this and i didn't find anything and posted a topic lmao... some1 shared the link to here.
$2.99 tempting. Now while Wing Commander was already said.. Ill say another that I could see myself playing..
Shufflepuck Cafe and Bar Games!
Hrm.. Install Win95.. yes this could have some options..
Just bought it myself
been playing
commander keen
jill of the jungle
sim city 2000
monster bash
castle of the winds
daggerfell
Does this mean you could play Daytona USA on the xplay?
I remember playing Daytone USA in DOS mode back in the day.
Ok with the on screen mouse, I just got done playing Nukewar (Fun fun game)
Playing Bargames right now. Need to map the X to be the enter button.
Also learned the option use the dpad as an input toggle is worth using. Easier for those up down left rights in the game.
Profile mapping WOULD be nice.
Edit: Ok one flaw in this program.. How on earth can I map the space bar or the enter key to a button...? So many games play like this.
Could someone check Sensbile World Of Soccer 98, Manchester United The Double and Lous 1,2,3 ? How does it works ? I thinking about buying this emulator.
TheVicious said:
Could someone check Sensbile World Of Soccer 98, Manchester United The Double and Lous 1,2,3 ? How does it works ? I thinking about buying this emulator.
Click to expand...
Click to collapse
So far, every game I have tried worked without config. Also Any GoG game that uses dosbox works. (Oooo I forgot.. I can play Dungeon Keeper on android now)
ONLY issue I have seen be meh, is that I cant map enter or spacebar to a gamepad key. Also has sometimes an issue with screen rotation. (Gets stuck in landscape mode sometimes when I NEED it vertical while I type on keyboard) Minor gripe, but so far its solid.
Just contacted the dev of dosbox turbo with the comments from this thread. He said the ability to map enter and spacebar will be in the next release. Also I asked about the possible profile loading for those who needs "x" mapping for "x" game.
Oh god, if this thing can actually run daggerfall fullspeed I'm gonna cry. Did anyone try that? How does it run? And what about the controls? On andosbox it ran really slow, and I couldn't get some of the controls to even work.
Interesting, Managed to get a Windows 95 image booted, it crashed the explorer.exe but still started up.. http://vogons.zetafleet.com/viewtopic.php?t=24936 to make your own win 95 image (if you dont just download a predone one)
This really is starting to look good. =D
Hello Everybody,
I'm the author of DosBox Turbo. One of the members here kindly pointed out this thread to me today and suggested I drop by.
Wanted to let you know that I'm sorry for leaving out the "Enter" and "Space" mappings, it just slipped my mind! But, the good news is, I'm finishing up a quick bugfix release (v1.2.1) and some of the new Xperia Play specific features I already have completed include:
Ability to map Enter & Space to an Xperia Button
Ability to see what current button mappings are w/o having to select each one.
Once I'm finished testing this release, I'll push it out to the Android Market (sometime on Mon or Tue).
I'd be very interested to hear your feedback/suggestions for new features, as I do not have an Xperia Play, so I'm just coding this stuff up without really having a chance to test it. Some of the new features I have planned for the very near future include being able to use the Analog touchpad on the Xperia Play as a true analog joystick, as well as supporting saving button/configuration profiles.
Cheers,
Gene
Thanks for taking the time to drop in and let us know what you have in the pipeline, i actually just bought your app earlier today and have been playing raptor call of shadows, im also looking around for other dos classics i missed when i was younger, the games i would never probably bother with on a pc haha.
the suggested improvements are pretty much everything i could ask for off the top of my head, keep up the good work.
Gene.. Question, Can one do a Ctrl+Alt+Del? Also later down the road, a "windows" key could be good.
Been fiddling with this booting of Windows 95 lol. Another thing that could be nice is a "reset dosbox" option in menu vs "exit" and reloading.
Mysticales said:
Gene.. Question, Can one do a Ctrl+Alt+Del? Also later down the road, a "windows" key could be good.
Been fiddling with this booting of Windows 95 lol. Another thing that could be nice is a "reset dosbox" option in menu vs "exit" and reloading.
Click to expand...
Click to collapse
As far as I'm aware, DosBox proper doesn't support a reset function or CTRL-ALT-DEL (correct me if I'm wrong). I did a bit of research on this, and it seems to be somewhat difficult to implement (reference this thread over in the DosBox forums) for various reasons. On Android, it would be possible to kill the app and restart it via a button, but it wouldn't be much different than hitting exit and starting over. I'll look into a way of cleanly implementing such a feature in a future version if you guys feel it would be beneficial.
By the way, there is a thread over on the ASUS transformer forums with some people having success running Windows 95/98. I also recorded a video of an old version of DosBox Turbo running Windows 95. I apologize in advance for the poor video quality and lack of sound (I was using an old camera phone to record it).
Edit: I forgot to answer your Q. about the windows key. I'll add the windows key for you extreme users running Windows. =)
[post deleted]
Mael5trom said:
Thanks for taking the time to drop in and let us know what you have in the pipeline, i actually just bought your app earlier today and have been playing raptor call of shadows, im also looking around for other dos classics i missed when i was younger, the games i would never probably bother with on a pc haha.
the suggested improvements are pretty much everything i could ask for off the top of my head, keep up the good work.
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Sure! Happy to drop in an answer some questions. I'm a big RTS Fan (Warcraft II, etc). In case there are any other RTS fans here, I can certainly recommend playing Warcraft II and set the Mouse Tracking mode to "absolute" and in the Gesture Configuration map the Double-Click to "right click". This will allow you to tap once for left click, and double-tap for rightclicks to move units. Long Press and drag your finger to highlight units. Makes playing RTS games very comfortable on the Touchscreen alone.
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!
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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)
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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
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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?
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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?
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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.
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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.
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Same loading problem here...
But it runs pretty fluid on my Surface...
All,
Please find the attached binaries for the Windows RT version of ioQuake3 - http://ioquake3.org/
The pak files are not included, so you will need to follow the instructions on the ioQuake3 pages/wiki to install those.
Many thanks to windowsrtc for finding the D3D9 runtime and building the opengl wrapper. All of the necessary runtime binaries are also included in the package. You can also use these runtime files for my ports of Quake and Quake2 to enable much speedier opengl support. Performance in Quake3 is decent at approximately 30 fps on my Surface RT.
Enjoy!
EDIT: so, i ran across this video on youtube -- http://www.youtube.com/watch?v=XXZc0eDydtA -- which pointed out that connecting to internet servers might not be working quite right. I think it should all be fixed now, as I was able to connect to servers on the internet and frag some bots. Please download the 'rel2' binaries if you'd like a fix for this issue. Cheers!
EDIT2: bit of fail on my part, I had improperly named the D3D9 runtime file in the 'rel2' release. Fixed now. Sorry all.
Thanks! Adding to the list.
Anyone struggling to obtain quake 3 pak files, you can buy quake 3 on steam still and use the pak files from there or use OpenArena pak files which are free and a great alternative to the originals.
very nice port.The Quake 3 engine is strong.
I never had doubts that the RT could run ioquake3. Frankly if the raspberry pi could run quake3 then so can the RT. The 5th companion core in the tegra 3 I think is about as powerful as the pi on its own and thats meant to be an underpowered core compared to the main 4. Was just OpenGL standing in the way
I guess the most optimal solution performance wise (not that its needed when you have a nice playable 30fps) would be a directX rewrite of the ioquake3 render code but that would be soooo complicated (was done for the first quake and I think quake 2 though, both DX9 not 11).
I got this error
Point Release files are missing. Please re-install the 1.32 point release.Also check that your Q3 executable is in the correct place and that every file in the baseq3 directory is present and readable. You need to install Quake III Arena in order to play
Any help ???
saarakura said:
I got this error
Point Release files are missing. Please re-install the 1.32 point release.Also check that your Q3 executable is in the correct place and that every file in the baseq3 directory is present and readable. You need to install Quake III Arena in order to play
Any help ???
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Yea, I'm getting the same error.
saarakura said:
I got this error
Point Release files are missing. Please re-install the 1.32 point release.Also check that your Q3 executable is in the correct place and that every file in the baseq3 directory is present and readable. You need to install Quake III Arena in order to play
Any help ???
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Did you actually bother putting the quake 3 PAK files in? Because thats what the error means. This is just the game engine, not the content. It is illegal for bjfoster to distribute the content too, you need to provide yourself by buying quake 3 on steam (its still there) or using the OpenArena files.
saarakura said:
I got this error
Point Release files are missing. Please re-install the 1.32 point release.Also check that your Q3 executable is in the correct place and that every file in the baseq3 directory is present and readable. You need to install Quake III Arena in order to play
Any help ???
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Click to collapse
•Copy pak0.pk3 of your Quake3 CD (or from the demo) to the quake3/baseq3 directory.
•Download the Quake3 1.32 point release and copy pak1-pak8.pk3 to quake3/baseq3
that should be all u need to do
bfosterjr said:
•Copy pak0.pk3 of your Quake3 CD (or from the demo) to the quake3/baseq3 directory.
•Download the Quake3 1.32 point release and copy pak1-pak8.pk3 to quake3/baseq3
that should be all u need to do
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Thanks its working!!!! amazing!
Please attach the source code to comply with the GPL
Samuelgames said:
Please attach the source code to comply with the GPL
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ioQuake3 Source code available here:
http://ioquake3.org/get-it/source-codes/
It can be built for Windows ARM from original sources without code modification. Very well organized codebase!
GLdirect Source code available here:
http://sourceforge.net/projects/gldirect/
It can also be built for Windows ARM from original sources without code modification.
Feel free to PM me if you need require more information.
Cheers!
bfosterjr said:
ioQuake3 Source code available here:
http://ioquake3.org/get-it/source-codes/
It can be built for Windows ARM from original sources without code modification. Very well organized codebase!
GLdirect Source code available here:
http://sourceforge.net/projects/gldirect/
It can also be built for Windows ARM from original sources without code modification.
Feel free to PM me if you need require more information.
Cheers!
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Scratch all that..
While it is not necessary to make changes to the code.. it will help keep the code a bit cleaner.. and reduce the amount of pre-processor hacks you need to use. So please head here instead... it'll be much more helpful for you...
https://windowsrtdev.codeplex.com/
I've gone through the ioQuake3 code again and rebuilt/modified it without relying on disgusting pre-processor hacks. Instead I've simply introduced a "WIN32_ARM" pre-processor. Simply look for that to see what I've complied out and changed.
I hope this helps! happy hacking!
bfosterjr said:
Instead I've simply introduced a "WIN32_ARM" pre-processor.
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Really no need to introduce extra preprocessor defines as there are enough builtin. For example I check for the ARM CPU and desktop family in my #ifdefs. If this is true - then we are on RT.
Can't tell the exact macro as I'm far away from Visual Studio now.
mamaich said:
Really no need to introduce extra preprocessor defines as there are enough builtin. For example I check for the ARM CPU and desktop family in my #ifdefs. If this is true - then we are on RT.
Can't tell the exact macro as I'm far away from Visual Studio now.
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Yep - i know the preprocessor defines you're referring too.. and sometimes i use those instead. Just depends on what works best in the code for me.
Cheers!
bump.
new binaries to fix issues connecting to servers on the internet -- frag on my friends!
I'm really interested by this port, but i dont know where and how can i find the files for the game?
Is it possible with the demo files ? and where i can find a demo ? on french repository no thinks works ...
thank's
Alias84270 said:
I'm really interested by this port, but i dont know where and how can i find the files for the game?
Is it possible with the demo files ? and where i can find a demo ? on french repository no thinks works ...
thank's
Click to expand...
Click to collapse
You can buy the game on steam if you want the datafiles for the full version.
I googled "quake 3 demo" and got a few good hits. All in english but I don't think there was a french localised version, the game language doesnt matter so much though because the only real text are the menu buttons and settings screen. Your english seems reasonably good so I presume you should be able to tweak the settings to your liking (or with the aid of google translate or similar). The demo files will work though.
The final option is OpenArena: http://www.openarena.ws/smfnews.php
They have made an open source clone game of quake 3 arena, doesnt utilise any copyrighted content from the base game. Very fun and of course free. Download button is on the left side of the page somewhere. You should be able to copy the baseoa folder from the OpenArena download and stick it next to the baseq3 folder in this ioQuake3 port.
SixSixSevenSeven said:
You can buy the game on steam if you want the datafiles for the full version.
I googled "quake 3 demo" and got a few good hits. All in english but I don't think there was a french localised version, the game language doesnt matter so much though because the only real text are the menu buttons and settings screen. Your english seems reasonably good so I presume you should be able to tweak the settings to your liking (or with the aid of google translate or similar). The demo files will work though.
The final option is OpenArena: http://www.openarena.ws/smfnews.php
They have made an open source clone game of quake 3 arena, doesnt utilise any copyrighted content from the base game. Very fun and of course free. Download button is on the left side of the page somewhere. You should be able to copy the baseoa folder from the OpenArena download and stick it next to the baseq3 folder in this ioQuake3 port.
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Well, i think the best idea is to buy it, becaus i dont think it's really expansive on steam ?
No i dont have any probleme with game in english, it's just that i wanted to find the game demo and i got only french answer on google.
Thank's i will see to buy it on steam ?
Is the game work online ? it will be fine during boring afternoon at school.
Alias84270 said:
Well, i think the best idea is to buy it, becaus i dont think it's really expansive on steam ?
No i dont have any probleme with game in english, it's just that i wanted to find the game demo and i got only french answer on google.
Thank's i will see to buy it on steam ?
Is the game work online ? it will be fine during boring afternoon at school.
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its £13.99 on steam in the UK which is quite alot considering its an old game. But when I fired up steam to check the price it turns out that the demo is also available on steam.
Being an old game it doesnt have matchmaking or dedicated servers hosted by the developers. It does still have multiplayer though. One PC can act as a non dedicated host (or there is a dedicated server tool available), then other PC's on the same local network can see and join the game. Over the internet you will have to start dealing with port forwarding for the host and manually type in IP addresses for the client.
Its certainly a fun multiplayer game for a boring school afternoon. Used to play it in my school, 14 player LAN was chaos (I came 2nd )
EDIT:
The quake collection is 16.99 on steam. That includes quakes 1, 2 and 3 plus all the extra mission packs. I think the engines for either quake 1 or 2 were ported somewhere, not brilliant performance if I recall but might be worth considering.
EDIT2:
http://forum.xda-developers.com/showthread.php?t=2092348
Both quake 1 and 2 are in there