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Old April 14, 2011, 23:11   #51
retrobits
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Quote:
Originally Posted by Magnate View Post
Sure, but I'm not looking to set up an android dev env from scratch - I'm interested in adding it to my home git environment. For example, to cross-compile for windows I did "sudo apt-get install mingw32" and added a single alias to .bashrc (cd src; make -f Makefile.win -longcrosscompilewibbleoption). I was kinda wondering whether cross-compiling for android can be boiled down to something not much more complex than that ;-)
EDIT:
sorry, I see what you are asking now. The short answer is that it really doesn't make sense to cross compile android like that because there's no way to execute the result. To use an emulator or real device you need an apk which can only be produced from a full android dev kit.

Like I mentioned before, I would be willing to invest some time into integrating with the existing angband build system... but the result would still require java and sdk/ndk. At that point the android code could move into git. Probably better for the future to keep all the ports in one place. I'm new to git and reading up on how the merge-into-staging code life cycle works.


Ignore earlier post:
Its not too difficult to set up for android dev either. I use ubuntu to do all android dev. Android apps are java, but call into native code libraries built using the android ndk (native dev kit). These are compiled using ant, and ant in turn executes the appropriate cross compiler bundled in the ndk. At the end everything is bundled into an apk (essentially a java jar file)

here's the steps to set up:
1) install java sdk (I use openjdk-6) and ant
2) download & install latest android sdk and ndk (detailed instructions on developer.android.com)
3) then use ant or eclipse to compile (depends on project -- for angband we just use ant)
4) for angband, get source from http://angdroid.googlecode.com/svn/trunk/, set build.properties, run ant. (details in readme.txt in root dir)

Last edited by retrobits; April 15, 2011 at 02:46.
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Old April 18, 2011, 02:29   #52
geoff_tewierik
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Playing the Android nightly 3.2.X, (found that version under the Settings/Applications section of the OS) and swapped my known bow for an ego sling and got the following messages:

Illegal object choice (normal)!
You were holding a Long Bow (x3) (+2, +6) (v)
Your bow tingled in your hands
You are shooting with a Sling of Extra Shots (x2) <+1> (splendid) (b)

Would have expected the sling to tingle and not the bow.

Not sure what base nightly the Android version is based on so can't report specifics for it.

Edit. Forgot to add, movement is a pain in the nightly I am playing. Running works but won't allow you to stand on an item to pick it up if in a room, I have to go into preferences and change the move delay setting to 1, then move onto the square to pick up the item. The because I have movement delay setting of 1, every time I want to move a square by tapping the screen the game prompts me for a direction. Means I have to double tap to move one square. Normal Angdroid doesn't have this problem nor does the PC nightly.

Could be I have a setting my preferences that is stuffed, but stuffed if I can work out which one.

Last edited by geoff_tewierik; April 18, 2011 at 02:39.
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Old April 18, 2011, 06:15   #53
retrobits
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Quote:
Originally Posted by geoff_tewierik View Post
Not sure what base nightly the Android version is based on so can't report specifics for it.
type a capital V and the game should print the date and time of compile. This is when the nightly build grabbed the source from the Angband git and is the best way to track back to whatever version you are using when reporting a bug.


Quote:
Originally Posted by geoff_tewierik View Post
Edit. Forgot to add, movement is a pain in the nightly I am playing. Running works but won't allow you to stand on an item to pick it up if in a room, I have to go into preferences and change the move delay setting to 1, then move onto the square to pick up the item. The because I have movement delay setting of 1, every time I want to move a square by tapping the screen the game prompts me for a direction. Means I have to double tap to move one square. Normal Angdroid doesn't have this problem nor does the PC nightly.

Could be I have a setting my preferences that is stuffed, but stuffed if I can work out which one.
Not sure what this is but I'll see if I can duplicate this behavior. Do you use roguelike or standard keys?
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Old April 18, 2011, 06:22   #54
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V = April 14th build.

Standard keys.

Also just suffered rapid loss of hit points from "Something makes a strange noise", yet nothing is visible and ?DI shows nothing. Made me dive down a stair rather than harvest Uruks.
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Old April 18, 2011, 06:57   #55
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That's what happens when monsters cast spells and you can't see them, now. There's currently a bug where you aren't informed of what you're hit by, though if the monster was casting curses then you wouldn't see anything anyway.
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Old April 18, 2011, 08:47   #56
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Ok, so it was possibly a group of priests out of LOS that were doing it.
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Old March 22, 2013, 14:31   #57
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Just received an updated Angdroid from Google. Very happy to see there is still active development going on! One of my all time favourite apps on my S3.

Any developers here that have a changelog available?
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