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Old November 5, 2016, 08:10   #21
Psi
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Bits of the patch applied, bits I had to do manually. End result are these errors:

plugin-lib:
[exec] [arm64-v8a] Compile : sil <= angdroid.c
[exec] /home/si/android-ndk-r13b/build/core/build-binary.mk:497: recipe for target 'obj/local/arm64-v8a/objs/sil/__/__/common/angdroid.o' failed
[exec] jni/../../common/angdroid.c:652:24: error: use of undeclared identifier 'COLOUR_DARK'
[exec] case BG_BLACK: bg = COLOUR_DARK; break;
[exec] ^
[exec] jni/../../common/angdroid.c:654:22: error: use of undeclared identifier 'COLOUR_SHADE'
[exec] case BG_DARK: bg = COLOUR_SHADE; break;
[exec] ^

I'm no programmer, but I'm hoping that is just a definition somewhere. Will have a hunt, but I'll post it here as I suspect you'll know the answer!
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Old November 5, 2016, 08:31   #22
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Quote:
Originally Posted by Psi View Post
Bits of the patch applied, bits I had to do manually. End result are these errors:

plugin-lib:
[exec] [arm64-v8a] Compile : sil <= angdroid.c
[exec] /home/si/android-ndk-r13b/build/core/build-binary.mk:497: recipe for target 'obj/local/arm64-v8a/objs/sil/__/__/common/angdroid.o' failed
[exec] jni/../../common/angdroid.c:652:24: error: use of undeclared identifier 'COLOUR_DARK'
[exec] case BG_BLACK: bg = COLOUR_DARK; break;
[exec] ^
[exec] jni/../../common/angdroid.c:654:22: error: use of undeclared identifier 'COLOUR_SHADE'
[exec] case BG_DARK: bg = COLOUR_SHADE; break;
[exec] ^

I'm no programmer, but I'm hoping that is just a definition somewhere. Will have a hunt, but I'll post it here as I suspect you'll know the answer!
Hmm. COLOUR_DARK should be TERM_DARK and COLOUR_SHADE should be TERM_SHADE. Then it will probably work.
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Old November 5, 2016, 08:52   #23
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Quote:
Originally Posted by takkaria View Post
Hmm. COLOUR_DARK should be TERM_DARK and COLOUR_SHADE should be TERM_SHADE. Then it will probably work.
Well it compiles now, but trying to actually play just gives gibberish on the screen. I haven't the foggiest idea how I'd debug that.

{edit} when I say gibberish, I mean it looks like a load of control codes eg C0;AC~ repeated in columns (the A has an umlaut or something on it)

Last edited by Psi; November 5, 2016 at 09:11.
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Old November 5, 2016, 09:32   #24
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Originally Posted by takkaria View Post
I am also happy to modify the copy of Sil you have. If you put it zipped up on Dropbox or something, and email me the link (andi at takkaria dot org) I can apply it for you.
I've zipped up my directory and shared my patched version with you on dropbox. If you're able to assist then I'm forever grateful!
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Old November 5, 2016, 09:43   #25
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Originally Posted by Psi View Post
I'm no programmer
I beg to differ. You were responsible for releasing version 0.3.6 of FAangband, as I recall
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Old November 5, 2016, 09:47   #26
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I beg to differ. You were responsible for releasing version 0.3.6 of FAangband, as I recall
I can tinker with existing code, but don't ask me to actually write anything!
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Old November 5, 2016, 16:56   #27
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Been experimenting and this might help in troubleshooting...

If I change your angdroid.c:

static errr Term_text_and(int x, int y, int n, int a, const wchar_t *cp)
to
static errr Term_text_and(int x, int y, int n, int a, const char *cp)

and

addnwstr(n, cp);
to
addnstr(n, cp);

Then I get normal text again.

However granite has become invisible (can only see quartz) and there are still no background colours on unaware monsters.
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Old November 5, 2016, 17:28   #28
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Quote:
Originally Posted by Psi View Post
I've zipped up my directory and shared my patched version with you on dropbox. If you're able to assist then I'm forever grateful!
I got the text displaying OK, but walls are just not appearing now. Hopefully will figure that out and then I'll send the angdroid.c file back to you

EDIT: Sorted! Just drop https://gist.githubusercontent.com/t...b63/angdroid.c over your existing angdroid.c file and all should be well.
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Last edited by takkaria; November 5, 2016 at 17:43.
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Old November 5, 2016, 19:20   #29
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Brilliant. Thank you so much!

There is one oddity in that when an enemy notices you, the background doesn't clear until the next turn instead of when you get the message, but that is minor.

Thanks again!
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Old November 5, 2016, 21:16   #30
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Anything useful available on iPhone?
;-)
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