Ha ha. Probably need more testers than just us two, anyway.

I plan to make the final APK available in addition to the Play store entry
for the jailbroken sideloaders out there.


On Sun, Jul 14, 2013 at 11:13 PM, Landon Ritchie <lancewr...@yahoo.com>wrote:

>  That's awesome guys
>  ------------------------------
> From: James Paige <b...@hamsterrepublic.com>
> Sent: 7/14/2013 8:13 PM
> To: ohrrpgce@lists.motherhamster.org
> Subject: Re: [Ohrrpgce] Android port
>
> Yay!
>
> I built a new version with midi support, you can download it from
> http://hamsterrepublic.com/tmp/sword-of-jade-debug.apk
>
> ---
> James
>
> On Sun, Jul 14, 2013 at 05:43:54PM -0500, Michael Kidder wrote:
> >    http://i.imgur.com/4868N9x.jpg
> >    NEAT
> >
> >    On Sat, Jun 8, 2013 at 4:50 AM, Ralph Versteegen <teeem...@gmail.com>
> >    wrote:
> >
> >      On 8 June 2013 02:44, James Paige <b...@hamsterrepublic.com> wrote:
> >      >
> >      > Hmmm... installing FB and SDL and the OHR is pretty tricky, but
> >      > installing the ADK+NDK is really quite easy.
> >      >
> >      > If we could make the OHRRPGCE a library to extend, and we didn't
> need
> >      to
> >      > compile anything but Java, seems like expecting the user to
> install
> >      the
> >      > ADK+NDK might not be that difficult of a requirement.
> >      >
> >      > Actually, the approach taken by the buildozer project is worth
> looking
> >      > at. It is a tool for packaging python projects for Android or
> iOS. It
> >      > can autmatically download the ADK+NDK, automatically download and
> >      > compile python 2.7 from source, automatically download and
> install an
> >      > assortment of dependency modules.
> >      >
> >      > That approach is definitely a brute-force method of solving the
> >      problem,
> >      > but in spite of the tedious download times on the first run, it
> really
> >      > works nicely, and is pretty simple.
> >
> >      Actually, the NDK shouldn't be required, only the SDK. Which is
> about
> >      100MB.
> >
> >      I'd still like to see whether an alternative could work. I'm looking
> >      into the .dex documentation now.
> >
> >      (ADK is the Android Accessory Development Kit)
> >      >>     * Server signs with the "OHRRPGCE.COM" key. (Something you
> guys
> >      maintain).
> >      >
> >      > I was about to say that it would have to be HamsterRepublic.com
> >      because
> >      > ohrrpgce.com has been owned by web-sqatters for years, but when
> I went
> >      > to check which web squatter currently held it, I was surprised to
> >      > discover that they have *finally* let it lapse, so I just snapped
> it
> >      up.
> >      > ohrrpgce.com is now mine :)
> >
> >      Hurrah!
> >      > On Fri, Jun 07, 2013 at 10:16:29AM -0400, Seth Hetu wrote:
> >      >> Having a build server would certainly be helpful;
> ADK+NDK+FB+ohr/sdl
> >      >> is not the easiest toolchain to install. You might want to
> consider
> >      >> three options for signing:
> >      >>     * Server signs with the Debug ADK key. (Good for just
> "trying it
> >      out")
> >      >>     * Server signs with the "OHRRPGCE.COM" key. (Something you
> guys
> >      maintain).
> >      >>     * Server provides an unsigned APK, and you guys provide a
> small
> >      >> utility for developers to sign unsigned APKs (with their own
> keys).
> >      >>
> >      >> -->Seth
> >      >>
> >      >> On Fri, Jun 7, 2013 at 5:52 AM, Ralph Versteegen <
> teeem...@gmail.com>
> >      wrote:
> >      >> > On 7 June 2013 04:18, Simon Bradley <neworigi...@gmail.com>
> wrote:
> >      >> >> On Thu, Jun 6, 2013 at 4:44 PM, James Paige
> >      <b...@hamsterrepublic.com> wrote:
> >      >> >>>
> >      >> >>> On Thu, Jun 06, 2013 at 04:16:32PM +0100, Simon Bradley
> wrote:
> >      >> >>> >    On Thu, Jun 6, 2013 at 3:22 PM, James Paige
> >      <b...@hamsterrepublic.com>
> >      >> >>> >    wrote:
> >      >> >>> >
> >      >> >>> >      On Thu, Jun 06, 2013 at 01:28:10PM +1200, Ralph
> Versteegen
> >      wrote:
> >      >> >>> >      > On 6 June 2013 02:19, James Paige
> >      <b...@hamsterrepublic.com>
> >      >> >>> > wrote:
> >      >> >>> >      >
> >      >> >>> >      > > For people who don't have their own domain name,
> we
> >      can provide
> >      >> >>> > a
> >      >> >>> >      > > namespace like
> >      com.hamsterrepublic.ohrrpgce.games.gamename but
> >      >> >>> > I
> >      >> >>> >      would
> >      >> >>> >      > > also like to allow people to specify their own
> >      namespaces, so
> >      >> >>> > for
> >      >> >>> >      your
> >      >> >>> >      > > own game, tmc, you might choose to use
> >      >> >>> >      > > com.castleparadox.tmc.foresttemple or maybe Mogri
> >      would want to
> >      >> >>> > use
> >      >> >>> >      > > com.slimesalad.phantomtactics or Harlock might use
> >      >> >>> >      > > org.crithit.spellshard
> >      >> >>> >      >
> >      >> >>> >      > Is there any point to allowing customisation of
> >      namespace? I
> >      >> >>> > think it
> >      >> >>> >      > just has to be unique, eg a
> >      com.hamsterrepublic.ohrrpgce.games.
> >      >> >>> >      > prefix.
> >      >> >>> >      > I see that the Android documentation says "To avoid
> >      conflicts
> >      >> >>> > with
> >      >> >>> >      > other developers, you should use Internet domain
> >      ownership as the
> >      >> >>> >      > basis for your package names (in reverse)."
> >      >> >>> >
> >      >> >>> >      Well, from a making-things-work perspective, no,
> there is
> >      no point
> >      >> >>> > to
> >      >> >>> >      allowing people to specify their own namespaces, but
> from
> >      the
> >      >> >>> >      perspective of people signing their own games and
> >      uploading them to
> >      >> >>> > the
> >      >> >>> >      google play store, I would like to give people that
> >      option,
> >      >> >>> > especially
> >      >> >>> >      for people who are going to sell their games rather
> than
> >      post them
> >      >> >>> > as
> >      >> >>> >      free apps.
> >      >> >>> >
> >      >> >>> >      Someone can still sell their game with a name in the
> >      >> >>> >      com.hamsterrepublic.ohrrpgce.games.* namespace, but by
> >      doing so the
> >      >> >>> > are
> >      >> >>> >      trusting me as the owner of that domain to behave
> >      honorably about
> >      >> >>> > it :)
> >      >> >>> >
> >      >> >>> >    The simplest way would presumably be to make the
> ohrrpgce a
> >      library
> >      >> >>> >    project and wrap it with the new namespace, I think:
> >      >> >>> >
> >      >> >>> >    package com.newnamespace.myrpg;
> >      >> >>> >
> >      >> >>> >    public class MainActivity extends
> >      com.ohrrpgce.games.OHRActivity
> >      >> >>> >
> >      >> >>> >    etc.
> >      >> >>> >
> >      >> >>> >    I believe that would work. That seems to be how these
> >      examples I am
> >      >> >>> >    looking at are set up.
> >      >> >>> >
> >      >> >>> >    (I am actually working on an Android project right now
> for
> >      my day
> >      >> >>> > job, but
> >      >> >>> >    it's been a while and I'm a bit rusty. And someone else
> has
> >      already
> >      >> >>> >    written it; I'm just changing it.)
> >      >> >>> >
> >      >> >>> >    Cheers,
> >      >> >>> >    Simon
> >      >> >>>
> >      >> >>> Hmm... If that is the only way to change the namespace, then
> it
> >      sounds
> >      >> >>> like having the Android SDK installed and recompiling the
> project
> >      would
> >      >> >>> be required. Maybe it isn't worth it if it is that much
> trouble?
> >      >> >>>
> >      >> >>> Even though I want people to be able to customize the
> namespace
> >      of their
> >      >> >>> game, I guess that should be a low-priority goal :)
> >      >> >
> >      >> > Don't forget that while allowing the user to select the
> namespace
> >      is
> >      >> > low-priority, packaged .apks still need to have unique
> namespaces,
> >      >> > otherwise Android will consider them all as the same program.
> >      >> >
> >      >> >> Ah, yes. Maybe not ideal. It might be possible to change it
> with
> >      something
> >      >> >> like proguard instead, in the compiled version.
> >      >> >
> >      >> > There's an additional problem. It turns out that in addition
> to all
> >      >> > the Java code, lots of the C code in the SDL port requires the
> >      >> > namespace to be compiled in too. I have no idea how JNI works,
> but
> >      it
> >      >> > appears that Java code like...
> >      >> >
> >      >> > package com.hamsterrepublic.ohrrpgce.game;
> >      >> > class AudioThread
> >      >> > {
> >      >> >     private native int nativeAudioInitJavaCallbacks();
> >      >> >
> >      >> > requires an implemention provided by a C function named
> >      >> >
> >
> Java_com_hamsterrepublic_ohrrpgce_game_AudioThread_nativeAudioInitJavaCallbacks!
> >      >> >
> >      >> > However perhaps by using Simon's library suggestion we can use
> a
> >      >> > separate namespace for all of the code compiled into the .so
> files,
> >      >> > leaving just the xml metadata and compiled Java files to worry
> >      about.
> >      >> >
> >      >> > In order to edit the namespace in compiled Java code we would
> have
> >      to
> >      >> > modify .dex files (targetting .class files instead would mean
> still
> >      >> > having to convert them to .dex and requiring the NDK). Looking
> >      around
> >      >> > a bit I see there are a couple projects like smali/baksmali
> >      >> > (https://code.google.com/p/smali) for
> disassembling/reassembling a
> >      dex
> >      >> > file.  It sounds a whole lot simpler to just set up a web
> server
> >      which
> >      >> > compiles the required java source files with desired on
> request :)
> >      >> >
> >      >> > Unless creating a single trivial java module which includes
> >      everything
> >      >> > else is enough; in that case smali/baksmali could be
> practical, or
> >      >> > even a small edit to the right offset in the file...
> >      >> > _______________________________________________
> >      >> > Ohrrpgce mailing list
> >      >> > ohrrpgce@lists.motherhamster.org
> >      >> >
> >
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> >      >> _______________________________________________
> >      >> Ohrrpgce mailing list
> >      >> ohrrpgce@lists.motherhamster.org
> >      >>
> >
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> >      >>
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