I'm in the process of creating Android port of VCMI.
It runs main menu, but the game cannot be started, because it cannot run the server (some obscure problems with shared memory on Android), so I have a request - can you please do some compiler flag to link both client, server and AI libraries into a single binary?
Or at least make the client/server communicate over TCP socket?
There is Android-specific shared memory implementation available, it will require some effort to integrate it into boost::interprocess though.
Installer file Sources diff
You should copy the Heroes 3 data files to directory app-data/eu.vcmi on your SD card (it will get created after first app launch).
Last edited by Tow on 2014-02-24, 00:41; edited 2 times in total
I'm almost sure linking everything into one executable would be quite hard and undesirable. Client and server communicate over TCP even is single player, there would be some problems with multithreading... good luck if you wish to implement it but don't expect us to do it in predictable future.
BTW, I hope you are aware that VCMI needs 800x600+ display and 256+ MB of RAM in your device. We are not going to work on it soon either.
Sorry if you're disappointed but currently we focus on recreating the game for PC. We will think about mobile platforms when we make VCMI playable.
Client and server communicate over TCP even is single player
That's perfectly fine for me, just tell me how to make client use TCP instead of a shared memory.
BTW, I hope you are aware that VCMI needs 800x600+ display and 256+ MB of RAM in your device.
All new devices sold today are matching these specs (the screen is however 800x480, but VCMI interface has nice big buttons, so it's not big issue as for me).
We will think about mobile platforms when we make VCMI playable.
Can you please give me some overall status, what is playable and what is not?
I mean, can you complete campaign? Or play multi-player games? Or just play single maps? I saw some AI implementation in the code, can it hire heroes, build castles etc?
Also not a problem - SDL will provide proper 800x600 display surface, and then shrink it on-the-fly to the 800x480 device screen, using hardware-accelerated OpenGL stuff. So there's no need to redesign the GUI, the pixels won't be square though.
I'm sure it's impossible. Tow has written this code long time ago and I'm sure he would bother with shared memory if it weren't necessary.
Well okay, then I'll go and hack boost::interprocess so it will support Android implementation of shared memory - nothing too complicated, it will require another week of coding though.
That feature with screen resize is specific for Android SDL port.
After some code inspection I've found that shared memory is used only to signal to client that the server is started, so I've replaced it with a simple flag-file created on disk, so the server starts now, however the game does not start anyway, with several messages to console:
Message cannot be applied, cannot find applier!
The same code works on my Linux, so I suspect some memory alignment errors.
BTW I've updated both sources and installer in the first post.
Here's full console output
I've finished porting, it can be downloaded from Android Market or from here.
Diff and compilation instructions here (I ifdef-ed all Android stuff, so it can be applied on SVN, if you think it's worthy)
I'll check the patch to the console in more detail (since it's linux related) and commit that later in the day.
I think the change to replace the shared memory with a file is not right. That should probably be a handshake between the server and the client instead. But I guess the file will do in the meantime (if it doesn't break on windows).
The changes to CMT.cpp are rather intrusive and may change the behavior of the code on non android platforms.
Also your patch has many blank lines insertion/removal. It would make review easier if they were not there. I'd say the same for the traces you added ("tlog1 << ...").
Posted: 2011-06-15, 15:25 crash
On gingerbread 2.3.3 and Samsung Galaxy Tab the app loads, iti presents the SDL screen with option to change settings and then quits to homescreen.
I tried using aLogCat to view reported logs but i can't make any sense of it, apparently the app makes it all the way to loading unit models, then calls a function for OpaqueWindow that results in error, after which the Homescreen loads.
Can you tell me if you have any clues what I should look for in order to make it load?
Thank you for all your effort and all the nice ports :)
I have the same problem on the Nexus S, I also got the SDL screen, before a black screen, then crashed to home screen.
Is it possible that there's something wrong with my Heroes files? As I followed the instructions on the Android Market (I even tried twice just to make sure).
My Heroes is HoMM3 Complete Edition, from the 'Ultimate Heroes Pack'.
Really looking forward to getting this working, so any ideas that might help would be greatly appreciated.
I've bumped into some nasty crashes when testing on the device - I've got it back just today, on emulator everything worked so good seems like memory alignment problems. So I've unpublished it for now.
I've also fixed troubles with unpacking libvcmi.so on some devices.
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