Torque2D on Patreon

2D version of the Torque engine.

Moderator: marauder2k9

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63 posts Page 6 of 7
marauder2k9
Posts: 318
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Sun Sep 08, 2019 2:26 pm
Major Problem:

Now coming up to the time to release the app on the play store im building the signed apk for upload and there is an error everytime i try to build

error: undefined reference to 'png_init_filter_functions_neon'

i have no idea even where to begin with fixing this ive tried everything i could find on github and stackoverflow
marauder2k9
Posts: 318
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Sun Sep 08, 2019 3:12 pm
sorted it! Add this to Application.mk

APP_CFLAGS += -DPNG_ARM_NEON_OPT=0
marauder2k9
Posts: 318
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Sun Sep 08, 2019 8:53 pm
last problem i ran into after uploading to the play store and all and getting everything ready for release an error came up, as of august 2019 all apps must include support for 64bit, basically arm64-v8a

i have added to types.gcc.h
#elif defined(__aarch64__)
#  define TORQUE_CPU_STRING "ARM"
#  define TORQUE_CPU_ARM
#  define TORQUE_LITTLE_ENDIAN
#  define TORQUE_64
then to Android.mk at the bottom before LOCAL_ARM_MODE := arm
ifeq ($(TARGET_ARCH_ABI),$(filter $(TARGET_ARCH_ABI), arm64-v8a))
    LOCAL_CFLAGS := -DHAVE_NEON=1
    LOCAL_ARM_NEON := true
endif
in Application.mk
APP_ABI   := armeabi-v7a x86 x86_64 arm64-v8a
and finally in the build.gradle for the app
abiFilters 'x86', 'x86_64', 'armeabi-v7a' , 'arm64-v8a'
folders had to be created for the prebuilt libraries for freetype and openal and i copied over the prebuilt libraries for armeabi-v7a, everything seems to build and work fine but i think arm64-v8a will require its own prebuilt libraries.
marauder2k9
Posts: 318
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Sun Sep 08, 2019 11:28 pm
Okay arm64-v8a definitely needs its own libraries error message output

libfreetype.a: error adding symbols: File in wrong format

i cant release my game because of it now. Can anyone build the prebuilt libraries for android? I cant seem to get it to work. Tried cygwin and even tried building on my linux virtual machine and cant figure it out

The two prebuilt ones are freetype and openal
greenfire27
Posts: 47
Joined: Tue Nov 03, 2015 8:18 pm
 
by greenfire27 » Mon Sep 09, 2019 12:54 am
You should probably move that question to it's own thread. Maybe someone with some Android knowledge will spot it and help you out.

Wish I could help, but I've done painfully little with Android.
marauder2k9
Posts: 318
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Mon Sep 09, 2019 1:57 am
its okay after some more digging i got libraries made for arm64 and im now putting it up on the store!

some of these changes may need to be added to the repo, part of the reason why i was putting so many posts here was because im keeping track of what im doing, these will probably need to be made available to people as a pull request, especially since google is making it mandatory and in 2021 its going to be that no 32bit app is going to be supported only 64bit
marauder2k9
Posts: 318
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Mon Sep 09, 2019 2:33 am
YUP THAT WORKED!! App is now up on the Play store and will be released after google checks it out which should be within 7 days!!!
marauder2k9
Posts: 318
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Mon Sep 09, 2019 2:42 am
received an email from google saying about a vulnerability in libpng library and had to update the libpng to 1.5.26 hopefully that will sort things out
marauder2k9
Posts: 318
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Mon Sep 09, 2019 10:35 pm
Yeah it seems to be grand now. no errors on play console showing up, some of the changes i have made will need to be added to the git for android developers so they can be released on play store since google is making it mandatory for 64bit.

Another thing, ive created a few scripts that do certain functions that come easy in other game development kits, i will collate these all together into the ToyAssets with their own folder and documentation on what they do and how to use them when i get a chance
marauder2k9
Posts: 318
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Sat Sep 14, 2019 4:52 am
https://www.facebook.com/tommy2k13/vide ... 383278742/

It would be so much easier if i was able to use music from my past lol
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