Compile Android Build

It should be part of java search your pc for keytool.exe
it is there, and running java -version does this:

java version "15.0.2" 2021-01-19
Java(TM) SE Runtime Environment (build 15.0.2+7-27)
Java HotSpot(TM) 64-Bit Server VM (build 15.0.2+7-27, mixed mode, sharing)
 
you can drop touch.txt and png in saves folder to use custom buttons but i want them per game , not one custom for all mods, also i cant find buttons image in sourcecode, its there but in header .h format
 
If you found keytool.exe add that folder to the path variable.

When you type keytool.exe in cmd it should give some kind of output.
 
you can drop touch.txt and png in saves folder to use custom buttons but i want them per game , not one custom for all mods, also i cant find buttons image in sourcecode, its there but in header .h format
OK, i will try that.
it weird because i have an old graphic browser program that finds any image file most of the time, no matter what extension they are "masked" or set into....
i made a search & it does not find them, so i will a have to check some other way on how to find those buttons to a make them transparent.
If you found keytool.exe add that folder to the path variable.

When you type keytool.exe in cmd it should give some kind of output.
its there, but it seems that the win 10 machine may have some problems with some files for some reason or some weird security setting, when i shift click and tell windows 10 to open a powershell window in the directories, some of the .bat files on openbor - or the keytool.exe, they do not execute , powershell tells me that the file is "present but cant be found" or to execute them using a . and a / before them, and that is the only way they run (directly)

i think this behavior is linked to the problem somehow, because opening a command window & then running them executes them w no problem.

i will not have acces to that machine for some days, so i will continue on using win 7 & report dirung this week...
 
@msmalik681, @bWWd, @Kratus

i have managed to build custom games , and the old method does not seem to have the menu flicker that bwwd reports as far as i can see
now i have some questions:

the file C:\openbor-6391\engine\android\app\jni\openbor\button_png_800x480.h
seems to be the one that contains the deafult buttons imagery.
from what i can gather, it seems that to create this file , a .PNG file was converted to a C++ "header" file , but i cant see any way to edit it, nor find a proper tools to make a custom one from scratch.

same thing with these files inside C:\openbor-6391\engine\resources
OpenBOR_Logo_320x240_png.h
OpenBOR_Logo_480x272_png.h

editing the PNG files
OpenBOR_Logo_480x272.png
OpenBOR_Logo_480x272_Link.png, etc
they
dont seem to affect the "dragon logo"/splash screen, but its a similar thing to button_png_800x480.h
the .h files seem to contain the image data as c code

& the same with menu, making all the menu.png files pitch black will not affect nor help with a possible "menu flash", because the actual menu images used in teh android build are in C++ code .H fomat

so i am wondering what type of picture to hex converter is used....
is the closest thing to what i see in these files....
 
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yeah i have no clue why pngs are even there, and id like at least a converter from png to header file, someone created these h files, and someone knows how to do it easily
The flicker thing would be solved if id be able to replace these h files, using older builds is another way but im really not up to crapping up my enviroment right now cayse i already did your method once and failed.
Oh yeah from testing of your build, the flicker is still here so its something else, id make it like i wrote to you that engine would go for bor.pak file if app name is not openbor and would skip pak selector completely
 
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I will try to look into the flicker and see if there is a suitable fix. As for the android buttons you can use custom buttons in a png file i have not explored the exact procedure.
 
I will try to look into the flicker and see if there is a suitable fix. As for the android buttons you can use custom buttons in a png file i have not explored the exact procedure.
i am trying to see if android studio can help me modify the source code, to see if if i can add a saves folder in the exact same place that first run does, so that it can contain a txt file and a png file...

as for the menu flicker, one of tose menu.H files needs to be modified so it is all black, but i still cant find anything that can modify images converted to c++
or a png to c++ converter that generates a similar file to those used
 
@msmalik681 Buddy, recently I was trying to compile some games with a pak file size bigger than 330mb and I'm having errors. Below this value everything compiles normally.
I searched for some possible limit adjustment but no success at the moment, is there a place where I can change the maximum apk size or is it some kind of Android default?

1675897775353.png
 
@msmalik681 Buddy, recently I was trying to compile some games with a pak file size bigger than 330mb and I'm having errors. Below this value everything compiles normally.
I searched for some possible limit adjustment but no success at the moment, is there a place where I can change the maximum apk size or is it some kind of Android default?

View attachment 3078

Google play have a limit for the apk you can upload, but the apk "per se" not.

That problem can be the size of the JVM stack, Trying increasing the heap size of your JVM.

If you'll excuse my intrusion, why do you need to compile the game with the .PAK inside the APK?
 
That problem can be the size of the JVM stack, Trying increasing the heap size of your JVM.
Yeah, I tried to increase the heap size to 4gb but no success.

If you'll excuse my intrusion, why do you need to compile the game with the .PAK inside the APK?
This way I can have an auto-installer and don't need to download and move the pak manually to the Paks folder on mobile devices.

EDIT:
@msmalik681 @hechelion
After some searching in Android forums I discovered that even if you increase the limit on org.gradle.jvmargs you also need to add the dexOptions inside the "app/build.gradle" file.

1675907963836.png

1675908103357.png

@msmalik681 I'm doing more tests to see if it causes other issues, but in case everything works well if you agree we could add it by default in the next engine release, this way we can support big apk files.
 
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This way I can have an auto-installer and don't need to download and move the pak manually to the Paks folder on mobile devices.
Indeed - some people has difficulty in executing those extra steps ( and some thinks OpenBOR is an emulator...)

Plus, people can have different games with different OpenBor builds on the same system.
 
yeah i have no clue why pngs are even there, and id like at least a converter from png to header file, someone created these h files, and someone knows how to do it easily
while looking around i found a program called imagemagick
--https://www.imagemagick.org/discourse-server/viewtopic.php?t=25896--
 
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