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Re: iOS / iPhone / iPad
Posted: Mon Aug 26, 2013 6:55 pm
by Dominus
Success!!!
Seems my problem was that the mod folders confused the app somehow.
Then I stumbled again over
http://sourceforge.net/p/exult/bugs/1709/
After renaming my mixed cases Static folder to STATIC BG worked somewhat, crashed on after the red moongate
(I think there are some more mixed cases that don't sit well with case sensitive iOS).
Serpent Isle worked though
)))
http://imageshack.us/photo/my-images/20/z2nc.jpg/
Re: iOS / iPhone / iPad
Posted: Mon Aug 26, 2013 7:13 pm
by Lanica
Woohoo! beautiful!
Re: iOS / iPhone / iPad
Posted: Mon Aug 26, 2013 7:25 pm
by Dominus
He he unless you turn on "doubleclick closes gump" you are trapped in the version screen
Obviously needs landscape mode and ipad mode.
Movement is awkward IMHO. I guess it should be touch->pathfind to, similar to what we have with right-click pathfind.
On the ipad a gamepad overlay could work, too.
And we need our own keyboard with special keys etc...
Re: iOS / iPhone / iPad
Posted: Mon Aug 26, 2013 7:37 pm
by Lanica
Yes, lots of tweaking needed. I'm working on making some progress on the SDL2.0 arena...then I can circle back to this. However, anyone can work on the iphone portion while I do that, since we're going the route of the slow incremental ifdef SDL2.0 change!
Re: iOS / iPhone / iPad
Posted: Sun Sep 01, 2013 9:12 pm
by Lanica
Tried to compile with SDL2....made some fixes, but get a bunch of undefined references that seem to be related to the SDL2 library itself....
Re: iOS / iPhone / iPad
Posted: Wed Sep 18, 2013 12:25 am
by Miguel
Guys, you are really sound!
I hope you make it as it's the best game ever and the iPad looks like the perfect device to play with it
Re: iOS / iPhone / iPad
Posted: Mon Dec 09, 2013 4:48 pm
by Jay Erskine
I hope this comes to pass!
Re: iOS / iPhone / iPad
Posted: Tue Dec 10, 2013 10:51 pm
by Dominus
I made a patch for the cross compile problem with the tools/data stuff
http://pastie.org/8543388
With this patch you can cross compile but you will need to build for your computer first and keep the binaries of "tools/expack" and "usecode/ucxt/head2data", put them somehwere save and use
export EXPACK=pathto/expack
export HEAD2DATA=pathto/head2data
EDIT: Patch added to trunk (slightly changed)
Re: iOS / iPhone / iPad
Posted: Tue Jan 07, 2014 3:37 am
by jbellanca
Could someone help with some instructions for Xcode 5/Mavericks/iOS7? I'm a developer, but not very familiar with command line tools unfortunately... and I just can't get this to compile with that config...
Here's the first problem I'm running into... everything before here looks good.
cd files ; make ; cd ..
make: *** No targets specified and no makefile found. Stop.
If I try the ./configure --with (snip) command, and change iOS 6.0 to 7.0 (because I don't have the 6 SDK installed), I just keep getting errors in config.log where it can't find llvm-gcc... which makes sense since it's not included with Mavericks/XCode 6 anymore, and should use clang... sigh... out of my command line league here though.
Could anyone provide any guidance?
Re: iOS / iPhone / iPad
Posted: Tue Jan 07, 2014 8:14 am
by Dominus
You need to use configure but you also need to edit configure.ac to not set llvm.
I'll try later if it compiles at all these days, because Lanicas attempt to port to SDL2 might have jinxed it.
Re: iOS / iPhone / iPad
Posted: Tue Jan 07, 2014 9:48 pm
by Dominus
just committed the configure fixes, so the correct way to compile for iOS is
- via MacPorts (or whatever else you use normally) install libogg, libvorbis, libsdl2 (the 2 is important) (sudo port install libogg etc...)
Code: Select all
# Get latest code
svn co https://svn.code.sf.net/p/exult/code/exult/trunk exult-test
cd exult-test
# Get libs required for hardware (SDL + vorbis) and extract
# URL for libs: https://www.box.com/shared/tnzfscos85qspgiv3soy
tar -xzvf iphone-hardware-libs.tar.gz -C ~
#Then compile Exult for your Mac platform via (in terminal):
./autogen.sh
./configure
make -j9
cp ./tools/expack ~/iphone-hardware-libs/
cp ./usecode/ucxt/head2data ~/iphone-hardware-libs
# set expack and head2data native binaries
export EXPACK=~/iphone-hardware-libs/expack
export HEAD2DATA=~/iphone-hardware-libs/head2data
# Configure for iOS build
./configure --disable-tools --with-iphone-sdk=iPhoneOS7.0 --with-sdl-prefix="${HOME}/iphone-hardware-libs/SDL" OGG_LIBS="-L${HOME}/iphone-hardware-libs/vorbis/lib -lvorbis -lm -lvorbisfile -logg" OGG_CFLAGS="-I${HOME}/iphone-hardware-libs/vorbis/include" CPPFLAGS="-I${HOME}/iphone-hardware-libs/vorbis/include" --host=arm-apple-darwin11
# cleaning and compiling
make clean
make -j9
# bundle everything up
make iosbundle
# Fix-up the Info.plist file in the bundle (refers to Simulator instead of OS ... also needs to be based upon options the user provides on the configure line)
# NOTE: your.cert.exult below to match whatever is valid for your provisioning profile
cat Info-ios.plist | sed "s/Simulator/OS/g;s/simulator/os/g" > Exult.app/Info.plist | sed "s/net.sf.exult/com.ayeapp.exult/g" > Exult.app/Info.plist
# Get the Exult ios config and put it in place
# URL for exult-ios.cfg: https://www.box.com/shared/9l7vdzqeacpe8bco8gty
cp -a exult-ios.cfg Exult.app/exult.cfg
# Put game data in place
mkdir Exult.app/game
# NOTE: ~/.exult/blackgate/ should be a place where you have the BlackGate original content files
# make sure your file/fodler names are not mixed cases, either all uppercase or lowercase (not Static but STATIC or static)
rsync -auv ~/.exult/blackgate/ Exult.app/game/blackgate/
# NOTE: ~/.exult/serpentisle/ should be a place where you have the Serpent Isle original content files
# make sure your file/fodler names are not mixed cases, either all uppercase or lowercase (not Static but STATIC or static)
rsync -auv ~/.exult/serpentisle/ Exult.app/game/serpentisle/
# Sign the app -- replace "Your Name" below with whatever you have for your cert
codesign -f -s "Your Name" Exult.app
# Put it on the device
Connect your device to your mac
Open Xcode
Open Organizer (via menu Window->Organizer)
Drag the Exult.app file from finder to your device in the Organizer
Status seems to show up only if you have a project in the background. If you receive no error, you should be good...go launch it on your device.
# Launch it!
Just touch it!
I've just now tested it as far as finishing the compile and that worked.
Edit:added make iosbundle
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 1:21 am
by jbellanca
Thank you! But... I'm still running into a problem. I got to running ./configure, but get this error at the end:
./configure: line 17793: syntax error near unexpected token `$SDL_VERSION,'
./configure: line 17793: `AM_PATH_SDL($SDL_VERSION,'
then when I run make -j9, obviously, I get: "make: *** No targets specified and no makefile found. Stop.".
Here's my config.log file:
http://pastebin.com/A4UFgUD2
Thoughts?
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 1:32 am
by jbellanca
Edit: And, yes, I did install libsdl2.
MacBook-Pro:exult jbellanca$ sudo port install libsdl2
---> Fetching archive for libsdl2
---> Attempting to fetch libsdl2-2.0.1_0.darwin_13.x86_64.tbz2 from
http://packages.macports.org/libsdl2
---> Attempting to fetch libsdl2-2.0.1_0.darwin_13.x86_64.tbz2.rmd160 from
http://packages.macports.org/libsdl2
---> Installing libsdl2 @2.0.1_0
---> Activating libsdl2 @2.0.1_0
---> Cleaning libsdl2
---> Updating database of binaries: 100.0%
---> Scanning binaries for linking errors: 100.0%
---> No broken files found.
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 1:45 am
by jbellanca
Edit 2: Probably also should have said that ./autogen.sh throws an error as well.
MacBook-Pro:exult-test jbellanca$ ./autogen.sh
configure.ac:355: warning: macro 'AM_PATH_SDL' not found in library
libtoolize: putting auxiliary files in `.'.
libtoolize: copying file `./ltmain.sh'
libtoolize: Consider adding `AC_CONFIG_MACRO_DIR([m4])' to configure.ac and
libtoolize: rerunning libtoolize, to keep the correct libtool macros in-tree.
libtoolize: Consider adding `-I m4' to ACLOCAL_AMFLAGS in Makefile.am.
configure.ac:50: installing './config.guess'
configure.ac:50: installing './config.sub'
configure.ac:53: installing './install-sh'
configure.ac:53: installing './missing'
configure.ac:355: error: possibly undefined macro: AM_PATH_SDL
If this token and others are legitimate, please use m4_pattern_allow.
See the Autoconf documentation.
You are now ready to run ./configure
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 2:21 am
by jbellanca
OK, so I just realized this machine has an almost fresh Mavericks install... and that I never installed automake... So, after doing that, I got past the above errors.
But, make -j9 now gives an error:
In file included from exult.cc:38:
/opt/local/include/SDL/SDL_syswm.h:58:10: fatal error: 'X11/Xlib.h' file not found
#include
See:
http://pastebin.com/adBisU7V
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 2:47 am
by jbellanca
Hope I'm not driving you crazy yet... Apparently in Mavericks, X11 has moved. Tried reinstalling Command Line tools, and that didn't do the trick. So the following command will make a symlink where it's looking for it find X11 so it'll find it:
ln -s /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/Tk.framework/Versions/8.5/Headers/X11 /usr/local/include/X11
So far, so good. But, next problem... make -j9 for iOS errors:
Making all in data
make[2]: *** No rule to make target `/Users/jbellanca/iphone-hardware-libs/expack', needed by `exult.flx'. Stop.
make[1]: *** [all-recursive] Error 1
make: *** [all] Error 2
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 3:39 am
by jbellanca
OK, so I just cleaned everything up and started from scratch, since I'd had so many issues. This time, the Mac version runs fine, then got to the iOS make command, and it seems like it worked fine... but it created an executable, rather than an Exult.app bundle. If I try to run the executable file (to test to make sure it didn't re-build the Mac version or something), I get:
-bash: /Users/jbellanca/Downloads/exult/exult-test/exult: Bad CPU type in executable
Which is good that it seems to be building the iOS/ARM version, but bad that it didn't create the .app bundle, no Info-ios.plist file, etc.
Here's the results from ./configure to make -j9 for iOS:
http://pastebin.com/J98phsG5
Any ideas?
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 4:07 am
by jbellanca
And.... I found "make iosbundle" from the post higher up... and it worked.
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 4:18 am
by Dominus
yeah, forgot, the make iosbundle command...
Macports has a strict migrating policy when upgrading to a new major OS X version = > basically install everything again...
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 4:20 am
by jbellanca
And, wow. It works. I'm impressed! Thank you so much!!!
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 4:37 am
by jbellanca
So, after playing around. Agree with the comments that movement is awkward. Pathfinding would be nice, or even just holding your finger on the screen in the direction you want to go, centered around the center of the screen. Obviously landscape & iPad version. Maybe a tap-hold on an object to pick it up (like a left-click would normally do). But, nice work!
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 5:45 am
by Dominus
Wow! You made it!
Good job following all those weird instructions all over the place... I'm glad that it still works.
And yes, it does need much more love to be playable ;(
Re: iOS / iPhone / iPad
Posted: Wed Jan 08, 2014 8:43 am
by Dominus
Btw, anything else you needed to tinker with or wasn't too clear in the instructions (besides make iosbundle)? Just to have at least good enough instructions...
Re: iOS / iPhone / iPad
Posted: Sat Jan 18, 2014 1:06 pm
by Miguel Angel
Thank you very much again for all of you who are trying to do this fantastic game (and Exult) playable on iOS
Kindest regards.
Re: iOS / iPhone / iPad
Posted: Sun Jan 25, 2015 8:23 am
by Dominus
Re: iOS / iPhone / iPad
Posted: Mon Jan 26, 2015 3:59 am
by Cobalt
Thanks for that Dominus. I'm actually going to tinker with it tonight. I've been dying to try it out on an iPad.
Re: iOS / iPhone / iPad
Posted: Mon Jan 26, 2015 2:10 pm
by ZygonDragon
Dominus,
Is you post from 01-07-14 22:48 still the correct way to compile and install Exult for iOS? Or has it changed?
Thanks,
Re: iOS / iPhone / iPad
Posted: Mon Jan 26, 2015 3:14 pm
by Dominus
It has changed.
Read that article
Edit: sorry, had very little time when I first answered.
Compiling for iOS has changed a lot.
- most important, the new and much improved ios code is a fork of our code athttps://github.com/litchie/exult-ios
- clone that git repository
- connect your i device with the mac
- go to the ios folder in that clone, and double click the xcode project file (exult.xcodeproj) -> xcode will launch
- chose your i device on the top of the project and hit the play button.
Everything should just compile now and put the app on your device.
It will then display that the game files cannot be found.
- Exit the app, kill it in the app switcher, hit the stop button in xcode.
- put the games in a folder called game on your hard drive, make sure all files and folders are lower case.
- open itunes, in the app section of your idevice, go to file sharing and select the exult app.
- drag and drop the game folder into the exult file sharing part in itunes.
- launch exult on your i device
Re: iOS / iPhone / iPad
Posted: Thu May 07, 2015 1:47 pm
by andwan0
Does anyone have a ready-made built binary?
Re: iOS / iPhone / iPad
Posted: Fri May 08, 2015 5:50 am
by Dominus
Yes, but you either need to have a developer account with Apple or you need to contact me with your device's udid and I can provision your device to work with my built...
Re: iOS / iPhone / iPad
Posted: Wed Jun 10, 2015 9:28 pm
by Thatguy
Hey! Starting with Xcode 7 in the fall no developer account needed to load free/opensource apps! Exult for all.
http://9to5mac.com/2015/06/10/xcode-7-a ... ore-384369
Re: iOS / iPhone / iPad
Posted: Thu Jun 11, 2015 4:40 am
by Dominus
Actually, I have read that free developers can already download Xcode7 beta and do that NOW. Haven't confirmed this yet.
You will need OS X for that, so I'd say not everybody can do that yet
(And of those ten users who contacted me about testing Exult on their device, I think, only one is using OS X)
Re: iOS / iPhone / iPad
Posted: Sat Jun 13, 2015 9:24 pm
by Thatguy
Fair enough Dominus that it only directly helps Mac owners. With luck maybe it will lead to mechanisms, direct or indirect, to extend the same ability to the larger population of windows or other OS users. It is also technically not as easy as downloading from the App Store, so there is a difficulty there as well.