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Releases: sandstranger/com.mobilerpgpack.phone

Android Release v 2.8.0

16 Apr 22:07

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Changelog:

  • app full rebrending
  • android adaptive icons full support https://developer.android.com/develop/ui/views/launch/icon_design_adaptive
  • fixed startup crash in Classic-RBDOOM-3-BFG ARMV7 build
  • added 40 fps limit in Classic-RBDOOM-3-BFG
  • Textures in Classic-RBDOOM-3-BFG are no longer compressed in dxt format at runtime, if the GPU does not support dxt texture compression.
  • SSE3 support via sse2neon in ARM Arx fatalis builds
  • "-fno-inline-functions" flag was removed from ARMV7 Arx Fatalis builds. Due to this, the performance of both the ARMv8 and ARMv7 versions is the same from this moment.
  • ffmpeg binaries was replaced with neon support in ARMV7 builds
  • OpenSSL support in FTEQW
  • packed structs attribute now using in Perfect Dark only in ARMV7 build to avoid startup crashes in Perfect Dark Arvm7 build
  • yquake2 binaries updated to latest version
  • The Reckoning and Ground Zero Quake2 DLCS full support with yquake2 help for FTEQW
  • Zaero mission pack and The 3rd Zigock Bot II mod support with yquake2 help for FTEQW

Android Release v 2.7.4

15 Apr 21:49

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Changelog:

  • fixed not working framerate limits in Classic-RBDOOM-3-BFG
  • max brightness limit was increased in Classic-RBDOOM-3-BFG
  • merged upstreamed sources changes in Classic-RBDOOM-3-BFG
  • correctly showing current screen resolution in Classic-RBDOOM-3-BFG
  • in NG GL4ES was merged latest openmw fork changes

Android Release v 2.7.3

09 Apr 22:34

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This is final update before vacations, and I am going to vacations, because I am very tired from this development.
After vacations I will move to unity development in open source, as I decided a long time ago.
This is my final decision.
This Doom 3 BFG Edition port is almost as polished for Android as possible.
Only minor graphical bugs still remains and that's all.

Changelog:

  • full Opengl ES 3.0 instead of Opengl ES 3.2 in Doom 3 BFG Edition port. Opengl ES 3.2 support is optional now from this moment. It can be possible to change render version directly from Android UI
  • some minor bugfixes in engine Doom 3 BFG Edition code for Android platform
  • fixed not working gamma changing in doom 64 engine
  • angle now can create gles 3.0 context even at devices with low quality vulkan driver, but expect graphics bugs, crashes and low performance on such devices
  • crackled audio in games, which used openal was reduced by USING openal -> oboe -> OpenSL ES, instead of openal -> OpenSL ES

Android Release v 2.7.2

08 Apr 21:26

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Changelog:

  • Fixed a critical bug that caused complete audio cutoff in Openal, which affected almost all legacy engines in this application
  • Correct handling of audio muting when the application pauses for all legacy engines that use Openal.

Android Release v 2.7.1

08 Apr 11:56

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Changelog:

  • fixed hardware dxt support in Doom 3 BFGEdition
  • more Doom 3 BFGEdition graphics settings in Android ui
  • Fixed Doom 3 BFGEdition bug where audio continued playing, when the app was paused on Android.
  • shadows quality was cut for phones

Android Release v 2.7.0

08 Apr 00:43

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Changelog:

  • Added support for Doom 3 BFG Edition using this RBDOOM-3-BFG fork:
    https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG
    This fork is based on much more recent sources than glKarin’s BFG Edition port.
    Part of the rendering code was taken from glKarin’s port.

    Key improvements compared to the original port:

    • The software DXT decoder has been completely rewritten using NEON for ARM
    • All shaders are converted from OpenGL 4.1 to OpenGL ES 3.2 using SPIRV-Cross, then optimized with SPIRV-Opt
    • Full NEON support via sse2neon: https://github.com/DLTcollab/sse2neon

    These changes result in up to 2x higher FPS compared to the original BFG Edition Android port.

    Vulkan rendering (via ANGLE) is also supported in this Android port of Classic-RBDOOM-3-BFG.

  • In FTEQW, all Quake 1 controls are reset to default FTEQW bindings on game start

  • Added an option to enable mediump shader precision for games using GL4ES

  • Updated FMOD to the latest version

  • SPIRV-Opt is now used in NG GL4ES after shader conversion to OpenGL ES 3.x

  • All shaders in NG GL4ES now use SPIR-V-based conversion
    (based on: https://github.com/Sisah2/NG-GL4ES)

Android Release v 2.6.5

23 Mar 09:03

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Changelog:

  • All sources recompiles with flto=thin instead flto=full, Because all these legacy custom engines and custom third party native deps are full of UB, which flto=full perfectly reveals
  • Angle support downgraded to Android 8 with angle_expose_non_conformant_extensions_and_versions = true for better angle gles emulation if Android device vulkan driver quality is very bad

Android Release v 2.6.4

22 Mar 20:59

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Changelog:

  • added angle built in support for almost all engines except Doom1Rpg, Vanilla-Conquer due to SDLRender limitations and PsyDoom due to already using Vulkan render. angle support requires Android 10 support. (both builds variants are supported angle)
  • fixed PsyDoom startup crash
  • fixed wrong UZDoom gles context version selection
  • UZDoom opengl emulation was downgraded from gles 3.2 to gles 3.1 for angle support
  • at almost all ports gles 3.2 was downgraded to gles 3.0 for better angle support
  • added opportunity to show selected view current alpha in screen controls editor
  • others improvements, which I am too lazy to describe

Android Release v 2.6.1

08 Feb 19:23

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Changelog:

  • fixed bug with with inifite copying of resources after clicking "Reset all game resources"
  • All game engines sources, which have upstream new code were updated to latest dev source code

Android Release v 2.6.0

06 Feb 00:05

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This release brings Vanilla-Conquer support to Android: https://github.com/TheAssemblyArmada/Vanilla-Conquer

Native Android support is now available for:

  • Command & Conquer: Tiberian Dawn
  • Command & Conquer: Red Alert

Instructions on how to run these games on Android can be found here:
https://github.com/sandstranger/com.mobilerpgpack.phone?tab=readme-ov-file#vanilla-conquer

With this update, the active development cycle of this application is completed.
All native engines that I originally planned to port have now been successfully implemented.

The only major engine that could potentially be added in the future is OpenXRay:
https://github.com/OpenXRay/xray-16
However, without a Vulkan renderer, porting it to Android is practically impossible.

What’s next?

I am leaving the Android native engine porting scene and moving to Android development using Unity.

The next project will be continuing the Android port of:
https://github.com/JosiahJack/Citadel

Additionally, I plan to move future development from GitHub to GitLab.
GitHub has become inconvenient for very large projects due to limitations and paid requirements for basic features such as Git LFS.


Changelog

  • Initial Android build of Vanilla-Conquer added
  • UI scale options added to FTEQW on Android
  • Source code for all Doom64 engines updated
  • All native dependencies updated
  • Additional on-screen control layouts added to Widelands