Release Shattered Pixel Dungeon

Discussion in 'Software Releases' started by ptitSeb, Oct 20, 2018.

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  1. MTPDA

    MTPDA Still Fresh

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    Here's the log file from the archived 6.5c version.
    =======================================================================================
    PND : /media/Mem01/pandora/menu/shattered_pixel_dungeon.20181020.111645.pnd
    PND_FSTYPE : Squashfs
    APPDATADIR : /media/Mem01/pandora/appdata/shattered_pixel_dungeon
    APPDD_FSTYPE : ext4
    PND_CPUSPEED : <unset>
    EXENAME : runscript.sh
    ARGUMENTS : <unset>
    =======================================================================================
    [ START ]--- Mount the PND ----------
    Mounting : mount -t squashfs -o ro "/dev/loop0" "/mnt/utmp/shattered_pixel_dungeon"
    Mounting the Union FS : mount -t aufs -o exec,dirs="/media/Mem01/pandora/appdata/shattered_pixel_dungeon=rw+nolwh":"/mnt/pnd/shattered_pixel_dungeon=rr" none "/mnt/utmp/shattered_pixel_dungeon"
    [SUCCESS]--- Mount the PND ----------
    [ START ]--- Starting the application ( runscript.sh ) ----------
    System check
    ============
    Freememory is 75
    Cpu Speed is 600
    Sys Speed is 332
    Gigahertz=0
    LIBGL_FB=1
    LIBGL_ES=2
    LIBGL_GAMMA=
    Found java.pnd at /media/Mem01/pandora/menu/java.pnd
    Attempting to execute jvm at /mnt/utmp/java/jdk/bin/java
    Args are: -jar desktop-0.6.5c.jar
    LIBGL: Initialising gl4es
    LIBGL: v1.1.0 built on Oct 13 2018 19:36:25
    LIBGL: framebuffer output enabled
    LIBGL: Using GLES 2.0 backend
    LIBGL:loaded: libGLESv2.so
    LIBGL:loaded: libEGL.so
    LIBGL: Using GLES 2.0 backend
    LIBGL: Hardware Limited NPOT detected and used
    LIBGL: FBO are in core, and so used
    LIBGL: PointSprite are in core, and so used
    LIBGL: CubeMap are in core, and so used
    LIBGL: BlendColor is in core, and so used
    LIBGL: Blend Substract is in core, and so used
    LIBGL: Blend Function and Equation Separation is in core, and so used
    LIBGL: Texture Mirrored Repeat is in core, and so used
    LIBGL: Extension GL_OES_mapbuffer detected
    LIBGL: Extension GL_OES_element_index_uint detected and used
    LIBGL: Extension GL_OES_depth24 detected and used
    LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
    LIBGL: Extension GL_EXT_multi_draw_arrays detected
    LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used
    LIBGL: Extension GL_OES_texture_float detected and used
    LIBGL: Extension GL_OES_texture_half_float detected and used
    LIBGL: Extension GL_OES_fragment_precision_high detected and used
    LIBGL: Max vertex attrib: 8
    LIBGL: Extension GL_OES_standard_derivatives detected and used
    LIBGL: Max texture size: 2048
    LIBGL: Max Varying Vector: 8
    LIBGL: Texture Units: 4(8), Max lights: 8, Max planes: 6
    LIBGL: Hardware vendor is Imagination Technologies
    LIBGL: Targeting OpenGL 2.1
    LIBGL: Forcing NPOT support by disabling MIPMAP support for NPOT textures
    LIBGL: glXMakeCurrent FBO workaround enabled
    LIBGL: Current folder is:/mnt/utmp/shattered_pixel_dungeon
    Xrandr extension version 1.3
    getAvailableDisplayModes returned 1 (mode=XRandR)
    XF86VidMode extension version 2.2
    getAvailableDisplayModes returned 1 (mode=XRandR)
    LIBGL: Enable LIBGL_VSYNC=1 if you want to use vsync.
    XF86VidMode extension version 2.2
    rmdir: failed to remove `/mnt/utmp/java': Device or resource busy
    [SUCCESS]--- Starting the application ( runscript.sh ) ----------
    [ START ]--- Restoring the frame buffer status ----------
    [SUCCESS]--- Restoring the frame buffer status ----------
    [ START ]--- Restoring nub mode ----------
    [SUCCESS]--- Restoring nub mode ----------
    [ START ]--- uMount the PND ----------
    [ START ]--- Waiting the Union to be available ----------
    [SUCCESS]--- Waiting the Union to be available ----------
    rmdir: failed to remove `/mnt/utmp/shattered_pixel_dungeon': Device or resource busy
    [ START ]--- Waiting the PND mount dir to be free ----------
    [SUCCESS]--- Waiting the PND mount dir to be free ----------
    cleanup done
    [SUCCESS]--- uMount the PND ----------
    =======================================================================================
    Return code is : 2
    Just FYI though, I ran a diff and the only changes are Free memory, and filenames.
     
  2. ptitSeb

    ptitSeb Serial Porter

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    And do you have text with the previous version?
     
  3. MTPDA

    MTPDA Still Fresh

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    Sorry, forgot to mention it. No, neither version has text, just vanilla Pixel Dungeon has text (I have both installed).
    --- Double Post Merged, Nov 1, 2018, Original Post Date: Nov 1, 2018 ---
    Unfortunately I have an early day tomorrow so I'm going to head to bed. Have a good night, and thanks again for the help.
     
  4. ptitSeb

    ptitSeb Serial Porter

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    I'm still unsure of what's going on. Comparing Shattered Pixel Dungeon with Pixel Dungeon, I see the Shattered version can use an embeded ttf font, but only use it for chinese and korean language by default.
    Try to activate the use of that font by modifying "pd-prefs" file from "pandora/appdata/shattered_pixel_dungeon/home/.shatteredpixel/shattered-pixel-dungeon/" (this folder is on the same SDCard you put the PND on)

    add
    Code:
    <entry key="system_font">true</entry>
    
    in the xml file, along with the other value.
    If it does work, I'll make a new package with this value forced to true by default for Pandora.
     
  5. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all :)

    @ptitSeb : thanks for upgrading your package ! It works like a charm on my end (Rebirth Pandora, latest Super Zaxxon, SGX 4.10).

    @FBnil : congrats :D

    Cheers, Magic Sam
     
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  6. MTPDA

    MTPDA Still Fresh

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    Tried the adding the new option before heading to work this morning, no luck. Posting this from my phone while I have a few minutes, so I can't post the log, sorry.
     
  7. ptitSeb

    ptitSeb Serial Porter

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    No need for log, I assumed nothing changed in them.
    I'll try reproduce the issue on my CC model.
     
  8. Farox

    Farox Certified Guru

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    Just tested on my CC unit. I had some strange behaviour.
    First run of PND i got a main page with no music and text only the logo of the game if i move the mouse i could see it (at first i tought that was freezed) next when i clicked on some point of the screen the game is loaded but without text is not easy to play.
    Second try i rerun the pnd adding first the <system_font> in the xml file like you suggested and when the game launch i have now the main screen with music...but no text.. also not text in the game.

    Hope it helps.
     
  9. ptitSeb

    ptitSeb Serial Porter

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    Mmm, ok thanks. Looks like there is a SGX driver issue on the CC :(

    I'll try to experiment a bit...
    --- Double Post Merged, Nov 1, 2018, Original Post Date: Nov 1, 2018 ---
    Ok, so I have uploaded a new version on the repo. The CC model doesn't like texture using GL_LUMINANCE_ALPHA format. Rebirth and Gigahertz are fine with, but not the CC model (still, that format should be supported by all GLES hardware), so I used a switch of gl4es to disable its use on CC model. Et voilĂ , the text are now visible.

    Build 03
    ------------

    • Fixed text not visible on CC models
     
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  10. Farox

    Farox Certified Guru

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    All is fine now. Thanks :cool:
     
  11. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all !

    @FBnil : I just reached level 10 with a level 9 warrior (strength 13), died once but got resurrected thanks to the ankh, eventually died at the hands of Tengu (boss #2) :D

    @ptitSeb: did you bundle a recent openal build in your updated package ? Sound is still a bit weird at times...

    And I don't know whether this is an upstream bug or something specific to the Pandora, but at least twice I got rooted (couldn't move anymore), a counter indicated that the effect would disappear in 2 rounds, but it never did... When I tried to move the screen would just "shake"... Did you guys notice it too ?

    Cheers, Magic Sam
     
  12. ptitSeb

    ptitSeb Serial Porter

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    No I haven't updated openal. Last time I update openal, things got worse (using FNA games), so I have to be cautious here (but I will update at some point).
     
  13. MTPDA

    MTPDA Still Fresh

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    Problem fixed for me too! Thanks @xnopasaranx and @ptitSeb I wasn't expecting such a quick response and fix!
     
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  14. FBnil

    FBnil Ready to Champion the Pyra to the World...

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    @Magic Sam: Wow... I don't think I can reach that. As for being rooted, I sometimes put on cursed armor or a boss uses paralysis, and then that happens. But no, have not come across that error yet.
     
  15. FBnil

    FBnil Ready to Champion the Pyra to the World...

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    I've upgraded to the latest version (thnx @ptitSeb!) and my savestate was wiped with it (you can exit a game, and you can continue days later, it creates a subdirectory with some zipped xml files).
    The thing is, it has an anti-tampering mechanism, which was triggered due to the update and delete your "game continue".... but you can tar/untar said directory, then open the game again and have a savestate of some sorts....
    it's just cumbersome to exit the game, tar, and open the game again.
     
  16. ptitSeb

    ptitSeb Serial Porter

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    @FBnil I don't understand your message. Is there something wrong with the PND?
     
  17. levi

    levi Still fresh, damnit!

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    As I read him, he's saying that unless you backup your appdata save folder (using tar/untar) before you do an upgrade, the code will wipe your continuation save and you'll have no way to recover it. I guess it does this because version numbers don't match and there may be incompatibilities, but so far, FBnil suggests there's no game breaking incompatibility if you restore the save verbatim. Whether there are other types of save games I'm not sure, and it may be you need to do that before upgrading rather than relying on a continue, but I don't know.
     
  18. FBnil

    FBnil Ready to Champion the Pyra to the World...

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    @ptitSeb As @levi said. No, everything works fine with the new build. The many additions are welcomed.
    But should you stop playing a session, and have a "continue" (similar to "new game", but you continue where you left off), the continue information is wiped after upgrade.
    (your accomplishments and hall of fame stay).

    @Magic Sam Still not at level 10, how did you get down there? Stuck at level 9 and it's scary! (I just defeated the second boss)
     
  19. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all !

    @FBnil : I just killed the second boss (Tengu) with a fire wand and I'm now heading down to the caves (below the prison levels). My situation is dire though, as I'm starving to death !!! On a side note, I haven't experience your issue while updating. Badges and rankings from 0.6.5 are still there, and I could even resume a game started in 0.6.5 and finish it (i.e die) in 0.7.0, with all the extra alchemy stuff slowly appearing in game.

    Cheers, Magic Sam
     
    Last edited: Nov 5, 2018
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  20. Nilsnsn

    Nilsnsn Member

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    In case you haven't figured it out for yourself: Use the "clock" button in the lower right corner to skip rounds until the effect wears off.

    Thanks @ptitSeb! This is the most played game on my phone. Love it!
     
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