RVGL on Android

News and announcements about RVGL's development.
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Huki
Developer
Posts: 399

RVGL on Android

Unread post by Huki » Fri Mar 09, 2018 7:13 pm

RVGL is now available on Android based devices (phones, tablets, etc). It should work on any recent Android device, technically 3.1 and newer, supporting both 32-bit and 64-bit ARM and x86 targets. A GPU supporting at least OpenGL ES 2.0 is required. However, it can be made to run on OpenGL ES 1.1 by using the legacy fixed pipeline renderer.

The Android version features a new Touch UI and virtual joypad support, with buttons designed by RV Passion (see one of the preview screenshots below).

Download:
The latest android build is available from the RVGL project page.
RVGL Controller Map: Android app that allows generating SDL GameController mappings for controllers.

Installation:
RVGL requires the original game data to be able to run. This is not included with the apk itself. You can grab the game data from the Re-Volt I/O page. Basic installation steps follow:
  • Create a folder named RVGL in your phone's internal storage and extract the game data into it.
  • Optionally extract the Dreamcast content pack into the same location.
  • Install and run the APK.
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ciccio
Posts: 40
From: Italy

Re: RVGL on Android

Unread post by ciccio » Fri Mar 09, 2018 8:51 pm

I love it. I just love it. There are some issues that I'd like to see fixed, no deal breakers, just stuff that could improve the general experience.

Bigger menu buttons: On lower dp they may look fine, but at 513 dp on a 5" they are a bit too hard to get consistently.
Customizable/draggable buttons: I'd love to see such a thing: pause button is too small, rear view is too far away from the arrows to be used when needed (also rear view is a meme in all rvgl versions).
Permissions: This shouldn't really be anything crazy, right now the apk tells you the permissions it's going to use when you install, lollipop style, while in recent android versions (i.e. nougat, oreo) the apk prompts you to allow access to whatever it needs (storage, photos, ect... ect...)
Icon: Along with the permissions, the icon should also be updated to match latest android version's standards. Nougat uses circle icons, while oreo takes it a step further with adaptive icons (they can be reshaped from circle to square to anything else by the launcher on the fly). Also, a material design version of the icon would be nice :D
Medias: Simply make the game add a blank file called '.nomedia' in the RVGL folder (without quotes) so that android's media provider skips the folder and we don't get our gallery apps flooded with rvgl's game files.
Last edited by ciccio on Sat Mar 10, 2018 9:01 am, edited 1 time in total.
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Iron Bob
Posts: 30

Re: RVGL on Android

Unread post by Iron Bob » Sat Mar 10, 2018 7:56 am

Absolutely awesome work Huki, runs beautifully on my Galaxy Note 4. I can't wait to see the blue tooth controller implementation. Thank you for your dedication to this game.

On another note is there any way for me to set the directory to "/storage/79B1-5038/RVGL" that's where my sd card is.
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Huki
Developer
Posts: 399

Re: RVGL on Android

Unread post by Huki » Fri Mar 16, 2018 8:29 pm

The Android build has been updated to 18.0315!
Download: [ shader | legacy ]

What's New:
  • Utilizes SDL 2.0.8 which provides better Android support and drastically improved framerates.
  • Shader edition starts faster due to shader caching.
  • A 16-bit RGB565 framebuffer is used by default, to match Android's surface format.
  • GLES3 features support: Antialiasing is now available on supported mobile hardware.
  • Spectate after race finish by tapping the screen.
  • Fixed championship end screens getting skipped.
  • Can now tap on the carbox and track screen.
  • Adjusted certain menu screens for portrait mode.
  • Includes Android 7 style round icons.
  • Keep screen on during gameplay.
  • More stable app switching (minimize / resume) support.
  • Immersive Fullscreen mode: the action bar is now properly hidden.
  • Adds a .nomedia file to the RVGL folder.
  • Message boxes are now working.
  • Fixed inability to delete profiles.
Note: This release is compatible with 18.0310 and later online.

---
Iron Bob wrote: Sat Mar 10, 2018 7:56 am Absolutely awesome work Huki, runs beautifully on my Galaxy Note 4. I can't wait to see the blue tooth controller implementation. Thank you for your dedication to this game.

On another note is there any way for me to set the directory to "/storage/79B1-5038/RVGL" that's where my sd card is.
Thanks! There is currently no way to use an external SD card, but it should be supported in the future.
ciccio wrote: Fri Mar 09, 2018 8:51 pmBigger menu buttons: On lower dp they may look fine, but at 513 dp on a 5" they are a bit too hard to get consistently.
I don't have a high DPI device with me, so I'd need to see some kind of video showing RVGL gameplay on such a device. Then we'll see how we can improve it.
ciccio wrote: Fri Mar 09, 2018 8:51 pmIcon: Along with the permissions, the icon should also be updated to match latest android version's standards. Nougat uses circle icons, while oreo takes it a step further with adaptive icons (they can be reshaped from circle to square to anything else by the launcher on the fly). Also, a material design version of the icon would be nice :D
The current version supports Nougat circle icons, but I can't build with Oreo adaptive icons support for now. I'm currently on a 32-bit PC and it seems I need a newer Android SDK which has only 64-bit support. I'll get to it eventually though...
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Santiii727
Posts: 82
From: Maybe in your country

Re: RVGL on Android

Unread post by Santiii727 » Fri Mar 16, 2018 11:06 pm

Idk why the car slow down automatically on newest version, i don't touching brake tap.
Can check this? Thx

About Immersive Fullscreen mode, works on my Nexus 7 :)
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Lu9
Posts: 5

Re: RVGL on Android

Unread post by Lu9 » Sat Mar 17, 2018 3:05 am

Amazing!
Just a few things to note regarding custom content:
-Cars with parameters that don't end in a newline (or maybe the extra hex code thing that I never really understood what it was) and just end with "}" will crash the game. (Examples: Renault Twingo, MCC Smart, Anything from my Mario Kart pack)
To fix just add a newline to the end of Parameters.txt.
-Some tracks also cause the game to not even start upon launching it. I've yet to research as to why this happens though. But MAYBE also has to do with .inf files that don't end with a newline, but I cannot confirm it yet.
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Pyves
Posts: 53

Re: RVGL on Android

Unread post by Pyves » Sun Mar 18, 2018 3:40 pm

This is awesome! I just tried the game on my good old Nexus 6, it runs extremely smoothly and the touchscreen controls are easy to use. Good job!

A few things I noticed:
- the game seems to often crash when you quit it (with a system popup "RVGL has stopped").
- is it possible to import your player profile from a desktop version of the game? Copy-pasting my Profiles folder didn't seem to do the trick.
- it doesn't seem possible to enable antialiasing in the video settings.
- I couldn't get the app to load with my own copy of the game data and had to re-download a fresh copy from Re-Vold I/O. This is probably linked to Lu9's comment above, where some tracks prevent the game from starting.
- when you long press delete when typing the player name, it will stay stuck in a "deleting state" until you long press delete again.
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ElectricBee
Posts: 14
From: Atom Editor

Re: RVGL on Android

Unread post by ElectricBee » Mon Mar 19, 2018 3:32 am


A slight oversight, I dare say.

I can't make in storage directly either. Because Koreans LG are retarded.
I do, not for God or country, because dead men profess no faith, neither do they have a home.
Previously-active member of Re-Volt Live. Contributor of silly things. Smart enough to be dangerous.
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Balesz
Posts: 40
From: Behind you

Re: RVGL on Android

Unread post by Balesz » Tue Mar 20, 2018 7:32 pm

Pyves wrote: Sun Mar 18, 2018 3:40 pm - it doesn't seem possible to enable antialiasing in the video settings.
You can access all the settings by opening rvgl.ini
If you pay with yen I will give you discount...
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Pyves
Posts: 53

Re: RVGL on Android

Unread post by Pyves » Wed Mar 21, 2018 6:03 pm

Balesz wrote: Tue Mar 20, 2018 7:32 pm
Pyves wrote: Sun Mar 18, 2018 3:40 pm - it doesn't seem possible to enable antialiasing in the video settings.
You can access all the settings by opening rvgl.ini
I meant directly from the game options menu. ^^
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Tryxn
Posts: 60
From: Slovakia

Re: RVGL on Android

Unread post by Tryxn » Thu Mar 22, 2018 4:10 pm

For me android RVGL works perfectly but i would want to implement the turn over button. atleast as i dont have it in my RVGL. (i dont remember ver. i have downloaded)
Im the guy thats Bendor main
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kiwi
Posts: 557

Re: RVGL on Android

Unread post by kiwi » Thu Mar 22, 2018 4:43 pm

I newer tried the Android version, cause i have no fitting phone. But I heard several times, that there is no turnover button. Instead, you just have to tap on the screen to turn over your car.
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Tryxn
Posts: 60
From: Slovakia

Re: RVGL on Android

Unread post by Tryxn » Thu Mar 22, 2018 6:07 pm

Oh yeah thanks again Kiwi it works like that :D
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My youtube & my secret youtube
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Huki
Developer
Posts: 399

Re: RVGL on Android

Unread post by Huki » Thu Mar 22, 2018 6:26 pm

Glad to see the feedback!
Lu9 wrote: Sat Mar 17, 2018 3:05 am -Cars with parameters that don't end in a newline (or maybe the extra hex code thing that I never really understood what it was) and just end with "}" will crash the game. (Examples: Renault Twingo, MCC Smart, Anything from my Mario Kart pack)
To fix just add a newline to the end of Parameters.txt.
-Some tracks also cause the game to not even start upon launching it. I've yet to research as to why this happens though. But MAYBE also has to do with .inf files that don't end with a newline, but I cannot confirm it yet.
That's an interesting find, I'll check it soon.
Pyves wrote: Sun Mar 18, 2018 3:40 pm- the game seems to often crash when you quit it (with a system popup "RVGL has stopped").
Was this the case with the older 18.0310 version too?
Pyves wrote: Sun Mar 18, 2018 3:40 pm- is it possible to import your player profile from a desktop version of the game? Copy-pasting my Profiles folder didn't seem to do the trick.
Copying your profile folder from the desktop should work 100%. It is possible that the Android file system is case-sensitive like Linux. That means you need to rename all your files to lower case before you import them. I presume you're on Windows, so you might need to look for some automatic renaming utility.
Pyves wrote: Sun Mar 18, 2018 3:40 pm- it doesn't seem possible to enable antialiasing in the video settings.
Antialiasing option is available in Render Settings. Is it greyed out? If so, can you post your re-volt_log.txt from the phone?
Pyves wrote: Sun Mar 18, 2018 3:40 pm- I couldn't get the app to load with my own copy of the game data and had to re-download a fresh copy from Re-Vold I/O.
This again points to case-sensitivity issues. The game data at I/O is already renamed to lower case, so that explains why it worked.
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Santiii727
Posts: 82
From: Maybe in your country

Re: RVGL on Android

Unread post by Santiii727 » Thu Mar 22, 2018 6:56 pm

Can it be implemented in the next version when you touch the button, whether it is light colored and when not the original color?
► Show Spoiler
This happens to me when I put the cellphone only vertical mode (Only in the first start), it's a Moto E2.


And this happened to me when I opened the rvgl, if I do not touch the rvgl start screen, the phone completely stopped.

That happens in some Android's.
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Pyves
Posts: 53

Re: RVGL on Android

Unread post by Pyves » Thu Mar 22, 2018 7:34 pm

Huki wrote: Thu Mar 22, 2018 6:26 pm Was this the case with the older 18.0310 version too?
I never actually installed that version. I managed to get a log dump, not sure whether it will help:
► Show Spoiler
Huki wrote: Thu Mar 22, 2018 6:26 pm Copying your profile folder from the desktop should work 100%. It is possible that the Android file system is case-sensitive like Linux. That means you need to rename all your files to lower case before you import them. I presume you're on Windows, so you might need to look for some automatic renaming utility.
That did the trick, thanks!
Huki wrote: Thu Mar 22, 2018 6:26 pm Antialiasing option is available in Render Settings. Is it greyed out? If so, can you post your re-volt_log.txt from the phone?
It isn't greyed out, it just doesn't change when you try to action it. Here's the Re-Volt log:
► Show Spoiler
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Huki
Developer
Posts: 399

Re: RVGL on Android

Unread post by Huki » Thu Mar 29, 2018 7:47 pm

The Android build has been updated to 18.0330!
Download: [ shader | legacy ]

What's New:
  • Controller Settings can be configured (useful for phones with a hardware keyboard, or with wireless controllers).
  • Virtual buttons opacity can be changed (default at 50%).
  • Camera View can be changed from Game Settings.
  • The list of storage paths supported is extended to supported emulated paths (eg, "storage/emulated/0").
  • App now displays the proper version number.
  • MP3 music is now supported.
  • Fixed certain custom cars and tracks hanging the app at startup / loading.
  • Fixed broken per-instance vertex shading (RgbPer).
  • Wrong padding of text elements (reported here).
  • Level modes are switched in progress table order (Normal,R,M,RM) at the level selection screen.
  • Display record time in time trial mode.
Note: This release is compatible only with 18.0330 online.
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Huki
Developer
Posts: 399

Re: RVGL on Android

Unread post by Huki » Wed Apr 11, 2018 8:54 pm

The Android build has been updated to 18.0410!
Download: [ shader | legacy ]

What's New:
  • Fixed crash when quiting from the main menu on newer Android devices.
  • New features from 18.0410a (read release post).
Note: This release is compatible with 18.0330 and above online.
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Pyves
Posts: 53

Re: RVGL on Android

Unread post by Pyves » Wed Apr 11, 2018 10:08 pm

Huki wrote: Wed Apr 11, 2018 8:54 pm Fixed crash when quiting from the main menu on newer Android devices.
I've tried quitting and restarting the game quite a few times, and indeed, I no longer seem able to make it crash. Good work! ;)
urnemanden
Posts: 7

Re: RVGL on Android

Unread post by urnemanden » Wed Apr 11, 2018 10:20 pm

Super cool, I'm already a fan of this haha! :-)
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Huki
Developer
Posts: 399

Re: RVGL on Android

Unread post by Huki » Mon Apr 16, 2018 5:57 am

The Android build has been updated to 18.0416!
Download: [ shader | legacy ]

Read the release post

Note: This release is only compatible with 18.0416 online.
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deathspawn
Posts: 2

Re: RVGL on Android

Unread post by deathspawn » Fri Apr 20, 2018 8:25 am

I tested this on my GPD XD Plus and it works great. Loads up faster than my Linux PC. Multiplayer also works good with rvgl on Linux over LAN. I have yet to test with other people online, but I have some friends who may help with that sometime soon. It also seems to work with the custom cars and tracks that we use.

A few issues I have though. The controller doesn't work with the menus at all and hitting backspace on the virtual keyboard keeps backspacing until you close out of the app and re-open it. Also the game sound/music glitches out if you exit out of the demo. Have to swipe the game away in recents to fix it.

Other than that, great job on the port! I am glad to finally have a portable version of rvgl. :D

Edit: Just noticed another random bug. The joysticks sometimes don't get picked up. Closing out of the app and re-opening seems to make them work again. They only work with the Xbox layout. The PS3 layout registers them as buttons.

Edit 2: Just did some testing with a friend of mine. Online multiplayer works well and seems stable. Couple other issues though. The hostname entry box makes what you are typing disappear if it is a long hostname. It seems to still work though. Also there is no horn button on the touch screen.
Distro of choice: Arch Linux

Mobile Devices: GPD XD Plus -- Android 7.0 Stock | Moto G5 Plus -- Resurrection Remix Oreo mod | Asus P01MA -- Android 6.0.1 Stock
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Huki
Developer
Posts: 399

Re: RVGL on Android

Unread post by Huki » Sat Apr 28, 2018 9:20 am

The Android version is updated to 18.0428a. Download it from the release post.

As of this release, there is a single apk that provides both the shader-based and legacy rendering modes. The shader-based renderer is enabled by default, so 's' users should simply be able to update to the new build. When the shader mode is active, you should see the build number display in the main menu turn yellow.

---

@deathspawn: Thanks for the feedback!
deathspawn wrote: Fri Apr 20, 2018 8:25 amA few issues I have though. The controller doesn't work with the menus at all and hitting backspace on the virtual keyboard keeps backspacing until you close out of the app and re-open it. Also the game sound/music glitches out if you exit out of the demo. Have to swipe the game away in recents to fix it.
Only touch inputs are supported for the menus on Android, this is a known limitation for now. I've heard about the backspacing glitch before, but I'm unable to reproduce it on my Android 4.1 device. I'll look more into it though.
deathspawn wrote: Fri Apr 20, 2018 8:25 amThe hostname entry box makes what you are typing disappear if it is a long hostname. It seems to still work though.
The hostname box "scrolls" long lines, but you should see an ellipsis at the start, hinting at more hidden text. But yes, it does keep the full hostname string.
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SonicBoomFan14
Posts: 3

Re: RVGL on Android

Unread post by SonicBoomFan14 » Mon Apr 30, 2018 9:16 am

There's a bug on the latest version on android where it won't let me in. It would give me an error about a shader being too long and there is no way to access rvgl.ini. I have all the assets downloaded and made an RVGL folder in my device. It used tp work in previous versions. And the AVG Antivirus detects it as a virus. If you want a pic of the long shader. Just ask me. I'm also new here
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Huki
Developer
Posts: 399

Re: RVGL on Android

Unread post by Huki » Mon Apr 30, 2018 7:14 pm

SonicBoomFan14 wrote: Mon Apr 30, 2018 9:16 am There's a bug on the latest version on android where it won't let me in. It would give me an error about a shader being too long and there is no way to access rvgl.ini. I have all the assets downloaded and made an RVGL folder in my device. It used tp work in previous versions. And the AVG Antivirus detects it as a virus. If you want a pic of the long shader. Just ask me. I'm also new here
The latest RVGL alpha on Android enables the shader-based renderer by default. The previous alphas were using the legacy renderer and it appears that worked fine for you. You can edit your rvgl.ini and disable the shader renderer, but it's better that we try and get shader mode working. I'll need to see your profiles/re-volt_log.txt file from the phone.
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