issues on vboxsf-mounted checkouts
New `make dist-win`/`package-win` targets (folded into `dist`/`package`
alongside the renamed `dist-linux`/`package-linux`) cross-compile
systemshock.exe via MinGW, using prebuilt SDL2/SDL2_mixer/GLEW/
fluidsynth-lite baked into the build-image - no Windows machine or Wine
needed to build it, confirmed working and playable on a real Windows
machine. dist-win/ ships DLLs flat alongside the exe plus a new
res/run.bat launcher, packaged into a .zip the same way dist/ becomes a
.tar.gz.
Also fixes three build-image bugs hit while testing on a VirtualBox
vboxsf-mounted checkout: build-engine.sh/docker-entrypoint.sh losing
their execute bit (chmod +x on restrictive source perms), the container
user missing access to /workspace's supplementary vboxsf group, and
cp -a failing on symlink/hard-link creation (vboxsf doesn't support
either) - now falls back to dereferencing copies when detected. Also
adds Docker/zip/etc. prerequisites to the README for both the desktop
and Quest builds.
- xr_input.c/h: an OpenXR action set (aim pose, trigger/select click, a
menu-toggle button) plus ray/quad hit-testing, and a visible
laser-pointer line drawn from the controller toward the hit point.
- xr_menu.c/h + MenuOverlay.java: a second composition-layer quad,
toggled by a controller button, showing an off-screen, never-attached
Android View tree (one "Keyboard" button so far) driven by synthetic
touch events computed from the laser ray's hit UV.
- Migrate gl4es from a prebuilt binary baked into the Docker build-image
to a vendored source snapshot (android/gl4es-src/) compiled from
source at APK build time via CMake add_subdirectory(), patched through
a new android/gl4es-patches/ (mirrors the existing engine-patches/
pattern). This was needed to track down and fix a bug hit while
building the menu: gl4es's fixed-pipeline emulation (fpe.c) was
unconditionally substituting its own shader onto the menu's draw call
(fpe_ReleventState() always sets alphafunc to a nonzero sentinel, so
its fpe_IsEmpty() check could never see the state as empty), making
the menu quad show the game's own rendering instead of its own
content. Fixed by routing the menu's blit through a real
glBlitFramebuffer() call instead of a shader-based draw, which gl4es's
fpe.c has nothing to intercept - documented in README.md's new
"Debugging notes" section.
- Renumber android/engine-patches/ to close the gap left by removing an
unrelated diagnostic-only patch, and strip investigation-journal
comments and dead diagnostic code (temporary tracing, env-var probes)
left over from finding the bug above.
- Restructure README.md into numbered sections, document every
engine/gl4es patch, add Android Studio dev/testing-cycle instructions,
and generalize Quest-specific wording to any OpenXR headset. Update
NOTICE.txt to match (gl4es is now vendored/patched source, not a
prebuilt binary; add the OpenXR-SDK loader).
- New android/app/src/main/cpp/xr_session.c (+.h): owns the OpenXR
instance/session/local-space/swapchain and the per-frame
xrWaitFrame/xrBeginFrame/xrEndFrame loop, submitting the game's
existing flat render as a single head-tracked XrCompositionLayerQuad.
No stereo rendering or controller input yet - that's steps B/C/D of
the plan.
- 11-android-openxr-cmake.patch: links the OpenXR loader as a build
dependency, staged into jniLibs the same way as gl4es/SDL2.
build-image/Dockerfile and prepare-android-project.sh build and stage
it.
- 12-android-openxr-present.patch: redirects OpenGL.cc's final present
step (opengl_swap_and_restore / SDLDraw's software path) into the XR
swapchain FBO instead of the window, on Android only. Two real gl4es
bugs had to be worked around to get pixels on screen at all:
- gl4es's own glBindFramebuffer errors on an FBO id it didn't create
itself, even though the real driver-level bind succeeds - fixed by
creating the swapchain FBO container via gl4es's own
glGenFramebuffers/glBindFramebuffer, and only using the real
(dlsym'd) driver call for attaching OpenXR's foreign swapchain
texture, which gl4es's own attach can't handle.
- gl4es's glBegin/glVertexAttrib/glVertex3f immediate-mode emulation
only captures a fresh per-vertex value for attribute 0 (position,
driven directly by glVertex3f) - custom attributes like this
shader's texcoords/light are GLES2's *constant*-attribute API and
applied once for the whole draw, not per vertex, silently
collapsing the UI-overlay quad to a single sampled texel. Fixed by
switching that one draw call to real vertex arrays
(glVertexAttribPointer/glDrawArrays).
Also flips the V texcoord to match SDL's top-down row order against
GL's texture convention, and reuses a persistent texture object
instead of a fresh gen/upload/delete every frame.
- AndroidManifest.xml: declares the immersive-HMD intent category and
focus-aware metadata, drops the 2D-panel layout hint.
- README: documents the new OpenXR immersive mode.
- QuestShockActivity now actually blocks the native engine from starting
when game data is missing, closing three gaps found via on-device
testing: super.onCreate() must run unconditionally first (Android
throws SuperNotCalledException otherwise); SDLActivity.mBrokenLibraries
is now set provisionally before the storage-permission check, since
onWindowFocusChanged() closing the permission dialog could otherwise
start the engine before the async onRequestPermissionsResult() callback
ran; and a new GameSurface (SDLSurface subclass) closes the actual gap
that let the init_popups NULL-deref crash through even with
mBrokenLibraries set - SDLSurface.surfaceChanged() starts the native
thread directly without ever checking that flag.
- Force Android to use SDL2's openslES audio backend instead of AAudio
(android/engine-patches/05-android-audio-driver.patch): AAudio only
allows one open playback device at a time, but the engine opens two
(cutscene audio via SDL_OpenAudioDevice, SFX/MIDI via Mix_OpenAudio),
hitting an assertion failure on real hardware.
- Add 16 KB ELF page-size alignment (-Wl,-z,max-page-size=16384) to every
Android shared library - the four prebuilts (SDL2, SDL2_mixer,
fluidsynth-lite, gl4es, in build-image/Dockerfile) and the engine's own
libmain.so (build.gradle) - matching Google's Play Store requirement
for Android 15+ and clearing Android Studio's compatibility warning.
- Add a stageEngine Gradle task that automatically re-stages the patched
engine/ copy and prebuilt libraries before any Android Studio build
(hooked into preBuild, with proper up-to-date checking), so source/
patch changes can't silently go stale in the build/android-engine
scratch copy - previously a manual, easy-to-forget step. Skips
automatically inside the build-image container so make apk/CI are
unaffected.
- patchelf gl4es's embedded SONAME to libGL.so so AGP's jniLibs packaging
(which drops any file not literally named "*.so") and the dynamic
linker's NEEDED-entry resolution (by embedded SONAME, not filename)
finally agree - fixes the "library \"libGL.so.1\" not found" crash seen
on real Quest hardware.
- QuestShockActivity now checks that res/data and res/sound exist before
starting the native engine, showing an explanatory dialog instead of
crashing on init_popups' unchecked NULL resource load when a fresh
install has no game data copied in yet.
- dist/questshock-<version>-android-arm64.apk is now versioned from the
same git-tag-or-dev-placeholder scheme as the desktop tarball
(build-image/version.sh, shared by both via the Makefile and
build-apk.sh).
- build-image/prepare-android-project.sh (prep logic extracted out of
build-apk.sh) can now stage android/ for a native build directly in
Android Studio (--host-paths), exporting the prebuilt SDL2/SDL2_mixer/
fluidsynth-lite/gl4es libraries and writing host-resolvable paths,
instead of only ever building inside the Docker image.
- Corrected GET_ASSETS.txt/GET_ASSETS_QUEST.txt, which wrongly described
merging res/pc/hd and res/pc/cdrom trees out of the raw installer's
sshock.kpf - an already-installed copy's res/data res/sound can just
be copied directly, with extract_assets.sh only needed from the raw
installer.
immediate-mode GL (glBegin/glVertex3f/glEnd and friends) from scratch on
top of GLES, since GLES has none of it. That code compiled but was never
actually exercised - no on-screen verification was possible without real
Quest hardware - making it the biggest unverified risk in the port.
Replace it with GL4ES (MIT-licensed, prebuilt into the build image),
a mature desktop-GL-on-GLES translation library used by other
Quest/Android game ports for exactly this problem. This cuts
04-android-opengl-es-render.patch by half, deleting the hand-written
vertex-accumulation emulation entirely; alpha test, point sprites, and
point size stay on their existing GLES-native fixes rather than trusting
GL4ES's shakier custom-shader interop for those.
Bump build-image/VERSION to 3 - a fresh image with GL4ES cross-compiled
for arm64-v8a was built and make apk verified successfully against it.
dependency (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont)
prebuilt, so compiling the engine needs no network access - just the
image and the engine source. Add res/assets/extract_assets.sh to pull
the game's data files out of a purchased GOG installer, and a Makefile
that assembles a runnable dist/ from the two.
Also add `make package`, which builds a redistributable tarball that
omits the proprietary game assets (shipping res/GET_ASSETS.txt instead)
plus license information for both the MIT tooling and the GPLv3 engine,
and a Gitea Actions workflow that builds and publishes it to
dl.ladkau.de on every push.