4 Commits

Author SHA1 Message Date
ml 4e47e0a989 Fix missing-assets detection race, 16 KB page alignment, and Android audio backend
build / build (push) Successful in 2m11s
- 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.
2026-07-23 19:20:22 +02:00
ml ac640762d7 Fix Quest launch crashes, version the APK like the tarball, and support native builds in Android Studio
build / build (push) Successful in 2m13s
- 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.
2026-07-23 06:42:45 +02:00
ml 3da137da09 rename Shockolate tar ball 2026-07-20 13:51:10 +02:00
ml 3034703994 Adding publishing of the APK
build / build (push) Successful in 1m37s
2026-07-20 13:16:33 +02:00
19 changed files with 482 additions and 119 deletions
+22 -4
View File
@@ -45,6 +45,7 @@ jobs:
command -v cmake >/dev/null 2>&1 || { echo "PREFLIGHT FAIL: cmake not in PATH" >&2; exit 1; }
[ -n "${QUESTSHOCK_BUILD_IMAGE:-}" ] || { echo "PREFLIGHT FAIL: QUESTSHOCK_BUILD_IMAGE not set - not running inside the questshock build-image?" >&2; exit 1; }
[ -d /opt/prebuilt/built_sdl ] || { echo "PREFLIGHT FAIL: /opt/prebuilt/built_sdl missing" >&2; exit 1; }
[ -d /opt/prebuilt/android/gl4es ] || { echo "PREFLIGHT FAIL: /opt/prebuilt/android/gl4es missing - runner is using a build-image older than the Android/Quest layer" >&2; exit 1; }
- name: Build package
run: make package
@@ -54,17 +55,33 @@ jobs:
# instance's artifact storage doesn't support (GHESNotSupportedError) - v3 works.
uses: actions/upload-artifact@v3
with:
name: questshock
path: dist/questshock-*-linux-*.tar.gz
name: shockolate
path: dist/shockolate-*-linux-*.tar.gz
- name: Build Quest APK
# QUESTSHOCK_BUILD_IMAGE is already set (see Preflight above), so
# this runs build-apk.sh directly instead of trying to docker-run
# the image again - same reasoning as `make package` above.
# Unlike the fully offline engine/package build, this needs
# network access for Gradle/AGP's own dependency resolution - a
# scoped, accepted exception (see build-image/Dockerfile).
run: make apk
- name: Upload APK artifact
uses: actions/upload-artifact@v3
with:
name: questshock-quest-apk
path: dist/questshock-*-android-*.apk
- name: Publish to dl.ladkau.de
# Uploads the tarball over SFTP instead of using
# Uploads the tarball and APK over SFTP instead of using
# actions/upload-artifact (whose zip wrapping can't be disabled).
# Only runs on push so PR builds don't publish.
if: gitea.event_name == 'push'
run: |
set -euo pipefail
TARBALL="$(ls dist/questshock-*-linux-*.tar.gz)"
TARBALL="$(ls dist/shockolate-*-linux-*.tar.gz)"
APK="$(ls dist/questshock-*-android-*.apk)"
mkdir -p ~/.ssh
echo "${{ secrets.DL_SFTP_KEY }}" > ~/.ssh/dl_sftp_key
chmod 600 ~/.ssh/dl_sftp_key
@@ -73,4 +90,5 @@ jobs:
uploader@dl.ladkau.de <<EOF
-mkdir files/questshock
put $TARBALL files/questshock/$(basename "$TARBALL")
put $APK files/questshock/$(basename "$APK")
EOF
+3
View File
@@ -1,3 +1,6 @@
# Android studio project files
/android/.idea
# Game assets are not included in the repo
/res/assets/setup_system_shock_enhanced*
/res/assets/ss_ee/
+3 -15
View File
@@ -65,7 +65,7 @@ dist: engine assets
@echo "== Done - run $(DIST_DIR)/run.sh to play =="
# Builds a versioned, redistributable Linux release tarball at
# dist/questshock-<version>-linux-<arch>.tar.gz - everything needed to
# dist/shockolate-<version>-linux-<arch>.tar.gz - everything needed to
# run except the proprietary game assets (res/GET_ASSETS.txt explains how
# to get those instead of shipping res/data/, res/sound/). Version
# defaults to the current git tag (vX.Y.Z, tag prefix stripped) - push a
@@ -74,20 +74,8 @@ dist: engine assets
# placeholder version, with a warning).
package: engine
@git config --global --add safe.directory "$$(pwd)" 2>/dev/null || true
@V="$(VERSION)"; \
if [ -z "$$V" ]; then \
if TAG=$$(git describe --tags --exact-match --match 'v[0-9]*.[0-9]*.[0-9]*' 2>/dev/null); then \
V=$${TAG#v}; \
else \
V="0.0.0-dev+$$(git rev-parse --short HEAD)"; \
echo "WARNING: HEAD is not on a vX.Y.Z tag - building placeholder version $$V (push a tag to drive a real release version)" >&2; \
fi; \
fi; \
case "$$V" in \
[0-9]*.[0-9]*.[0-9]*) ;; \
*) echo "PREFLIGHT FAIL: VERSION '$$V' is not a semantic version (expected X.Y.Z, optionally with a -pre+meta suffix)" >&2; exit 1;; \
esac; \
PKG_NAME="questshock-$$V-linux-$(ARCH)"; \
@V="$$(VERSION="$(VERSION)" ./build-image/version.sh)"; \
PKG_NAME="shockolate-$$V-linux-$(ARCH)"; \
PKG_STAGE="$(BUILD_DIR)/package/$$PKG_NAME"; \
echo "Packaging $$PKG_NAME"; \
rm -rf "$$PKG_STAGE"; \
+45 -9
View File
@@ -22,9 +22,9 @@ a cross-platform port of the original game.
- `res/run.sh` - the launcher script, copied into `dist/` on build.
- `Makefile` - assembles `dist/`, a self-contained runnable copy of the
game, out of the compiled engine and the extracted assets. Also builds
`dist/questshock-<version>-linux-<arch>.tar.gz`, a redistributable
`dist/shockolate-<version>-linux-<arch>.tar.gz`, a redistributable
package that omits the proprietary game assets (`make package`), and
`dist/questshock-debug.apk` for the Quest (`make apk`).
`dist/questshock-<version>-android-arm64.apk` for the Quest (`make apk`).
- `android/` - the Quest app (Java `SDLActivity` glue, Gradle project).
`android/engine-patches/` holds the one small patch needed to build
`engine/` as an Android shared library instead of a desktop executable
@@ -64,14 +64,22 @@ game data lives inside it in a zip-format `sshock.kpf`) into
they aren't installed locally it falls back to running the extraction in
a throwaway Docker container instead.
If you already have the game installed instead (on Windows, or via
Wine/Proton on Linux), you don't need the installer or the script at
all - just copy its `res/data/` and `res/sound/` folders directly into
`res/assets/ss_ee/data/` and `res/assets/ss_ee/sound/`. That's exactly
the same layout `extract_assets.sh` produces, so `make dist`/`make
package`/`make apk` pick it up the same way either way.
## Packaging
`make package` builds `dist/questshock-<version>-linux-<arch>.tar.gz`: the
`make package` builds `dist/shockolate-<version>-linux-<arch>.tar.gz`: the
compiled binary, its runtime libraries, shaders, a default MIDI
soundfont, license information, and `res/GET_ASSETS.txt` in place of the
actual game data (which the tarball never includes). Version comes from
the current git tag (push a `vX.Y.Z` tag to drive a release); without one
it builds an untagged `0.0.0-dev+<sha>` placeholder.
it builds an untagged `0.0.0-dev+<sha>` placeholder. `make apk` (below)
is versioned identically, via the same `build-image/version.sh`.
A Gitea Actions workflow (`.gitea/workflows/build.yml`) builds this
package on every push, using the build-image as its container (so no
@@ -80,11 +88,11 @@ resulting tarball to dl.ladkau.de.
## Playing on Meta Quest
`make apk` builds `dist/questshock-debug.apk` - a plain (non-VR) Android
app that runs as a flat, floating panel in the Quest's Home environment,
same as any other sideloaded Android app. It's not a head-tracked 6DoF VR
port (that's a much larger, separate undertaking); play with a Bluetooth
mouse/keyboard connected to the headset.
`make apk` builds `dist/questshock-<version>-android-arm64.apk` - a plain
(non-VR) Android app that runs as a flat, floating panel in the Quest's
Home environment, same as any other sideloaded Android app. It's not a
head-tracked 6DoF VR port (that's a much larger, separate undertaking);
play with a Bluetooth mouse/keyboard connected to the headset.
1. Install the APK with [SideQuest](https://sidequestvr.com/) (or `adb
install`).
@@ -99,6 +107,34 @@ mouse/keyboard connected to the headset.
`/sdcard/questshock/res/`.
4. Launch it again.
### Building natively in Android Studio
`make apk` always compiles the engine and links the APK inside the
Docker build-image - convenient for CI/CLI builds, but Android Studio
can't attach a debugger to (or get IDE code-intelligence for) a build
that happens inside a container it isn't running.
To have Android Studio compile and deploy `android/` itself instead:
```sh
./run-image.sh bash build-image/prepare-android-project.sh --host-paths
```
This stages everything `make apk` normally stages (a scratch, patched
copy of `engine/`; the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es
prebuilts; bundled assets) - the same as `build-apk.sh`'s own prep step -
except it writes `android/engine.properties` with paths that resolve on
your host filesystem, and additionally exports the prebuilt libraries
(otherwise only present inside the image, at `/opt/prebuilt/android`) to
`build/android-prebuilt/` so they're visible outside the container too.
Re-run it whenever `engine/`, `android/engine-patches/`, or the
prebuilt-library versions in `build-image/Dockerfile` change.
Then open `android/` as a project in Android Studio (JDK 17, NDK
`26.1.10909125`, and SDK Platform/Build-Tools 34 installed, matching
`build-image/Dockerfile` and `android/app/build.gradle`) and build/run
normally - no Docker involved for this part.
## License
The original tooling in this repository (the Docker build image, build
+78 -11
View File
@@ -1,14 +1,73 @@
apply plugin: 'com.android.application'
// Path to the (patched, at build time - see build-apk.sh and
// ../engine-patches/) scratch copy of engine/, written by build-apk.sh
// since it's only known at build time, not something a checked-in
// build.gradle can hardcode.
// Paths written by build-image/prepare-android-project.sh (called by
// build-apk.sh, or standalone with --host-paths to prep for a native
// build in Android Studio - see README) since they're only known at
// prep/build time, not something a checked-in build.gradle can hardcode.
// engineDir is the scratch, patched copy of engine/; prebuiltDir is the
// Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts - both point
// into this container's own paths for build-apk.sh's own gradlew call,
// or host-resolvable paths (plus a host-side export of prebuiltDir, since
// /opt/prebuilt/android only exists in the image) when prepared with
// --host-paths for Android Studio.
def engineProps = new Properties()
file("${projectDir}/../engine.properties").withInputStream { engineProps.load(it) }
def engineDir = engineProps.getProperty('engineDir')
if (engineDir == null) {
throw new GradleException("android/engine.properties is missing 'engineDir' - run via build-apk.sh, not gradlew directly")
throw new GradleException("android/engine.properties is missing 'engineDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
}
def prebuiltDir = engineProps.getProperty('prebuiltDir')
if (prebuiltDir == null) {
throw new GradleException("android/engine.properties is missing 'prebuiltDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
}
// Set by build-apk.sh (see build-image/version.sh, shared with the
// desktop tarball's versioning) via -PquestshockVersionName/Code. Default
// here only covers a direct, unsupported `gradlew` invocation.
def questshockVersionName = project.hasProperty('questshockVersionName') ? project.property('questshockVersionName') : '0.0.0-dev'
def questshockVersionCode = project.hasProperty('questshockVersionCode') ? project.property('questshockVersionCode').toInteger() : 1
// Auto-refreshes the staged, patched engine/ copy and prebuilt libraries
// (see build-image/prepare-android-project.sh --host-paths, and the
// engineDir/prebuiltDir properties read above) so a plain Android Studio
// build/run can never silently compile against a stale scratch copy after
// engine/ or android/engine-patches/ change - previously a manual, easy to
// forget re-run. inputs/outputs are declared so Gradle skips the (Docker-
// invoking, not free) step entirely when nothing relevant actually changed,
// keeping pure-Java edit/run cycles fast.
def repoRoot = file("${projectDir}/../..")
def stageEngineTask = tasks.register("stageEngine", Exec) {
group = "build setup"
description = "Refreshes the patched engine/ scratch copy and prebuilt libraries for a native Android Studio build (build-image/prepare-android-project.sh --host-paths)."
workingDir repoRoot
commandLine "./run-image.sh", "bash", "build-image/prepare-android-project.sh", "--host-paths"
// /opt/prebuilt/android only ever exists inside the build-image
// container itself (baked in at image-build time, never on the host -
// see build-image/Dockerfile). Its presence means this build is
// build-apk.sh's own gradlew call, running INSIDE that container, which
// already staged everything itself in container mode before invoking
// gradlew - re-running this task there would try to `docker run` from
// inside a container with no docker socket, breaking make apk/CI. Only
// a genuine host-side Android Studio build (where this path is absent)
// needs this task.
onlyIf { !file('/opt/prebuilt/android').isDirectory() }
inputs.dir("${repoRoot}/engine")
inputs.dir("${projectDir}/../engine-patches")
inputs.file("${repoRoot}/build-image/Dockerfile")
outputs.dir("${repoRoot}/build/android-engine")
outputs.dir("${repoRoot}/build/android-prebuilt")
outputs.file("${projectDir}/../engine.properties")
}
// preBuild is what every variant's compile/native-build tasks already
// transitively depend on, regardless of AGP version's exact CMake task
// naming - the simplest reliable hook to run before any of them.
afterEvaluate {
tasks.named("preBuild").configure {
dependsOn stageEngineTask
}
}
android {
@@ -31,8 +90,8 @@ android {
// targets - not just whatever's the current API level today.
minSdkVersion 24
targetSdkVersion 29
versionCode 1
versionName "1.0"
versionCode questshockVersionCode
versionName questshockVersionName
externalNativeBuild {
cmake {
@@ -42,20 +101,28 @@ android {
// config, unlike the desktop build's older bundled copy);
// SDL2_mixer and FluidSynth via the same build_ext/ BUNDLED
// convention the desktop build already uses (populated in the
// scratch engine copy by build-apk.sh from
// /opt/prebuilt/android/*).
// scratch engine copy by prepare-android-project.sh from
// prebuiltDir). ANDROID_PREBUILT_DIR is also read directly by
// android/engine-patches/02-android-opengl-es.patch, for gl4es.
// The CMAKE_FIND_ROOT_PATH* overrides below are needed
// because the NDK toolchain file restricts find_package/
// find_path/find_library to its own sysroot by default,
// which would otherwise miss our custom-installed SDL2 (see
// build-image/Dockerfile's SDL2_mixer build, which hit the
// exact same thing).
// -Wl,-z,max-page-size=16384: NDK 26 doesn't 16 KB-align ELF
// LOAD segments by default (only automatic in NDK 28+) - see
// build-image/Dockerfile's ANDROID_16KB_LDFLAGS, which does
// the same for the prebuilt SDL2/SDL2_mixer/fluidsynth-lite/
// gl4es .so's this links against.
arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \
"-DCMAKE_PREFIX_PATH=/opt/prebuilt/android/sdl2", \
"-DCMAKE_FIND_ROOT_PATH=/opt/prebuilt/android/sdl2", \
"-DANDROID_PREBUILT_DIR=${prebuiltDir}", \
"-DCMAKE_PREFIX_PATH=${prebuiltDir}/sdl2", \
"-DCMAKE_FIND_ROOT_PATH=${prebuiltDir}/sdl2", \
"-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", \
"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c"
abiFilters 'arm64-v8a'
}
@@ -1,10 +1,13 @@
package de.ladkau.questshock;
import android.Manifest;
import android.app.AlertDialog;
import android.content.Context;
import android.content.pm.PackageManager;
import android.content.res.AssetManager;
import android.os.Bundle;
import android.util.Log;
import android.view.SurfaceHolder;
import androidx.core.app.ActivityCompat;
import java.io.File;
import java.io.FileOutputStream;
@@ -12,16 +15,26 @@ import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
import org.libsdl.app.SDLActivity;
import org.libsdl.app.SDLSurface;
/**
* Everything here runs before super.onCreate() (which is what loads the
* native libraries and eventually calls Shockolate's own main()) - see
* android/engine-patches/ for why: engine/ itself is never modified, so
* this Java-side setup is the only place left to prepare
* /sdcard/questshock/ the way Shockolate's plain relative-path file I/O
* ("res/data/...", confirmed via grep - none of it goes through SDL_RWops,
* so Android's asset-manager fallback for SDL_RWFromFile doesn't apply
* here) expects to find it.
* Prepares /sdcard/questshock/ the way Shockolate's plain relative-path
* file I/O ("res/data/...", confirmed via grep - none of it goes through
* SDL_RWops, so Android's asset-manager fallback for SDL_RWFromFile
* doesn't apply here) expects to find it - see android/engine-patches/ for
* why this is done from Java instead of patching engine/ itself, which is
* never modified.
*
* super.onCreate() (SDLActivity's) must always run first and unconditionally
* - Android throws SuperNotCalledException otherwise, checked right after
* onCreate() returns, regardless of what this subclass does afterwards.
* SDLActivity's own onCreate() only loads libraries, sets up JNI and the
* surface - the actual native SDL_main thread doesn't start until later, from
* one of several lifecycle paths (onResume(), onWindowFocusChanged(), and
* SDLSurface.surfaceChanged() - see GameSurface below for why that last one
* needs its own fix) - so it's safe to do our own checks (and set
* SDLActivity.mBrokenLibraries, which most - but not all - of those paths
* gate on) afterwards.
*/
public class QuestShockActivity extends SDLActivity {
private static final String TAG = "QuestShock";
@@ -44,8 +57,6 @@ public class QuestShockActivity extends SDLActivity {
// has no public chdir() (confirmed against the actual API 34 stub jar).
private static native void nativeChdir(String path);
private Bundle mSavedInstanceState;
@Override
protected String[] getLibraries() {
return new String[] {
@@ -56,9 +67,52 @@ public class QuestShockActivity extends SDLActivity {
};
}
// SDLSurface.surfaceChanged() (org/libsdl/app/, vendored from SDL2's own
// template) starts the native SDL thread directly - unlike onResume()/
// onWindowFocusChanged(), it never checks SDLActivity.mBrokenLibraries
// first. Since surfaceChanged() fires on essentially every launch
// regardless of that flag, setting mBrokenLibraries alone (see onCreate()/
// setUpGameDirAndContinue()) does NOT actually stop the engine from
// starting - confirmed on-device: the missing-assets crash still happened
// with mBrokenLibraries set, from exactly this path. Route through a
// subclass that adds the missing check instead of patching the vendored
// file directly.
private static class GameSurface extends SDLSurface {
GameSurface(Context context) {
super(context);
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
if (SDLActivity.mBrokenLibraries) {
return;
}
super.surfaceChanged(holder, format, width, height);
}
}
@Override
protected SDLSurface createSDLSurface(Context context) {
return new GameSurface(context);
}
@Override
protected void onCreate(Bundle savedInstanceState) {
mSavedInstanceState = savedInstanceState;
super.onCreate(savedInstanceState);
if (SDLActivity.mBrokenLibraries) {
// SDLActivity's own onCreate() already showed its "SDL Error"
// dialog for this - nothing left for us to do.
return;
}
// Provisionally block the native engine from starting - cleared only
// once setUpGameDirAndContinue() confirms game data is present. Must
// happen before requestPermissions() below: the storage-permission
// dialog closing can fire onWindowFocusChanged(true) - which starts
// the native SDLThread - before the async onRequestPermissionsResult()
// callback (which is what actually calls setUpGameDirAndContinue())
// gets a chance to run, so mBrokenLibraries has to already be true
// going into that race, not set afterwards.
SDLActivity.mBrokenLibraries = true;
if (ActivityCompat.checkSelfPermission(this, Manifest.permission.WRITE_EXTERNAL_STORAGE)
!= PackageManager.PERMISSION_GRANTED) {
ActivityCompat.requestPermissions(this,
@@ -96,12 +150,67 @@ public class QuestShockActivity extends SDLActivity {
copyAssetFile("GET_ASSETS_QUEST.txt", marker);
}
// Shockolate's engine/ is never patched to check this itself (see the
// class doc above) - it just does plain fopen("res/data/...", ...)
// and, on a fresh install with no game data copied in yet, that
// fails deep inside startup (init_popups(), which doesn't NULL-check
// the load) as a hard native crash instead of a message. Catch the
// missing-data case here instead, before Shockolate's native
// SDL_main ever starts.
if (!isNonEmptyDir(new File(gameDir, "res/data")) || !isNonEmptyDir(new File(gameDir, "res/sound"))) {
// mBrokenLibraries is already true (set in onCreate()) - leave it
// that way. Every path that starts the native SDL_main thread
// (onWindowFocusChanged(), resumeNativeThread(), etc.) already
// checks this flag before doing anything native, so this
// reliably prevents the engine from starting without having to
// duplicate all of SDLActivity's own lifecycle guards ourselves.
showMissingAssetsDialog();
return;
}
// chdir() is process-wide, not per-thread - already in effect for
// every thread (including the one that will run Shockolate's own
// SDL_main) by the time super.onCreate() below starts it.
// SDL_main) by the time the native thread actually starts. Done
// before clearing mBrokenLibraries below so the engine can never
// start pre-chdir.
nativeChdir(GAME_DIR);
super.onCreate(mSavedInstanceState);
// Assets confirmed present - safe to let the native engine start now.
SDLActivity.mBrokenLibraries = false;
}
private static boolean isNonEmptyDir(File dir) {
String[] entries = dir.list();
return entries != null && entries.length > 0;
}
// Same single-button, non-cancelable pattern as SDLActivity's own
// "broken libraries" dialog (org/libsdl/app/SDLActivity.java) - there's
// no game to start without this data, so the only way forward is to
// close, copy the assets, and relaunch. Message text mirrors
// res/assets/GET_ASSETS_QUEST.txt (also extracted to GAME_DIR) so the
// user isn't sent hunting for a second file just to read it the first
// time - it points back there at the end in case they need it again.
private void showMissingAssetsDialog() {
new AlertDialog.Builder(this)
.setTitle("Game data missing")
.setMessage("This app does not include System Shock's game data - it's "
+ "copyrighted, proprietary content that can't be redistributed. To "
+ "play, you need to own a copy of System Shock: Enhanced Edition (e.g. "
+ "from gog.com), installed (on Windows, or via Wine/Proton on Linux).\n\n"
+ "Using SideQuest (or any MTP file browser) with your Quest connected, "
+ "copy its res/data/ and res/sound/ folders directly into:\n"
+ GAME_DIR + "/res/data/\n"
+ GAME_DIR + "/res/sound/\n"
+ "They already contain everything needed, in the right layout - no "
+ "merging or extraction required.\n\n"
+ "Then relaunch.\n\n"
+ "(These instructions are also in GET_ASSETS_QUEST.txt in the "
+ "questshock folder on this device, if you need to read them again.)")
.setCancelable(false)
.setPositiveButton("Exit", (dialog, which) -> finish())
.create()
.show();
}
private void copyAssetFile(String assetPath, File dest) {
@@ -12,8 +12,8 @@
if(ENABLE_OPENGL)
- find_package(OpenGL REQUIRED)
+ if(ANDROID)
+ set(OPENGL_INCLUDE_DIRS /opt/prebuilt/android/gl4es/include)
+ set(OPENGL_LIBRARIES /opt/prebuilt/android/gl4es/lib/libGL.so)
+ set(OPENGL_INCLUDE_DIRS ${ANDROID_PREBUILT_DIR}/gl4es/include)
+ set(OPENGL_LIBRARIES ${ANDROID_PREBUILT_DIR}/gl4es/lib/libGL.so)
+ else()
+ find_package(OpenGL REQUIRED)
+ endif()
@@ -0,0 +1,20 @@
--- a/src/MacSrc/Shock.c
+++ b/src/MacSrc/Shock.c
@@ -162,6 +162,17 @@
void InitSDL() {
SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
+#ifdef __ANDROID__
+ // SDL2 2.28.5's AAudio backend (Android's default since API 26) only
+ // ever allows one open non-capture (playback) device at a time - it
+ // keeps a single static handle and asserts on a second open
+ // ('SDL_assert((audioDevice == NULL) || iscapture)' in
+ // src/audio/aaudio/SDL_aaudio.c). SDLSound.c opens two: one directly via
+ // SDL_OpenAudioDevice() for cutscene audio, one via Mix_OpenAudio() for
+ // SFX/MIDI. The older OpenSL ES backend has no such limitation, so force
+ // it instead of AAudio.
+ SDL_SetHint(SDL_HINT_AUDIODRIVER, "openslES");
+#endif
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO) < 0) {
DEBUG("%s: Init failed", __FUNCTION__);
}
+29 -3
View File
@@ -46,6 +46,13 @@ ARG ANDROID_COMPILE_SDK_VERSION=34
ARG ANDROID_BUILD_TOOLS_VERSION=34.0.0
ARG ANDROID_NDK_VERSION=26.1.10909125
ARG ANDROID_CMAKE_VERSION=3.22.1
# NDK 26 doesn't yet default to 16 KB-aligned ELF LOAD segments (that only
# became automatic in NDK 28+) - Google requires this for Play Store
# submissions targeting Android 15+ as of Nov 2025, and it's cheap/harmless
# to do regardless of Play Store status. Passed to every Android shared-lib
# CMake configure below, and to the engine's own build via
# android/app/build.gradle's externalNativeBuild.cmake.arguments.
ARG ANDROID_16KB_LDFLAGS="-Wl,-z,max-page-size=16384"
# GL4ES (https://github.com/ptitSeb/gl4es) - translates the engine's
# desktop-style immediate-mode OpenGL calls into real GLES/EGL calls, so
# engine/src/MacSrc/OpenGL.cc needs no immediate-mode rewrite on Android.
@@ -77,12 +84,17 @@ ENV DEBIAN_FRONTEND=noninteractive
# build cache for this layer - and vice versa, adding a package here only
# ever costs a rebuild of the (slow) layers below it, not a re-download
# of packages that didn't change.
# patchelf: fixes up GL4ES's built-in ELF SONAME below (see the gl4es
# build step) - the Android APK packager (AGP) refuses to bundle a
# jniLibs file whose name doesn't literally end in ".so", but the
# dynamic linker resolves NEEDED entries by embedded SONAME, not
# filename - patchelf lets both agree on "libGL.so".
RUN apt-get update && apt-get install -y --no-install-recommends \
build-essential cmake make git curl ca-certificates pkg-config gosu \
libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxrandr-dev \
libxi-dev libxfixes-dev libxss-dev libxinerama-dev libxcursor-dev \
libogg-dev libvorbis-dev libasound2-dev openssh-client \
openjdk-17-jdk-headless unzip \
openjdk-17-jdk-headless unzip patchelf \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /opt/prebuilt
@@ -177,6 +189,7 @@ RUN curl -sSLO "https://www.libsdl.org/release/SDL2-${ANDROID_SDL2_VERSION}.tar.
-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
-DCMAKE_INSTALL_PREFIX=/opt/prebuilt/android/sdl2 -DBUILD_SHARED_LIBS=ON \
-DSDL_STATIC=OFF \
-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
&& cmake --build build-sdl2-android -j"$(nproc)" \
&& cmake --install build-sdl2-android \
&& rm -rf "SDL2-${ANDROID_SDL2_VERSION}" "SDL2-${ANDROID_SDL2_VERSION}.tar.gz" build-sdl2-android
@@ -202,6 +215,7 @@ RUN curl -sSLO "https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-${A
-DSDL2MIXER_FLAC=OFF -DSDL2MIXER_GME=OFF -DSDL2MIXER_MOD=OFF \
-DSDL2MIXER_MP3=OFF -DSDL2MIXER_MIDI=OFF -DSDL2MIXER_OPUS=OFF -DSDL2MIXER_VORBIS=OFF \
-DSDL2MIXER_WAVPACK=OFF \
-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
&& cmake --build build-sdl2mixer-android -j"$(nproc)" \
&& cmake --install build-sdl2mixer-android \
&& rm -rf "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}" "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}.tar.gz" build-sdl2mixer-android
@@ -217,6 +231,7 @@ RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-
&& cmake -S fluidsynth-lite-android -B build-fluidsynth-android \
-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
&& cmake --build build-fluidsynth-android -j"$(nproc)" \
&& mkdir -p /opt/prebuilt/android/fluidsynth-lite/lib /opt/prebuilt/android/fluidsynth-lite/include \
&& cp -a build-fluidsynth-android/src/libfluidsynth.so* /opt/prebuilt/android/fluidsynth-lite/lib/ \
@@ -231,8 +246,17 @@ RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-
# gl4es's own CMakeLists.txt writes its output straight to
# ${CMAKE_SOURCE_DIR}/lib (the source tree, not the build dir) and gives
# the GL target a ".so.1" suffix - stage explicitly rather than
# `cmake --install` (which it doesn't support for this target anyway).
# the GL target a ".so.1" suffix, both in filename and in its embedded
# ELF SONAME - stage explicitly rather than `cmake --install` (which it
# doesn't support for this target anyway). Renaming the *file* to
# "libGL.so" isn't enough on its own: the dynamic linker resolves
# libmain.so's NEEDED entry by the *embedded* SONAME, not by whatever
# filename it was linked against, so a bare rename would link fine but
# fail to dlopen on-device. And keeping the real "libGL.so.1" filename
# isn't an option either - AGP's jniLibs packaging silently drops any
# native library whose filename doesn't literally end in ".so". So
# patchelf the embedded SONAME to "libGL.so" too, making the rename
# consistent both at link time and at runtime.
RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
https://github.com/ptitSeb/gl4es.git gl4es-android \
&& rm -rf gl4es-android/.git \
@@ -240,9 +264,11 @@ RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
-DANDROID=ON -DUSE_ANDROID_LOG=ON -DSTATICLIB=OFF \
-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
&& cmake --build build-gl4es-android -j"$(nproc)" \
&& mkdir -p /opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/gl4es/include \
&& cp -a gl4es-android/lib/libGL.so.1 /opt/prebuilt/android/gl4es/lib/libGL.so \
&& patchelf --set-soname libGL.so /opt/prebuilt/android/gl4es/lib/libGL.so \
&& cp -a gl4es-android/include/. /opt/prebuilt/android/gl4es/include/ \
&& rm -rf gl4es-android build-gl4es-android
+19 -43
View File
@@ -1,9 +1,9 @@
#!/usr/bin/env bash
# Builds the Quest APK from a scratch, patched copy of engine/ (see
# android/engine-patches/ - engine/ itself is never modified) plus the
# Android SDL2/SDL2_mixer/fluidsynth-lite prebuilt into this image at
# /opt/prebuilt/android/*. Run via ../run-image.sh (or directly, if
# already inside this image - see the Makefile's `apk` target).
# Builds the Quest APK - see build-image/prepare-android-project.sh (which
# this calls) for how android/ gets a scratch, patched copy of engine/,
# the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts, and bundled
# assets staged in. Run via ../run-image.sh (or directly, if already
# inside this image - see the Makefile's `apk` target).
#
# Unlike build-engine.sh, this step needs network access: Gradle/AGP's
# own dependency resolution isn't prebuilt into the image (see
@@ -12,53 +12,29 @@ set -euo pipefail
REPO_ROOT="$(pwd)"
ANDROID_DIR="$REPO_ROOT/android"
SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
echo "== Preparing a scratch, patched copy of engine/ =="
rm -rf "$SCRATCH_ENGINE"
mkdir -p "$(dirname "$SCRATCH_ENGINE")"
cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
for p in "$ANDROID_DIR"/engine-patches/*.patch; do
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
done
bash "$REPO_ROOT/build-image/prepare-android-project.sh"
echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite"
cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
mkdir -p "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src"
cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src/"
cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/include/"
echo "engineDir=$SCRATCH_ENGINE" > "$ANDROID_DIR/engine.properties"
echo "== Staging bundled assets (shaders, soundfont, get-assets text) =="
ASSETS_DIR="$ANDROID_DIR/app/src/main/assets"
rm -rf "$ASSETS_DIR"
mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
# GLES ports of engine/shaders/ (see android/gles-shaders/ and
# android/engine-patches/04-android-opengl-es-render.patch) - not
# engine/shaders/ itself, which is desktop-only GLSL.
cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs =="
JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
mkdir -p "$JNI_LIBS_DIR"
find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
/opt/prebuilt/android/gl4es/lib \
-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
echo "== Determining version (shared with 'make package', see build-image/version.sh) =="
git config --global --add safe.directory "$REPO_ROOT" 2>/dev/null || true
VERSION="$("$REPO_ROOT/build-image/version.sh")"
# versionName (VERSION, above) can be anything, but Android's versionCode
# must be a positive, monotonically-increasing integer - the commit count
# is a simple, deterministic stand-in for that.
VERSION_CODE="$(git -C "$REPO_ROOT" rev-list --count HEAD)"
echo "Version: $VERSION (versionCode $VERSION_CODE)"
echo "== Building the APK (gradlew assembleDebug) =="
cd "$ANDROID_DIR"
./gradlew --no-daemon assembleDebug
./gradlew --no-daemon assembleDebug \
"-PquestshockVersionName=$VERSION" "-PquestshockVersionCode=$VERSION_CODE"
APK="$ANDROID_DIR/app/build/outputs/apk/debug/app-debug.apk"
[ -f "$APK" ] || { echo "BUILD FAIL: $APK not found after assembleDebug" >&2; exit 1; }
mkdir -p "$REPO_ROOT/dist"
cp "$APK" "$REPO_ROOT/dist/questshock-debug.apk"
PKG_NAME="questshock-$VERSION-android-arm64.apk"
cp "$APK" "$REPO_ROOT/dist/$PKG_NAME"
echo "== Done =="
echo "APK: $REPO_ROOT/dist/questshock-debug.apk"
echo "APK: $REPO_ROOT/dist/$PKG_NAME"
+91
View File
@@ -0,0 +1,91 @@
#!/usr/bin/env bash
# Prepares android/ to be built: a scratch, patched copy of engine/ (see
# android/engine-patches/ - engine/ itself is never modified), the
# Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts staged into
# jniLibs, bundled assets, and android/engine.properties (engineDir/
# prebuiltDir, read by android/app/build.gradle). Always run inside this
# image (via ../run-image.sh, or directly if already inside it) - it
# reads from /opt/prebuilt/android/*, which only exists there.
#
# Two modes:
# (no args) - for build-apk.sh's own gradlew, invoked in this same
# container - engine.properties points at this
# container's own paths (e.g. /workspace/build/...).
# --host-paths - for building android/ natively in Android Studio on
# the HOST afterwards, instead of via build-apk.sh.
# Needs HOST_REPO_ROOT (set by run-image.sh) to know
# this container's bind-mounted repo root's path on
# the host, since a plain container-internal path
# like /workspace/... doesn't resolve there. Also
# exports /opt/prebuilt/android (host-invisible,
# image-only) to build/android-prebuilt so a host-side
# CMake configure can actually find it.
set -euo pipefail
HOST_PATHS=0
if [ "${1:-}" = "--host-paths" ]; then
HOST_PATHS=1
fi
REPO_ROOT="$(pwd)"
ANDROID_DIR="$REPO_ROOT/android"
SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
PREBUILT_EXPORT_DIR="$REPO_ROOT/build/android-prebuilt"
echo "== Preparing a scratch, patched copy of engine/ =="
rm -rf "$SCRATCH_ENGINE"
mkdir -p "$(dirname "$SCRATCH_ENGINE")"
cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
for p in "$ANDROID_DIR"/engine-patches/*.patch; do
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
done
echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite"
cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
mkdir -p "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src"
cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src/"
cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/include/"
if [ "$HOST_PATHS" -eq 1 ]; then
: "${HOST_REPO_ROOT:?--host-paths needs HOST_REPO_ROOT set - run via ./run-image.sh, not directly}"
echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es for host-side use =="
rm -rf "$PREBUILT_EXPORT_DIR"
cp -a /opt/prebuilt/android "$PREBUILT_EXPORT_DIR"
ENGINE_DIR_PROP="$HOST_REPO_ROOT/build/android-engine"
PREBUILT_DIR_PROP="$HOST_REPO_ROOT/build/android-prebuilt"
else
ENGINE_DIR_PROP="$SCRATCH_ENGINE"
PREBUILT_DIR_PROP="/opt/prebuilt/android"
fi
{
echo "engineDir=$ENGINE_DIR_PROP"
echo "prebuiltDir=$PREBUILT_DIR_PROP"
} > "$ANDROID_DIR/engine.properties"
echo "== Staging bundled assets (shaders, soundfont, get-assets text) =="
ASSETS_DIR="$ANDROID_DIR/app/src/main/assets"
rm -rf "$ASSETS_DIR"
mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
# GLES ports of engine/shaders/ (see android/gles-shaders/ and
# android/engine-patches/04-android-opengl-es-render.patch) - not
# engine/shaders/ itself, which is desktop-only GLSL.
cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs =="
JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
mkdir -p "$JNI_LIBS_DIR"
find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
/opt/prebuilt/android/gl4es/lib \
-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
echo "== Done =="
echo "engineDir=$ENGINE_DIR_PROP"
echo "prebuiltDir=$PREBUILT_DIR_PROP"
if [ "$HOST_PATHS" -eq 1 ]; then
echo "android/ is ready to open and build natively in Android Studio on the host."
fi
+28
View File
@@ -0,0 +1,28 @@
#!/usr/bin/env bash
# Prints the release version used to name both dist/shockolate-*.tar.gz
# (see `make package`) and dist/questshock-*.apk (see build-apk.sh), so
# the two are always versioned identically.
#
# Defaults to the current git tag (vX.Y.Z, prefix stripped) if HEAD is
# exactly on one matching that pattern; otherwise a 0.0.0-dev+<sha>
# placeholder (with a warning on stderr) - push a vX.Y.Z tag to drive a
# real release version. Override either way with VERSION=1.2.3 in the
# environment.
set -euo pipefail
V="${VERSION:-}"
if [ -z "$V" ]; then
if TAG=$(git describe --tags --exact-match --match 'v[0-9]*.[0-9]*.[0-9]*' 2>/dev/null); then
V="${TAG#v}"
else
V="0.0.0-dev+$(git rev-parse --short HEAD)"
echo "WARNING: HEAD is not on a vX.Y.Z tag - building placeholder version $V (push a tag to drive a real release version)" >&2
fi
fi
case "$V" in
[0-9]*.[0-9]*.[0-9]*) ;;
*) echo "PREFLIGHT FAIL: VERSION '$V' is not a semantic version (expected X.Y.Z, optionally with a -pre+meta suffix)" >&2; exit 1;;
esac
echo "$V"
+8 -10
View File
@@ -1,16 +1,14 @@
This package does not include System Shock's game data - it's
copyrighted, proprietary content that can't be redistributed. To play,
you need a copy of System Shock: Enhanced Edition (e.g. from gog.com).
you need to own a copy of System Shock: Enhanced Edition (e.g. from
gog.com), installed (on Windows, or via Wine/Proton on Linux).
From your Enhanced Edition install, you need its classic-game data and
sound files - the res/pc/hd/data and res/pc/cdrom/data trees merged
together (res/pc/hd's copies win the couple of filenames present in
both: intro.res, objprop.dat), and the res/pc/hd/sound tree, packed
inside the install's sshock.kpf (a zip file).
Copy that merged data into place, alongside this file:
res/data/ <- res/pc/hd/data + res/pc/cdrom/data, merged
res/sound/ <- res/pc/hd/sound
Copy its res/data/ and res/sound/ folders directly into place here,
alongside this file:
res/data/
res/sound/
They already contain everything needed, in the right layout - no
merging or extraction required.
Once res/data/ and res/sound/ exist next to this file, run ./run.sh from
the root of this package to play.
+6 -9
View File
@@ -1,17 +1,14 @@
This app does not include System Shock's game data - it's copyrighted,
proprietary content that can't be redistributed. To play, you need a
copy of System Shock: Enhanced Edition (e.g. from gog.com).
From your Enhanced Edition install, you need its classic-game data and
sound files - the res/pc/hd/data and res/pc/cdrom/data trees merged
together (res/pc/hd's copies win the couple of filenames present in
both: intro.res, objprop.dat), and the res/pc/hd/sound tree, packed
inside the install's sshock.kpf (a zip file).
proprietary content that can't be redistributed. To play, you need to
own a copy of System Shock: Enhanced Edition (e.g. from gog.com),
installed (on Windows, or via Wine/Proton on Linux).
Using SideQuest (or any MTP file browser) with your Quest connected,
copy that merged data into:
copy its res/data/ and res/sound/ folders directly into:
/sdcard/questshock/res/data/
/sdcard/questshock/res/sound/
They already contain everything needed, in the right layout - no
merging or extraction required.
(shaders/ and this app's default soundfont are already here, extracted
automatically on first launch - only res/data/ and res/sound/ are
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+6
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@@ -39,11 +39,17 @@ docker image inspect "$IMAGE" >/dev/null 2>&1 \
TTY_FLAGS="-i"
[ -t 1 ] && TTY_FLAGS="-it"
# HOST_REPO_ROOT: lets scripts running in the container (e.g.
# build-image/prepare-android-project.sh --host-paths) write paths that
# resolve on the HOST filesystem instead of this container's own
# /workspace - needed so a gradlew/Android Studio running natively on the
# host afterwards can find them.
# shellcheck disable=SC2086
docker run --rm $TTY_FLAGS \
-v "$ROOT:/workspace" \
-e HOST_UID="$(id -u)" \
-e HOST_GID="$(id -g)" \
-e HOST_REPO_ROOT="$ROOT" \
"$IMAGE" \
"$@"