╭─── Claude Code v2.1.215 ─────────────────────────────────────────────────────╮ │ │ Tips for getting │ │ Welcome back Matthias! │ started │ │ │ Ask Claude to create a… │ │ ▐▛███▜▌ │ ─────────────────────── │ │ ▝▜█████▛▘ │ What's new │ │ ▘▘ ▝▝ │ Claude no longer runs … │ │ Sonnet 5 · Claude Pro · │ Fixed single-segment `… │ │ matthias.ladkau@gmail.com's Organization │ Fixed a permission-che… │ │ ~/krotik/questshock │ /release-notes for more │ ╰──────────────────────────────────────────────────────────────────────────────╯ ❯ ok this project is to play classic system shock on a vr headset. the project should be an open source project licensed under the MIT license. the base engine should be Shockolate (https://github.com/Interrupt/systemshock) we should store a snapshop of the engine in this repo. the building should be done via a docker build image take inspiration from /home/ml/krotik/deck_in_a_dash/ (please do not mention this project in the documentation) with a build, run and upload image script. building via a build image was already attempted here /home/ml/krotik/ss_port. It would be good if the prerequisites for fluidsynth are already prebuild on the build docker image i.e. ideally no download from the internet should be necessary just the build docker image and the shockolate source code. the result of the build image should be the system shock executable in the dist folder. the game requires assets which should be copied from a bought version of system shock. the installer from the enhanced edition bought from gog.com can be found in /home/ml/krotik/questshock/res/assets/ it would be good to place a script in the same folder which is able to extract the assets and place it in a subfolder called ss_ee. the assets with a run script should be copied from the res folder into the dist folder during build process (this could be done via a Makefile or something similar if it would be more suitable). ● I'll start by exploring the existing project structure, the previous build attempt, and the reference Docker setup to understand what's already there before designing this. Searched for 2 patterns, read 9 files, listed 1 directory, ran 1 shell command (ctrl+o to expand) ● Now let me look at the previous ss_port build attempt in detail. Read 8 files, ran 6 shell commands (ctrl+o to expand) ● Let me look at the full CMakeLists and check the actual upstream Shockolate repo since we have internet access. Ran 10 shell commands (ctrl+o to expand) ❯ source code and scripts should all go into the res folder ● That interjection changes the layout significantly — let me confirm what you mean before I structure the repo. ● User answered Claude's questions: ⎿  · You said "source code and scripts should all go into the res folder" — how far does that extend? → Only the asset-extraction script (Recommended) ❯ makefile or equivalent should be at the root level ● Good, that confirms the layout I had planned — Makefile at root, only the asset extraction script under res/assets/. Let me continue investigating the GOG package format. Ran 13 shell commands (ctrl+o to expand) ● I now have a complete picture of how Shockolate builds and where its dependencies come from. Let me set up task tracking and start building this out. ● API Error: 522 {"type":"https://developers.cloudflare.com/support/troubleshooting/htt p-status-codes/cloudflare-5xx-errors/error-522/","title":"Error 522: Connection timed out","status":522,"detail":"Cloudflare could not establish a TCP connection to the origin server. The TCP handshake timed out, which may indicate the origin is overloaded, firewalling Cloudflare, or unreachable at the network level.","instance":"a1d967a29fc9d406","error_code":522,"error_name":"c onnection_timeout","error_category":"origin","ray_id":"a1d967a29fc9d40 6","timestamp":"2026-07-19T11:32:41Z","zone":"api.anthropic.com","clou dflare_error":true,"retryable":true,"retry_after":120,"owner_action_re quired":true,"what_you_should_do":"**Wait and retry.** Back off for at least 120 seconds. If the error persists, the website operator should verify firewall rules and ensure the origin accepts connections from Cloudflare IP ranges.","footer":"This error was generated by Cloudflare on behalf of the website owner."}. This i… (ctrl+o to expand) ✻ Brewed for 11m 2s ❯ are you still working? ● Yes — still working through this. Quick status: I've finished investigating (confirmed Shockolate's build system, the GOG installer's internal layout, and how the previous ss_port attempt worked), and I'm now moving into actually building the repo. Task 1 in progress: Ran 3 shell commands (ctrl+o to expand) ● Good, clean snapshot in place, no .git remnants. Task 1 done — moving to the Dockerfile. Ran 1 shell command (ctrl+o to expand) ● Write(build-image/Dockerfile) ⎿  Wrote 91 lines to build-image/Dockerfile 1 # Build environment for the Shockolate (System Shock) engine sna 2 # engine/. Everything the engine build needs from the network - 3 # SDL2_mixer, the fluidsynth-lite MIDI synth, and a General MIDI soundfont - with 6 # : the 8 # in-container build script (build-image/build-engine.sh) copies 9 # prebuilt pieces below straight into engine/build_ext/, matchin 10 # engine/CMakeLists.txt's BUNDLED dependency mode expects. … +111 lines (ctrl+o to expand) ● Write(build-image/VERSION) ⎿  Wrote 1 line to build-image/VERSION 1 1 ● Now the entrypoint and in-container build script (task 3). ● Write(build-image/docker-entrypoint.sh) ⎿  Wrote 14 lines to build-image/docker-entrypoint.sh 1 #!/usr/bin/env bash 2 # Drops from root (needed to read the prebuilt toolchain under /o pt) to a 3 # user matching the host's UID/GID, so anything written into the 4 # bind-mounted repo (engine/build_ext, engine/.build-output, ...) 5 # by the host user instead of root. 6 set -euo pipefail 7 8 USER_UID="${HOST_UID:-1000}" 9 USER_GID="${HOST_GID:-1000}" … +7 lines (ctrl+o to expand) ● Write(build-image/build-engine.sh) ⎿  Wrote 42 lines to build-image/build-engine.sh 1 #!/usr/bin/env bash e 3 # dependencies prebuilt into this image at /opt/prebuilt - no ne 4 # access needed. Run via ../run-image.sh, which mounts the repo 5 # /workspace. 6 # the 8 # shared libraries it needs at runtime (lib/), and a default MID 9 # soundfont - everything the root Makefile needs to assemble dis 10 set -euo pipefail … +37 lines (ctrl+o to expand) Ran 1 shell command (ctrl+o to expand) ● Write(build-image.sh) ⎿  Wrote 34 lines to build-image.sh 1 #!/usr/bin/env bash 2 # Builds the engine build-image (build-image/Dockerfile) locally , tagged with 4 # ./run-image.sh first, then publish with ./upload-image.sh. 5 set -euo pipefail 6 8 ROOT="$(pwd)" 9 10 fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; } … +26 lines (ctrl+o to expand) ● Write(run-image.sh) ⎿  Wrote 44 lines to run-image.sh 1 #!/usr/bin/env bash vendored 3 # Shockolate snapshot), entirely offline - every dependency it n 4 # (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont) was alre ady built 6 # 7 # Output lands in engine/.build-output/ - run `make dist` afterw 8 # assemble it (together with the game assets from res/assets/ss_ ee/) into 10 # … +40 lines (ctrl+o to expand) ● Update(run-image.sh) ⎿  Added 5 lines, removed 1 line 36 docker image inspect "$IMAGE" >/dev/null 2>&1 \ 37 || fail "$IMAGE not found locally - run ./build-image.sh fi rst" 38 39 -docker run --rm -it \ 39 +TTY_FLAGS="-i" 40 +[ -t 1 ] && TTY_FLAGS="-it" 41 + 42 +# shellcheck disable=SC2086 43 +docker run --rm $TTY_FLAGS \ 44 -v "$ROOT:/workspace" \ 45 -e HOST_UID="$(id -u)" \ 46 -e HOST_GID="$(id -g)" \ ● Now upload-image.sh and registry.env.example. ● Write(upload-image.sh) ⎿  Wrote 40 lines to upload-image.sh 1 #!/usr/bin/env bash 2 # Pushes the build-image - already built locally with ./build-im 3 # and ideally verified with ./run-image.sh - to a container regi stry, so 4 # CI or other machines can reuse it without rebuilding the whole 5 set -euo pipefail 6 7 cd "$(dirname "${BASH_SOURCE[0]}")" 9 10 fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; } … +36 lines (ctrl+o to expand) ● Write(registry.env.example) ⎿  Wrote 9 lines to registry.env.example 1 # Copy to registry.env (gitignored, never commit the real values) and fill .sh, and 3 # upload-image.sh. Only REGISTRY_IMAGE is needed for local builds /runs; h with 5 # upload-image.sh. 6 REGISTRY= 8 REGISTRY_USER= 9 REGISTRY_PASSWORD= … +3 lines (ctrl+o to expand) Ran 1 shell command (ctrl+o to expand) Ran 1 shell command (ctrl+o to expand) ● Write(res/assets/extract_assets.sh) ⎿  Wrote 93 lines to res/assets/extract_assets.sh 1 #!/usr/bin/env bash tem Shock: 3 # Enhanced Edition installer from gog.com, into ./ss_ee/{data,so und}. 5 # Usage: 6 # 1. Buy System Shock: Enhanced Edition on gog.com and downloa 7 # offline installer (a Windows .exe, e.g. 8 # setup_system_shock_enhanced_edition_1.2.16_(64bit)_(44378 ).exe). 10 # 3. Run this script: ./extract_assets.sh … +104 lines (ctrl+o to expand) Ran 1 shell command (ctrl+o to expand) ● Task 5 done. Now the root Makefile and res/run.sh (task 6). ● Write(res/run.sh) ⎿  Wrote 7 lines to res/run.sh 1 #!/usr/bin/env bash 2 # Launches System Shock. Copied next to the systemshock binary in dist/ 3 # by the root Makefile. 4 set -euo pipefail 5 cd "$(dirname "${BASH_SOURCE[0]}")" 6 export LD_LIBRARY_PATH="$(pwd)/lib${LD_LIBRARY_PATH:+:$LD_LIBRARY _PATH}" 7 exec ./systemshock "$@" ● Write(Makefile) ⎿  Wrote 53 lines to Makefile 1 # Assembles dist/ - a self-contained, runnable copy of System Sho ck - 3 # run-image.sh) and the game assets extracted from a purchased co py (see 4 # res/assets/extract_assets.sh). Building the engine needs the bu 5 # (./build-image.sh, once); everything else here is plain file co pying. 6 8 ENGINE_OUT := engine/.build-output 9 ASSETS_DIR := res/assets/ss_ee … +53 lines (ctrl+o to expand) Ran 1 shell command (ctrl+o to expand) ● Task 6 done. Now .gitignore and README.md (task 7). Read 1 file (ctrl+o to expand) ● Write(.gitignore) ⎿  Added 18 lines 1 # Game assets are not included in the repo 2 /res/assets/setup_system_shock_enhanced* 3 +/res/assets/ss_ee/ 4 + 5 +# Build output 6 +/dist/ 7 + 8 +# Engine build artifacts (engine/ is committed as a source snap +shot; these 9 +# are generated by run-image.sh / build-image/build-engine.sh) 10 +/engine/build_ext/ 11 +/engine/.build-output/ 12 +/engine/CMakeCache.txt 13 +/engine/CMakeFiles/ 14 +/engine/cmake_install.cmake 15 +/engine/Makefile 16 +/engine/systemshock 17 +/engine/src/Libraries/CMakeFiles/ 18 + 19 +# Local registry credentials (see registry.env.example) 20 +/registry.env ● Write(README.md) ⎿  Wrote 72 lines to README.md 1 # questshock 2 a VR 4 headset, built on top of [Shockolate](https://github.com/Interru pt/systemshock), 6 7 ## Layout 8 e. Built 10 via Docker; see below. … +82 lines (ctrl+o to expand) ● Now let's actually validate this end to end, starting with building the Docker image (this will take a few minutes since it compiles SDL2/SDL2_mixer/fluidsynth-lite). Ran 1 shell command (ctrl+o to expand) ● The build image succeeded. Let me verify the soundfont actually downloaded correctly (that URL is a bit sketchy), then run the actual engine build. Ran 1 shell command (ctrl+o to expand) ● Good — soundfont downloaded properly (31MB, not an error page), and all three prebuilt libraries look correct. Now let's compile the engine. Ran 1 shell command (ctrl+o to expand) ● The engine compiled successfully offline, entirely from the prebuilt image. Let's check ownership and the output, then run the asset extraction on the real GOG installer. Ran 2 shell commands (ctrl+o to expand) ● All dynamic libraries resolve correctly with LD_LIBRARY_PATH set, no missing libs. Now let's extract the real GOG assets and assemble dist/. Ran 1 shell command (ctrl+o to expand) ● Found and need to fix a bash scoping bug: the trap ... EXIT set inside the function fires when the shell process exits, by which point the local work variable has already gone out of scope, causing an unbound-variable error under set -u. Let me check what state things are in and fix it. Read 1 file, listed 1 directory (ctrl+o to expand) ● Good — files ended up owned correctly (this Docker setup apparently remaps root to the host user), so no real damage. But let's fix the trap bug properly for portability, then verify the merge is correct against the known-good reference. ● Update(res/assets/extract_assets.sh) ⎿  Added 6 lines, removed 2 lines 42 run_extraction() { 43 set -euo pipefail 44 local installer="$1" out_dir="$2" 45 - local work; work="$(mktemp -d)" 46 - trap 'rm -rf "$work"' EXIT 45 + # Deliberately not `local`: an EXIT trap set here fires whe +n the whole 46 + # shell process exits, which is after this function - and t +his 47 + # function's own scope - has already returned, so a `local` + var would 48 + # already be unset by then (unbound-variable error under `s +et -u`). 49 + work="$(mktemp -d)" 50 + trap 'rm -rf "${work:-}"' EXIT 51 52 echo "== Extracting sshock.kpf from installer ==" 53 innoextract --silent --include sshock.kpf -d "$work/install er" "$installer" ● Now let's verify the extracted assets exactly match the known-good reference layout from the earlier ss_port attempt. Ran 2 shell commands (ctrl+o to expand) ● objprop.dat (the one file both variants should agree on if the reference matches) confirms my "hd wins" merge precedence is correct. intro.res differs from the old reference in all directions, which just means that reference was assembled from a slightly different installer version — not a bug in my logic. Now let's assemble dist/ and smoke-test the binary. Ran 1 shell command (ctrl+o to expand) ● make dist succeeded end-to-end. Now let's smoke-test the actual binary headlessly. Listed 1 directory, ran 1 shell command (ctrl+o to expand) ● Found a real gap — the engine needs a shaders/ directory at runtime (relative shaders/main.vert etc.) which I never copied into dist/. Let me check for other runtime-relative paths I might have missed, then fix the Makefile. Ran 2 shell commands (ctrl+o to expand) ● That's just a comment, not live code. Only shaders/ needs adding. Let me fix the Makefile. ● Update(Makefile) ⎿  Added 1 line 40 cp "$(ENGINE_OUT)/systemshock" "$(DIST_DIR)/" 41 cp -a "$(ENGINE_OUT)/lib/." "$(DIST_DIR)/lib/" 42 cp "$(ENGINE_OUT)/soundfont.sf2" "$(DIST_DIR)/res/" 43 + cp -a engine/shaders "$(DIST_DIR)/shaders" 44 cp -a "$(ASSETS_DIR)/data/." "$(DIST_DIR)/res/data/" 45 cp -a "$(ASSETS_DIR)/sound/." "$(DIST_DIR)/res/sound/" 46 cp res/run.sh "$(DIST_DIR)/run.sh" Ran 1 shell command (ctrl+o to expand) ● Now let's re-run the headless smoke test to confirm OpenGL/shaders load correctly this time. Ran 1 shell command (ctrl+o to expand) ● OpenGL now initializes correctly ("OpenGL Resize 640 480") instead of falling back to software mode, and it proceeds cleanly through splash screen setup. The only errors are ALSA complaining about no sound card — expected in this bare test container with no audio hardware, not a bug in dist/. This validates the whole pipeline works end to end. ● Let's do a final sanity check of the repo state before wrapping up. Ran 2 shell commands (ctrl+o to expand) ● Clean — no leaks of the purchased installer, extracted assets, dist/, build artifacts, or registry.env. Let me clean up the scratchpad and remove ShockMac.sit size check just to confirm final repo size is sane. Listed 1 directory (ctrl+o to expand) ● One more improvement worth making: I pinned fluidsynth-lite to a floating master ref in the Dockerfile, which undermines reproducibility. Let me fix that to the actual commit we built against. Ran 1 shell command (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 1 line, removed 1 line 14 ARG SDL2_MIXER_VERSION=2.0.4 15 # EtherTyper/fluidsynth-lite has no releases/tags; pin by commi t so the image 16 # is reproducible instead of silently picking up upstream chang es. 17 -ARG FLUIDSYNTH_LITE_REF=master 17 +ARG FLUIDSYNTH_LITE_REF=c539a8d9270ba5a3f7d6e460606483fc2ab1eb6 +1 18 # Soundfont used for MIDI music, matching what engine/build_dep s.sh itself 19 # fetches (a free substitute for the Windows default GM soundfo nt). 20 ARG SOUNDFONT_URL=http://rancid.kapsi.fi/windows.sf2 Ran 1 shell command (ctrl+o to expand) ● Rebuilds cleanly with the pinned commit. Everything is validated end to end. Here's a summary of what's in place: Searched for 1 pattern (ctrl+o to expand) ● Everything is built and validated. Summary: Repo layout - engine/ — a clean vendored snapshot of Shockolate (Interrupt/systemshock, current HEAD), GPLv3 license preserved as-is. - build-image/ — Dockerfile + entrypoint + in-container build script. At image-build time it downloads and builds SDL2 2.0.9, SDL2_mixer 2.0.4, fluidsynth-lite (pinned to a specific commit), and fetches a MIDI soundfont — that's the only point where internet access is needed. - build-image.sh / run-image.sh / upload-image.sh — build the image, compile the engine offline against it, and push to a registry. - res/assets/extract_assets.sh — pulls the game's data/sound files out of your GOG installer (it's an Inno Setup package; the actual game data is a zip called sshock.kpf inside it) into res/assets/ss_ee/. - res/run.sh + root Makefile — assembles dist/ (binary, runtime libs, shaders, soundfont, extracted assets, launcher script). What I actually verified, not just wrote: - Built the Docker image for real (SDL2/SDL2_mixer/fluidsynth-lite/soundfont all compiled/fetched successfully). - Compiled the engine inside it with zero network access — clean full offline build. - Ran the real extraction script against your actual purchased installer in res/assets/ and diffed the result against a known-good reference layout to confirm the hd-wins merge logic is correct. - Ran make dist and launched the actual binary headlessly (Xvfb) — it initializes OpenGL, loads the real extracted game data, and reaches the splash screen with no errors (the only warnings are ALSA complaining about no sound card in that bare test container, not a real bug). - Caught and fixed two real bugs along the way: a missing shaders/ copy into dist/ (silently degraded to software rendering) and a bash scoping bug in the extraction script's cleanup trap. One thing worth flagging clearly: Shockolate itself is GPLv3-licensed. I kept your MIT LICENSE for the original tooling (Docker scripts, Makefile, extraction script) but the vendored engine/ snapshot keeps its own GPLv3 license unchanged — I did not and could not relicense it. This is called out in the README's License section. VR support itself isn't implemented yet — this was purely the build/asset infrastructure the task asked for. ✻ Brewed for 29m 2s ※ recap: Building the questshock repo to play System Shock in VR via Shockolate, with a Docker-based build pipeline for the engine and asset extraction. Everything's built, tested, and working end to end — next step is your review before anything gets committed. (disable recaps in /config) ❯ cool works really well. the result of a build should also be a tar.gz file which includes all the libraries, license information and a text file in the res folder instead of the actual assets explaining where to get the assets. all of this should be build with a gitea action and the tar.gz file should be uploaded to dl.ladkau.de similar to deck-in-a-dash (again please don't mention this project in the documentation). Read 1 file (ctrl+o to expand) ● This needs a few real design decisions to make CI work cleanly (avoiding docker-in-docker), plus a redistributable "package" target. Let me implement it. ● Let's start with fixing the build script's path handling and the Dockerfile marker/openssh-client together. Read 1 file (ctrl+o to expand) ● Update(build-image/build-engine.sh) ⎿  Added 8 lines, removed 3 lines 1 #!/usr/bin/env bash 2 # Compiles engine/ (the vendored Shockolate snapshot) against t he 3 # dependencies prebuilt into this image at /opt/prebuilt - no n etwork 4 -# access needed. Run via ../run-image.sh, which mounts the repo - at 5 -# /workspace. 4 +# access needed. Must be run with the repo root as the working +directory 5 +# - either via ../run-image.sh (which docker-runs this image wi +th the 6 +# repo bind-mounted at /workspace and WORKDIR set there), or di +rectly 7 +# when already inside this image (e.g. a CI job using this imag +e as its 8 +# container - see the Makefile's `engine` target, which picks w +hichever 9 +# of these applies). 10 # 11 # Output lands in engine/.build-output/: the systemshock binary , the 12 # shared libraries it needs at runtime (lib/), and a default MI DI 13 # soundfont - everything the root Makefile needs to assemble di st/. 14 set -euo pipefail 15 12 -ENGINE_DIR="/workspace/engine" 16 +REPO_ROOT="$(pwd)" 17 +ENGINE_DIR="$REPO_ROOT/engine" 18 OUT_DIR="$ENGINE_DIR/.build-output" 19 20 cd "$ENGINE_DIR" ● Now the Dockerfile: add the QUESTSHOCK_BUILD_IMAGE marker and openssh-client. Read 1 file (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 2 lines, removed 1 line 35 # backend (X11 + GL). 36 # libogg-dev/libvorbis-dev: SDL2_mixer's OGG Vorbis music decod er. 37 # libasound2-dev: engine/CMakeLists.txt's optional native ALSA MIDI output. 38 +# openssh-client: the CI workflow's `sftp` publish step. 39 RUN apt-get update && apt-get install -y --no-install-recommend s \ 40 build-essential cmake make git curl ca-certificates pkg -config gosu \ 41 libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxr andr-dev \ 42 libxi-dev libxfixes-dev libxss-dev libxinerama-dev libx cursor-dev \ 42 - libogg-dev libvorbis-dev libasound2-dev \ 43 + libogg-dev libvorbis-dev libasound2-dev openssh-client +\ 44 && rm -rf /var/lib/apt/lists/* 45 46 WORKDIR /opt/prebuilt ● Update(build-image/Dockerfile) ⎿  Added 7 lines 87 COPY build-image/build-engine.sh /usr/local/bin/build-engine.sh 88 RUN chmod +x /usr/local/bin/docker-entrypoint.sh /usr/local/bin /build-engine.sh 89 90 +# Marks a shell as already running inside this image (with ever +y engine 91 +# build dependency prebuilt above) - lets the Makefile's `engin +e` target 92 +# compile directly instead of shelling out to ./run-image.sh's +`docker 93 +# run`, which matters for CI jobs that already run inside this +image 94 +# (nested docker-in-docker isn't available there). 95 +ENV QUESTSHOCK_BUILD_IMAGE=1 96 + 97 WORKDIR /workspace 98 ENTRYPOINT ["/usr/local/bin/docker-entrypoint.sh"] 99 CMD ["/usr/local/bin/build-engine.sh"] ● Task 9/11 done. Now let's write the res/assets/GET_ASSETS.txt placeholder and the NOTICE.txt/license bundling, and the package target. ● Write(res/assets/GET_ASSETS.txt) ⎿  Wrote 17 lines to res/assets/GET_ASSETS.txt 1 This package does not include System Shock's game data - it's 3 4 To play, you need your own purchased copy: 5 e 7 offline installer. e was 9 built from) and, in it, drop the installer into res/assets/ a nd run sound … +11 lines (ctrl+o to expand) ● Write(NOTICE.txt) ⎿  Wrote 9 lines to NOTICE.txt 1 This package's original tooling (build scripts, Makefile, launche r) is 3 4 The systemshock binary and its shared libraries in lib/ are built from icensed 6 under the GNU GPLv3 - see LICENSE.Shockolate. It is included unch anged 8 9 Game assets are not included - see res/GET_ASSETS.txt. … +3 lines (ctrl+o to expand) Read 1 file (ctrl+o to expand) ● Write(Makefile) ⎿  Added 67 lines, removed 8 lines 3 # run-image.sh) and the game assets extracted from a purchased copy (see 4 # res/assets/extract_assets.sh). Building the engine needs the build-image 5 # (./build-image.sh, once); everything else here is plain file copying. 6 +# 7 +# `make package` instead builds a redistributable tarball that +omits the 8 +# proprietary game assets entirely (see res/assets/GET_ASSETS.t +xt, which 9 +# it ships in their place) - this is what CI publishes. 10 11 DIST_DIR := dist 12 ENGINE_OUT := engine/.build-output 13 ASSETS_DIR := res/assets/ss_ee 14 +BUILD_DIR := build 15 +ARCH := $(shell uname -m) 16 11 -.PHONY: all dist build-image engine assets clean 17 +.PHONY: all dist build-image engine assets package clean 18 19 all: dist 20 ... 23 build-image: 24 ./build-image.sh 25 20 -# Compiles engine/ (the vendored Shockolate snapshot) inside th -e 21 -# build-image - offline, since every dependency it needs was al -ready baked 22 -# into the image. Always re-run so `make dist` reflects the cur -rent 23 -# engine/ source, same as a fresh checkout would. 26 +# Compiles engine/ (the vendored Shockolate snapshot) - offline +, since 27 +# every dependency it needs was already baked into the build-im +age. 28 +# Always re-run so `make dist`/`make package` reflect the curre +nt engine/ 29 +# source, same as a fresh checkout would. 30 +# 31 +# If we're already running inside the build-image (QUESTSHOCK_B +UILD_IMAGE, 32 +# set by its Dockerfile - true for a CI job using it as its con +tainer, 33 +# which has no nested docker available), compile directly; othe +rwise 34 +# shell out to ./run-image.sh, which docker-runs the image agai +nst this 35 +# checkout. 36 engine: 25 - ./run-image.sh 37 + @if [ -n "$$QUESTSHOCK_BUILD_IMAGE" ]; then \ 38 + bash build-image/build-engine.sh; \ 39 + else \ 40 + ./run-image.sh; \ 41 + fi 42 43 # Fails with a pointer to extract_assets.sh if the purchased ga me assets 44 # haven't been extracted yet. ... 51 52 dist: engine assets 53 @echo "== Assembling $(DIST_DIR) ==" 38 - rm -rf "$(DIST_DIR)" 54 + rm -rf "$(DIST_DIR)/systemshock" "$(DIST_DIR)/lib" "$(DIST_DI +R)/res" \ 55 + "$(DIST_DIR)/shaders" "$(DIST_DIR)/run.sh" 56 mkdir -p "$(DIST_DIR)/lib" "$(DIST_DIR)/res/data" "$(DIST_DIR )/res/sound" 57 cp "$(ENGINE_OUT)/systemshock" "$(DIST_DIR)/" 58 cp -a "$(ENGINE_OUT)/lib/." "$(DIST_DIR)/lib/" ... 64 chmod +x "$(DIST_DIR)/run.sh" 65 @echo "== Done - run $(DIST_DIR)/run.sh to play ==" 66 67 +# Builds a versioned, redistributable Linux release tarball at 68 +# dist/questshock--linux-.tar.gz - everything n +eeded to 69 +# run except the proprietary game assets (res/GET_ASSETS.txt e +xplains how 70 +# to get those instead of shipping res/data/, res/sound/). Ver +sion 71 +# defaults to the current git tag (vX.Y.Z, tag prefix stripped +) - push a 72 +# tag to drive a release. Override with `make package VERSION= +1.2.3`, or 73 +# just run it untagged for a local dev build (gets a 0.0.0-dev ++ 74 +# placeholder version, with a warning). 75 +package: engine 76 + @V="$(VERSION)"; \ 77 + if [ -z "$$V" ]; then \ 78 + if TAG=$$(git describe --tags --exact-match --match 'v[0-9 +]*.[0-9]*.[0-9]*' 2>/dev/null); then \ 79 + V=$${TAG#v}; \ 80 + else \ 81 + V="0.0.0-dev+$$(git rev-parse --short HEAD)"; \ 82 + echo "WARNING: HEAD is not on a vX.Y.Z tag - building pl +aceholder version $$V (push a tag to drive a real release vers +ion)" >&2; \ 83 + fi; \ 84 + fi; \ 85 + case "$$V" in \ 86 + [0-9]*.[0-9]*.[0-9]*) ;; \ 87 + *) echo "PREFLIGHT FAIL: VERSION '$$V' is not a semantic v +ersion (expected X.Y.Z, optionally with a -pre+meta suffix)" > +&2; exit 1;; \ 88 + esac; \ 89 + PKG_NAME="questshock-$$V-linux-$(ARCH)"; \ 90 + PKG_STAGE="$(BUILD_DIR)/package/$$PKG_NAME"; \ 91 + echo "Packaging $$PKG_NAME"; \ 92 + rm -rf "$$PKG_STAGE"; \ 93 + mkdir -p "$$PKG_STAGE/lib" "$$PKG_STAGE/res"; \ 94 + cp "$(ENGINE_OUT)/systemshock" "$$PKG_STAGE/"; \ 95 + cp -a "$(ENGINE_OUT)/lib/." "$$PKG_STAGE/lib/"; \ 96 + cp -a engine/shaders "$$PKG_STAGE/shaders"; \ 97 + cp "$(ENGINE_OUT)/soundfont.sf2" "$$PKG_STAGE/res/"; \ 98 + cp res/assets/GET_ASSETS.txt "$$PKG_STAGE/res/GET_ASSETS.txt +"; \ 99 + cp res/run.sh "$$PKG_STAGE/run.sh"; \ 100 + chmod +x "$$PKG_STAGE/run.sh"; \ 101 + cp LICENSE "$$PKG_STAGE/LICENSE"; \ 102 + cp engine/LICENSE "$$PKG_STAGE/LICENSE.Shockolate"; \ 103 + cp NOTICE.txt "$$PKG_STAGE/NOTICE.txt"; \ 104 + mkdir -p "$(DIST_DIR)"; \ 105 + tar -czf "$(DIST_DIR)/$$PKG_NAME.tar.gz" -C "$(BUILD_DIR)/pa +ckage" "$$PKG_NAME"; \ 106 + rm -rf "$(BUILD_DIR)/package"; \ 107 + echo "Wrote $(DIST_DIR)/$$PKG_NAME.tar.gz" 108 + 109 clean: 51 - rm -rf "$(DIST_DIR)" "$(ENGINE_OUT)" \ 110 + rm -rf "$(DIST_DIR)" "$(BUILD_DIR)" "$(ENGINE_OUT)" \ 111 engine/build_ext engine/CMakeCache.txt engine/CMakeFiles \ 112 engine/cmake_install.cmake engine/Makefile engine/systemsh ock \ 113 engine/src/Libraries/CMakeFiles ● Now update .gitignore for /build/. Read 1 file (ctrl+o to expand) ● Update(.gitignore) ⎿  Added 1 line 4 5 # Build output 6 /dist/ 7 +/build/ 8 9 # Engine build artifacts (engine/ is committed as a source snap shot; these 10 # are generated by run-image.sh / build-image/build-engine.sh) ❯ the GET_ASSETS text file should just explain which data is needed from the enhanced edition. It doesn't make sense if a user who wants to play the game extracts assets from a git repository. they should just copy the files in place. ● Write(res/assets/GET_ASSETS.txt) ⎿  Added 10 lines, removed 11 lines 1 This package does not include System Shock's game data - it's 2 -copyrighted, proprietary content that can't be redistributed. 2 +copyrighted, proprietary content that can't be redistributed. T +o play, 3 +you need a copy of System Shock: Enhanced Edition (e.g. from go +g.com). 4 4 -To play, you need your own purchased copy: 5 +From your Enhanced Edition install, you need its classic-game d +ata and 6 +sound files - the res/pc/hd/data and res/pc/cdrom/data trees me +rged 7 +together (res/pc/hd's copies win the couple of filenames presen +t in 8 +both: intro.res, objprop.dat), and the res/pc/hd/sound tree, pa +cked 9 +inside the install's sshock.kpf (a zip file). 10 6 -1. Buy System Shock: Enhanced Edition on gog.com and download t -he 7 - offline installer. 8 -2. Get the questshock source repository (the project this packa -ge was 9 - built from) and, in it, drop the installer into res/assets/ -and run 10 - res/assets/extract_assets.sh. That pulls the game's data and - sound 11 - files out of the installer into res/assets/ss_ee/. 12 -3. Copy the contents of res/assets/ss_ee/data/ into this packag -e's 13 - res/data/, and res/assets/ss_ee/sound/ into this package's 14 - res/sound/ (both alongside this file). 11 +Copy that merged data into place, alongside this file: 12 + res/data/ <- res/pc/hd/data + res/pc/cdrom/data, merged 13 + res/sound/ <- res/pc/hd/sound 14 15 Once res/data/ and res/sound/ exist next to this file, run ./ru n.sh from 16 the root of this package to play. ● Good, that's clearer and self-contained regardless of whether the user has the source repo. Now let's write the Gitea Actions workflow (task 12). Ran 1 shell command (ctrl+o to expand) ● Write(.gitea/workflows/build.yml) ⎿  Wrote 76 lines to .gitea/workflows/build.yml 1 name: build 3 # Builds a versioned Linux release tarball (see `make package`) 4 # push/PR, plus on-demand via the Gitea "Run workflow" button. R 5 # inside the build-image (see ../../build-image/Dockerfile, buil 6 # via ../../build-image.sh and ../../upload-image.sh), which bun dles needed ld-image site ich … +79 lines (ctrl+o to expand) ● Now let's update the README to document the new package/CI flow, then validate everything. Read 1 file (ctrl+o to expand) ● Update(README.md) ⎿  Added 3 lines, removed 1 line 19 below); `res/assets/extract_assets.sh` extracts it into `ss_e e/`. 20 - `res/run.sh` - the launcher script, copied into `dist/` on bu ild. 21 - `Makefile` - assembles `dist/`, a self-contained runnable cop y of the 22 - game, out of the compiled engine and the extracted assets. 22 + game, out of the compiled engine and the extracted assets. Al +so builds 23 + `dist/questshock--linux-.tar.gz`, a redistribu +table 24 + package that omits the proprietary game assets (`make package +`). 25 26 ## Building 27 ● Update(README.md) ⎿  Added 14 lines 56 they aren't installed locally it falls back to running the extr action in 57 a throwaway Docker container instead. 58 59 +## Packaging 60 + 61 +`make package` builds `dist/questshock--linux-.t +ar.gz`: the 62 +compiled binary, its runtime libraries, shaders, a default MIDI 63 +soundfont, license information, and `res/GET_ASSETS.txt` in pla +ce of the 64 +actual game data (which the tarball never includes). Version co +mes from 65 +the current git tag (push a `vX.Y.Z` tag to drive a release); w +ithout one 66 +it builds an untagged `0.0.0-dev+` placeholder. 67 + 68 +A Gitea Actions workflow (`.gitea/workflows/build.yml`) builds +this 69 +package on every push, using the build-image as its container ( +so no 70 +extra setup is needed in CI beyond the image itself), and publi +shes the 71 +resulting tarball to dl.ladkau.de. 72 + 73 ## License 74 75 The original tooling in this repository (the Docker build image , build Ran 1 shell command (ctrl+o to expand) ● The image rebuild is taking a bit longer this time (probably network variance); it's been moved to background and I'll get notified when it's done. I'll wait for that rather than poll. Ran 1 shell command (ctrl+o to expand) ● I'll wait for the background build notification rather than poll. ✻ Crunched for 15m 36s ● Background command "./build-image.sh 2>&1 | tail -20" completed (exit code 0) ● The image rebuild finished. Let me check the output and proceed with validation. Read 1 file (ctrl+o to expand) ● Image built successfully with openssh-client and the QUESTSHOCK_BUILD_IMAGE marker. Now let's test make package via the normal docker path (host machine, no marker set). Ran 1 shell command (ctrl+o to expand) ● make package works via the docker path (host machine, no QUESTSHOCK_BUILD_IMAGE set → used ./run-image.sh). Let's inspect the tarball contents. Ran 1 shell command (ctrl+o to expand) ● Now let's simulate the CI code path — running make package directly inside the image (as Gitea Actions would, bypassing our custom entrypoint since Actions container jobs override it). Ran 1 shell command (ctrl+o to expand) ● Good catch on a subtle issue: git describe/git rev-parse silently failed inside the container due to git's "dubious ownership" safety check (root running git against files owned by a different uid), producing a malformed version string (0.0.0-dev+ with no sha). Let me harden make package against that. Read 1 file (ctrl+o to expand) ● Update(Makefile) ⎿  Added 1 line 73 # just run it untagged for a local dev build (gets a 0.0.0-dev+ 74 # placeholder version, with a warning). 75 package: engine 76 + @git config --global --add safe.directory "$$(pwd)" 2>/dev/nu +ll || true 77 @V="$(VERSION)"; \ 78 if [ -z "$$V" ]; then \ 79 if TAG=$$(git describe --tags --exact-match --match 'v[0-9] *.[0-9]*.[0-9]*' 2>/dev/null); then \ Ran 1 shell command (ctrl+o to expand) ● That test left root-owned files in the user's actual repo since I bypassed the gosu entrypoint. Let me fix that immediately with a chown before doing anything else. Ran 3 shell commands (ctrl+o to expand) ● Fixed. Let me clean up properly now and redo the CI-path simulation running as my own user (via --user) so it can't leave root-owned files again. Ran 1 shell command (ctrl+o to expand) ● Clean now. Let's re-run the CI-path simulation properly as my own uid this time. Ran 1 shell command (ctrl+o to expand) ● The version string now correctly includes the sha (0.0.0-dev+3ed6400), confirming the safe.directory fix works, and no root-owned files this time. Ran 1 shell command (ctrl+o to expand) ● Let's do one more smoke test — extract the package tarball standalone and confirm the binary launches correctly from that location (with no assets present, as a real downloader would have). Ran 1 shell command (ctrl+o to expand) ● That's the expected, correct failure mode — it clearly logs the missing res/data/*.res files (proving run.sh/library paths are all still correct) before segfaulting on the totally-absent game data, which is an inherent engine limitation, not a packaging bug. A user who follows GET_ASSETS.txt and drops in res/data/res/sound gets exactly the working setup already validated earlier. Ran 1 shell command (ctrl+o to expand) ● Everything's clean and validated. Summary of what changed: New make package target — builds dist/questshock--linux-.tar.gz: the binary, its runtime .so libraries, shaders, a MIDI soundfont, LICENSE (MIT) + LICENSE.Shockolate (GPLv3, verbatim) + NOTICE.txt, run.sh, and res/GET_ASSETS.txt in place of the actual game data — explaining exactly which files are needed from an Enhanced Edition install (res/pc/hd/data + res/pc/cdrom/data merged, res/pc/hd/sound) and where to drop them, with no dependency on this source repo's own tooling. Version comes from git describe --tags (push a vX.Y.Z tag), falling back to a 0.0.0-dev+ placeholder. CI: .gitea/workflows/build.yml runs on every push/PR using the build-image as its container, builds the package, uploads it as a build artifact, and (on push only) publishes the tarball via SFTP to dl.ladkau.de/files/questshock/. Two real bugs I found and fixed while validating, not just assumed away: 1. The engine build script assumed it always runs via docker run with the repo at /workspace. Gitea Actions container jobs run inside the build-image directly (no nested docker available), so I added a QUESTSHOCK_BUILD_IMAGE marker the Dockerfile sets, and the Makefile's engine target now compiles directly when it detects that, instead of trying (and failing) to shell out to run-image.sh. 2. git describe/git rev-parse silently failed inside the container due to git's dubious-ownership check, producing a broken version string (0.0.0-dev+ with no sha). Fixed by registering the workspace as a safe directory in the package recipe itself. I validated the whole thing three ways: the normal host→docker path, a direct simulation of the CI code path (running as a container job would, no nested docker), and extracting the resulting tarball standalone and confirming it launches and correctly reports missing assets rather than doing anything worse. ✻ Brewed for 7m 15s ❯ hmm, running run-image no longer produces a dist directory Ran 2 shell commands (ctrl+o to expand) ● User answered Claude's questions: ⎿  · Just so I fix the right thing: what exactly did you run? → Ran ./run-image.sh directly ● That's expected behavior, not a regression — run-image.sh only ever compiled the engine into engine/.build-output/; dist/ needs make dist afterward. Let me make that clearer by having the script say so. Read 1 file (ctrl+o to expand) ● Update(run-image.sh) ⎿  Added 7 lines 46 -e HOST_GID="$(id -g)" \ 47 "$IMAGE" \ 48 "$@" 49 + 50 +if [ "$#" -eq 0 ]; then 51 + echo 52 + echo "This only compiled the engine (engine/.build-output/) + - it does not" 53 + echo "create dist/ by itself. Run 'make dist' next to assem +ble a runnable" 54 + echo "copy (or 'make package' for a redistributable tarball +)." 55 +fi ● Let's verify the new hint actually shows up. Ran 1 shell command (ctrl+o to expand) ● Confirmed — the hint prints correctly now. To be clear: this wasn't a regression, ./run-image.sh was never responsible for producing dist/, only for compiling the engine into engine/.build-output/. make dist (or make package) is the step that assembles the runnable/distributable output, and that still works fine (I re-ran it above). I've added a printed reminder at the end of run-image.sh so this doesn't trip anyone up again. ✻ Churned for 2m 55s ❯ cool, what would be a good commit message Ran 2 shell commands (ctrl+o to expand) ● Since it looks like everything's already staged, here's a message that matches the "why"-focused, plain-sentence style of your existing commit: Subject: Add Docker build pipeline, asset extraction, and CI release packaging Body: Vendor the Shockolate engine and build it via a Docker image with every 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. Want me to go ahead and commit this (as-is or tweaked), or would you rather split it into two commits (engine/build pipeline vs. packaging/CI)? ✻ Cogitated for 1m 4s ❯ please do not commit - I will do commit and push ● Understood — I won't commit or push anything. Let me know if you want any changes before you commit. ✻ Cooked for 12s ❯ please include the logo in the res folder as part of the readme.md file right under the heading. running the action in gitea gives an error: Run actions/checkout@v4 with: fetch-depth: 0 OCI runtime exec failed: exec failed: unable to start container process: exec: "node": executable file not found in $PATH ❌ Failure - Main actions/checkout@v4 exitcode '127': command not found, please refer to https://github.com/nektos/act/issues/107 for more information Searched for 1 pattern, read 1 file, ran 1 shell command (ctrl+o to expand) ● Logo looks great — I'll add it under the heading. Now let's fix both things. Read 1 file (ctrl+o to expand) ● Update(README.md) ⎿  Added 2 lines 1 # questshock 2 3 +![questshock](res/logo_small.png) 4 + 5 An open source project to play the classic 1994 System Shock on a VR 6 headset, built on top of [Shockolate](https://github.com/Interru pt/systemshock), 7 a cross-platform port of the original game. Ran 1 shell command (ctrl+o to expand) ● Now let's fix the Gitea Actions failure — actions/checkout@v4 is a Node.js-based action, and our build-image has no Node.js installed, so it can't run inside the container job. Let's add it. Read 1 file (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 5 lines 18 # Soundfont used for MIDI music, matching what engine/build_dep s.sh itself 19 # fetches (a free substitute for the Windows default GM soundfo nt). 20 ARG SOUNDFONT_URL=http://rancid.kapsi.fi/windows.sf2 21 +# Gitea/GitHub Actions' JS-based actions (actions/checkout, 22 +# actions/upload-artifact, ...) need a node binary in the conta +iner job's 23 +# PATH - this image is otherwise pure C toolchain, so it isn't +pulled in 24 +# by anything else. 25 +ARG NODE_VERSION=20.18.1 26 27 ENV DEBIAN_FRONTEND=noninteractive 28 ● Update(build-image/Dockerfile) ⎿  Added 7 lines 88 RUN mkdir -p soundfont \ 89 && curl -sSL -o soundfont/default.sf2 "${SOUNDFONT_URL}" 90 91 +# Node.js: needed only so Gitea/GitHub Actions' JS-based actio +ns can run 92 +# when this image is used as a CI job's container - see NODE_V +ERSION above. 93 +RUN curl -sSL -o /tmp/node.tar.xz \ 94 + "https://nodejs.org/dist/v${NODE_VERSION}/node-v${NODE +_VERSION}-linux-x64.tar.xz" \ 95 + && tar -xJf /tmp/node.tar.xz -C /usr/local --strip-compone +nts=1 \ 96 + && rm /tmp/node.tar.xz 97 + 98 COPY build-image/docker-entrypoint.sh /usr/local/bin/docker-en trypoint.sh 99 COPY build-image/build-engine.sh /usr/local/bin/build-engine.s h 100 RUN chmod +x /usr/local/bin/docker-entrypoint.sh /usr/local/bi n/build-engine.sh Read 1 file (ctrl+o to expand) ● Write(build-image/VERSION) ⎿  Added 1 line, removed 1 line 1 -1 1 +2 ● Now let's rebuild the image and verify Node.js works, plus confirm the engine build still succeeds. Ran 1 shell command (ctrl+o to expand) ❯ maybe leave the image version as 1 until we have a first successful run ● Write(build-image/VERSION) ⎿  Added 1 line, removed 1 line 1 -2 1 +1 ● Reverted — VERSION stays at 1. Summary of what's in place now: - README logo: res/logo_small.png added right under the heading. - Dockerfile fix: added a Node.js install step (needed because actions/checkout@v4 and actions/upload-artifact@v3 are JS-based actions, and Gitea/act_runner executes them inside the job's container — our build-image had no node in PATH, causing that exact error). Since I didn't rebuild/push, the image at cr.ladkau.de/questshock/builder:1/:latest still lacks Node.js. When you're ready: ./build-image.sh to rebuild locally, verify it, then ./upload-image.sh to push — after that a re-run of the Gitea Action should get past the checkout step. Once that's confirmed working, bump build-image/VERSION to 2 (or just re-push over 1/latest, your call). ✻ Sautéed for 30s ❯ since the build image never ran successfully it should stay as version 1. ● That makes sense — no version bump until a build with that image has actually succeeded once. I'll keep that in mind for this project. Recalled 1 memory, wrote 2 memories (ctrl+o to expand) ● Noted and saved for future reference. Version stays at 1 — you'll bump it once a CI run actually succeeds against it. ✻ Baked for 3m 13s ❯ now the next step is to run the game on the meta quest 2 headset. I have installed sidequest and connected it to the quest 2 headset. I should be able to install an apk image and copy over the assets into a folder. Most other games which require external assets seem to require a specific root folder like for example QuestZDoom. The folder is created on the first run of the app where the app displays that asset files are missing. it should be possible to build the apk locally using again the build image (this time with a higher version) ● This is a much bigger step than the Linux build — Shockolate has no Android support at all right now (no NDK toolchain, no Java/SDL2 Android glue, no VR display code), so before we can even talk about "build an APK," there's real engine porting work involved. Let me check whether anyone's already done part of this (similar to how QuestZDoom exists for GZDoom) before I scope this out. ● Web Search("Shockolate System Shock Android port Quest VR") ⎿  Did 1 search in 6s ● Web Search("QuestZDoom how it works SDL2 Android Quest VR panel flat screen") ⎿  Did 1 search in 10s ● Good news and bad news from that research: Bad news: there's no existing Android or Quest port of Shockolate to build on. And the closest reference point, QuestZDoom, isn't just "an APK build" — it's a full 6-DoF VR engine port (stereo rendering, Touch controller mapping, head tracking, teleport/smooth locomotion), which is a much bigger lift than a Linux Docker build. Getting there from Shockolate's current desktop-only C/SDL2 code involves several genuinely separate pieces of work: an Android NDK cross-compile toolchain (SDL2/SDL2_mixer/fluidsynth-lite all rebuilt for arm64-v8a), an actual Android app project (AndroidManifest.xml, Java SDLActivity glue — none of which exist in this repo today), Android-appropriate asset-path handling (the engine currently just does fopen("res/data/...") relative to cwd, which doesn't work the same way in an Android app), and — only for real VR immersion — OpenXR/Oculus Mobile SDK integration for stereo rendering and controller input. Good news: what you described (APK installs, runs, detects missing assets, creates a folder, you copy files in via SideQuest) doesn't require any of the VR-specific work — that's exactly the pattern for getting a plain 2D Android app running on Quest first (Quest natively runs sideloaded non-VR Android apps as a flat floating panel in Home). That's a much smaller, achievable first milestone, with full VR head-tracking as a distinct later phase. ● User answered Claude's questions: ⎿  · Given the gap between "runs on Quest" and "full VR like QuestZDoom", what should this step actually target? → Flat 2D panel APK first (Recommended) ● Entered plan mode Claude is now exploring and designing an implementation approach. ● Web Search("QuestZDoom where to copy wad files sdcard folder path SideQuest") ⎿  Did 1 search in 8s ● Web Search("SDL2 2.0.9 android-project template Android.mk build apk SDL_androidmain") ⎿  Did 1 search in 8s ● Web Search("Quest Android app requestLegacyExternalStorage sdcard scoped storage sideload homebrew 2024") ⎿  Did 1 search in 13s ● Web Search("SDL2 android ResOpenFile fopen AAssetManager relative path fallback SDL_RWFromFile") ⎿  Did 1 search in 9s ❯ one more constrant - the shockolate code should not be modified but rather pathed if it is required. this is to avoid touching the GPL code. ❯ sorry patched not pathed ● User answered Claude's questions: ⎿  · The desktop build is fully offline (everything prebuilt into the image). Android's Gradle/AGP toolchain almost always needs network access at build time for its own dependency resolution (androidx, Gradle plugin metadata), even with the NDK/SDL2/etc. all prebuilt into the image. Is that an acceptable exception for the APK build specifically? → Yes, accept it for the APK build only (Recommended) ● Updated plan ⎿  /plan to preview ● User approved Claude's plan ⎿  Plan saved to: ~/.claude/plans/wiggly-spinning-swing.md · /plan to edit Get System Shock running on Meta Quest 2 (milestone 1: flat 2D panel) Context The user wants to sideload System Shock onto a Quest 2 via SideQuest, with an asset folder created on first run (like QuestZDoom's /QuestZDoom/ folder) that they populate by copying files over. Research this session confirmed: - There is no existing Android or Quest port of Shockolate to build on. - QuestZDoom, the closest reference point, is a full 6DoF VR engine port (stereo rendering, Touch controller mapping, OpenXR) - a much bigger scope than "build an APK". The user has confirmed (via question) that this step targets a flat 2D panel app first - Quest natively runs a sideloaded plain Android activity as a floating 2D panel with no VR SDK or manifest entries required. Full 6DoF VR (OpenXR, controller input, stereo rendering) is explicitly out of scope for this step. - Input for this milestone: a Bluetooth mouse/keyboard connected to the Quest (SDL2's Android backend supports HID keyboard/mouse). No on-screen touch controls or controller mapping now. - Hard constraint (user-stated): engine/ (the vendored GPLv3 Shockolate source) must not be modified in place. Any Android-specific change to its source, if one turns out to be unavoidable, must be a patch applied at build time to a scratch copy - never a hand-edit of the committed snapshot. - Confirmed trade-off: unlike the fully-offline desktop build, make apk is allowed to need network access at build time (Gradle/AGP's own dependency resolution) - a scoped, documented exception, not a change to the desktop build's philosophy. - Per the saved build-image version policy: build-image/VERSION stays at 1 until a build with the new Android toolchain actually succeeds locally - then bump it. Key design decision: zero changes to engine/, via a constructor shim Shockolate's main() (in src/MacSrc/Shock.c) already becomes SDL2's SDL_main automatically (SDL_main.h's macro rename, already in effect on the desktop build too) - there is no way to run code before it without either editing engine/ or a link-time trick. The plan uses the trick: a new Android-only source file (android/app/src/main/cpp/android_shim.c, NOT under engine/) defines a function marked __attribute__((constructor)), which the C runtime guarantees runs at shared-library load time - before main()/SDL_main() executes. That function will: 1. Ensure /sdcard/questshock/ exists. 2. Extract our own bundled build artifacts (shaders/, the soundfont, a copy of the "get assets" instructions) from the APK's Android assets into that folder, if not already present - mirroring make package's approach on desktop (ship everything except the proprietary game data). 3. chdir() into /sdcard/questshock/. Because Shockolate's own file I/O (ResOpenFile, fopen_caseless, plain fopen) already uses bare relative paths like "res/data/xxx.res" (confirmed via grep during the desktop build work), and none of it routes through SDL_RWops (so Android's automatic asset-manager fallback for SDL_RWFromFile doesn't apply here), this chdir alone is sufficient: if the user copies res/data/ and res/sound/ into /sdcard/questshock/res/, the exact same relative-path lookups that already work in the Linux dist/ build will resolve correctly on Android too - no engine source changes needed. Missing-asset behavior (warn-then-crash) will be identical to what was already observed and accepted for the Linux package tarball without assets. If, once building/testing, something in engine/ genuinely needs a change (the main known risk: the desktop OpenGL shaders in engine/shaders/*.{vert,frag} may not compile as-is under OpenGL ES, which Android uses) - per the hard constraint, this must NOT be hand- edited into the tracked engine/ snapshot. Instead: add .patch files under a new android/engine-patches/ directory, and have the Android build step apply them (patch/git apply) to a throwaway copy of engine/ made during the build, before compiling. engine/ as committed stays byte-for-byte the vendored upstream snapshot either way. What's being added android/ (new Gradle project, parallel to engine/, build-image/): - Standard SDL2-for-Android skeleton: SDLActivity-based Java Activity, AndroidManifest.xml (targetSdkVersion 29 + requestLegacyExternalStorage - READ/WRITE_EXTERNAL_STORAGE - keeps /sdcard/questshock/ a plain, unrestricted shared folder, avoiding Android 11+ scoped storage entirely, matching the QuestZDoom-style precedent), build.gradle, gradlew. - app/src/main/cpp/CMakeLists.txt: compiles engine/src/**/*.c(c) by reference (relative path into engine/, not copied) plus android_shim.c, linking the prebuilt Android SDL2/SDL2_mixer/ fluidsynth-lite from the image. Applies any android/engine-patches/ patches to a build-time scratch copy first, if that directory is non-empty. - app/src/main/assets/: shaders/*, the soundfont, and a copy of a Quest-specific "get assets" text file - bundled into the APK, extracted to /sdcard/questshock/ on first run by android_shim.c. - App icon derived from the existing res/logo.png/res/logo_small.png. - Application ID: de.ladkau.questshock (matches the existing cr.ladkau.de/dl.ladkau.de naming already used in this project; trivial to rename later). build-image/Dockerfile (still version 1 until a local build succeeds): add OpenJDK 17, the Android cmdline-tools + platform 29 + build-tools + a pinned NDK, and cross-compile SDL2, SDL2_mixer, and fluidsynth-lite for arm64-v8a at image-build time into /opt/prebuilt/android/{sdl2,sdl2_mixer,fluidsynth-lite} - same "prebuilt so the actual build needs minimal extra downloads" philosophy as the existing desktop layer, with the one accepted exception that Gradle itself still needs network access when ./gradlew assembleDebug actually runs. build-image/build-apk.sh (parallel to build-engine.sh): runs ./gradlew assembleDebug in android/, copies the resulting APK to dist/. Makefile: new apk target, mirroring the existing engine target's QUESTSHOCK_BUILD_IMAGE detection (compile directly if already inside the image, else shell out via ./run-image.sh). README.md: document the Quest install flow (SideQuest sideload, /sdcard/questshock/ folder, what goes in it) and make apk. Verification (what I can check vs. what needs the real headset) I can verify locally: the build-image builds with the new Android layer, the arm64 cross-compiles of SDL2/SDL2_mixer/fluidsynth-lite succeed, and make apk produces a real .apk with the native library and assets correctly embedded (via unzip -l, aapt dump badging/manifest checks). I cannot verify actual runtime behavior - this sandboxed environment has no GPU-accelerated Android emulator and no access to real Quest hardware. OpenGL ES shader compatibility, the first-run folder/extraction behavior, and actual gameplay will need to be tested by the user on their Quest 2 via SideQuest. I'll flag remaining risk areas explicitly rather than claim success I can't check. Once a local build of the new image succeeds, bump build-image/VERSION to 2 (per the saved policy - not before). ❯ yes that is indeed acceptable - the offline build for the (core) engine should just give a solid foundation. concern was that some dependencies might not be reliable. ● Good context — that confirms the scoped exception is fine. Let's start building. First, pinning a modern SDL2 release for the Android side. Ran 2 shell commands (ctrl+o to expand) ❯ the current build for linux should of course continue to work. Ran 4 shell commands (ctrl+o to expand) ✻ Crunched for 35m 40s ❯ please continue Searched for 1 pattern, ran 1 shell command (ctrl+o to expand) ● Now I have a clear technical picture. Let me start implementing. First, let's inspect the SDL2 Java glue and Activity class we'll reuse, then build out the Android layer piece by piece. Read 1 file, ran 2 shell commands (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 17 lines 24 # by anything else. 25 ARG NODE_VERSION=20.18.1 26 27 +# Android layer, for the Quest 2 APK build (see build-apk.sh). +Same SDL2 28 +# major version as the desktop build above, but SDL2/SDL2_mixer + are much 29 +# newer releases here - unlike the desktop autotools build, And +roid needs 30 +# their real CMake+NDK build support, which only landed in late +r 31 +# releases. targetSdkVersion 29 (not compileSdk, which can and +does stay 32 +# newer) is deliberate: paired with requestLegacyExternalStorag +e in the 33 +# manifest, it keeps /sdcard a plain, unrestricted shared folde +r on 34 +# Android 10-13 devices like the Quest 2, instead of hitting An +droid 11+ 35 +# scoped storage. 36 +ARG ANDROID_SDL2_VERSION=2.28.5 37 +ARG ANDROID_SDL2_MIXER_VERSION=2.8.0 38 +ARG ANDROID_CMDLINE_TOOLS_VERSION=11076708 39 +ARG ANDROID_PLATFORM_VERSION=29 40 +ARG ANDROID_BUILD_TOOLS_VERSION=34.0.0 41 +ARG ANDROID_NDK_VERSION=26.1.10909125 42 +ARG ANDROID_CMAKE_VERSION=3.22.1 43 + 44 ENV DEBIAN_FRONTEND=noninteractive 45 46 # build-essential/cmake/make: engine/ itself (CMake) and SDL2/S DL2_mixer ● Update(build-image/Dockerfile) ⎿  Added 89 lines 112 && tar -xJf /tmp/node.tar.xz -C /usr/local --strip-compone nts=1 \ 113 && rm /tmp/node.tar.xz 114 115 +# openjdk-17-jdk-headless: Gradle/AGP's own minimum JDK for th +e APK build. 116 +# unzip: extracts the Android cmdline-tools zip below. 117 +RUN apt-get update && apt-get install -y --no-install-recommen +ds \ 118 + openjdk-17-jdk-headless unzip \ 119 + && rm -rf /var/lib/apt/lists/* 120 + 121 +# Android SDK/NDK: the cmdline-tools' own sdkmanager installs +exactly the 122 +# platform/build-tools/NDK/CMake versions the app/build.gradle + below pins. 123 +# gradlew (invoked by build-apk.sh) resolves its own pinned Gr +adle version 124 +# itself - no Gradle binary is baked into this image. Unlike t +he manually 125 +# cross-compiled SDL2/SDL2_mixer/fluidsynth-lite below, `./gra +dlew 126 +# assembleDebug` still needs network access at build time for +Gradle/AGP's 127 +# own dependency resolution - an accepted, deliberate exceptio +n to this 128 +# image's otherwise-offline build philosophy (see build-apk.sh +). 129 +ENV ANDROID_HOME=/opt/android-sdk \ 130 + ANDROID_SDK_ROOT=/opt/android-sdk 131 +ENV PATH=${ANDROID_HOME}/cmdline-tools/latest/bin:${ANDROID_HO +ME}/platform-tools:${PATH} 132 + 133 +RUN mkdir -p "${ANDROID_HOME}/cmdline-tools" \ 134 + && curl -sSL -o /tmp/cmdline-tools.zip \ 135 + "https://dl.google.com/android/repository/commandlinet +ools-linux-${ANDROID_CMDLINE_TOOLS_VERSION}_latest.zip" \ 136 + && unzip -q /tmp/cmdline-tools.zip -d "${ANDROID_HOME}/cmd +line-tools" \ 137 + && mv "${ANDROID_HOME}/cmdline-tools/cmdline-tools" "${AND +ROID_HOME}/cmdline-tools/latest" \ 138 + && rm /tmp/cmdline-tools.zip \ 139 + && yes | sdkmanager --licenses >/dev/null \ 140 + && sdkmanager --install \ 141 + "platform-tools" \ 142 + "platforms;android-${ANDROID_PLATFORM_VERSION}" \ 143 + "build-tools;${ANDROID_BUILD_TOOLS_VERSION}" \ 144 + "ndk;${ANDROID_NDK_VERSION}" \ 145 + "cmake;${ANDROID_CMAKE_VERSION}" 146 + 147 +ENV ANDROID_NDK_HOME=${ANDROID_HOME}/ndk/${ANDROID_NDK_VERSION +} 148 +ENV ANDROID_NDK_TOOLCHAIN=${ANDROID_NDK_HOME}/build/cmake/andr +oid.toolchain.cmake 149 + 150 +# SDL2, SDL2_mixer, and fluidsynth-lite, cross-compiled for ar +m64-v8a (the 151 +# Quest 2's only ABI) via the NDK's CMake toolchain file, each + installed 152 +# to its own prefix under /opt/prebuilt/android/ - mirrors the + desktop 153 +# build_ext/built_sdl / built_sdl_mixer layout, just for Andro +id. Shipped 154 +# in the APK as separate .so's (see build-apk.sh), loaded in t +hat order by 155 +# QuestShockActivity.getLibraries() before the game's own libm +ain.so. 156 +ARG ANDROID_ABI=arm64-v8a 157 + 158 +RUN curl -sSLO "https://www.libsdl.org/release/SDL2-${ANDROID_ +SDL2_VERSION}.tar.gz" \ 159 + && tar xf "SDL2-${ANDROID_SDL2_VERSION}.tar.gz" \ 160 + && cmake -S "SDL2-${ANDROID_SDL2_VERSION}" -B build-sdl2-a +ndroid \ 161 + -DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \ 162 + -DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="and +roid-${ANDROID_PLATFORM_VERSION}" \ 163 + -DCMAKE_INSTALL_PREFIX=/opt/prebuilt/android/sdl2 -DBU +ILD_SHARED_LIBS=ON \ 164 + -DSDL_STATIC=OFF \ 165 + && cmake --build build-sdl2-android -j"$(nproc)" \ 166 + && cmake --install build-sdl2-android \ 167 + && rm -rf "SDL2-${ANDROID_SDL2_VERSION}" "SDL2-${ANDROID_S +DL2_VERSION}.tar.gz" build-sdl2-android 168 + 169 +# All optional codecs disabled: Shockolate only ever calls 170 +# Mix_LoadWAV_RW/Mix_HookMusic (confirmed by grep - it feeds f +luidsynth's 171 +# own PCM output through Mix_HookMusic, and never loads OGG/MO +D/FLAC/MP3 172 +# game data), so plain WAVE support (always built in, no extra 173 +# dependency) is all that's needed - avoiding SDL2_mixer's ven +dored 174 +# third-party codec libraries entirely. 175 +RUN curl -sSLO "https://www.libsdl.org/projects/SDL_mixer/rele +ase/SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}.tar.gz" \ 176 + && tar xf "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}.tar.gz +" \ 177 + && cmake -S "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}" -B +build-sdl2mixer-android \ 178 + -DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \ 179 + -DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="and +roid-${ANDROID_PLATFORM_VERSION}" \ 180 + -DCMAKE_PREFIX_PATH=/opt/prebuilt/android/sdl2 \ 181 + -DCMAKE_INSTALL_PREFIX=/opt/prebuilt/android/sdl2_mixe +r -DBUILD_SHARED_LIBS=ON \ 182 + -DSDL2MIXER_VENDORED=OFF -DSDL2MIXER_SAMPLES=OFF -DSDL +2MIXER_CMD=OFF \ 183 + -DSDL2MIXER_FLAC=OFF -DSDL2MIXER_GME=OFF -DSDL2MIXER_M +OD=OFF \ 184 + -DSDL2MIXER_MP3=OFF -DSDL2MIXER_MIDI=OFF -DSDL2MIXER_O +PUS=OFF -DSDL2MIXER_VORBIS=OFF \ 185 + && cmake --build build-sdl2mixer-android -j"$(nproc)" \ 186 + && cmake --install build-sdl2mixer-android \ 187 + && rm -rf "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}" "SDL2 +_mixer-${ANDROID_SDL2_MIXER_VERSION}.tar.gz" build-sdl2mixer-a +ndroid 188 + 189 +RUN git clone https://github.com/EtherTyper/fluidsynth-lite.gi +t fluidsynth-lite-android \ 190 + && cd fluidsynth-lite-android \ 191 + && git checkout "${FLUIDSYNTH_LITE_REF}" \ 192 + && sed -i 's/DLL"\ off/DLL"\ on/' CMakeLists.txt \ 193 + && rm -rf .git \ 194 + && cd .. \ 195 + && cmake -S fluidsynth-lite-android -B build-fluidsynth-an +droid \ 196 + -DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \ 197 + -DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="and +roid-${ANDROID_PLATFORM_VERSION}" \ 198 + && cmake --build build-fluidsynth-android -j"$(nproc)" \ 199 + && mkdir -p /opt/prebuilt/android/fluidsynth-lite/lib /opt +/prebuilt/android/fluidsynth-lite/include \ 200 + && cp -a build-fluidsynth-android/src/libfluidsynth.so* /o +pt/prebuilt/android/fluidsynth-lite/lib/ \ 201 + && cp -a fluidsynth-lite-android/include/. /opt/prebuilt/a +ndroid/fluidsynth-lite/include/ \ 202 + && rm -rf fluidsynth-lite-android build-fluidsynth-android 203 + 204 COPY build-image/docker-entrypoint.sh /usr/local/bin/docker-en trypoint.sh 205 COPY build-image/build-engine.sh /usr/local/bin/build-engine.s h 206 RUN chmod +x /usr/local/bin/docker-entrypoint.sh /usr/local/bi n/build-engine.sh ❯ this should of course also run on a quest 3 and newer versions ● Good point — since Quest 3 (and 3S/Pro) all use the same Snapdragon XR2-family arm64-v8a chips and the same targetSdk-based legacy-storage behavior, nothing technical changes — this design already generalizes. Let me just fix the wording so it doesn't imply Quest 2-only. Searched for 1 pattern, read 1 file, ran 1 shell command (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 11 lines, removed 9 lines 24 # by anything else. 25 ARG NODE_VERSION=20.18.1 26 27 -# Android layer, for the Quest 2 APK build (see build-apk.sh). -Same SDL2 28 -# major version as the desktop build above, but SDL2/SDL2_mixer - are much 29 -# newer releases here - unlike the desktop autotools build, And -roid needs 30 -# their real CMake+NDK build support, which only landed in late -r 31 -# releases. targetSdkVersion 29 (not compileSdk, which can and -does stay 32 -# newer) is deliberate: paired with requestLegacyExternalStorag -e in the 33 -# manifest, it keeps /sdcard a plain, unrestricted shared folde -r on 34 -# Android 10-13 devices like the Quest 2, instead of hitting An -droid 11+ 35 -# scoped storage. 27 +# Android layer, for the Quest APK build (Quest 2, 3, 3S, Pro - + all 28 +# arm64-v8a, see build-apk.sh). Same SDL2 major version as the +desktop 29 +# build above, but SDL2/SDL2_mixer are much newer releases here + - unlike 30 +# the desktop autotools build, Android needs their real CMake+N +DK build 31 +# support, which only landed in later releases. targetSdkVersio +n 29 (not 32 +# compileSdk, which can and does stay newer) is deliberate: pai +red with 33 +# requestLegacyExternalStorage in the manifest, it keeps /sdcar +d a plain, 34 +# unrestricted shared folder instead of hitting Android 11+ sco +ped 35 +# storage - this is keyed off the *app's* targetSdkVersion, not + the 36 +# device's own Android version, so it keeps working on newer Qu +est 37 +# hardware/OS updates too, not just whatever's current today. 38 ARG ANDROID_SDL2_VERSION=2.28.5 39 ARG ANDROID_SDL2_MIXER_VERSION=2.8.0 40 ARG ANDROID_CMDLINE_TOOLS_VERSION=11076708 Searched for 1 pattern (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 1 line, removed 1 line 150 ENV ANDROID_NDK_TOOLCHAIN=${ANDROID_NDK_HOME}/build/cmake/andr oid.toolchain.cmake 151 152 # SDL2, SDL2_mixer, and fluidsynth-lite, cross-compiled for ar m64-v8a (the 153 -# Quest 2's only ABI) via the NDK's CMake toolchain file, each - installed 153 +# Quest's only ABI, across Quest 2/3/3S/Pro) via the NDK's CMa +ke toolchain file, each installed 154 # to its own prefix under /opt/prebuilt/android/ - mirrors the desktop 155 # build_ext/built_sdl / built_sdl_mixer layout, just for Andro id. Shipped 156 # in the APK as separate .so's (see build-apk.sh), loaded in t hat order by Searched for 1 pattern, read 1 file, ran 1 shell command (ctrl+o to expand) ● Let me generate the patch reliably via diff -u rather than hand-crafting it, to avoid whitespace mismatches. Made 2 scratchpad edits +32 -16, read 1 file, ran 1 shell command (ctrl+o to expand) ● Now let's generate the diff and verify it applies cleanly to a fresh copy. Ran 1 shell command (ctrl+o to expand) ● Patch applies cleanly. Let's save it and clean the timestamp lines. Read 1 file (ctrl+o to expand) ● Write(android/engine-patches/android-shared-lib.patch) ⎿  Wrote 52 lines to android/engine-patches/android-shared-lib.patch 1 --- a/CMakeLists.txt 2 +++ b/CMakeLists.txt 3 @@ -380,9 +380,22 @@ 4 -include precompiled.h 5 ) 7 -add_executable(systemshock 8 - ${MAC_SRC} 9 -) 10 +# Android has no standalone executables (Java loads a shared li brary via … +50 lines (ctrl+o to expand) Ran 2 shell commands (ctrl+o to expand) Ran 1 shell command (ctrl+o to expand) ● Write(android/build.gradle) ⎿  Wrote 25 lines to android/build.gradle 1 // Top-level Gradle build file. Adapted from SDL2's own android- 2 // template (see app/src/main/java/org/libsdl/app/, copied from the same 3 // template). Unlike the C/SDL2 desktop build, this needs networ 4 // at build time for Gradle/AGP's own dependency resolution - se e 6 buildscript { 7 repositories { 8 mavenCentral() 10 } … +18 lines (ctrl+o to expand) ● Write(android/settings.gradle) ⎿  Wrote 2 lines to android/settings.gradle 1 rootProject.name = "questshock" 2 include ':app' Read 1 file (ctrl+o to expand) ● Write(android/gradle.properties) ⎿  Wrote 2 lines to android/gradle.properties 1 org.gradle.jvmargs=-Xmx1536m 2 android.useAndroidX=true ● Write(android/app/build.gradle) ⎿  Wrote 63 lines to android/app/build.gradle 1 apply plugin: 'com.android.application' 2 4 // ../engine-patches/) scratch copy of engine/, written by build -apk.sh 5 // since it's only known at build time, not something a checked- 6 // build.gradle can hardcode. 7 def engineProps = new Properties() 8 file("${projectDir}/../engine.properties").withInputStream { eng 9 def engineDir = engineProps.getProperty('engineDir') 10 if (engineDir == null) { … +67 lines (ctrl+o to expand) ● Write(android/app/src/main/AndroidManifest.xml) ⎿  Wrote 49 lines to android/app/src/main/AndroidManifest.xml 1 oid" 3 android:installLocation="auto"> 4 6 7 droid:required="false" /> 9 d:required="false" /> … +56 lines (ctrl+o to expand) ● Write(android/app/src/main/res/values/strings.xml) ⎿  Wrote 4 lines to android/app/src/main/res/values/strings.xml 1 2 3 System Shock 4 Ran 2 shell commands (ctrl+o to expand) ● Write(android/app/src/main/java/de/ladkau/questshock/QuestShockActivity.java) ⎿  Wrote 135 lines to android/app/src/main/java/de/ladkau/questshock/QuestShockActivity.java 1 package de.ladkau.questshock; 2 3 import android.Manifest; 4 import android.content.pm.PackageManager; 5 import android.content.res.AssetManager; 6 import android.os.Bundle; 7 import android.system.Os; 8 import android.util.Log; 9 import androidx.core.app.ActivityCompat; 10 import java.io.File; … +146 lines (ctrl+o to expand) Read 1 file (ctrl+o to expand) ● Update(android/app/build.gradle) ⎿  Added 8 lines 61 abortOnError false 62 } 63 } 64 + 65 +dependencies { 66 + // ActivityCompat.checkSelfPermission/requestPermissions in 67 + // QuestShockActivity - the plain android.app.Activity APIs + work the 68 + // same way without androidx, but ActivityCompat is the sta +ndard, 69 + // documented way to request runtime permissions safely. 70 + implementation 'androidx.core:core:1.12.0' 71 +} ● Write(res/assets/GET_ASSETS_QUEST.txt) ⎿  Wrote 18 lines to res/assets/GET_ASSETS_QUEST.txt 1 This app does not include System Shock's game data - it's copyrig 2 proprietary content that can't be redistributed. To play, you nee d a 4 5 From your Enhanced Edition install, you need its classic-game dat 6 sound files - the res/pc/hd/data and res/pc/cdrom/data trees merg ed in 8 both: intro.res, objprop.dat), and the res/pc/hd/sound tree, pack 9 inside the install's sshock.kpf (a zip file). … +11 lines (ctrl+o to expand) ● Now let's write build-apk.sh — the script that assembles everything (scratch-patches engine/, wires up build_ext, stages APK assets, runs Gradle). ● Write(build-image/build-apk.sh) ⎿  Wrote 61 lines to build-image/build-apk.sh 1 #!/usr/bin/env bash see 3 # android/engine-patches/ - engine/ itself is never modified) pl 4 # Android SDL2/SDL2_mixer/fluidsynth-lite prebuilt into this ima ge at if 6 # already inside this image - see the Makefile's `apk` target). 8 # Unlike build-engine.sh, this step needs network access: Gradle /AGP's 10 # build-image/Dockerfile's comment on that trade-off). … +67 lines (ctrl+o to expand) ● Update(build-image/build-apk.sh) ⎿  Added 1 line, removed 4 lines 27 cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENG INE/build_ext/fluidsynth-lite/src/" 28 cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH _ENGINE/build_ext/fluidsynth-lite/include/" 29 30 -echo "$SCRATCH_ENGINE" > /dev/null # (documents intent; engineD -ir is written below) 31 -{ 32 - echo "engineDir=$SCRATCH_ENGINE" 33 -} > "$ANDROID_DIR/engine.properties" 30 +echo "engineDir=$SCRATCH_ENGINE" > "$ANDROID_DIR/engine.propert +ies" 31 32 echo "== Staging bundled assets (shaders, soundfont, get-assets text) ==" 33 ASSETS_DIR="$ANDROID_DIR/app/src/main/assets" Read 1 file, ran 1 shell command (ctrl+o to expand) ● Update(Makefile) ⎿  Added 1 line, removed 1 line 14 BUILD_DIR := build 15 ARCH := $(shell uname -m) 16 17 -.PHONY: all dist build-image engine assets package clean 17 +.PHONY: all dist build-image engine assets package apk clean 18 19 all: dist 20 ❯ the build image before the android work worked btw and the assets were produced in dl.ladkau.de ● Great, glad the Node.js fix cleared CI end to end. That means version 1 is now confirmed-good for its current (pre-Android) content — consistent with keeping it at 1 while I finish this Android layer, then bumping to 2 once I've validated the new build locally, per the saved policy. Continuing. ● Update(Makefile) ⎿  Added 16 lines, removed 1 line 107 rm -rf "$(BUILD_DIR)/package"; \ 108 echo "Wrote $(DIST_DIR)/$$PKG_NAME.tar.gz" 109 110 +# Builds the Quest APK (see build-image/build-apk.sh and 111 +# android/engine-patches/ - engine/ itself is never modified; +a patch is 112 +# applied to a scratch copy at build time instead). Same 113 +# QUESTSHOCK_BUILD_IMAGE detection as `engine`. Unlike every o +ther target 114 +# here, this needs network access at build time (Gradle/AGP's +own 115 +# dependency resolution) - see build-image/Dockerfile. 116 +apk: 117 + @if [ -n "$$QUESTSHOCK_BUILD_IMAGE" ]; then \ 118 + bash build-image/build-apk.sh; \ 119 + else \ 120 + ./run-image.sh bash build-image/build-apk.sh; \ 121 + fi 122 + 123 clean: 124 rm -rf "$(DIST_DIR)" "$(BUILD_DIR)" "$(ENGINE_OUT)" \ 125 engine/build_ext engine/CMakeCache.txt engine/CMakeFiles \ 126 engine/cmake_install.cmake engine/Makefile engine/systemsh ock \ 114 - engine/src/Libraries/CMakeFiles 127 + engine/src/Libraries/CMakeFiles \ 128 + android/engine.properties android/app/src/main/assets andr +oid/app/src/main/jniLibs \ 129 + android/app/build android/.gradle android/app/.cxx ● Now let's update .gitignore for the new generated Android build artifacts. Read 1 file (ctrl+o to expand) ● Update(.gitignore) ⎿  Added 10 lines 17 /engine/systemshock 18 /engine/src/Libraries/CMakeFiles/ 19 20 +# Android build artifacts (generated by build-image/build-apk.s +h - see 21 +# android/engine-patches/ for why engine/ itself is never touch +ed) 22 +/android/engine.properties 23 +/android/app/src/main/assets/ 24 +/android/app/src/main/jniLibs/ 25 +/android/app/build/ 26 +/android/.gradle/ 27 +/android/app/.cxx/ 28 +/android/local.properties 29 + 30 # Local registry credentials (see registry.env.example) 31 /registry.env Read 1 file (ctrl+o to expand) ● Update(README.md) ⎿  Added 7 lines, removed 1 line 23 - `Makefile` - assembles `dist/`, a self-contained runnable cop y of the 24 game, out of the compiled engine and the extracted assets. Al so builds 25 `dist/questshock--linux-.tar.gz`, a redistribu table 26 - package that omits the proprietary game assets (`make package -`). 26 + package that omits the proprietary game assets (`make package +`), and 27 + `dist/questshock-debug.apk` for the Quest (`make apk`). 28 +- `android/` - the Quest app (Java `SDLActivity` glue, Gradle p +roject). 29 + `android/engine-patches/` holds the one small patch needed to + build 30 + `engine/` as an Android shared library instead of a desktop e +xecutable 31 + - applied to a scratch copy at build time; `engine/` itself i +s never 32 + modified. 33 34 ## Building 35 ● Update(README.md) ⎿  Added 21 lines 78 extra setup is needed in CI beyond the image itself), and publ ishes the 79 resulting tarball to dl.ladkau.de. 80 81 +## Playing on Meta Quest 82 + 83 +`make apk` builds `dist/questshock-debug.apk` - a plain (non-V +R) Android 84 +app that runs as a flat, floating panel in the Quest's Home en +vironment, 85 +same as any other sideloaded Android app. It's not a head-trac +ked 6DoF VR 86 +port (that's a much larger, separate undertaking); play with a + Bluetooth 87 +mouse/keyboard connected to the headset. 88 + 89 +1. Install the APK with [SideQuest](https://sidequestvr.com/) +(or `adb 90 + install`). 91 +2. Launch it once. It'll ask for storage permission, then crea +te 92 + `/sdcard/questshock/` and extract its own bundled files (sh +aders, a 93 + default MIDI soundfont) there - `res/data/` and `res/sound/ +` are 94 + deliberately left missing, since that's the proprietary gam +e data. 95 +3. With the Quest connected to a PC, use SideQuest's file brow +ser (or any 96 + MTP file manager) to copy your own `res/data/` and `res/sou +nd/` (see 97 + `/sdcard/questshock/GET_ASSETS_QUEST.txt`, extracted in ste +p 2, for 98 + exactly what's needed and where it comes from) into 99 + `/sdcard/questshock/res/`. 100 +4. Launch it again. 101 + 102 ## License 103 104 The original tooling in this repository (the Docker build imag e, build Read 1 file (ctrl+o to expand) ● Update(README.md) ⎿  Added 7 lines, removed 2 lines 102 ## License 103 104 The original tooling in this repository (the Docker build imag e, build 105 -scripts, Makefile, and asset extraction script) is licensed un -der the 106 -[MIT License](LICENSE). 105 +scripts, Makefile, asset extraction script, and the Quest app +in 106 +`android/` - aside from `org/libsdl/app/`, see below) is licen +sed under 107 +the [MIT License](LICENSE). 108 109 +`android/app/src/main/java/org/libsdl/app/` is copied from 110 +[SDL2](https://www.libsdl.org/)'s own android-project template + and is 111 +zlib-licensed, same as SDL2 itself. 112 + 113 The vendored engine snapshot in `engine/` is 114 [Shockolate](https://github.com/Interrupt/systemshock), which is licensed 115 under the **GNU GPLv3** (see `engine/LICENSE`) - it is include d unchanged Ran 1 shell command (ctrl+o to expand) ● This will take a while (Android SDK/NDK downloads + three arm64 cross-compiles). I'll wait for it rather than poll. ⎿  Error: `prompt` is required when `stop` is not true. ● That tool is specific to /loop mode, not needed here — the background task will notify me directly when it finishes. I'll wait for that. ✻ Cooked for 22m 58s ❯ is the build image being rebuild? ● Yes, it's running in the background right now. Let me check how far it's gotten. Read 1 file, ran 1 shell command (ctrl+o to expand) ● Yes — it's actively building. Docker's currently running the Android SDK/NDK setup step (I can see a container executing that stage). The full build (SDK/NDK download + three arm64 cross-compiles: SDL2, SDL2_mixer, fluidsynth-lite) will take a while; I'll let it run and report back once it completes. ✻ Cogitated for 1m 7s ❯ for such long running downloads it would be good to have them in layers which don't need to be regenerated every time the image needs to be rebuild Ran 1 shell command (ctrl+o to expand) ● Good call — since I'll likely need to iterate on the Android layer specifically, let me consolidate the two separate apt-get install blocks into one at the top, so future edits to the Android portion never invalidate the (already-validated) desktop build layers or force a redownload of everything from scratch. This won't affect the build currently running (Docker already snapshotted the Dockerfile when it started). Read 1 file (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 10 lines 60 # libogg-dev/libvorbis-dev: SDL2_mixer's OGG Vorbis music decod er. 61 # libasound2-dev: engine/CMakeLists.txt's optional native ALSA MIDI output. 62 # openssh-client: the CI workflow's `sftp` publish step. 63 +# openjdk-17-jdk-headless: Gradle/AGP's own minimum JDK for the + APK build. 64 +# unzip: extracts the Android cmdline-tools zip below. 65 +# 66 +# All apt installs deliberately live in this one RUN, first, so + editing 67 +# anything below it (in particular the Android cross-compile st +eps, the 68 +# newest and least settled part of this file) never invalidates + Docker's 69 +# build cache for this layer - and vice versa, adding a package + here only 70 +# ever costs a rebuild of the (slow) layers below it, not a re- +download 71 +# of packages that didn't change. 72 RUN apt-get update && apt-get install -y --no-install-recommend s \ 73 build-essential cmake make git curl ca-certificates pkg -config gosu \ 74 libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxr andr-dev \ 75 libxi-dev libxfixes-dev libxss-dev libxinerama-dev libx cursor-dev \ 76 libogg-dev libvorbis-dev libasound2-dev openssh-client \ 77 + openjdk-17-jdk-headless unzip \ 78 && rm -rf /var/lib/apt/lists/* 79 80 WORKDIR /opt/prebuilt ● Update(build-image/Dockerfile) ⎿  Removed 6 lines 124 && tar -xJf /tmp/node.tar.xz -C /usr/local --strip-compone nts=1 \ 125 && rm /tmp/node.tar.xz 126 127 -# openjdk-17-jdk-headless: Gradle/AGP's own minimum JDK for th -e APK build. 128 -# unzip: extracts the Android cmdline-tools zip below. 129 -RUN apt-get update && apt-get install -y --no-install-recommen -ds \ 130 - openjdk-17-jdk-headless unzip \ 131 - && rm -rf /var/lib/apt/lists/* 132 - 127 # Android SDK/NDK: the cmdline-tools' own sdkmanager installs exactly the 128 # platform/build-tools/NDK/CMake versions the app/build.gradle below pins. 129 # gradlew (invoked by build-apk.sh) resolves its own pinned Gr adle version Read 1 file (ctrl+o to expand) ● Good — this now looks clean. Let me check on the background build's progress. Ran 1 shell command (ctrl+o to expand) ● Still working through the apt-get install step (openjdk-17-jdk-headless is a large package). I'll keep waiting for the background task to notify me when it completes. ✻ Baked for 3m 37s ❯ still building? Ran 1 shell command (ctrl+o to expand) ● Yes, still building — it's progressed past the apt-get step and is now in a mkdir -... step, which matches the Android SDK cmdline-tools download/install stage. I'll keep waiting for the completion notification. ✻ Brewed for 45s ※ recap: Building the questshock repo to run System Shock on Quest headsets; currently rebuilding the Docker build image with the new Android SDK/NDK layer. Once it finishes, I'll run `make apk` and validate the resulting APK. (disable recaps in /config) ❯ still building? Ran 3 shell commands (ctrl+o to expand) ● Confirmed still actively working — I checked the container's process list and network I/O directly: it's running sdkmanager --install (fetching platform-tools, platform 29, build-tools, the NDK, and cmake), and I can see real download traffic flowing (~670MB+ received and climbing). The NDK alone is often 1GB+, so this step can take a while depending on connection speed. Not stuck — I'll keep waiting for it to finish. ✻ Sautéed for 1m 46s ● Background command "./build-image.sh 2>&1 | tail -150" completed (exit code 0) ● The build-image rebuild finished successfully. Let me check the output and then run the actual APK build. Read 1 file (ctrl+o to expand) ● Found the first real bug: SDL2_mixer 2.8's CMake uses its own private SDL2-detection module that isn't picking up our custom-installed SDL2 path. This is the classic Android NDK toolchain gotcha — CMAKE_FIND_ROOT_PATH_MODE_* restricts find_path/find_library to the NDK sysroot by default, excluding our custom prefix. Let me fix it. Read 1 file (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 4 lines 184 -DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \ 185 -DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="and roid-${ANDROID_PLATFORM_VERSION}" \ 186 -DCMAKE_PREFIX_PATH=/opt/prebuilt/android/sdl2 \ 187 + -DCMAKE_FIND_ROOT_PATH=/opt/prebuilt/android/sdl2 \ 188 + -DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH \ 189 + -DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH \ 190 + -DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH \ 191 -DCMAKE_INSTALL_PREFIX=/opt/prebuilt/android/sdl2_mixe r -DBUILD_SHARED_LIBS=ON \ 192 -DSDL2MIXER_VENDORED=OFF -DSDL2MIXER_SAMPLES=OFF -DSDL 2MIXER_CMD=OFF \ 193 -DSDL2MIXER_FLAC=OFF -DSDL2MIXER_GME=OFF -DSDL2MIXER_M OD=OFF \ ● Let me proactively apply the same fix to the app's own CMake args (Shockolate's find_package(SDL2 REQUIRED) will hit the identical restriction otherwise). Read 1 file (ctrl+o to expand) ● Update(android/app/build.gradle) ⎿  Added 11 lines, removed 1 line 38 // convention the desktop build already uses (p opulated in the 39 // scratch engine copy by build-apk.sh from 40 // /opt/prebuilt/android/*). 41 + // The CMAKE_FIND_ROOT_PATH* overrides below ar +e needed 42 + // because the NDK toolchain file restricts fin +d_package/ 43 + // find_path/find_library to its own sysroot by + default, 44 + // which would otherwise miss our custom-instal +led SDL2 (see 45 + // build-image/Dockerfile's SDL2_mixer build, w +hich hit the 46 + // exact same thing). 47 arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=B UNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \ 42 - "-DCMAKE_PREFIX_PATH=/opt/prebuilt/android/ -sdl2" 48 + "-DCMAKE_PREFIX_PATH=/opt/prebuilt/android/ +sdl2", \ 49 + "-DCMAKE_FIND_ROOT_PATH=/opt/prebuilt/andro +id/sdl2", \ 50 + "-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", + \ 51 + "-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", + \ 52 + "-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH" 53 abiFilters 'arm64-v8a' 54 } 55 } Ran 1 shell command (ctrl+o to expand) ● Rebuilding — this time it should reuse the cached layers up through the SDL2 (Android) build, and only redo SDL2_mixer onward. I'll wait for it. Ran 1 shell command (ctrl+o to expand) ● That's expected — since I just merged the two apt-get layers into one, this exact command never ran before, so Docker can't reuse cache for it (one-time cost from the consolidation). Everything after it that's unchanged (desktop SDL2/SDL2_mixer/fluidsynth-lite build, Node.js, Android SDK/NDK) should still be quick since those steps are all proven already. I'll wait for it to reach the actual fix. ⎿  Error: `prompt` is required when `stop` is not true. ● That tool isn't applicable here (it's /loop-specific). I'll just wait for the background task's own completion notification instead. ✻ Baked for 3m 49s ❯ is it still building? Ran 1 shell command (ctrl+o to expand) ● Yes, still on the consolidated apt-get install step (installing openjdk-17-jdk-headless plus the rest, which took a while last time too). I'll keep waiting for the completion notification. ✻ Brewed for 34s ❯ still building? Ran 1 shell command (ctrl+o to expand) ● Progress — it's moved past the apt-get step and is now on a curl step (started 19 seconds ago), which matches the desktop SDL2/SDL2_mixer/fluidsynth-lite/soundfont/Node.js download sequence. Still going, I'll keep waiting. ✻ Baked for 33s ● Background command "./build-image.sh 2>&1 | tail -150" completed (exit code 0) ● The background build finished. Let's check the tail of the log to see if the SDL2_mixer fix worked and whether the whole image build succeeded. Read 1 file (ctrl+o to expand) ● Another codec I missed — WavPack. Let me check the exact option name and disable it too. Searched for 2 patterns, read 1 file (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 1 line 192 -DSDL2MIXER_VENDORED=OFF -DSDL2MIXER_SAMPLES=OFF -DSDL 2MIXER_CMD=OFF \ 193 -DSDL2MIXER_FLAC=OFF -DSDL2MIXER_GME=OFF -DSDL2MIXER_M OD=OFF \ 194 -DSDL2MIXER_MP3=OFF -DSDL2MIXER_MIDI=OFF -DSDL2MIXER_O PUS=OFF -DSDL2MIXER_VORBIS=OFF \ 195 + -DSDL2MIXER_WAVPACK=OFF \ 196 && cmake --build build-sdl2mixer-android -j"$(nproc)" \ 197 && cmake --install build-sdl2mixer-android \ 198 && rm -rf "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}" "SDL2 _mixer-${ANDROID_SDL2_MIXER_VERSION}.tar.gz" build-sdl2mixer-a ndroid Ran 1 shell command (ctrl+o to expand) ● Rebuilding again — this time everything up through the SDL2 (Android) build should hit cache, so it should reach the SDL2_mixer step quickly. I'll wait for completion. ✻ Brewed for 1m 53s ● Background command "./build-image.sh 2>&1 | tail -150" completed (exit code 0) Read 1 file (ctrl+o to expand) ● Fluidsynth-lite compiles fine under desktop GCC but hits two Clang-specific warnings-as-errors (-Werror is baked into its own CMakeLists). Since we already sed-patch this exact file (to force the shared-lib option), extending that same approach to relax -Werror for the Android/Clang build is consistent — and it doesn't touch engine/ at all. Read 1 file (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 1 line 201 && cd fluidsynth-lite-android \ 202 && git checkout "${FLUIDSYNTH_LITE_REF}" \ 203 && sed -i 's/DLL"\ off/DLL"\ on/' CMakeLists.txt \ 204 + && sed -i 's/-Wall -Werror -std=gnu11/-Wall -std=gnu11/' C +MakeLists.txt \ 205 && rm -rf .git \ 206 && cd .. \ 207 && cmake -S fluidsynth-lite-android -B build-fluidsynth-an droid \ Ran 1 shell command (ctrl+o to expand) ● Rebuilding again — should be quick now, reusing cache up through the SDL2_mixer step. I'll wait for it. ✻ Baked for 1m 37s ● Background command "./build-image.sh 2>&1 | tail -150" completed (exit code 0) Read 1 file (ctrl+o to expand) ● Another Clang/NDK-specific issue: modern Android NDKs no longer ship a libpthread.so stub (pthread is built into bionic libc directly), but fluidsynth-lite's CMakeLists unconditionally links -lpthread. Same sed-patch approach as before. ● Update(build-image/Dockerfile) ⎿  Added 1 line 202 && git checkout "${FLUIDSYNTH_LITE_REF}" \ 203 && sed -i 's/DLL"\ off/DLL"\ on/' CMakeLists.txt \ 204 && sed -i 's/-Wall -Werror -std=gnu11/-Wall -std=gnu11/' C MakeLists.txt \ 205 + && sed -i 's/set ( LIBFLUID_LIBS "m pthread" )/set ( LIBFL +UID_LIBS "m" )/' CMakeLists.txt \ 206 && rm -rf .git \ 207 && cd .. \ 208 && cmake -S fluidsynth-lite-android -B build-fluidsynth-an droid \ ● Let me verify the exact string format before rebuilding, since a sed mismatch would silently no-op. Searched for 1 pattern (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 1 line, removed 1 line 202 && git checkout "${FLUIDSYNTH_LITE_REF}" \ 203 && sed -i 's/DLL"\ off/DLL"\ on/' CMakeLists.txt \ 204 && sed -i 's/-Wall -Werror -std=gnu11/-Wall -std=gnu11/' C MakeLists.txt \ 205 - && sed -i 's/set ( LIBFLUID_LIBS "m pthread" )/set ( LIBFL -UID_LIBS "m" )/' CMakeLists.txt \ 205 + && sed -i 's/set ( LIBFLUID_LIBS m pthread )/set ( LIBFLUI +D_LIBS m )/' CMakeLists.txt \ 206 && rm -rf .git \ 207 && cd .. \ 208 && cmake -S fluidsynth-lite-android -B build-fluidsynth-an droid \ Ran 1 shell command (ctrl+o to expand) ● Rebuilding once more with the corrected sed pattern. Waiting for it. ✻ Cooked for 1m 54s ● Background command "./build-image.sh 2>&1 | tail -150" completed (exit code 0) Read 1 file (ctrl+o to expand) ● The full image build succeeded — all three Android cross-compiles (SDL2, SDL2_mixer, fluidsynth-lite) completed cleanly this time. Now let's actually run make apk. Ran 2 shell commands (ctrl+o to expand) ● Also worth fixing proactively: fluidsynth/version.h is generated by CMake at build time (version.h.in), and since desktop does an in-source build it lands right in the source tree, but my Android build is out-of-source — the generated header would be missing from what I copy out. Let me fix that before the next rebuild. Searched for 1 pattern, read 1 file (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 6 lines 212 && mkdir -p /opt/prebuilt/android/fluidsynth-lite/lib /opt /prebuilt/android/fluidsynth-lite/include \ 213 && cp -a build-fluidsynth-android/src/libfluidsynth.so* /o pt/prebuilt/android/fluidsynth-lite/lib/ \ 214 && cp -a fluidsynth-lite-android/include/. /opt/prebuilt/a ndroid/fluidsynth-lite/include/ \ 215 + # version.h is generated from version.h.in at configure ti +me - fine on 216 + # the desktop build (in-source, so it lands right back in +the source 217 + # tree), but this is an out-of-source build, so it only ex +ists under 218 + # build-fluidsynth-android/ and must be copied in separate +ly. 219 + && cp -a build-fluidsynth-android/include/fluidsynth/versi +on.h \ 220 + /opt/prebuilt/android/fluidsynth-lite/include/fluidsyn +th/version.h \ 221 && rm -rf fluidsynth-lite-android build-fluidsynth-android 222 223 COPY build-image/docker-entrypoint.sh /usr/local/bin/docker-en trypoint.sh Ran 1 shell command (ctrl+o to expand) ● Rebuilding with the version.h fix. Waiting for it. ✻ Sautéed for 2m 33s ● Background command "./build-image.sh 2>&1 | tail -60" completed (exit code 0) Read 1 file (ctrl+o to expand) ● Image build succeeded again. Now let's actually run make apk for real. Ran 1 shell command (ctrl+o to expand) ● This is the big one — it'll patch engine/, wire up build_ext, stage assets/jniLibs, and run ./gradlew assembleDebug (which needs network access, as expected). Waiting for it. ✻ Baked for 47s ● Background command "make apk 2>&1 | tail -150" completed (exit code 0) Read 1 file (ctrl+o to expand) ● Found it: AGP defaults to its own preferred NDK version (25.x) unless told otherwise, and tries to auto-download it into the (root-owned, non-writable-by-builder) SDK dir. Need to pin ndkVersion explicitly to match the NDK we actually installed. Read 1 file (ctrl+o to expand) ● Update(android/app/build.gradle) ⎿  Added 4 lines 14 android { 15 namespace "de.ladkau.questshock" 16 compileSdk 34 17 + // Must match build-image/Dockerfile's ANDROID_NDK_VERSION +- otherwise 18 + // AGP defaults to whatever NDK version it itself prefers a +nd tries to 19 + // download it into the SDK dir, which isn't writable at bu +ild time. 20 + ndkVersion "26.1.10909125" 21 22 defaultConfig { 23 applicationId "de.ladkau.questshock" Ran 1 shell command (ctrl+o to expand) ● Waiting for this run (it'll re-download Gradle itself since the container is ephemeral — that's a known, separate inefficiency I'll flag later, not blocking right now). ✻ Sautéed for 1m 29s ● Background command "make apk 2>&1 | tail -150" completed (exit code 0) Read 1 file (ctrl+o to expand) ● Same root cause again — AGP wants platforms;android-34 (matching compileSdk 34) and its own default build-tools version (33.0.1, not the 34.0.0 I installed), and tries to auto-fetch both into the non-writable SDK dir. Need to install platform 34 too and pin buildToolsVersion explicitly. Read 1 file (ctrl+o to expand) ● Update(build-image/Dockerfile) ⎿  Added 4 lines 39 ARG ANDROID_SDL2_MIXER_VERSION=2.8.0 40 ARG ANDROID_CMDLINE_TOOLS_VERSION=11076708 41 ARG ANDROID_PLATFORM_VERSION=29 42 +# compileSdk in android/app/build.gradle - separate from the ap +p's own 43 +# targetSdkVersion (29, above): compileSdk is just which androi +d.jar the 44 +# app compiles against, and androidx.core needs a newer one tha +n 29. 45 +ARG ANDROID_COMPILE_SDK_VERSION=34 46 ARG ANDROID_BUILD_TOOLS_VERSION=34.0.0 47 ARG ANDROID_NDK_VERSION=26.1.10909125 48 ARG ANDROID_CMAKE_VERSION=3.22.1 ● Update(build-image/Dockerfile) ⎿  Added 1 line 150 && sdkmanager --install \ 151 "platform-tools" \ 152 "platforms;android-${ANDROID_PLATFORM_VERSION}" \ 153 + "platforms;android-${ANDROID_COMPILE_SDK_VERSION}" \ 154 "build-tools;${ANDROID_BUILD_TOOLS_VERSION}" \ 155 "ndk;${ANDROID_NDK_VERSION}" \ 156 "cmake;${ANDROID_CMAKE_VERSION}" ● Now pin buildToolsVersion explicitly in app/build.gradle to match what's installed. ● Update(android/app/build.gradle) ⎿  Added 5 lines, removed 3 lines 13 14 android { 15 namespace "de.ladkau.questshock" 16 + // compileSdk/buildToolsVersion/ndkVersion must all match w +hat 17 + // build-image/Dockerfile actually installs - otherwise AGP + defaults to 18 + // whatever version it itself prefers and tries to download + it into the 19 + // SDK dir at build time, which isn't writable. 20 compileSdk 34 17 - // Must match build-image/Dockerfile's ANDROID_NDK_VERSION -- otherwise 18 - // AGP defaults to whatever NDK version it itself prefers a -nd tries to 19 - // download it into the SDK dir, which isn't writable at bu -ild time. 21 + buildToolsVersion "34.0.0" 22 ndkVersion "26.1.10909125" 23 24 defaultConfig { Ran 1 shell command (ctrl+o to expand) ● Rebuilding with platform 34 added. This will cascade-rebuild the SDK/NDK layer and everything after it. Waiting. ✻ Worked for 2m 47s ❯ is it still building? Ran 1 shell command (ctrl+o to expand) ● Yes, still building — currently on the Android SDK/NDK install step (mkdir -...), which now needs to fetch platform 34 in addition to what it had before. I'll keep waiting for completion. ✻ Churned for 42s ● Background command "./build-image.sh 2>&1 | tail -60" completed (exit code 0) Read 1 file (ctrl+o to expand) ● Image build succeeded. Now let's try make apk again. Ran 1 shell command (ctrl+o to expand) ● Waiting for this run. ✻ Churned for 52s ● Background command "make apk 2>&1 | tail -150" completed (exit code 0) Read 1 file (ctrl+o to expand) ● Now hitting a real engine/CMakeLists.txt platform gap: find_package(OpenGL REQUIRED) looks for desktop OpenGL (GLX), which doesn't exist on Android (which uses GLES/EGL instead). This needs a genuine patch to engine/CMakeLists.txt — exactly the scenario the patch mechanism was built for. Let me look at the exact block. Searched for 1 pattern, read 1 file (ctrl+o to expand) ● Let me restructure engine-patches/ to support multiple ordered patches (since this is a second, separate concern from the shared-lib change), then add this one. Made 1 scratchpad edit +15 -9, ran 3 shell commands (ctrl+o to expand) ● Let's verify both patches apply cleanly in sequence, then save it. Ran 1 shell command (ctrl+o to expand) ● Both apply cleanly in sequence. Let's save the patch and update build-apk.sh to apply all patches in the directory. ● Write(android/engine-patches/02-android-opengl-es.patch) ⎿  Wrote 20 lines to android/engine-patches/02-android-opengl-es.patch 1 --- a/CMakeLists.txt 2 +++ b/CMakeLists.txt 3 @@ -46,9 +46,15 @@ 5 add_compile_options(-fsigned-char -fno-strict-aliasing) 6 7 -# Find OpenGL 8 +# Find OpenGL. Android has no desktop GL/GLX for CMake's FindOp 9 +# to find - just link the NDK's own GLESv2/EGL libraries direct ly. 10 if(ENABLE_OPENGL) … +12 lines (ctrl+o to expand) ● Now let's verify against the actually-committed patch file (not the scratchpad copy) and update build-apk.sh to apply all patches from the directory in order. Ran 1 shell command (ctrl+o to expand) ● Both apply cleanly from the committed files, in glob order. Now let's update build-apk.sh to apply all patches in the directory. Read 1 file (ctrl+o to expand) ● Update(build-image/build-apk.sh) ⎿  Added 3 lines, removed 1 line 18 rm -rf "$SCRATCH_ENGINE" 19 mkdir -p "$(dirname "$SCRATCH_ENGINE")" 20 cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE" 21 -patch -p1 -d "$SCRATCH_ENGINE" < "$ANDROID_DIR/engine-patches/a -ndroid-shared-lib.patch" 21 +for p in "$ANDROID_DIR"/engine-patches/*.patch; do 22 + patch -p1 -d "$SCRATCH_ENGINE" < "$p" 23 +done 24 25 echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) ==" 26 mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ ENGINE/build_ext/fluidsynth-lite" ● No image rebuild needed this time — build-apk.sh and the patches run from the bind-mounted repo, not baked into the image. Let's just re-run make apk. Ran 1 shell command (ctrl+o to expand) ● Waiting for this run. ✻ Sautéed for 4m 27s ● Background command "make apk 2>&1 | tail -150" completed (exit code 0) Read 1 file (ctrl+o to expand) ● Web Search("android.system.Os chdir method public API android") ⎿  Did 1 search in 7s ● Let me check directly what's actually in the API 34 stub jar, rather than relying on possibly-wrong memory. Ran 1 shell command (ctrl+o to expand) ● android.system.Os genuinely has no chdir (confirmed against the real API 34 stub jar — Java has no public API for process-wide chdir at all). I need a tiny bit of native code after all, but it stays entirely in android/ — never touching engine/. Let me add it. ● Write(android/app/src/main/cpp/questshock_native.c) ⎿  Wrote 15 lines to android/app/src/main/cpp/questshock_native.c 1 // android.system.Os has no public chdir() (confirmed against th 2 // API 34 stub jar - Java has no way to change a process's worki ng 3 // directory at all). This is the one bit of native code QuestSh 4 // needs, compiled into the same "main" library as engine/ (see 5 // android/engine-patches/01-android-shared-lib.patch's ANDROID_ 6 // - engine/ itself is never modified. 7 #include 8 #include 10 JNIEXPORT void JNICALL … +9 lines (ctrl+o to expand) ● Now let's regenerate patch 01 to append ANDROID_EXTRA_SOURCES to the library sources. Made 2 scratchpad edits +35 -16, ran 2 shell commands (ctrl+o to expand) ● Let's verify all three patches apply cleanly in sequence and save the updated patch 01. Ran 1 shell command (ctrl+o to expand) ● Write(android/engine-patches/01-android-shared-lib.patch) ⎿  Error writing file Read 1 file (ctrl+o to expand) ● Now I can write it. ● Write(android/engine-patches/01-android-shared-lib.patch) ⎿  Added 7 lines, removed 4 lines 1 --- a/CMakeLists.txt 2 +++ b/CMakeLists.txt 3 -@@ -380,9 +380,22 @@ 3 +@@ -380,9 +380,25 @@ 4 -include precompiled.h 5 ) 6 ... 11 +# JNI instead), so this is the one part of this file Android n eeds to 12 +# override - see android/engine-patches/. Everything else here (sources, 13 +# dependency discovery, link libraries) is untouched and appli es the same 14 -+# way on both platforms. 14 ++# way on both platforms. ANDROID_EXTRA_SOURCES (passed in by 15 ++# android/app/build.gradle) is QuestShockActivity's own small +native 16 ++# helper (android/app/src/main/cpp/) - not part of engine/ its +elf. 17 +if(ANDROID) 18 + set(SHOCKOLATE_TARGET main) 19 + add_library(${SHOCKOLATE_TARGET} SHARED 20 + ${MAC_SRC} 21 ++ ${ANDROID_EXTRA_SOURCES} 22 + ) 23 +else() 24 + set(SHOCKOLATE_TARGET systemshock) ... 29 30 add_library(GAME_LIB ${GAME_SRC}) 31 29 -@@ -391,7 +404,7 @@ 32 +@@ -391,7 +407,7 @@ 33 set(WINDOWS_LIBRARIES "mingw32 -mwindows") 34 endif(MINGW) 35 ... 38 ${WINDOWS_LIBRARIES} # Set it before any linker options! Bewar e WinMain@16 error!! 39 GAME_LIB 40 UI_LIB 38 -@@ -418,7 +431,10 @@ 41 +@@ -418,7 +434,10 @@ 42 ${ALSA_LIBRARIES} 43 ) 44 Ran 1 shell command (ctrl+o to expand) ● Now let's update QuestShockActivity.java to load the native library early and call nativeChdir instead of Os.chdir, and update build.gradle to pass ANDROID_EXTRA_SOURCES. Read 1 file (ctrl+o to expand) ● Update(android/app/src/main/java/de/ladkau/questshock/QuestShockActivity.java) ⎿  Removed 1 line 4 import android.content.pm.PackageManager; 5 import android.content.res.AssetManager; 6 import android.os.Bundle; 7 -import android.system.Os; 7 import android.util.Log; 8 import androidx.core.app.ActivityCompat; 9 import java.io.File; ● Update(android/app/src/main/java/de/ladkau/questshock/QuestShockActivity.java) ⎿  Added 16 lines 28 private static final int PERMISSION_REQUEST_STORAGE = 1; 29 private static final String GAME_DIR = "/sdcard/questshock" ; 30 31 + // Loaded here (rather than waiting for SDLActivity's own 32 + // getLibraries()/loadLibraries(), which only runs from sup +er.onCreate()) 33 + // purely to get nativeChdir() below - Android's dynamic li +nker resolves 34 + // "main"'s own dependencies (SDL2, SDL2_mixer, fluidsynth) + from the 35 + // APK's native library directory regardless of Java-side l +oad order, so 36 + // loading it early here is safe. SDLActivity loading "main +" again later 37 + // is a harmless no-op (System.loadLibrary is idempotent pe +r 38 + // ClassLoader). 39 + static { 40 + System.loadLibrary("main"); 41 + } 42 + 43 + // See android/app/src/main/cpp/questshock_native.c - andro +id.system.Os 44 + // has no public chdir() (confirmed against the actual API +34 stub jar). 45 + private static native void nativeChdir(String path); 46 + 47 private Bundle mSavedInstanceState; 48 49 @Override ● Update(android/app/src/main/java/de/ladkau/questshock/QuestShockActivity.java) ⎿  Added 4 lines, removed 9 lines 96 copyAssetFile("GET_ASSETS_QUEST.txt", marker); 97 } 98 99 - try { 100 - // chdir() is process-wide, not per-thread - alrea -dy in effect for 101 - // every thread (including the one that will run S -hockolate's own 102 - // SDL_main) by the time super.onCreate() below lo -ads the native 103 - // libraries and starts it. 104 - Os.chdir(GAME_DIR); 105 - } catch (Exception e) { 106 - Log.e(TAG, "chdir(" + GAME_DIR + ") failed", e); 107 - } 99 + // chdir() is process-wide, not per-thread - already i +n effect for 100 + // every thread (including the one that will run Shock +olate's own 101 + // SDL_main) by the time super.onCreate() below starts + it. 102 + nativeChdir(GAME_DIR); 103 104 super.onCreate(mSavedInstanceState); 105 } ● Now update build.gradle to pass ANDROID_EXTRA_SOURCES. Read 1 file (ctrl+o to expand) ● Update(android/app/build.gradle) ⎿  Added 2 lines, removed 1 line 55 "-DCMAKE_FIND_ROOT_PATH=/opt/prebuilt/andro id/sdl2", \ 56 "-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", \ 57 "-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \ 58 - "-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH" 58 + "-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", + \ 59 + "-DANDROID_EXTRA_SOURCES=${projectDir}/src/ +main/cpp/questshock_native.c" 60 abiFilters 'arm64-v8a' 61 } 62 } ● No image rebuild needed — all these changes live in the bind-mounted repo. Let's re-run make apk. Ran 1 shell command (ctrl+o to expand) ● Waiting for this run. ✻ Worked for 7m 41s ● Background command "make apk 2>&1 | tail -150" completed (exit code 0) Read 1 file (ctrl+o to expand) ● This confirms the exact risk I flagged in the plan: engine/src/MacSrc/OpenGL.cc uses desktop OpenGL headers (), which don't exist on Android. Let me look at the actual GL usage to see how big a patch this needs. Searched for 2 patterns, read 1 file (ctrl+o to expand) ● Real progress on the build pipeline, but I've hit a genuine engine-level compatibility gap, not just a build-config issue: OpenGL.cc mixes modern shader-based rendering (GLES2-compatible: glCreateShader, glUniform*, etc.) with legacy immediate-mode GL calls (glBegin/glEnd/glVertex3f, glAlphaFunc/GL_ALPHA_TEST) that don't exist in GLES2 at all, plus a couple of extensions not guaranteed on GLES2 (GL_CLAMP_TO_BORDER, GL_UNPACK_ROW_LENGTH). The immediate-mode calls look like they're specifically the star-field rendering (there's a star.frag shader and matching GL_POINTS/GL_POINT_SPRITE usage) — a separate, older code path from the main shader-based renderer. Fixing the header/extension issues is mechanical (a few more lines in the same patch). But the immediate-mode star rendering needs an actual rewrite to a VBO+shader approach to work under GLES2 — that's real engine rendering code, not build plumbing, and it's something I can't visually verify without a device or working GPU-accelerated emulator (neither of which I have here). ● User answered Claude's questions: ⎿  · How do you want to handle the immediate-mode star rendering (glBegin/glEnd/glVertex3f + glAlphaFunc), which needs an actual GLES2 rewrite, not just a build-config patch? → Attempt the rewrite now (Recommended) Searched for 1 pattern (ctrl+o to expand) ● This is more extensive than just the stars — immediate-mode glBegin/glVertex3f/glEnd is actually the primary way all textured quads get drawn throughout this file (not just the star field), since GLES2 removes the entire immediate-mode API. Let me read the full file to do this rewrite properly rather than guessing at call sites. Read 1 file (ctrl+o to expand) ● Before writing the replacement draw calls, I need to check main.vert — I need to know whether it declares an explicit position attribute or relies on desktop's fixed-function gl_Vertex builtin (which doesn't exist in GLES2 at all). Read 1 file (ctrl+o to expand) ● Now let me check the fragment shaders too, since GLES fragment shaders require explicit precision declarations that desktop GLSL doesn't need. Ran 1 shell command (ctrl+o to expand) ● Let me check where the SDL window/GL context attributes get set up, since I may need GLES 3.0 (universally available on Quest hardware) to get GL_UNPACK_ROW_LENGTH/GL_CLAMP_TO_BORDER support natively rather than working around their absence in ES2. Searched for 1 pattern (ctrl+o to expand) ● Targeting GLES 3.2 (Quest 2/3 hardware fully supports it) gives native GL_UNPACK_ROW_LENGTH and GL_CLAMP_TO_BORDER support, eliminating two of the compatibility issues entirely. Let me write the ES shader variants first. Ran 1 shell command (ctrl+o to expand) ● Write(android/gles-shaders/main.vert) ⎿  Wrote 28 lines to android/gles-shaders/main.vert 1 #version 100 3 // GLES port of engine/shaders/main.vert - the one real differenc e is oesn't 5 // exist in GLES at all, replaced with an explicit "position" att 6 // (see android/engine-patches/03-android-opengl-es-render.patch' s to match 8 // the vertex arrays OpenGL.cc's GLES immediate-mode emulation su 9 precision mediump float; … +23 lines (ctrl+o to expand) ● Write(android/gles-shaders/color.frag) ⎿  Wrote 13 lines to android/gles-shaders/color.frag 1 #version 100 2 3 // GLES port of engine/shaders/color.frag - identical logic, just needs an 4 // explicit precision declaration (required in GLES fragment shad 5 // valid in desktop GLSL). 6 precision mediump float; 7 8 varying vec4 Color; 9 varying float Light; … +6 lines (ctrl+o to expand) ● Write(android/gles-shaders/texture.frag) ⎿  Wrote 49 lines to android/gles-shaders/texture.frag 1 #version 100 3 // GLES port of engine/shaders/texture.frag - same logic, plus: 4 // - an explicit precision declaration (required in GLES, invali d in 6 // - the discard at the end, replacing the fixed-function alpha test ed-function 8 // pipeline at all, so this is done in the shader instead; see 9 // android/engine-patches/03-android-opengl-es-render.patch's unc/ … +44 lines (ctrl+o to expand) ● Write(android/gles-shaders/star.frag) ⎿  Wrote 22 lines to android/gles-shaders/star.frag 1 #version 100 3 // GLES port of engine/shaders/star.frag - identical logic, plus an 4 // explicit precision declaration (required in GLES). gl_PointCo 5 // point-sprite rasterization for GL_POINTS both work automatica lly in SPRITE, 7 // which doesn't exist in GLES at all - see 8 // android/engine-patches/03-android-opengl-es-render.patch's 10 precision mediump float; … +16 lines (ctrl+o to expand) ● Now let's write the patches. First, Shock.c's GL context attributes. Made 1 scratchpad edit +16 -4, read 1 file, ran 2 shell commands (ctrl+o to expand) ● Need to fix the path prefix — let me regenerate with the correct relative path structure. Ran 2 shell commands (ctrl+o to expand) ● Now let's write the big OpenGL.cc patch — headers, disabling desktop-only fixed-function calls, and the immediate-mode → vertex-array conversion. Made 1 scratchpad edit +111 -16, ran 2 shell commands (ctrl+o to expand) ● Now let's edit CreateShader() to bind the position attribute, and init_opengl() to skip the desktop-only fixed-function calls. Made 2 scratchpad edits +24 -11 (ctrl+o to expand) ● Now let's generate the diff and verify it applies cleanly, then check it's internally consistent (proper preprocessor balance etc.) by compiling a syntax check if possible. Ran 1 shell command (ctrl+o to expand) ● Let's save both new patches and verify all four apply together cleanly. Ran 2 shell commands (ctrl+o to expand) ● Now let's update build-apk.sh to stage the ES shader variants instead of the desktop ones. Read 1 file (ctrl+o to expand) ● Update(build-image/build-apk.sh) ⎿  Added 4 lines, removed 1 line 35 ASSETS_DIR="$ANDROID_DIR/app/src/main/assets" 36 rm -rf "$ASSETS_DIR" 37 mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res" 38 -cp -a "$REPO_ROOT/engine/shaders/." "$ASSETS_DIR/shaders/" 38 +# GLES ports of engine/shaders/ (see android/gles-shaders/ and 39 +# android/engine-patches/04-android-opengl-es-render.patch) - n +ot 40 +# engine/shaders/ itself, which is desktop-only GLSL. 41 +cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/" 42 cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/sound font.sf2" 43 cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GE T_ASSETS_QUEST.txt" 44 ● No image rebuild needed. Let's re-run make apk. Ran 1 shell command (ctrl+o to expand) ● Waiting for this run. ✻ Sautéed for 15m 29s