[FREEWARE] OpenGl ES 2.0 Demo - Windows Mobile Software Development

Its there, the first real OpenGL ES 2.0 demo! Some of you may know already my Tigre Engine. The last few day I started to add OpenGl ES 2.0 support and below are the first results. I'll publish all the code as soon as its 100% ready, if you can't wait you should have a look at the current engine at my page, with full source code and a lot of demo applications.
To the demo itself: It shows a very simple phong shader applied to different meshes. If your device has a gsensor, then you can spin around the camera by rotating your device. I've tested the demo with my HD2 and got a bit more than 50 FPS, which is realy god (but remember, its only a prototype and I have a lot of ideas how to improve the performance)
The second demo is available now! It shows some more advanced effects such as diffuse mapping and normal mapping combined with phong specular lighting. You can switch between those effects and use the g-sensor to rotate the eye or you can rotate it freely with your fingers.
Requirements:
- .net 3.5 runtime
- windows mobile 5,6,6.1,6.5 or 6.5.3
- opengl 2.0 with shader compiler and 1.x support
supported devices:
HTC HD2, HTC HD Mini, Toshiba T01, Acer Neotouch
not supported devices (there are lot of demos on my page that work with this devices, but not opengl 2 demos):
HTC HD, Diamond, Diamond 2, Touch Pro, Touch Pro2
devices that support opengl es 2.0 but does not fulfill all requirements (those will be supported soon):
Omnia II, F900
Download (look for "Tigre Gl2 Test" and for "Tigre Demo Suite 2.0" for the eye)
The updated engine is not yet released, but this article explains how open gl es 2.0 works and how it can be used with the upcoming update:
Basics of OpenGl ES 2.0 and how to use it with Tigre
PS: Why is ogles 1.x required? Ogles 2.0 does offer nothing to do all the required matrix transformation stuff. So I simply decided to use that functionality from ogles 1.x, but omnia II users don't worry, there will be a cpu based transformation too!
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Cool test, how do you display the FPS?
If only games developers harnessed the power available, well hopefully we'll see some great 3D games with WP7

Measuring the time that was required for rendering a frame is easy, but display text with my engine is currently only possible with ogles 1.x (but i think the text implemnetation is great and very flexible). I'll put the updated Tigre sdk online as soon as every feature that works with ogles 1.x also works with ogles 2.0, I think this will take 1-2 weeks.
To WP7: I'll port the engine also for xna, so this will make things even more easy Haven't started this yet, but I don't know if we can access opengl directly with wp7 or if we can use the gpu only via xna. This would be very sad, since xna does not allow us to writte own shaders.
PS: the next demo will be some more eye candy, with bump mapping+specular lighting + environment mapping; be exited

This is fantastic! I'm working on some OpenGL-stuff myself, and with your permission I'd like to use parts of your tigre-implementation.
I'm trying to load up one of the demos (actually any of the demos) in the VS-solutions, but I get an error "Create context failed: 12291"
Any ideas?
Running it on an HTC HD2, btw...

Thanks Of course you may use parts of Tigre, but please note somewhere that you use parts of Tigre and please do not use it for commercial use without permisson.
The problem with the context failed bug is well known, also for silvermoon or any other ogles application on the snapdragon platform. For now you have to softreset your hd2, then it sould work. I've found already a solution for that issue, the bug will be removed in the next release.

Phippu said:
Thanks Of course you may use parts of Tigre, but please note somewhere that you use parts of Tigre and please do not use it for commercial use without permisson.
The problem with the context failed bug is well known, also for silvermoon or any other ogles application on the snapdragon platform. For now you have to softreset your hd2, then it sould work. I've found already a solution for that issue, the bug will be removed in the next release.
Click to expand...
Click to collapse
Ah, all right I'll give that a try! Of course no commercial application, just really nice and useful (hopefully )

I'm exited, tell me if you're done or if you need some help.

why when i try to run it on my blackstone it crashes??

The Blackstone supports only OpenGl ES 1.0, but the demo requires OpenGl 2.0. Have a look at my page, there are many demos that run all on the Blackstone. Here is a gallery of that demos.

When I run I just get a blank window.
Do I need to start. App seems to be okay as I can select menu items like teapot etc but still blank.
Running Xannytech rom with Chainfire driver and dotNet 3.5

Ran it again and it worked.
Might be abug with the default model is not defined? Last one I selected was teapot. Didn't work but just ran it again and it worked. Nice, Very nice

Yeah I had that too, first time it loaded up blank, second time it worked fine.
Smooth and without chainfires drivers too

Can we create a games with this stuff...
like your Engine...
Need 3D design ?
i m enjoy by this possibilty...

strange, never had that bug, the default model is the teapot, I think it might be something with the transformation, I'll have a look at it.
Of course you can create games with this. A 3D game based on Tigre is already in production. Technicaly it is posible to do something similar like Half Life 2 with OpenGl ES 2.0 and the HD2, but that would require a team and not a single developer:-(

dude if you get this working on the omnia 2 i will for sure send you a donation. I have a few questions through why will the omnia 2 be cpu based? or are they all cpu based driver? maybe you can add to Chainfire work found here
Will this allow us to play any open GL 2.0 games that are out there?
Chainfire has done some great work but its no wear near complete. I don't even know if his drive is opengl 1.0 or 2.0

Its a bît complex, let me explain: 3d graphics consists of two things: transformation and shading. Transforming means that we have the 3 points of a triangle that needs to be positioned correctly, i.e we need to know where that triangle is, how it is rotated, scaled and where's the camera. This is done using different matrices, such as the camera matrix, the world matrix the projection matrix and so on. OpenGl ES 1.x does offer this functionality, 2.0 does not! Bacause the engine does this already with opengl 1.x, I don't have to implement this if ogles 1.x is available. If not, with the omnia ii for example, I'll have to do this manualy. This won't be too bad for the performance, only scenes with a lot of rotating objects and similar will not be optimal....
So the main work will be done on the gpu also on the omnia ii, if ogles 1.x is missing that means I have to code a bit more

ahh i see you either build on top of opengl 1.0 and if that is not there then you gotta start from nothing and build the functions that 1.0 provides and then build the 2.0 library. I thought for a second you where going to mke it cpu based and not use the gpu. The omnia has such great hardware but dam sumsung for not giving it opengl , they should have at least added 1.0.
Now as i said Chainfire has done great amount of work with his opengl driver for the omnia. Maybe you can use that?
I know in time the driver will only get better, but do you think it will just work out of the box when you release it? Like will applications just use it and function like they should. I ask this because Chainfire has done great work but again he is only one person and not a team. His driver is no where near completion and he is slow with his releases and not everything functions.

I don't know about his driver, but I have a idea! In the attachement is a file called "libGLES_CM.dll", this is a software driver for opengl es 1.1. Rendering is terrible, but transformations are quite good. Copy that file into the directory where the demo is installed to and try to run it on the omnia II. Does that work?

Here's a first screenshot of one of the demos. The shader uses a normalmap, a diffuse map and phong lighting...

Just found a way to improve the performance for the whole engine, now it's up to 50% faster!!! Next release with all that features is coming next week I think...

Related

TF3D has almost been completely ported, Anyone tried in Artemis?

Hi everybody:
In this thread has released a first attemp of complete version of TF3d:
http://forum.xda-developers.com/showpost.php?p=2758694&postcount=240
Well, some time ago when the the 3Ddrivers for Kaiser was in development they put some tools for testing the "3D capacity", when I tried in my Orbit without any other file or driver, this tools works very well and with a decent fps.
Now someone tried this TF3D on his Artemis?
No success with TF3D
It just keeps on showing tap here to launch and when you tap its says launching, doesn't go further, is there a solution?
ryomahino said:
Hi everybody:
In this thread has released a first attemp of complete version of TF3d:
http://forum.xda-developers.com/showpost.php?p=2758694&postcount=240
Well, some time ago when the the 3Ddrivers for Kaiser was in development they put some tools for testing the "3D capacity", when I tried in my Orbit without any other file or driver, this tools works very well and with a decent fps.
Now someone tried this TF3D on his Artemis?
Click to expand...
Click to collapse
i guess u would be running into problems with even the first requirement:
Requirements
- Working OpenGL ES driver...
see for possible help:
http://forum.xda-developers.com/showthread.php?t=339745
I Tried it
Both The kaiser divers and the Polaris drivers are useless!
It just keeps Launching TouchFlo!
now if someone could find OpenGL ES drivers for Artemis then we could give it a try!
there are no such drivers available for artemis
The drivers will fail as the Artemis does not have the hardware for TouchFLO 3D, hence why we have TouchFLO 2D, which is essentially the same, but for 2D devices. Even if you were to get it working, the 200MHz processor and 50MB free RAM won't be enough to run it.
yes i agree.. and as all can see even the 2D manila consume too RAM compared to the free RAM we have
sorry it slowly not work
OpenGL driver self-working???
Hi everybody, because I start this thread for artemis, I decide to test the Tflo3d with a OpenGL ES driver that was shared in the first intent of porting Manila to our devices(that was before the development of the famous kaiser drivers).
Well here are my results:
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like you see TFLO3d works? in artemis but its slow and the graphics from theme not show, I think its problem of OpenGL driver (maybe its too old, and need more development).
The good news its that openGL was developed by Vincent for non-specific device, so tell all your friends with different HTC maybe we can found one driver that make work in all our devices, or better someone can develop the driver(sorry I dont know anything of programming).
so there is a hope
but sorry i don't know any of these stuff too
Overclocking
Did you try overclocking artemis?
Maybe it could run better
well,
i hope it all to work out nicely,
but considering this statement from the orig. thread:
"Its CPU & resource intensive. Its got high system specs, higher than most pre-kaiser era phone can handle easily, takes an age to install or uninstall and will slow most phones down to a crawl. It also is a huge battery drain and due to the power bugs its almost impossible to even charge the phone while its enabled."
i wonder - and overclocking our artemis surely wont measure up to it!
greetz
Drivers...
Well We just have to find out when someone finds the right drivers! Because most of the problems found are driver related.
The builds tend to be lighter every time, and with image resizing I'm hoping it just might work!
there is also a huge differance in a cab inslaed tf3d and if it's cooked into the rom. I've tried it on my kaiser and when cooked in it runs almost as smooth as the diamond I tried in a shop. so there is hope that it can run on Artemis and other older devices. I rememberd when Herg started porting and most of the kaiser comunety said that it couldn't be done when some more skilled people joined in. Well they were wrong so don't give up hope if someone is trying to get it to work.
If you have a dream go for it and do what ever it takes to compliet the dream
i hope works soon in artemis.
ryomahino said:
Hi everybody, because I start this thread for artemis, I decide to test the Tflo3d with a OpenGL ES driver that was shared in the first intent of porting Manila to our devices(that was before the development of the famous kaiser drivers).
Well here are my results:
like you see TFLO3d works? in artemis but its slow and the graphics from theme not show, I think its problem of OpenGL driver (maybe its too old, and need more development).
The good news its that openGL was developed by Vincent for non-specific device, so tell all your friends with different HTC maybe we can found one driver that make work in all our devices, or better someone can develop the driver(sorry I dont know anything of programming).[/QUOTE
Can you tell me how can open tf3d? and second question how can open ben too test 3d ...????
3) what is this vichent 3d dll?
i will try o run benhmark and dosent open can you post for artemis..
Click to expand...
Click to collapse
before I found and read the post, I installed the TF3D on my Artemis
and what happened ... nothing
After the soft reset the phone stucked and I had to do hard reset
BTW: the installation takes almost 25 minutes and 10 MB of free space
Well in simple words the vincent 3d drivers are a dll file that manage the 3D textures in the phones that not have 3d hardware like Kaiser Polaris Diamond etc.
The drivers of HTCclassaction manage the 3d hardware of Kaiser and Polaris. In our device that not have this hardware, its more dificult and more laggy manage 3d textures. The Vincent3d drivers were development in 2006 but this development were stopped years ago, so "Vincent" are gonna release other drivers this summer but this drivers are OpenGl SC (not the OpenGL ES that are published previously) and I dont know if works for TF3D.
I install the first release of TF3D from Chainfire in a YuE 11.3 extraclean rom, the process was too slow. Then I copy the libGLES_CM.dll to windows folder. Go to settings/today and check TouchFLo3D. Wait one more time and runs like the images I posted. I install too HTC ALbum that works with M2D and install swtos audiomanager for diamond for test this tabs in the TF3D.
I was read that Hybrid Rasteroid and Vincent works in ppc, so I been searching another libGLES_CM.dll, but Hybrid was absorbed by Nvidia and found his libraries its so difficult; I found some of these libraries but not complete and not works with TF3D. We must made a "Coalision" with support of everybody that have a older HTC to make a library that make TF3D works in our devices.
Many many thx

[SKIN] Morphgear 2.4.0.9 WVGA gamepad with Multi-Touch support (sorta...)

Ever dreamed of playing those good old SNES and Genesis games with your Touch HD ? Your dream comes true !
Let me present to you my new skin:
WVGA-MT-Dredd67 v0.3
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What you need:
- Morphgear 2.4.0.9. you can get it from here : http://www.spicypixel.com/web/page/morphgear/Download.aspx
- Some Morphgear modules (each emulator has to be bought separately)
- Some Roms (google for them, no roms here).
- My skin
Installation:
1) Extract the files in the zip and copy them directly into:
Code:
\Program files\Games\Morphgear\Skin[B]s[/B]
2) In Morphgear's global settings be sure to have:
* uncheked "Disable Full Screen"
* checked "Use Virtual Pad"
3) In Morphgear's SNES (exemple) settings be sure to select:
*Skin: Name: WVGA MT Pad v0.2 by Dredd67
Troubleshooting:
-If the skin doesn't appear is the skin list, removed all others skins that could have been placed there.
-If you start a rom and the Pad doesn't show, be sure to go full screen by pressing the center of the screen.
-I won't do the support specific to Morphgear, I assume you know how to use it or you are able to read the guides on Morphgear's website.
Advises:
This skin provides fake multi-touch support (See the release notes for details). To got it to work you need to press simultaneously two virtual buttons. And you need to be quite precise even if I have tried my best to build this skin as finger-friendly as possible. So for best game experience here is what I suggest:
- Lay down your HD on flat surface (I put it on my pouch on my desktop), the device is easier to manipulate this way.
- Unprecise pressing is OK as long as you don't expect multi-touch.
- For multi-touch to work, you need to position your fingers properly, use your indexes or even better, the tip of your indexes.
- Some games use unusual combinations which are probably not mapped (see release notes). I can't map them because of the calculated multi-touch principle and the space I have to layout the buttons.
- This skin is mainly designed for SNES games. You will have to edit the .txt file to make it work properly with other modules.
- Don't press between the DPAD and the buttons, this is the place where the hidden buttons are. Expect some unexpected moves if pressing there
Release notes:
03.03.2009 : First version.
04.03.2009 : v0.2 : New layout for better multi-touch support.
Buttons that are mapped:
A, B, X, Y, N, S, E, W, NE, NW, SE, SW.
Combinations that are mapped:
A+N, A+E, A+S, A+W, B+N, B+E, B+S, B+W
Advised settings for Morphgear for best performance
Global Settings:
- Driver: Auto
- Frame Rate statistics: Unchecked
- Disable Full screen: Unchecked
- Orientation: North
- Enable Sound: Unchecked
- Use Virtual Pad: Checked
SNES9x Settings:
- Screen Size: Autoscale
- Image smoothing: Unchecked
-Sound: Everything Unchecked
-Frame Skip: 2 (or 3 if the game really needs it)
-Auto Sync: Uncheked
With these settings you should get roughly between 55-60/60 fps
Additional information
You may be interested in reading this thread:
http://forum.xda-developers.com/showthread.php?t=486268
This is where everything started, this skin is just a first result of our investigations. Now the principle should be generalized to any application if some devs want to give us a hand.
Just a mirror for those having trouble downloading:
http://rapidshare.com/files/211370608/Morphgear_Gamepad_fo_Touch_HD.zip
thank
thank its very amazing
unbeliveable this is fab!!
Thanks a lot for this, I tried it and it works fine!
Great job!
Will it be possible to use it when the phone is horizontal one day?
xr2i said:
Thanks a lot for this, I tried it and it works fine!
Great job!
Will it be possible to use it when the phone is horizontal one day?
Click to expand...
Click to collapse
We are working on it, but it will be different application, because Morphgear's limitation doesn't allow this.
Look at the link at the end of the 1st post, this is where we are actually.
At my knowledge, it's very hard to have a vpad in landscape mode with Morphgear, because its hardcoded to pop-up UNDER the game screen, which means a few line of pixels...
idea is simply wonderfull , but still need to be better performed
Ciao! Good Job !
Good job
Wow man! Excelent job!!
Sounds AMAZING! I will test it right away ... THX man
All is good,
just to correct the directory skin with skins to extract your skin files
thx
thanks for this!
tested on sonic 1 and 2 for mastersystem and super mario world for snes and works like a charm!
great work
Dredd67, your´re the one! Thanks for this. The best Skin and (even better) supports "multi-touch"
Hi
Why i only have a small control, how can i change it to bigger size?
thanks.
can you make a VGA version Multi-Touch for the diamond ??
davtheultimate said:
All is good,
just to correct the directory skin with skins to extract your skin files
thx
Click to expand...
Click to collapse
+1 true
mailmaarnaarluc said:
Hi
Why i only have a small control, how can i change it to bigger size?
thanks.
Click to expand...
Click to collapse
Ha ve you selected the right skin in your module's settings ?
Aqrab said:
can you make a VGA version Multi-Touch for the diamond ??
Click to expand...
Click to collapse
I could try, but I think it will be too small to be really usable.
Zepiii said:
+1 true
Click to expand...
Click to collapse
What's the problem with the directory, I'm not sure what you are referring to ?
will download and test it...thank you...
Nice work on the skin, thanks!
I only tested it on the SNES emulator, but I can't get the games to run properly on my HD. I tried changing all the video and audio settings, but it just runs very sluggish. Any ideas?
MrData said:
Nice work on the skin, thanks!
I only tested it on the SNES emulator, but I can't get the games to run properly on my HD. I tried changing all the video and audio settings, but it just runs very sluggish. Any ideas?
Click to expand...
Click to collapse
Try to disable sound, fps stats, and screen smoothing which is a incredible performance drainer.
Note that it will never be as fast as on other devices, due to the lack of proper graphics drivers.
Dredd67 said:
Try to disable sound, fps stats, and screen smoothing which is a incredible performance drainer.
Note that it will never be as fast as on other devices, due to the lack of proper graphics drivers.
Click to expand...
Click to collapse
Tried that already, I guess I can get an ok framerate with no sound, a tiny screensize and no smoothing, but where's the fun in that?
Besides, this guy:
http://www.youtube.com/watch?v=CL2mUeR2KOQ
is clearly running morphgear at perfect framerate?

[OpenGL|ES] HG-Engine v0.4 (2010/03/31) G-Sensor Hologram!

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Major update, new version contains simple physics!
HG-Engine v0.4
Note: Project is in very early development stage, stay tuned for updates ;-)
This version contains preview hologram environment with object creation and movement. Simple physics and transparency implemented.
How to draw cube:
- Push the position where you want to start and by holding stylus on display move wherever you want
- Okay, now you have a square, push stylus to display and move on x-axis to define back side
- Final stage, repeat step 2 for define front side
How to move cube:
- In this version you can move only with last created cube
- Simply select Move Tool in Features menu and slide or click to destination
How to draw prism:
- Simply click 4 points clockwise on your display
How to draw pyramid:
- Nearly same as creating cube, just try it
Only WVGA resolution is fully tested on Touch Pro 2, pls give me report, how it works on other devices, thanks!
Have a fun!
First game based on this engine >> HG-Proton, more games comming soon!
Project webpage
(C) www.ShaWn.cz
CHANGELOG
v0.4:
- New objects: Prism and pyramid
- Implemented basic physics (only cubes for now)
- Basic transparency using stencil buffer
v0.3.1:
- Move function added
- Improved textures
v0.3 (private build)
- Draw custom cube
- Some source code optimalizations
v0.2 (initial public release)
- Dynamic light can be turned OFF/ON
______________________________________________________________________________
FAQ:
Q: libgles.dll error
A: Download it from here:
Q: GSensorSDK.dll error
A: Only HTC devices are supported for now. If you have HTC and anyway getting this error, check that you have that dll in the same directory as HG-Engine-exe and make sure, your device has G-Sensor
Works perfectly on Touch HD. It's a little wobbly though, or maybe it's just my accelerometer being too sensitive. But you're definitely heading the right direction, this has a lot of potential. You might wanna do a teeter kind of game with this engine. Keep it up!
Works like a charm on my htc fuze, exelent job mate, hopefully this will be an awesome open GL engine for our devices.
Thanx for support, I've uploaded fresh v0.3.1 with very exclusive stuff, just try it ;-)
So, I'm gonna sleep, it's 1 AM here... eNjoy!
Pretty sweet. Apps have only begun utilizing the G-Sensor for stuff like this. I noticed that movement was a little rough, like you had to tip your phone a bunch for the blocks to move a bit. Perhaps you could make the blocks a little more responsive to tilt.
Really neat stuff.
Yes, there's a little problem with G-Sensor, sensitivity could be increased, but it's make G-Sensor departure more visible and movement is not too smooth... I will write some stabilization algorithm to future versions ;-)
HG-Engine.exe
MissingMethodException
File or assembly name 'GSensorSKD,
Version=1.0.3554.38726
Culture=neutral, PublicKeyToken=null', or
one of its dependencies, was not found
HELP
Im using the verizon touch pro 2 wm 6.5
I have .net framework
I GOT IT WORKING NVM BUT you should change the sensitivity to higher
You have to put included GSensorSDK.dll into the same directory as exe ;-)
PLEASE bring this to QWVGA!
My omnia is dying for something like this
working on VGA diamond
Please help me.
"An unexpected error has occured in
HG-Engine.exe.
Cant find Pinvoke DLL 'HTCSensorSDK'"
Do I need to download speliomaniac's HTCSensorSDK.dll?
I'm using an Omnia i910 with wm6.5 flashed to it.
I've pasted HTCEmu.zip package into the game's file.
Now it says 'Cant fine PInvoke Dll 'libgles_cm.dll'.
valkryomnia said:
I've pasted HTCEmu.zip package into the game's file.
Now it says 'Cant fine PInvoke Dll 'libgles_cm.dll'.
Click to expand...
Click to collapse
Same error am running HTC Prophet with WM 6.5 thanks
libgles_cm.dll is software driver for OpenGL|ES, I added FAQ into first post ;-)
I'm really suprised, by Diamond compatibility. Could someone post screenshot, how it works on VGA?
Ok. I've just placed the libgles_cm.dll into both the game's folder, and the /Windows/ folder. No change. Still getting the exact same error.
Works perfectly on Touch pro 2 thx
works for me
working on my TP2 verizon stock rom 6.1
Works on Omnia
I have Omnia i900 (sw renderer) + windows 6.5 and it works perfectly.
Any news?
Any news? Just switched to omnia i910... not working either.
Have planned to adapt to TG01 or Omnia sensor ?

Guitar Hero

Is there any (good) Guitar Hero (or sort of) for X1?
I don't think, that any guitar hero style game would work properly on the X1, because X1 doen't support multi touch. I tried a sort of guitar hero game and it was hardly playable.
nos2k5 said:
I don't think, that any guitar hero style game would work properly on the X1, because X1 doen't support multi touch. I tried a sort of guitar hero game and it was hardly playable.
Click to expand...
Click to collapse
Ok, thanks for the reply. I keep looking for it
Touch The Music
Beta, but interesting and worth supporting
Arlanthir said:
This is the official development thread for Touch The Music.
All information is going to be posted here.
The project consists of a music game, similar to Guitar Hero and Tap Tap Revenge, for Windows Mobile 6 onwards.
Development Team
Programming
Arlanthir
Graphics
Previously: Jakob Dam (jakobdam)
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Announcements
- Version 0.31 out
- The OPTIONS Menu doesn't work yet.
Latest Version (0.31)
Download
QVGA
VGA
WQVGA
WVGA
Squared QVGA (discontinued)
Squared VGA (discontinued)
How to play
You can tap the fret buttons on the lower part of the screen or you can use LEFT UP RIGHT hardware keys to play.
If you want to quit the level, just press the RED (end call) key. Alternatively, you can click the top right corner (where the framerate counter is located).
Please note that with the hardware buttons you won't be able to net those multitouch points. A singletouch easier mode is planned for future versions.
Changelog
Version 0.31
Debug information added.
DirectShow error checking added.
Version 0.3
Major graphic overhaul
Pause
New scoring method
Vibration Feedback
FIX: Experimental bugfix for when receiving messages and calls, etc. The program should now behave fine when losing focus.
Version 0.2
Multitouch working.
New menu system, with placeholder graphics.
New level (incomplete).
New resolutions.
Version 0.1
The first playable level is released on a simplistic game engine.
The Options Menu doesn't work yet.
Planned features for next version
...
Planned features for FUTURE versions
There is going to be a music editor for PC (at least) so you can create levels. The process won't be automatic, though, because we cannot make a program that guesses where the guitar is in the music by itself. So you are going to place the notes where you feel is right.
Note animations when you tap them.
Options menu.
...
Known Issues
I can't access the Options menu!
It's not working yet!
If the application below the game updates the screen, Touch The Music no longer recognizes touches or keystrokes
To be honest, I don't know why this happens but it will have to be fixed. Starting the game from the programs menu or the manilla programs tab minimizes this, as long as the messaging tab is not visible. (experimental fix in version 0.3)
The game does nothing!
This is a problem with some hidden GAPI calls I may be using... Try this fix: http://forum.xda-developers.com/showthread.php?t=532200
I have no Sound
If possible, change your ROM. If not, try the latest version and tell me all the eventual error messages.
Multitouch isn't working, my device has got no multitouch support!
Multitouch for Touch the Music is entirely software-based. It should work on any phone without hardware multitouch (yeah I know, mixed roles here).
If it doesn't on yours, try the latest version out and send me your log.txt
How can I make my own track levels?
I recommend using a program like audacity to open the mp3 file. Then, check the timing of the notes and write them in a text file as such:
<note type> <time>
Time can be absolute (i.e. 3000 = 3 seconds since beginning of the song) or relative (i.e. +1000 = 1 second since PREVIOUS NOTE). Please put in an absolute note for reference once in a while.
Note types can be:
L - left
M - middle
R - right
< - L + M
> - M + R
v - L + R
So for example, a simple music could be:
# This is a comment
# Intro of simple music
L 2000
R +200
M +300
R +200
< 5000
> +500
# Chorus. Note the absolute timing for reference
R 7000
L +200
R +200
M +300
etc......
Always remember, higher pitch (acute) notes should be on the right. I can't tell you enough to look at the track1.txt in the tracks folder of the game, to understand what I just said.
When you want to test it, convert your mp3 to aac and save it in the tracks folder as well as the txt with the notes script. Rename them both to track1.aac and track1.txt.
Thank you all for your time and especially the users who are contributing with testing, ideas or just kind words, you are all that makes this project possible.
Click to expand...
Click to collapse
Thanks! I'ma try it out.
http://www.microsoft.com/windowsmobile/en-us/totalaccess/software/games/guitarhero3.mspx
Sera_6969 said:
Touch The Music
Beta, but interesting and worth supporting
Multitouch for Touch the Music is entirely software-based. It should work on any phone without hardware multitouch (yeah I know, mixed roles here).
Click to expand...
Click to collapse
The version i tried had no multi touch support on my X1.
orelsi, I'ma try your link right now .

[BIG FAIL] Unmerging posts dont worry - Your Mod, ~~Tito~~

will the WP7 support for the old apps of wm?
i know, only market apps, but if we can cook, then we can add a install app existent which install apps, this if the programs have acess to the file system and register.
As far as current information goes, there is no support for legacy software, so I don't think that the libraries necessary for WM6.5 hardware would be on the phone.
Also the window-management (if one wants to call it that) would be completely different in the Windows Phone 7 series.
Another important thing is that it is based on a different kernel than Windows Mobile 6.* (which uses Win CE 5.1). I don't remember what the last number was but it could either be the Win CE 6 Kernel or as was rumored some time ago: the first use of the new Win CE 7 Kernel. This means that lots of API might have changed or be missing.
if we would manage to cook our own custom WP7 ROMs in the future then we also can get us access to the native api. however it won't be possible to run standard wm 6 applications due to GUI components missing. But we still could develop some nice little hacks, tools, services, free customization or maybe even build libraries with native functions exported (to re-use them in the Silverlight apps) to allow us develop something like a simple file explorer, task switcher or registry editor! though not sure about the Silverlight part. What are some .NET experts saying there?
Silverlight and Isolated Storage
When I first read, that there was no direct access to the FileSystem and instead the Silverlight isolated storage was to be used I wondered wether the regular Silverlight Quota's for the isolated storage would apply.
Anyone who wants to know more on what IsoStore quotas are can look for more information here: http://msdn.microsoft.com/en-us/magazine/dd458794.aspx
Suffice to say, that for Silverlight 2 there was a default quota of exactly 1 Megabyte of Storage Space (which could be expanded by querying the user). So I went to find out if this would apply to WP7s Applications as well.
Luckily there are methods for requesting exactlly this information.
This told me that I have: 1 927 Megabytes of free space and that the quota limit is set to the maximum value supported by a long variable - which implies no quota limitation.
The question remains: is this only true of the emulator image or will this apply to the final phones as well (my guess currently is that the 1.9 GB of free space imply 2 gb storage space on the emulator image and ~ 90 mb being used by the system and IE).
I hope somebody thinks this information is useful, I'll perhaps try how much i can fill this memory up and how big my programm can get in memory next.
How do I create 'pages' in VS?
I've downloaded the new VS Express and made a basic GUI app, but I can't figure out how to make pages. Please see my pic below to understand what I am refering to.
Has any one figured this out or seen any guides on how to do this?
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Don't remember where I saw it, but I think pages or "pivots" as they have been called are disabled in this release of the sdk.
Edit - It's on page 57 of the UI Design and Interaction Guide.
Yup it's meant to come in the updated release, also support for Visual Basic
Visual Basic
I just downloaded Windows Phone Developer tools and i can see only support for C#.
Does that means that they are still working on VB part or that they done with VB and i should finally start learning some real programming languages?
check this out... good behavior that works like the panoramic control for that might be released in future versions of the SDK
http://aimeegurl.com/2010/03/18/pan...ne-7-with-no-code/comment-page-1/#comment-966
hope this helps
you know what I'd like to see?
The WP7 homescreen consists of hubs, right? and swiping it to the left, gives you a list of applications. The app list doesn't seems to be finished yet, but how likely will it be, that this page will eventually be made available for UI customization? I mean, the hubs/tiles interface should still be the main screen when getting the phone out of standby, but the app page could an ideal spot for custom UI, just by a swipe of your finger. just a thought.
Quote from the developer forum
Hi folks,
I have some great news!
I received feedback from the GPM for the Microsoft VS Languages team, who indicates:
"there will definitely be support for writing VB apps for Windows Phone 7, but we are still working on the details and the timeline".
Best Regards,
Mark
mrabie said:
http://aimeegurl.com/2010/03/18/pan...ne-7-with-no-code/comment-page-1/#comment-966
hope this helps
Click to expand...
Click to collapse
Cool link!
Yay, i can postpone my VB to C switch
Thx for info
Thanks for pointing out where in the guide it said that. Also thanks to mrabie for that link. I hope the 'pivot' template released with the final version of VS is a simpler though.
You can probably get away with using VB in SL4 using the VB edition of VS2010. Just avoid using any libraries or controls that SL4 doesn't support in WP7. Then when they launch WP7 it will just be a matter of re-making your interface and copy & pasting most of the code.
Beware: I am an idealist
Silverlight limitation \ work around
I was investigating if it was possible to create a Silverlight (SL) application that can help IT people with basic task; ping, trace-route, port scan, viewer HTTP headers, etc. Unfortunately Silverlight doesn't seem to be cable of doing any of this. Very disappointing to learn.
Anyway, the only work around I can in-vision is if a program were to be installed on that network that had all these abilities and then SL could just be used as a remote control. Since many of us in this forum are tech savoy people, I'm curious as to your feelings toward such an application.
Personally, I would use it only as a last resort. I have a similar application for my iphone, but its all self contained on my phone which makes it great when I have to troubleshoot a foreign network.
Possibly you could do the part about an http-header viewer, but as silverlight and XNA currently don't give you access to the ip-stack itself, port-scanner, ping, tracert don't seem possible.
A fact, MS hopefully will address. As to an application which does this from the phone using a proxy: if i have to setup that proxy first, I'd rather stick with that machine for the occasional ping, tracert, too - but that's just me. Nice idea anyway.
Arabic support in the development tools? [Edit: resolved]
Hello
I'm new to WM development and trying to learn on the WM 7 CPT tools released last week. I try to change label text to Arabic characters but they show up as squares. Are the current tools not yet supporting such languages or is there a work around?
On a semi-related note, is anybody else experiencing some lag while playing around the emulator? It just seems quite slow. I'm running on quite a decent PC (quad core, 2gb ram etc).
How would I go about downloading a file?
How would I download a file from the internet onto the phones storage?
I got a text file in mind, and I'd like the text from the file to be displayed in a text box.
So does anyone know how I would go about doing this?
LooperNor said:
How would I download a file from the internet onto the phones storage?
I got a text file in mind, and I'd like the text from the file to be displayed in a text box.
So does anyone know how I would go about doing this?
Click to expand...
Click to collapse
You don't need to download it to the storage device to be able to display a text file from the net. I haven't developed on WP7 yet, but assuming you can use System.Net.dll and System.IO.dll:
C#:
Code:
HttpWebRequest hwr = HttpWebRequest.Create("http://www.google.com/Robots.txt");
WebResponse resp = hwr.GetResponse();
StreamReader sr = new StreamReader(resp.GetResponseStream());
this.textBox1.Text = sr.ReadToEnd();
sr.Close()
edit:
And looking at Scottgu's Twitter code example, you should be able to do:
Code:
private void Form1_Load(object sender,EventArgs e)
{
string url = "http://www.google.com/Robots.txt";
WebClient wc = new WebClient();
wc.DownloadStringCompleted += new DownloadStringCompletedEventHandler(wc_DownloadStringCompleted);
wc.DownloadStringAsync(new Uri(url));
}
void wc_DownloadStringCompleted(object sender, DownloadStringCompletedEventArgs e)
{
if (e.Error != null)
return;
string DownloadedText = e.Result;
this.textBox1.Text = DownloadedText;
}

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