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proton:flash_setup [2012/12/13 01:57] sethproton:flash_setup [2012/12/13 06:31] seth
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 Adobe's new Flash C++ stuff (Flascc?) finally lets you pop get your Proton apps up on the web! Adobe's new Flash C++ stuff (Flascc?) finally lets you pop get your Proton apps up on the web!
 +
 +<html>
 +<strong>Flash version:</strong>
 +</html>
 +
 +<html>
 +<div id="flashContent">
 + <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="480" height="320" id="RTBareBones" align="middle">
 +   <param name="movie" value="/games/test/RTBareBones.swf" />
 +              <!--[if !IE]>-->
 +              <object type="application/x-shockwave-flash" data="/games/test/RTBareBones.swf" width="480" height="320">
 +              <!--<![endif]-->
 +                <param name="wmode" value="direct" />
 +                <param name="allowScriptAccess" value="sameDomain" />
 +                <param name="bgcolor" value="CCCCCC" /> 
 +                <div>
 +                  <h1>You need to update flash:</h1>
 +                  <p><a href="http://www.adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a></p>
 +                </div>
 +              <!--[if !IE]>-->
 +              </object>
 +              <!--<![endif]-->
 +            </object>
 + </div>
 +</html>
 +
 +[[http://www.rtsoft.com/games/test/test1.html|View the RTSimpleApp example (has audio, jpeg loading) in Flash here]]
  
 ==Features== ==Features==
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 It's not a perfect emulation (it's still a work in progress), but all the Proton examples run fine, so it ain't bad either. It's not a perfect emulation (it's still a work in progress), but all the Proton examples run fine, so it ain't bad either.
- 
-[[http://www.rtsoft.com/games/test/test1.html|View the RTSimpleApp example in Flash here!]] 
  
 ** NOTE ** : Proton using Domain Memory and Stage3D acceleration and Adobe has a rule that if your app makes 50k+ you have to pay them 9 percent.  Just warning ya.  Because of this, I (Seth) will probably be adding other web targets as well instead of depending on just Flash. ** NOTE ** : Proton using Domain Memory and Stage3D acceleration and Adobe has a rule that if your app makes 50k+ you have to pay them 9 percent.  Just warning ya.  Because of this, I (Seth) will probably be adding other web targets as well instead of depending on just Flash.
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 But that's not a great solution, because later you really WILL need more memory when you compile debug mode versions of bugger stuff, it's a huge hog. But that's not a great solution, because later you really WILL need more memory when you compile debug mode versions of bugger stuff, it's a huge hog.
  
-=== Step 2, compiling RTBareBones example ===+=== Step 2: Compiling RTBareBones example ===
  
   * Edit **RTBareBones/flash/app_info_setup.bat** with a text editor and change stuff to match your paths.  In the linux style paths (like **/cygdrive/d/pro/flascc/sdk**) you would change only **d/pro/flascc/sdk** to **c/yourflashSDKdir/sdk** (if you were on drive c) and not change the /cygdrive part, as you need that.   * Edit **RTBareBones/flash/app_info_setup.bat** with a text editor and change stuff to match your paths.  In the linux style paths (like **/cygdrive/d/pro/flascc/sdk**) you would change only **d/pro/flascc/sdk** to **c/yourflashSDKdir/sdk** (if you were on drive c) and not change the /cygdrive part, as you need that.
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   * Same thing to compile the RTSimpleApp example   * Same thing to compile the RTSimpleApp example
  
 +
 +=== Step 3: How to add a Flash target to your existing Proton game ===
 +
 +  * Copy the /flash folder from RTSimpleApp into your own project
 +  * Use [[:proton_vsrename|vsrename]] from inside the /flash directory and change RTSimpleApp to your app name
 +  * Edit the /flash/makefile with a text editor and add/remove the correct source file names
 +  * To change the render size of your .swf, change the SWF_SIZE setting in the makefile, and also change the two places the size appears in the test1.html file.
 +  * Look at App.cpp in RTSimpleApp and notice a subtle change to the audio init - it now uses "new AudioManagerFlash", which solved a weird problem of AudioManager's virtuals not being overriden, I assume because the latest Flascc has some errors when certain kinds of vars are initialized earlier than it wants them to be.
 +  * That should be it!  If you have nonstandard media folders to copy from, you can fix it by editing build_prepare.bat
  
 ===Misc Notes & Gotchas=== ===Misc Notes & Gotchas===
 +  * -O4, the best Flascc G++ optimization setting has weird freezes making it useless.  I've heard rumors this happens because exceptions are used and the next Flash player will fix it.  Until then, I've setup RTSimpleApp to use -O3, but it does make the .swf 35% bigger
   * Non pod globals that get intialized right away act funky in some cases.  Something to do with order of init?  Especially classes with virtual functions.  So try to only init stuff in classes and such, instead of globals where you don't control when the init happens.   * Non pod globals that get intialized right away act funky in some cases.  Something to do with order of init?  Especially classes with virtual functions.  So try to only init stuff in classes and such, instead of globals where you don't control when the init happens.
   * Don't try to rename Console.as, the default preloader that Adobe ships hardcodes this name, we'd better keep it.  (At first I tried to rename it FlashMain.as, bad idea..)   * Don't try to rename Console.as, the default preloader that Adobe ships hardcodes this name, we'd better keep it.  (At first I tried to rename it FlashMain.as, bad idea..)
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   * printf will act like LogMsg, both will go to debug output   * printf will act like LogMsg, both will go to debug output
   * Only 128kz stereo mp3 audio is supported   * Only 128kz stereo mp3 audio is supported
-  * SetVolume, SetPan, IsPlaying on AudioManagerFlash not implemented+  * The SetVolume, SetPan, and IsPlaying functions in AudioManagerFlash are not implemented
   * Not all GL functions supported   * Not all GL functions supported
   * Some MSVC examples have a Flash GLES Debug profile setup, it compiles and renders with MSVC, but there is no video as it's all going through a crippled GLFlashAdaptor - you can't see anything, but it's useful to me for debugging and seeing which GLES things aren't handled yet.   * Some MSVC examples have a Flash GLES Debug profile setup, it compiles and renders with MSVC, but there is no video as it's all going through a crippled GLFlashAdaptor - you can't see anything, but it's useful to me for debugging and seeing which GLES things aren't handled yet.
-  * Only one light is supported and it must be ambient+  * Only one GL light is supported and it must be ambient
   * LaunchURL works, but only when loading the swf from a real website, otherwise you get a security error   * LaunchURL works, but only when loading the swf from a real website, otherwise you get a security error
   * It's slow.. I get 60 fps but only because I have a top of the line machine.. there are many optimizations I can still make, especially in the GLESAdaptor code, I'm going to try to replace it with Adobe's GLStage3D stuff as well and see how that does   * It's slow.. I get 60 fps but only because I have a top of the line machine.. there are many optimizations I can still make, especially in the GLESAdaptor code, I'm going to try to replace it with Adobe's GLStage3D stuff as well and see how that does
   * Compiling is slowish.  make -j7 for more threads doesn't seem to do anything.  Release builds are slow * 100.   * Compiling is slowish.  make -j7 for more threads doesn't seem to do anything.  Release builds are slow * 100.
 +  * I get Java memory errors if I try to compile a full -g debug version of the larger examples (RTSimpleApp) even with trying to hack everything to use 4gb of java memory, it just won't work.  So RTSimpleApp doesn't include the -g switch
 +  * You can do full GDB debugging with this - edit BuildDebug.bat and change **set RUN_GDB_DEBUGGER=0** to 1
  
  
  
proton/flash_setup.txt · Last modified: 2015/09/09 02:00 by seth