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[TUT] optimization games HD for QVGA/HVGA

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By Creonek, Member on 20th May 2011, 10:27 PM
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I found tutorial optimization games HD for QVGA/HVGA.

Code:
http://4pda.ru/forum/index.php?showtopic=238460
I'm waiting for yours work.
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21st May 2011, 10:49 AM |#3  
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You try google translate
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22nd May 2011, 05:57 PM |#4  
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there in Russian will be the time I'll translate
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22nd May 2011, 06:08 PM |#5  
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ok, thanks
23rd May 2011, 11:29 AM |#6  
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Recently, a lot of me in a personal message arrives with a question in about optimizing games for screens HVGA, QVGA. Since this question is relevant to many, I decided to write a short statement. Just want to warn you that every game has its own nuances and using the information described here will likely have to adjust it to suit your particular case, moreover, this statement is mostly true to the games from Gameloft. It is also very desirable to have programming skills, even if it is not under an android. In any case, I hope this statement will be helpful and will help to understand the approximate algorithm of actions. Android platform I started relatively recently, perhaps doing something not quite right / best, to it - the guru of the forum, please do not throw rotten tomatoes, and indicate an error, suggest a better option.

Let's start ...

Tools
Quote:

We need the following programs:
1. Apk Manager (download here).
2. Any text editor (notepad will fit).
3. Ida Pro 5.5 (can be found in the internet, the tracker).
4. Any hex editor (I use UltraEdit).

Now let us think that the game is optimized for screen HVGA / QVGA?
It can be divided into several stages.
Key:
1. Changing the rendering resolution to HVGA / QVGA.
2. Adjustment grid touch screen.
Secondary:
3. How to disable the cache (necessary in order to be able to convert introductory video at lower resolution).
4. Assigning a hardware button on any action (required for phones without multitouch).

Before proceeding to any stage of optimization, we need to get to the source code, the original source code, we certainly do not get, but we can get a JAVA-byte code, which is quite to our problem would be enough. For this purpose, we use "Apk Manager".

Install and use a "Apk Manager".
Quote:

The setup is nothing complicated, just unzip it to any folder. Also recommend that a file Script.bat, located in the folder "Apk Manager", change "set heapy = 64" to a higher value, such as 256 or 512, to prevent problems with large agribusiness files.
Working with "Apk Manager" also does not present difficulties. Required APK file put in folder "place-apk-here-for-modding", run "Script.bat" and the pop up window with green text, press "9 " and "Enter". Less than a minute later, the folder "projects" we unpacked APK file. Packs the same, run "Script.bat", click on "11"," Enter ", the question is whether the APC system? "Hit"n". And in the end, when the APK-packed file, sign it, for that press "12 " and "Enter". As a result, we get in the folder "place-apk-here-for-modding" file with the name signed [the name of the original APK-file].apk. Additionally, about "Apk manager" can be read here.

Further in the text I will miss the description of the process of unpacking / packing APK files.
Also, before you start, I recommend to first review a list of commands JAVA-byte code.
Now you can overstep directly to optimization, for example I will use the game "Modern Combat: Sandstorm".

1. Changing the rendering resolution to HVGA / QVGA.
Quote:

Most games under android, written using OpenGL, an OpenGL permission given by the function "glViewPort", and it will use. The most optimal, I think the function "glViewPort" place in the function "OnDrawFrame". To do this, by looking in the folder "smali", which is located in a folder with raspakovanym APK file, look for a file containing the function "OnDrawFrame". Usually this file is named "GameRenderer.smali" or "[Name Game] Renderer.smali ", in this case, "SandstormRenderer.smali". Open it in Notepad or another text editor and find in it the function "OnDrawFrame".
Here is a fragment of this function.

HTML Code:
.method public onDrawFrame(Ljavax/microedition/khronos/opengles/GL10;)V
    .locals 6
    .parameter "gl"

    .prologue
    .line 174
    const-wide/16 v0, 0x0

    .line 177
    .local v0, time:J
    invoke-static {}, Ljava/lang/System;->currentTimeMillis()J

    move-result-wide v0

    .line 179
    invoke-static {}, Lcom/gameloft/android/GAND/GloftMCHP/GLMediaPlayer;->update()V

    .line 180
    invoke-static {}, Lcom/gameloft/android/GAND/GloftMCHP/SandstormRenderer;->nativeRender()V

    .line 186
    const-wide/16 v2, 0x32

    invoke-static {}, Ljava/lang/System;->currentTimeMillis()J

    move-result-wide v4

    sub-long/2addr v4, v0

    sub-long v0, v2, v4

    .line 188
    const-wide/16 v2, 0x0

    cmp-long v2, v0, v2

    if-lez v2, :cond_0

    .line 190
    :try_start_0
    invoke-static {v0, v1}, Ljava/lang/Thread;->sleep(J)V
    :try_end_0
    .catch Ljava/lang/Exception; {:try_start_0 .. :try_end_0} :catch_0

    .line 193
    :cond_0
    :goto_0
    return-void

    .line 190
    :catch_0
    move-exception v2

    goto :goto_0
.end method
In this snippet of code to add the function call "glViewPort", so to obtain, as in the code snippet below.
HTML Code:
.method public onDrawFrame(Ljavax/microedition/khronos/opengles/GL10;)V
        .locals 9
    .parameter "gl"

    .prologue
    const/16 v8, 0x1E0

    const/16 v7, 0x140

    const/4 v6, 0x0

    invoke-interface {p1, v6, v6, v8, v7}, Ljavax/microedition/khronos/opengles/GL10;->glViewport(IIII)V

    .line 174
    const-wide/16 v0, 0x0

    .line 177
    .local v0, time:J
    invoke-static {}, Ljava/lang/System;->currentTimeMillis()J

    move-result-wide v0

    .line 179
    invoke-static {}, Lcom/gameloft/android/GAND/GloftMCHP/GLMediaPlayer;->update()V

    .line 180
    invoke-static {}, Lcom/gameloft/android/GAND/GloftMCHP/SandstormRenderer;->nativeRender()V

    .line 186
    const-wide/16 v2, 0x32

    invoke-static {}, Ljava/lang/System;->currentTimeMillis()J

    move-result-wide v4

    sub-long/2addr v4, v0

    sub-long v0, v2, v4

    .line 188
    const-wide/16 v2, 0x0

    cmp-long v2, v0, v2

    if-lez v2, :cond_0

    .line 190
    :try_start_0
    invoke-static {v0, v1}, Ljava/lang/Thread;->sleep(J)V
    :try_end_0
    .catch Ljava/lang/Exception; {:try_start_0 .. :try_end_0} :catch_0

    .line 193
    :cond_0
    :goto_0
    return-void

    .line 190
    :catch_0
    move-exception v2

    goto :goto_0
.end method
What we have done here? We've added three constants (v6, v7, v8), assign them a value of coordinates of the left lower (v6; v6) and upper right (v8; v7) corner of the screen and transferred them to the function "glViewport". I think it is understandable why for the coordinates of the lower left corner for the X and Y is used alone and also a constant v6? Since both X and Y in this corner are equal. In addition, change the 2-th line in the function ". locals 6 " on ". locals 9 ", it determines the number of constants / variables used in functions, so we added 3 constants, 6 +3 = 9. Also note that the names of the constants (v6, v7, v8), are not taken casually, as selected by focusing on already used in the function of the constants. If suddenly someone did not understand, 0x1E0 in decimal would be 480 and 0x140 - 320.

Also pay attention to the function "onSurfaceCreated".
HTML Code:
.method public onSurfaceCreated(Ljavax/microedition/khronos/opengles/GL10;Ljavax/microedition/khronos/egl/EGLConfig;)V
    .locals 7
    .parameter "gl"
    .parameter "config"

    .prologue
    const/4 v3, -0x1

    .line 138
    const/4 v0, 0x2

    const-string v1, "SandstormRenderer"

    const-string v2, "onSurfaceCreated"

    invoke-static {v0, v1, v2}, Lcom/gameloft/android/GAND/GloftMCHP/GLDebug;->debugMessage(ILjava/lang/String;Ljava/lang/String;)V

    .line 141
    invoke-direct {p0}, Lcom/gameloft/android/GAND/GloftMCHP/SandstormRenderer;->nativeGetJNIEnv()V

    .line 142
    invoke-static {}, Lcom/gameloft/android/GAND/GloftMCHP/GLResLoader;->init()V

    .line 143
    invoke-static {}, Lcom/gameloft/android/GAND/GloftMCHP/GLMediaPlayer;->init()V

    .line 144
    invoke-static {}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeInit()V

    .line 146
    :goto_0
    sget v0, Lcom/gameloft/android/GAND/GloftMCHP/SandstormGLSurfaceView;->mDevice_W:I

    if-eq v0, v3, :cond_0

    sget v0, Lcom/gameloft/android/GAND/GloftMCHP/SandstormGLSurfaceView;->mDevice_H:I

    if-ne v0, v3, :cond_1

    .line 149
    :cond_0
    const-wide/16 v0, 0x32

    :try_start_0
    invoke-static {v0, v1}, Ljava/lang/Thread;->sleep(J)V
    :try_end_0
    .catch Ljava/lang/Exception; {:try_start_0 .. :try_end_0} :catch_0

    goto :goto_0

    :catch_0
    move-exception v6

    .local v6, ex:Ljava/lang/Exception;
    invoke-virtual {v6}, Ljava/lang/Exception;->printStackTrace()V

    goto :goto_0

    .line 154
    .end local v6           #ex:Ljava/lang/Exception;
    :cond_1
    sget v1, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->m_bEnableKeyboard:I

    const/4 v2, 0x1

    sget v3, Lcom/gameloft/android/GAND/GloftMCHP/SandstormGLSurfaceView;->mDevice_W:I

    sget v4, Lcom/gameloft/android/GAND/GloftMCHP/SandstormGLSurfaceView;->mDevice_H:I

    sget v5, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->mCurrentLang:I

    move-object v0, p0

    invoke-direct/range {v0 .. v5}, Lcom/gameloft/android/GAND/GloftMCHP/SandstormRenderer;->nativeInit(IIIII)V

    .line 155
    return-void
.end method
Namely, the code
HTML Code:
sget v3, Lcom/gameloft/android/GAND/GloftMCHP/SandstormGLSurfaceView;->mDevice_W:I

sget v4, Lcom/gameloft/android/GAND/GloftMCHP/SandstormGLSurfaceView;->mDevice_H:I
In this code, the variable v3, v4 assigned to the real resolution screen devices, and passed to the function "nativeInit". Since the game is still designed for 480x800 resolution, it is better to have the game thinking that you have a device with this particular resolution. in this code is replaced by
HTML Code:
const/16 v3, 0x320

const/16 v4, 0x1E0
If you do not experience problems.
(You can ask and 480h720, since the proportion of screens with 480x800 and 320x480 are different and when "squeeze " the picture is slightly flattened (thanks for the comment G @ sh! sh). But in this case, at the stage of "adjustment grid touch screen", the coefficient must be assumed to be between 800 and between 720 and will it be 1.666666666666667 and 720/480 = 1.5)
Note
Quote:

In other games instead of code, maybe something like this

HTML Code:
invoke-virtual {v0}, Landroid/view/Display;->getWidth()I

move-result v3

invoke-virtual {v0}, Landroid/view/Display;->getHeight()I

move-result v4
Anyway replace it at:
HTML Code:
const/16 v3, 0x320

const/16 v4, 0x1E0
Or variable names can not v3, v4 and v1, v2. Or nothing at all like it to be, and then change nothing.
Or if problems arise, you can just in case, go looking for all "*. smali" files and replace all function calls "Landroid / view / Display; -> getWidth () I" and "Landroid / view / Display; -> getHeight () I ", suffer from it will not.

For some games, our work is enough and they safely change the permissions on all the graphics you need. To do this again packs APK-file and check the phone as he works. If everything is successful then go to the item "adjustment grid the touch screen. " If not, read on. In our case, with the game Modern Combat: Sandstorm, not everything is smooth, game graphics smashtabirovalas until the required permission, and the menu - no. This means that somewhere in the function is called "glViewPort", and then change the resolution to 480x800. Thus, as in the files "*. smali" function "glViewPort" do not call, you can check by searching, so the case in the library "libsandstorm.so".

The main idea of ​​the next step, remove all calls to library functions "glViewPort".
To analyze the library, we need the "Ida Pro". For convenience, copy "libsandstorm.so" in any folder, run "Ida Pro" and click on "New" button

Then choose "Various files", "Unknown file" and click "OK".

In the window, open the file specify the path to the library "libsandstorm.so" and click "Open. "
In the next window, change the "Processor type" to "ARM processorARM710a", then click "Set" and "Ok ".

If after this, there will be another window with anything, click "OK ". Now you need to wait for the disassembly. This process is quite long, in this you can go to smoke or drink coffee
The fact that reverse engineering is completed, will show a message "The initial autoanalysis has been finished." in the lower box "Output window".

For greater convenience, in this case, click the right mouse button on a blue field, and on the shortcut menu, select "Text view". Moving to the beginning of assembler code for the search for "glViewPort".

Hit the keyboard shortcut "Alt + T" in the dialog box to enter search "glViewPort" and click "OK".

We are interested in function calls "BLX glViewport", "BL glViewport", "B glViewport", "BX glViewport", etc. Any other mentions of "glViewport" we deny press "Ctrl + T" and continue the search.
A necessary place, switch to the "Hex View-A".

Make sure that the function call takes 4 bytes and a "CE F7 D4 E8" (in your case, these figures may be different), it is necessary in order to see what needs to be corrected and do not accidentally overwrite anything extra.

Calling this function we need to drink, for it must be replaced by "CE F7 D4 E8" (in your case, these figures may be different) on "C0 46 C0 46. Remember the address "001F994A" and run the hex editor, I use "UltraEdit". Open it to our library.

In order to move us to the right address, click "Ctrl + G", in the input box will appear "0x001F994A" and click "OK".

Moving, we see that hit where you want, all the hexadecimal code converges to the fact that we saw in "Ida Pro" tab "Hex View-A".

Correcting the "CE F7 D4 E8" on "C0 46 C0 46.

Switches to "Ida Pro" and continue to search for the following calls "glViewPort", there may be several dozen. They have been treated similarly.
When all calls to drink, is preserved. Copy to place a revised "libsandstorm.so". Packs APK-file and set the phone to check. If done correctly, the entire schedule to Decrease the required permission.

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23rd May 2011, 12:02 PM |#7  
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P.S. Russian language is very complicated so I'm still translating! So what are waiting for will soon have everything!
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24th May 2011, 01:54 AM |#8  
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Would anyone be kind enough to upload HD apk games already optimised for the x10 mini/pro? Thanks in advance!
24th May 2011, 03:05 PM |#9  
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Yes. You see for
Code:
www.forum.se-x10.pl
. There upload apk and sd data.
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24th May 2011, 04:53 PM |#10  
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this site a bad check. I can not register there.
24th May 2011, 05:00 PM |#11  
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Continuing the theme of optimizing HD games under HVGA / QVGA

2. Adjustment grid touchscreen

Quote:

Even when we have optimized the graphic screen HVGA / QVGA and all the buttons on the screen displayed in the right places on the grid touch screen they are on the old field, off screen.
It looks like this.


1 - This is the current place of drawing a button.
2 - An old place of rendering the button and the current location of the buttons on the touch-screen grid.
Fix is quite simple, you need to make sure that when touching the screen at the point 1, the game thought that the touch at point 2. For this to count as a changed, as a result of the previous stage, the coordinates drawn on-screen buttons. To find out, we need to calculate the ratio of how many times the screen resolution HVGA / QVGA less WVGA.
HTML Code:
[B]For HVGA[/B]
X: 800/480=1,666666666666667
Y: 480/320=1,5
[B]For QVGA[/B]
X: 800/320=2.5
Y: 480/240=2
Therefore if the coordinates of the buttons on the WVGA screen, for example, were 700h360, then HVGA screen, it already coordinates will 420h240 (700 / 1.666666666666667 = 420, 360 / 1,5 = 240). This pattern holds for the other buttons on the screen.
That is our task to make sure that when a player touches the coordinates 420h240 game thought he was touched in the coordinates 700h360.
From this it is understandable that only the coordinates of the touch screen to multiply X by 1,666666666666667, Y 1,5 to HVGA screen and X by 2.5, Y 2 to QVGA.
We'll do it in the event handler touchscreen "onTouchEvent". With the search we find that it is in the files "GameInstaller.smali" and "Sandstorm.smali". We want someone who is in the file "Sandstorm.smali".
HTML Code:
.method public onTouchEvent(Landroid/view/MotionEvent;)Z
    .locals 10
    .parameter "event"

    .prologue
    const/4 v9, 0x1

    const/4 v8, 0x0

    .line 379
    invoke-virtual {p1}, Landroid/view/MotionEvent;->getAction()I

    move-result v0

    .line 380
    .local v0, action:I
    and-int/lit16 v4, v0, 0xff

    .line 382
    .local v4, mask:I
    invoke-virtual {p1}, Landroid/view/MotionEvent;->getPointerCount()I

    move-result v1

    .line 383
    .local v1, count:I
    const v6, 0xff00

    and-int/2addr v6, v0

    shr-int/lit8 v5, v6, 0x8

    .line 388
    .local v5, pointerId:I
    if-nez v0, :cond_0

    .line 390
    invoke-virtual {p1, v8}, Landroid/view/MotionEvent;->getX(I)F

    move-result v6

    float-to-int v6, v6

    invoke-virtual {p1, v8}, Landroid/view/MotionEvent;->getY(I)F

    move-result v7

    float-to-int v7, v7

    invoke-direct {p0, v6, v7, v8}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeTouchPressed(III)V

    .line 394
    :cond_0
    const/4 v6, 0x5

    if-ne v4, v6, :cond_1

    .line 397
    invoke-virtual {p1, v5}, Landroid/view/MotionEvent;->getX(I)F

    move-result v6

    float-to-int v6, v6

    invoke-virtual {p1, v5}, Landroid/view/MotionEvent;->getY(I)F

    move-result v7

    float-to-int v7, v7

    invoke-direct {p0, v6, v7, v5}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeTouchPressed(III)V

    .line 400
    :cond_1
    const/4 v6, 0x2

    if-ne v0, v6, :cond_2

    .line 402
    const/4 v2, 0x0

    .local v2, i:I
    :goto_0
    if-ge v2, v1, :cond_2

    .line 403
    invoke-virtual {p1, v2}, Landroid/view/MotionEvent;->getPointerId(I)I

    move-result v3

    .line 405
    .local v3, id:I
    invoke-virtual {p1, v3}, Landroid/view/MotionEvent;->getX(I)F

    move-result v6

    float-to-int v6, v6

    invoke-virtual {p1, v3}, Landroid/view/MotionEvent;->getY(I)F

    move-result v7

    float-to-int v7, v7

    invoke-direct {p0, v6, v7, v3}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeTouchMoved(III)V

    .line 402
    add-int/lit8 v2, v2, 0x1

    goto :goto_0

    .line 409
    .end local v2           #i:I
    .end local v3           #id:I
    :cond_2
    const/4 v6, 0x6

    if-ne v4, v6, :cond_3

    .line 412
    invoke-virtual {p1, v5}, Landroid/view/MotionEvent;->getX(I)F

    move-result v6

    float-to-int v6, v6

    invoke-virtual {p1, v5}, Landroid/view/MotionEvent;->getY(I)F

    move-result v7

    float-to-int v7, v7

    invoke-direct {p0, v6, v7, v5}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeTouchReleased(III)V

    .line 415
    :cond_3
    if-ne v0, v9, :cond_4

    .line 416
    const/4 v2, 0x0

    .restart local v2       #i:I
    :goto_1
    if-ge v2, v1, :cond_4

    .line 418
    invoke-virtual {p1, v2}, Landroid/view/MotionEvent;->getPointerId(I)I

    move-result v3

    .line 421
    .restart local v3       #id:I
    invoke-virtual {p1, v3}, Landroid/view/MotionEvent;->getX(I)F

    move-result v6

    float-to-int v6, v6

    invoke-virtual {p1, v3}, Landroid/view/MotionEvent;->getY(I)F

    move-result v7

    float-to-int v7, v7

    invoke-direct {p0, v6, v7, v3}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeTouchReleased(III)V

    .line 416
    add-int/lit8 v2, v2, 0x1

    goto :goto_1

    .line 427
    .end local v2           #i:I
    .end local v3           #id:I
    :cond_4
    return v9
.end method
We draw attention to the function
HTML Code:
invoke-virtual {p1, v5}, Landroid/view/MotionEvent;->getX(I)F

invoke-virtual {p1, v5}, Landroid/view/MotionEvent;->getY(I)F
These functions and define the coordinates of touching the touch screen, immediately after them, we multiply the coordinates on an already calculated coefficients.
For HVGA should get it.
HTML Code:
.method public onTouchEvent(Landroid/view/MotionEvent;)Z
    .locals 10
    .parameter "event"

    .prologue
    const/4 v9, 0x1

    const/4 v8, 0x0

    .line 379
    invoke-virtual {p1}, Landroid/view/MotionEvent;->getAction()I

    move-result v0

    .line 380
    .local v0, action:I
    and-int/lit16 v4, v0, 0xff

    .line 382
    .local v4, mask:I
    invoke-virtual {p1}, Landroid/view/MotionEvent;->getPointerCount()I

    move-result v1

    .line 383
    .local v1, count:I
    const v6, 0xff00

    and-int/2addr v6, v0

    shr-int/lit8 v5, v6, 0x8

    .line 388
    .local v5, pointerId:I
    if-nez v0, :cond_0

    .line 390
    invoke-virtual {p1, v8}, Landroid/view/MotionEvent;->getX(I)F

    move-result v6

    float-to-int v6, v6

    mul-int/lit8 v6, v6, 0xa

    div-int/lit8 v6, v6, 0x6

    invoke-virtual {p1, v8}, Landroid/view/MotionEvent;->getY(I)F

    move-result v7

    float-to-int v7, v7

    mul-int/lit8 v7, v7, 0x3

    div-int/lit8 v7, v7, 0x2

    invoke-direct {p0, v6, v7, v8}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeTouchPressed(III)V

    .line 394
    :cond_0
    const/4 v6, 0x5

    if-ne v4, v6, :cond_1

    .line 397
    invoke-virtual {p1, v5}, Landroid/view/MotionEvent;->getX(I)F

    move-result v6

    float-to-int v6, v6

    mul-int/lit8 v6, v6, 0xa

    div-int/lit8 v6, v6, 0x6

    invoke-virtual {p1, v5}, Landroid/view/MotionEvent;->getY(I)F

    move-result v7

    float-to-int v7, v7

    mul-int/lit8 v7, v7, 0x3

    div-int/lit8 v7, v7, 0x2

    invoke-direct {p0, v6, v7, v5}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeTouchPressed(III)V

    .line 400
    :cond_1
    const/4 v6, 0x2

    if-ne v0, v6, :cond_2

    .line 402
    const/4 v2, 0x0

    .local v2, i:I
    :goto_0
    if-ge v2, v1, :cond_2

    .line 403
    invoke-virtual {p1, v2}, Landroid/view/MotionEvent;->getPointerId(I)I

    move-result v3

    .line 405
    .local v3, id:I
    invoke-virtual {p1, v3}, Landroid/view/MotionEvent;->getX(I)F

    move-result v6

    float-to-int v6, v6

    mul-int/lit8 v6, v6, 0xa

    div-int/lit8 v6, v6, 0x6

    invoke-virtual {p1, v3}, Landroid/view/MotionEvent;->getY(I)F

    move-result v7

    float-to-int v7, v7

    mul-int/lit8 v7, v7, 0x3

    div-int/lit8 v7, v7, 0x2

    invoke-direct {p0, v6, v7, v3}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeTouchMoved(III)V

    .line 402
    add-int/lit8 v2, v2, 0x1

    goto :goto_0

    .line 409
    .end local v2           #i:I
    .end local v3           #id:I
    :cond_2
    const/4 v6, 0x6

    if-ne v4, v6, :cond_3

    .line 412
    invoke-virtual {p1, v5}, Landroid/view/MotionEvent;->getX(I)F

    move-result v6

    float-to-int v6, v6

    mul-int/lit8 v6, v6, 0xa

    div-int/lit8 v6, v6, 0x6

    invoke-virtual {p1, v5}, Landroid/view/MotionEvent;->getY(I)F

    move-result v7

    float-to-int v7, v7

    mul-int/lit8 v7, v7, 0x3

    div-int/lit8 v7, v7, 0x2

    invoke-direct {p0, v6, v7, v5}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeTouchReleased(III)V

    .line 415
    :cond_3
    if-ne v0, v9, :cond_4

    .line 416
    const/4 v2, 0x0

    .restart local v2       #i:I
    :goto_1
    if-ge v2, v1, :cond_4

    .line 418
    invoke-virtual {p1, v2}, Landroid/view/MotionEvent;->getPointerId(I)I

    move-result v3

    .line 421
    .restart local v3       #id:I
    invoke-virtual {p1, v3}, Landroid/view/MotionEvent;->getX(I)F

    move-result v6

    float-to-int v6, v6

    mul-int/lit8 v6, v6, 0xa

    div-int/lit8 v6, v6, 0x6

    invoke-virtual {p1, v3}, Landroid/view/MotionEvent;->getY(I)F

    move-result v7

    float-to-int v7, v7

    mul-int/lit8 v7, v7, 0x3

    div-int/lit8 v7, v7, 0x2

    invoke-direct {p0, v6, v7, v3}, Lcom/gameloft/android/GAND/GloftMCHP/Sandstorm;->nativeTouchReleased(III)V

    .line 416
    add-int/lit8 v2, v2, 0x1

    goto :goto_1

    .line 427
    .end local v2           #i:I
    .end local v3           #id:I
    :cond_4
    return v9
.end method
Here is the code that we added to the function
HTML Code:
mul-int/lit8 v6, v6, 0xa

div-int/lit8 v6, v6, 0x6

...

mul-int/lit8 v7, v7, 0x3

div-int/lit8 v7, v7, 0x2
I hope everyone understood that multiplying by 10 (A in hex​​) and is divided into 6, it is the same as multiply by 1.666666666666667 and multiplying by 3 and dividing by 2 - the same as multiply by 1.5.
Note
Quote:

In principle, we can proceed a little differently and multiplying the coordinates of the code in the function "onTouchEvent" not to add, instead, to create alternative roles "nativeTouchPressedMod", "nativeTouchMovedMod", "nativeTouchReleasedMod". Replace them, called in "onTouchEvent" original features "nativeTouchPressed", "nativeTouchMoved", "nativeTouchReleased". And in alternate functions to multiply the coordinates and call them with the original function. This is especially useful in those games where instead of a 3-function "nativeTouchPressed", "nativeTouchMoved", "nativeTouchReleased" uses a "nativeOnTouch" (an example of such a game "Hero of Sparta"), there remains a need to create only 1-st alternate function "nativeOnTouchMod", and only in it one must add the code multiplication of coordinates, which is more convenient. Although this method is more convenient, it seems to me that he would be more difficult for beginners, in this I will not describe it in detail. If someone wants to become more familiar with this method, you can see how it is implemented in the "Hero of Sparta", just compare the files "HeroOfSparta.smali" with the original version and the version optimized for HVGA / QVGA

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