b430a0e5bf
The apk is now 20 MB smaller. It may need some testing to see if there are no artifacts, but as far as I see there is no difference in quality.
148 lines
5.2 KiB
Plaintext
148 lines
5.2 KiB
Plaintext
================================================================================
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SUPERTUXKART
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================================================================================
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--------------------------------------------------------------------------------
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SYSTEM REQUIREMENTS
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--------------------------------------------------------------------------------
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To run SuperTuxKart on Android, you need a device that meets following
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requirements:
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- Android 4.4 or later
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- Processor compatible with armv7 or x86
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- GPU that supports OpenGL ES 3.0
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- 1 GB RAM (STK uses ~150 MB in minimal configuration)
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- 300 MB of free space on internal storage
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- Touch screen or external keyboard
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--------------------------------------------------------------------------------
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COMPILATION
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The build scripts are designed to run under linux. They may work under cygwin
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after some tweaks, but atm. only linux is supported.
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Dependencies list (may be incomplete):
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autoconf, automake, make, python, gradle, ant, imagemagick, cmake,
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vorbis-tools, pngquant
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Additionally some dependencies for optimize_data script:
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advancecomp, libjpeg-progs, optipng
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Before compilation you must download the package with dependencies from:
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https://github.com/supertuxkart/dependencies
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and extract it to stk-code/lib. It contains sources of libraries that are used
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in STK, but are not availiable in stk-code repository (curl, freetype, openal).
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You need also Android SDK for android-19 platform (the API for Android 4.4) and
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Android NDK. Note that NDK >= r15 is atm. not supported. Version r12b is
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strongly recommended, because it's known that it works without issues.
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You need to create proper "android-sdk" and "android-ndk" symlinks in the
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directory with Android project, so that the compilation script will have access
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to the SDK and NDK.
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Before running the compilation, run the generate_assets script, so that
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selected assets will be copied to "assets" directory, and then included in the
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apk file.
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You can select different karts and tracks by setting KARTS and TRACKS variables
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in the generate_assets.sh script at the beginning of file.
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When you are creating the assets directory manually, note that the
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directories.txt file is urgently needed and it is used by the application for
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extracting assets.
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If the assets directory is already prepared, you can run "./make.sh" command to
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build the project and create an apk file. Note that all arguments are passed to
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the make command, so that you can run "./make.sh -j5" for multi-threaded build.
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Basically if all dependencies are installed in the system, it should be enough
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to just run:
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export SDK_PATH=/path/to/your/android/sdk
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export NDK_PATH=/path/to/your/android/ndk
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./generate_assets.sh
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./make.sh -j5
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--------------------------------------------------------------------------------
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ENVIRONMENT VARIABLES
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--------------------------------------------------------------------------------
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COMPILE_ARCH - Allows to choose CPU architecture for which the package will
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be compiled.
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Possible values: armv7, aarch64, x86, x86_64.
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Default is: armv7.
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BUILD_TYPE - Allows to set build type.
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Possible values: debug, release, beta.
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Default is: debug.
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BUILD_TOOL - Allows to choose a tool that is used for creating package.
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Note that ant has been already removed from Android SDK, so
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you have to use SDK <= 25.2.5 for building with ant.
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Possible values: ant, gradle.
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Default is: gradle.
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BUILD_TOOLS_VER - Allows to override the SDK build-tools version.
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SDK_PATH - Path to SDK directory
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NDK_PATH - Path to NDK directory
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PROJECT_VERSION - Set Supertuxkart version number, for example "0.9.3" or
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"git20170409" or whatever.
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Default is: git.
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PROJECT_CODE - Set Supertuxkart version code that is used in the manifest
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file.
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Default is: 1.
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--------------------------------------------------------------------------------
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RELEASE BUILD
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--------------------------------------------------------------------------------
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Making a release build is similar to typical compilation, but there are few
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additional things to do.
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You have to set PROJECT_VERSION variable. This is important, because assets
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manager in STK checks that value and detects if already extracted data files are
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up to date. So that when you will install new STK version, this will force new
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data extraction automatically.
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The PROJECT_CODE variable typically should be set to a value higher than for
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previous release, so that users will receive the upgrade.
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Before compilation you have to set:
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export BUILD_TYPE=release
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and then you make standard compilation with:
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./generate_assets.sh
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./make.sh -j5
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The compiled apk is unsigned, so you have to sign it with your key. To sign it,
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you have to run:
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jarsigner -verbose -sigalg SHA1withRSA -digestalg SHA1 -keystore \
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my-release-key.keystore SuperTuxKart-release-unsigned.apk alias_name
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and then:
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zipalign -v 4 SuperTuxKart-release-unsigned.apk SuperTuxKart-release.apk
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