kohlrak: I can't go into too much detail in public. The main issue is teh audio files, oddly enough. The music of an RPGMaker game is usually ogg, but on android it must be mp4/m4a. There's a kit officially released by the company that makes RPGMaker where, once set up properly, it'll allow you to make your games work on android. This is intended for the developer, however. For us to use it, you simply decrypt the RPGMaker MV files, convert them to m4a, then re-encrypt them. Drop the "www" folder into the correct spot and recompile the project (the kit, which is open source) and i''ll make an APK file for you to install. If the game happens to be an MZ game, you don't need to decrypt any files nor convert them, because they will work out of the box.
I haven't delved into the code itself, but there might be a way to make it work without the conversion.
EDIT: Out of curiosity, i did find this:
AudioManager.audioFileExt = function() {
if (WebAudio.canPlayOgg() && !Utils.isMobileDevice()) {
return '.ogg';
} else {
return '.m4a';
}
};
kohlrak: It might be possible that it forces m4a for phones for compatibility with older phones. In theory, this will work on some phones simply by removing the Utils.isMovileDevice() line, but i haven't tried it. If i remember,, i'll try it and post a response here after i eat. I have an incentive to find out, because i have a ton of these games and conversion for every update (which shouldn't happen for the gog versions since they're made after the game has been out a long time) is really annoying.
Years ago I read a way to re-insert
the expired rights music tracks to GTA VC
(Billie Jean, Rockit etc) from the PC files,
& If I remember correctly, they were mp3
The duty: reinsert them to the OBB file
while keeping its original filesize the same
to make it look as if nothing happened
(Fill with 0s if needed)
I can go to find the exact details
if you consider it useful. Please let me know
Thanks for the info
kohlrak!