Rowdy
JGO n00b  Posts: 14
High School Student, wanting to make games.
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on:
2009-01-27 17:28:31 » |
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I saw this competition and decided to compete in it, and over the weekend I finished my game. It's called Arena4k, but it's 5-6k... I tried compressing with 4KJO and other compressors, but they always give me errors even though the jar runs fine. If someone could help me out or point me out to a good compressor, that would be great.
Thanks in advanced, Rowdy
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luisoft
Sr. Member   Posts: 286
Java games rock!
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Reply #1 on:
2009-01-27 17:38:57 » |
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I have a similar problem with 4KJO... when I run it gives lots of error messages and the compression is not good. I'm currently using proguard4.3 version but the result is not good... I can get around 30% of compression.
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Rowdy
JGO n00b  Posts: 14
High School Student, wanting to make games.
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Reply #2 on:
2009-01-27 18:54:01 » |
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I haven't been able to compress mine really because I have a mac and most run .exe or .bat files, and my windows pc is terrible. Oh, and btw I have been running all of this on the pc.
Good Luck with your game luisoft, Rowdy
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Games published by our own members! Go get 'em!
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Hsaka
Jr. Member   Posts: 95 Medals: 2
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Reply #3 on:
2009-01-27 20:13:02 » |
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Have you guys edited your manifest files as shown here: http://wiki.java.net/bin/view/Games/4KGamesDesign? Also, after you run Proguard on your jar, run JOGA (provided in the 4KJO package) on the resultant jar. Then extract the contents of the compressed jar to a folder, edit you manifest if you didn't before and run BJWFlate and DeflOpt (also in the 4KJO package). [make sure you use the -r switch to recursively go through the subdirectory] These should compress your jar nicely.
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moogie
JGO Strike Force    Posts: 775 Medals: 5
Java games rock!
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Reply #4 on:
2009-01-27 20:59:54 » |
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some of the optimisers used in 4KJO are a little overzealous and can "optimise" away whole code banches! others have problems even performing an optimisation with out errors. It is pretty anoying, but the only real way is to identify which of the optimisers are causing the issues and then create a custom config script using the -GUI option and removing the offending optimiser(s).
or if you want, attach your jar and i will see if i can create a script which will work for it.
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halfwitgoat
Jr. Member   Posts: 62
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Reply #5 on:
2009-01-28 13:51:10 » |
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If you are using Web Start, then you don't actually need a manifest. Just put 1
| <application-desc main-class="Main"/> |
in the jnlp file.
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Rowdy
JGO n00b  Posts: 14
High School Student, wanting to make games.
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Reply #6 on:
2009-01-28 16:23:37 » |
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Ok, thanks for the responses. I took Hsaka's idea and got ProGuard and JoGa to work which brought it down to just over 4k (4101 bytes, it's killing me), and I used both of the zip programs which compressed them in the zip file, but when I extracted them, they went back to normal size. So, im pretty sure I can go through my code more and get it down to 4096 bytes. Thanks for your help.
Rowdy
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zeroone
Sr. Member   Posts: 295 Medals: 10
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Reply #7 on:
2009-01-28 16:49:23 » |
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If you are using Web Start, then you don't actually need a manifest. Really? I didn't know that.
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Hsaka
Jr. Member   Posts: 95 Medals: 2
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Reply #8 on:
2009-01-28 17:16:16 » |
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I used both of the zip programs which compressed them in the zip file, but when I extracted them, they went back to normal size. I'm not sure if I understood you correctly, but after you zip up the .class file and the manifest folder, you will get a resultant .zip file [let's say myGame.zip]. Then you just need to rename myGame.zip to myGame.jar You don't extract them after you zip them up. If you are using Web Start, then you don't actually need a manifest. Also did not know this. Would save 17+ bytes!
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Rowdy
JGO n00b  Posts: 14
High School Student, wanting to make games.
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Reply #9 on:
2009-01-28 17:26:52 » |
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Oh, I misunderstood what you wanted me to do... my fault. I got it to 4077 without that though, now I can make it even smaller, thanks a lot!
Rowdy
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Games published by our own members! Go get 'em!
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Hsaka
Jr. Member   Posts: 95 Medals: 2
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Reply #10 on:
2009-01-28 17:32:27 » |
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No problem. Good luck with your game; I look forward to playing it 
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EnderGT
Jr. Member   Posts: 98
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Reply #11 on:
2009-01-29 06:21:00 » |
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Also did not know this. Would save 17+ bytes!
I knew you didn't techincally NEED one, but I've been stubbornly including one because I thought you were SUPPOSED to have it for this contest... A quick test using my nowhere-near-4k-yet project shows that, including headers, removing the 17 byte manifest saves a whopping 133 bytes. I guess this is due to the path and file name as well as the file contents. Guess I'll be removing that manifest 
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Morre
JGO Ninja    Posts: 507
I'm Dragonene on IRC.
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Reply #12 on:
2009-01-29 07:08:25 » |
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If 4KJO doesn't perform better than, say, JOGA + winzip, I'd say you're probably doing something wrong. If you upload & link the JAR or preferrably the unobfuscated class file I'll be happy to see if I can compress it further for you 
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EnderGT
Jr. Member   Posts: 98
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Reply #13 on:
2009-01-29 08:16:27 » |
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I knew you didn't technically NEED one, but I've been stubbornly including one because I thought you were SUPPOSED to have it for this contest... Ok, I've been thinking this through all morning, and I think the rules of the contest might not let us (me) take advantage of this. Specifically: # If your JAR is below 4K until you sign it, you must provide a runnable unsigned JAR to demonstrate the game meets the competition rules.
Although, now that I read it again, it does say "runnable" not "executable" - so maybe it can be removed after all, as you can still run the game from the command line, you just have to specify the main class. Judges, can we get a ruling? 
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pjt33
JGO Strike Force    Posts: 913 Medals: 17
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Reply #14 on:
2009-01-29 08:36:38 » |
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The rules of the contest say you have to supply a JNLP file. If you have one of those, you don't need a manifest.
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EnderGT
Jr. Member   Posts: 98
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Reply #15 on:
2009-01-29 19:22:41 » |
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The rules of the contest say you have to supply a JNLP file. If you have one of those, you don't need a manifest.
True, but it also says # If your JAR is below 4K until you sign it, you must provide a runnable unsigned JAR to demonstrate the game meets the competition rules. Since my jar will definitely be over 4K when signed, I will need to provide a runnable unsigned jar that is 4k or less to prove that my game qualifies. Since java will not accept any jar file that does not have a manifest, the manifest must be present for the jar file to be runnable. As such, you cannot use an unsigned manifest-less jar file as your final determination of size - you must use either the signed jar file with no manifest, or an unsigned jar file with a manifest. I don't like this conclusion, as it means I haven't gotten it as small as I thought I had, but them's the rules until a judge says otherwise.
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zeroone
Sr. Member   Posts: 295 Medals: 10
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Reply #16 on:
2009-01-30 09:31:00 » |
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We definitely need a ruling on this manifest issue. Judges??
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tom
JGO Neuromancer     Posts: 1113 Medals: 5
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Reply #17 on:
2009-01-30 11:49:23 » |
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You only need to sign the jar if you need all mermisions like using the Robot class. In which case you are allowed to submit an unsigned executable jar (with a manifest) as well. The executable jar will usually be smaller than a singed jar and will be used to prove the game is 4k.
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zeroone
Sr. Member   Posts: 295 Medals: 10
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Reply #18 on:
2009-01-30 14:19:47 » |
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You only need to sign the jar if you need all mermisions like using the Robot class. In which case you are allowed to submit an unsigned executable jar (with a manifest) as well. The executable jar will usually be smaller than a singed jar and will be used to prove the game is 4k. And about the manifest?
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tom
JGO Neuromancer     Posts: 1113 Medals: 5
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Reply #19 on:
2009-01-30 16:20:42 » |
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The executable jar must have a manifest, or it is not executable.
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EnderGT
Jr. Member   Posts: 98
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Reply #20 on:
2009-01-30 20:32:06 » |
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The executable jar must have a manifest, or it is not executable.
I was afraid of that. Oh well, guess I need to find another way to drop 133+ bytes 
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Abuse
JGO Kernel      Posts: 1866 Medals: 5
falling into the abyss of reality
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Reply #21 on:
2009-01-30 20:53:39 » |
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I was afraid of that. Oh well, guess I need to find another way to drop 133+ bytes  Remove whatever feature it is that requires functionality protected by the security model?
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EnderGT
Jr. Member   Posts: 98
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Reply #22 on:
2009-01-30 23:58:18 » |
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Remove whatever feature it is that requires functionality protected by the security model?
Not an option, it's kinda the whole core of the game 
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