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Game: Ghost Recon 2 SE 128x160 starts with a black screen #15

Description

@EriArk

Local reproduction (2026-10-08)

File: Ghost_Recon_2_SE_128x160.jar, MIDlet G.R.A.W. 2 version 1.2.6, Gameloft SA.
SHA256: 101a60cdd265117e832ce10646c066fb542f086e2afb9895bca6d950d3e7d4af
Phone debug, source 749ea2e, Android x86_64 emulator-5554. Normal import and first launch.

Automatic preparation chose Generic MIDP / 240x320 because no size hint was found in manifest/resources. The original filename says SE 128x160, but that alone is not confirmed device metadata.

Observed: black game surface; app touch/menu controls remain visible. Log reports Canvas Error in paint(), java.lang.NullPointerException: Attempt to read from null array, followed by game frames a.a(Unknown Source:33), a.d(Unknown Source:93), a.r(Unknown Source:16).

Follow-up

  • Reproduce with 128x160 and an appropriate profile before assigning a cause.
  • Check resource loading and the exact converted build against upstream behavior.
  • Distinguish game-file modification/damage, screen mismatch and an emulator regression.
  • Add a focused regression case once the cause is known.

No game archive is attached or published. The supplied local file is available to the maintainer; no extra work is requested from community users. Related: #14 and docs/GAME_SMOKE_MATRIX.md.

Activity

  1. EriArk commented on Oct 7, 2026

    @EriArk
    OwnerAuthor

    Retested the exact same converted game on emulator-5554 with the public-source Phone build (230122d), without the optional private engine:

    • Generic MIDP + manually selected 128x160 reached title, menu, difficulty choice, mission briefing and the first playable level. No Canvas paint exception was observed in that process. No Sony-specific profile was needed.
    • Switching back to 240x320 also reached the title on a later launch, but the fixed-size game occupies a small corner of the larger canvas.

    128x160 fixes framing for this file, but this does NOT establish the cause of the original black-screen/null-array failure. Keeping the issue open for intermittent/first-launch investigation, including comparison with the private combined build and upstream. No game code or files were modified. Audio/save/full-playthrough acceptance is not claimed. Screenshots were captured locally.

  2. EriArk commented on Oct 7, 2026

    @EriArk
    OwnerAuthor

    Additional evidence from the final combined experimental.7 Phone APK: two consecutive launches at 128x160 still produced the black surface. Each :midlet process logged the same null-array paint failure (a.a:33, a.d:65, a.r:16); on the first run it occurred before /font_spr and /Game_text were loaded.

    This confirms that changing resolution is not a reliable black-screen workaround. Startup/render callback ordering is now a concrete hypothesis to investigate. It is not yet proof that the optional engine causes the problem: the combined/public variants need a controlled repeated comparison. No runtime/core change was made in this patch; the shipped change addresses static compatibility hints only. The private test build notes explicitly retain this known issue. See a822a77 for updated public observations.

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