I re-post this here in the BlackBerry forum in the hope that it will be useful.
What follows assumes BlackBerry SDK is version 2.1.0 and is installed in c:/bbndk-2.1.0 and the workspace used is at c:/ndk-2.1.0-workspace
Part 1: Preparing the AppGameKit Player project
Part 1: Preparing the AGK Player project
It is VITAL that ALL paths do not contain ANY spaces
Copy IDE/common
IDE/platform
IDE/apps/interpreter
including all sub-folders and files
to c:/ndk-2.1.0-workspace/common
c:/ndk-2.1.0-workspace/platform
c:/ndk-2.1.0-workspace/interpreter
Copy contents of the new AGK/IDE/apps/interpreter_blackberry (Inc sub-folders and files)to C:\ndk-2.1.0-workspace/AGKPlayer
Navigate to the new NDK workspace (default=C:\ndk-2.1.0-workspace\)
Enter the AGKPlayer folder and open the .cproject file in Notepad
Click Edit > Find and type E: in the search box then click Find Next
One you find the line reading: value="E:/Programs/PlaybookNDK/target/......"
Change it to: value="C:/bbndk-2.1.0/target/......"
You can press F3 (or click Find Next) to find the next instance of E:
Again, change the portion 'E:/Programs/PlaybookNDK/' to 'C:/bbndk-2.1.0/'
Do this for all four instances of the E: drive path,
In addition edit the two occurrences of {ProjDirPath}/../../common to
{ProjDirPath}/../common and the two occurrences of {ProjDirPath}/../../platform to {ProjDirPath}/../platform
and then save the file.
Now close Notepad.
Launch the Blackberry SDK 2.1.0
Allow it to select the default workspace (C:\ndk-2.1.0-workspace)
It is VITAL that ALL your paths do not contain ANY spaces
Right click the 'AGKPlayer' project
Select Build Configurations, then Set Active > Device-Release
Now select Clean Project, then select Build Project
All the error warnings should now disappear from the project and files
The project has now been built
If the error “Package failed, invalid asset path” use the following method to fix....
Edit bar-descriptor (use Wordpad), find...
<asset type="Qnx/Elf" path="${QNX_TARGET}/../target-override/${CPUVARDIR}/usr/lib/libbps.so">lib/libbps.so.1</asset>
remove /../target-override/ to leave
<asset type="Qnx/Elf" path="${QNX_TARGET}/${CPUVARDIR}/usr/lib/libbps.so">lib/libbps.so.1</asset>
Right click the 'AGKPlayer' project and select Export
Choose Blackberry Tablet OS and choose Release Build
Leave everything as default and click next
enter CSK Password:
Blackberry AGK Player is then built, the .bar file is then found in device-release folder, I then set my Playbook to development mode, connect to the PC and use DDPB to transfer and install the finished .bar file to my Playbook.
Part 2: Preparing your Own T1 Application (Updated from the original).
It is VITAL that ALL paths do not contain ANY spaces
Part 2:Preparing your Own T1 Application: myapp (for example)
----------------------------------------
Important Note from AGK V108beta18 README.txt file
Limiting an app to portrait or landscape in the Blackberry player project is controlled in the bar-descriptor.xml file in the Application tab. Set the Orientation field to portrait, landscape, or auto-orient for all 4 directions.
You must also change Core.cpp where is says
if (EXIT_SUCCESS != bbutil_init_egl(screen_ctx, GL_ES_2, PORTRAIT))
to read LANDSCAPE if needed instead.
* Now you have successfully created and built the AGK Player, you are ready to make your own app project
* Now quit the IDE as the next changes are to be applied outside of the IDE
* First copy the C:\ndk-2.1.0-workspace\AGKPlayer project and paste it back into the workspace, rename it to your own app title (i.e. myapp)
* Open the new C:\ndk-2.1.0-workspace\myapp folder,
* Delete the following temporary folders and their files which we won't need: Device-* and Simulator-*
* Also delete README.txt (see note above)
* Now open icon.png and replace the icon with the one for your app, keep the dimensions at 86x86 pixels.
* Copy all the assets from your T1 applications media folder into the assets\media folder in the project
* For example, your bytecode file should be at C:\ndk-2.1.0-workspace\myapp\assets\media\myapp.byc (any sub-folders that your app needs should be in the assets\media folder too.)
* Ensure you rename the .BYC file to bytecode.byc, ensuring the spelling and case are identical
* Open the .cproject in NOTEPAD and select Edit > Replace...
* Type AGKPlayer into the find field and myapp into the replace field (where myapp is the name of your project folder) [six instances]
* NOTE: The above is destructive so ensure your spelling is perfectly correct
* Now save and close notepad
* Do the same with the .project file, ensuring all instances of AGKPlayer are replaced [two instances]
* Open the bar-descriptor.xml file in Notepad and perform the same search replace on that one too [six instances]
* NOTE: Ensure you match the case as there are lower case versions of agkplayer which must not be replaced yet
* Find and replace com.thegamecreators.agkplayer with com.yourcompany.myapp
* The text 'yourcompany' is the company/team/name you wish to publish your app under
* The text 'myapp' is the name of your application, in this example myapp (so: com.acme.myapp)
* Replace 'The AGK Player for Blackberry QNX devices' with your own app description (This can contain spaces and upper case characters)
* WE are almost ready to launch the IDE again. Before you do, MOVE the entire folder out of the C:\ndk-2.1.0-workspace\myapp folder, somewhere safe. (Note: this is a CUT and PASTE) operation.
* Right click on the Project Explorer Window (on the left side)
* Select Import... and select Existing Projects Into Workspace
* Navigate to the newly created project folder you just moved out of the workspace
* The project will highlight as one that can be imported
* Ensure 'copy projects into workspace' is ticked, then click Finish.
* The new project will appear in your project explorer, right click it,
* Now select Build Configurations > Set Active > Device-Release,
* Double click the bar-descriptor.xml file from the Project Explorer
* Select the Application tab (second tab at the bottom of the XML dialog window
* Change the name AGK Player to the name of your app,
* Now select Clean Project to ensure we're working with the latest files
* When you select Build Project, the application should be built successfully
* Now right click the project file and select Export
* Open Blackberry Tablet OS and select Release Build then click Next
* Do not click Finish, and instead click the Next button again,
* Now click the Finish button to perform and final build and sign of your package
* Ensure you increment the version and/or build number after each successfully signed package file
* If successful, your final .bar file is located in the Device-Release folder here:
C:\ndk-2.1.0-workspace\myapp\Device-Release\myapp-1_1_0_10.bar (example)
* This is the "file bundle" you will be asked for when you submit to the App World Developer portal (you will need to make a zip file of it first).
Mod. It might be worth giving this sticky status (for a while), thanks.