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Collaborators for Allegro Demo Game Competition?
Carrus85
Member #2,633
August 2002
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Well, I compiled the most recently placed demo code by TH, and when it attempts to draw the screen, the program throws a windows error. Allegro 420b4, GCC v3.2.3 (Mingw).

I would debug it, but I'm kinda at a lost when it comes to operating GDB... I kinda suck at it.

That, and I can only run it thus far stepping (interestingly enough), not that it is horribly useful. (This debug version is compiled gcc -o AllegroDemoDebug.exe *.c -ggdb3 -lalld):

1G:\Games\AllegroDemo>gdb AllegroDemoDebug.exe
2GNU gdb 5.2.1
3Copyright 2002 Free Software Foundation, Inc.
4GDB is free software, covered by the GNU General Public License, and you are
5welcome to change it and/or distribute copies of it under certain conditions.
6Type "show copying" to see the conditions.
7There is absolutely no warranty for GDB. Type "show warranty" for details.
8This GDB was configured as "i686-pc-mingw32"...
9(gdb) run
10Starting program: G:\Games\AllegroDemo/AllegroDemoDebug.exe
11 
12Program received signal SIGSEGV, Segmentation fault.
130x7c918fea in _libwinmm_a_iname ()
14(gdb) s
15Single stepping until exit from function _libwinmm_a_iname,
16which has no line number information.
17warning: HEAP[AllegroDemoDebug.exe]:
18warning: Invalid allocation size - 90909048 (exceeded 7ffdefff)
19 
20 
21Program received signal SIGSEGV, Segmentation fault.
22[Switching to thread 1240.0x440]
230x00281d58 in ?? ()
24(gdb) s
25Cannot find bounds of current function
26(gdb)

:-/

EDIT:

Well, I forgot about backtracing.

Here is the backtrace and a few lines before the crash (from GDB)

1(gdb) continue
2Continuing.
3warning: Assert failed at line 1589 of src/sound.c
4 
5Program received signal SIGSEGV, Segmentation fault.
6[Switching to thread 3392.0xd44]
70x00402986 in next_credit (cred=0x0) at credits.c:357
8357 if (cred->next) {
9(gdb) backtrace
10#0 0x00402986 in next_credit (cred=0x0) at credits.c:357
11#1 0x00402a48 in update_credits () at credits.c:395
12#2 0x004092f8 in update_demo_menu (menu=0x40f650) at menu.c:56
13#3 0x004090b8 in update () at main_menu.c:47
14#4 0x00403c04 in run () at framework.c:180
15#5 0x004031fd in _mangled_main () at demo.c:9
16#6 0x65691c26 in _WinMain (_main=0x4031e0, hInst=0x400000, hPrev=0x0,
17 Cmd=0x241f0a "", nShow=10) at src/win/wsystem.c:521
18#7 0x0040322d in WinMain (hInst=0x400000, hPrev=0x0, Cmd=0x241f0a "",
19 nShow=10) at demo.c:14
20#8 0x0040e7bb in main ()
21(gdb)

Peter Wang
Member #23
April 2000

Is this the problem with the missing thanks._tx? Just copy it from an Allegro distribution and put it in the same directory.

Carrus85
Member #2,633
August 2002
avatar

Yes, I realized that after running it. Sorry for the false alarm! :'(

Karadoc ~~
Member #2,749
September 2002
avatar

Here's a post that's way off topic.
There is something really weird going on in this thread. (attachment)

I'm getting these big grey rectangles that cover up parts of the text. I've never seen anything like them before, and I have no idea what is causing them. I'm only seeing them in this thread.
I just wondered if anyone knows anything about this?

The space between these big grey rectangles is suspiciously close to the space between some of the normal images way down the thread. So maybe the two things are connected.

I'm using Firefox 1.0.4, and I've got allegro set to display the whole thread is one window. Maybe someone else can see if they get the same behaviour?

-----------

Thomas Harte
Member #33
April 2000
avatar

Quote:

Is this the problem with the missing thanks._tx? Just copy it from an Allegro distribution and put it in the same directory.

Readme.txt should be copied also in order to make the bottom scroller work.

Quote:

Here's a post that's way off topic.
There is something really weird going on in this thread. (attachment)

In OS X Firefox I don't see that, but I do see some weirdness, as shown here. At first you might think if was one of those weirdo Microsoft GDI "not quite redrawn yet" errors, but OS X apps are double buffered so that isn't the case.

Quote:

I found a bug. When you change update methods, then enter the game, then go back to the menu, the menu graphics are wrong (a level texture appears where the dialogue boxes are) followed by a segfault if you try to reenter the game.

Oh dear - sounds like a fault where my code and Miran's meet. So one of the hardest order to fix. I'll do what I can!

Quote:

About the animation - maybe adding some sort of delay when changing from one state to another would solve the flickering problem? As in the guy has to be airborne for at least 0.1 sec to have his frame changed to "mid-air" and so on... As for the pushing-off, I need to force myself to work on that frames more. The way it is now, he doesn't seem to put any effort into it...

Good suggestion, I'll look into it!

We definitely need sound effects for the skater. And one for when the exit door is opened.

EDIT: meant to say - I've just implemented gamepad controls so the thing is very very near complete from a uer's viewpoint now.

Karadoc ~~
Member #2,749
September 2002
avatar

Quote:

In OS X Firefox I don't see that, but I do see some weirdness, as shown here. At first you might think if was one of those weirdo Microsoft GDI "not quite redrawn yet" errors, but OS X apps are double buffered so that isn't the case.

There sure is something weird going on...
An update on my problem:
Another weird thing is that the scroll wheel on my mouse doesn't work if I'm pointing at one of the grey rectangles. It's like the rectangle is something that can be scrolled; and it's so long that I never get to the end of it.

I've got a theory on what is causing it, so let me just put this code box in...

1(gdb) continue
2Continuing.
3warning: Assert failed at line 1589 of src/sound.c
4 
5Program received signal SIGSEGV, Segmentation fault.
6[Switching to thread 3392.0xd44]
70x00402986 in next_credit (cred=0x0) at credits.c:357
8357 if (cred->next) {
9(gdb) backtrace
10#0 0x00402986 in next_credit (cred=0x0) at credits.c:357
11#1 0x00402a48 in update_credits () at credits.c:395
12#2 0x004092f8 in update_demo_menu (menu=0x40f650) at menu.c:56
13#3 0x004090b8 in update () at main_menu.c:47
14#4 0x00403c04 in run () at framework.c:180
15#5 0x004031fd in _mangled_main () at demo.c:9
16#6 0x65691c26 in _WinMain (_main=0x4031e0, hInst=0x400000, hPrev=0x0,
17 Cmd=0x241f0a "", nShow=10) at src/win/wsystem.c:521
18#7 0x0040322d in WinMain (hInst=0x400000, hPrev=0x0, Cmd=0x241f0a "",
19 nShow=10) at demo.c:14
20#8 0x0040e7bb in main ()
21(gdb)

I'll edit this message to tell you if it works.
--
[edit]
I was right!
These code boxes are causing the grey-rectangles-of-weirdness to appear in my firefox window way way way up from where the code boxes are.
This may be a potential problem on every thread of these forums, but I've never seen a long enough thread for it to happen! The first grey rectangle I see is in the first post; and it corresponds to the code box in the post that says

Quote:

Ok, thanks, trying it now..

Hm, sigsegv :|

The grey rectangles are the same size as the code boxes, and they have the same spacing between them, and the code box I put in this post created a new grey rectangle further up. So I'm certain that they are the cause.
The only question now, is who is to blame...
a) Me
b) allegro.cc
c) Firefox

PS. sorry for disrupting the thread.

-----------

miran
Member #2,407
June 2002

Quote:

Oh dear - sounds like a fault where my code and Miran's meet. So one of the hardest order to fix. I'll do what I can!

After successfully switching resolution, colour depth or update driver or whatever, two functions named unload_data() and load_data() are called so that all data is reloaded. This is required because bitmaps loaded in one colour depth won't work when this changes, or when a video memory double buffering driver is created/destroyed (because all video memory might become invalid). The solution is to put all bitmap and font loading and unloading in those two functions. That is after changing gfx options (when you select "apply" in the menus), all bitmap and font data should be destroyed and reloaded. Another thing that should be done is make sure bitmaps are loaded into video memory when the screen update driver uses video bitmaps (page flipping and triple buffering)...

Btw, that's all in global.h and global.c...

--
sig used to be here

Dennis
Member #1,090
July 2003
avatar

miran said:

That is after changing gfx options (when you select "apply" in the menus), all bitmap and font data should be destroyed and reloaded.

I didn't read the whole thread, just wanted to make a small remark:
I don't know the exact interior workings of the directx port of allegros gfx functions but if it pretty much uses just what directdraw is providing directly, then all bitmap and font data should actually be destroyed before you switch gfx mode, because otherwise the directdraw subsystem will automatically and out of its own destroy all the bitmap data itself when changing gfx-modes and if after that you would again try to manually destroy the data yourself this would probably lead to errors, as there is nothing there to be destroyed anymore...
In short: 1) destroy data; 2) change gfx mode; 3) reload data; should be the most correct and least erroreous order of handling mode-changes.

miran
Member #2,407
June 2002

Hmm, you have a point there. Not difficult to change, just move one function call a few lines up....

--
sig used to be here

Thomas Harte
Member #33
April 2000
avatar

Quote:

After successfully switching resolution, colour depth or update driver or whatever, two functions named unload_data() and load_data() are called so that all data is reloaded.

I discovered these last night. I had otherwise added an (optional) deinit function to all gamestates and used that in my game so that every time you enter the game all resources are loaded and set up and every time you exit they are freed - that being the fastest way of making that work. I am in the process of 'fixing' that bad behaviour.

Quote:

I don't know the exact interior workings of the directx port of allegros gfx functions but if it pretty much uses just what directdraw is providing directly, then all bitmap and font data should actually be destroyed before you switch gfx mode

Quote:

Hmm, you have a point there. Not difficult to change, just move one function call a few lines up....

I have (just now) done the following:

- moved update_driver.destroy from the top to the bottom of shutdown_framework (line 227 of framework.c)
- added unload_data to the top of change_gfx_mode

I hope I haven't missed anything?

I've made a few tinkerous changes elsewhere in the menu system and framework (e.g. clearing the key buffer when moving menu, adding a call to install_timer, implementation of gamepad ...) so unless you've operated on the latest version, your changes may not be directly usable by me.

P.s. does it play for everyone else with the mouse cursor on top? I've tried every method I can find in the Allegro manual to disable it but in OS X it just sits there on top regardless.

EDIT: miran, is the data malloc'd by the VCONTROLLERs as private_data ever actually free'd?

EDIT2: latest version attached - hopefully display changes are handled in the best possible way now, also gamepads are implemented and Miran's old scrolling text about racing is finally removed! Plus miscellaneous other small fixes.

Oddly it seems to have lost 10kb since yesterday, so no doubt I've left something out...

miran
Member #2,407
June 2002

Quote:

miran, is the data malloc'd by the VCONTROLLERs as private_data ever actually free'd?

Yes, in destroy_vcontroller(...) in vcontroller.h/c

--
sig used to be here

Thomas Harte
Member #33
April 2000
avatar

Quote:

Yes, in destroy_vcontroller(...) in vcontroller.h/c

Okay, good - I couldn't see a meaningful point in gamepad.c to insert it is why I was confused.

Dennis
Member #1,090
July 2003
avatar

Compiler: MS VCPP6, AllegroVersion 4.20 beta 4
I get lots of syntax errors(see below) but the lines that the error messages are referring to are obviously totally correct.
Any ideas? (attached is the project file)

Thomas said:

Oddly it seems to have lost 10kb since yesterday, so no doubt I've left something out...

Could that have sth. to do with it?

1--------------------Konfiguration: ALLEGRODEMO - Win32 Release--------------------
2Kompilierung läuft...
3about_menu.c
4Animation.c
5back_scroller.c
6controls_menu.c
7credits.c
8G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(426) : error C2143: Syntaxfehler : Fehlendes ';' vor 'type'
9G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(429) : error C2143: Syntaxfehler : Fehlendes ';' vor 'type'
10G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(430) : error C2143: Syntaxfehler : Fehlendes ';' vor 'type'
11G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(439) : error C2065: 'buf' : nichtdeklarierter Bezeichner
12G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(439) : error C2109: Index benoetigt ein Feld oder einen Zeigertyp
13G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(439) : error C2106: '=' : Linker Operand muss ein L-Wert sein
14G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(440) : warning C4047: 'function' : Anzahl der Dereferenzierungen bei 'const char *' und 'int ' unterschiedlich
15G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(440) : warning C4024: 'text_length' : Unterschiedliche Typen fuer formalen und uebergebenen Parameter 2
16G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(443) : warning C4047: 'function' : Anzahl der Dereferenzierungen bei 'const char *' und 'int ' unterschiedlich
17G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(443) : warning C4024: 'textout_ex' : Unterschiedliche Typen fuer formalen und uebergebenen Parameter 3
18G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(463) : error C2065: 'p' : nichtdeklarierter Bezeichner
19G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(463) : warning C4047: '=' : Anzahl der Dereferenzierungen bei 'int ' und 'char *' unterschiedlich
20G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(464) : warning C4047: 'function' : Anzahl der Dereferenzierungen bei 'const char *' und 'int ' unterschiedlich
21G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(464) : warning C4024: 'strlen' : Unterschiedliche Typen fuer formalen und uebergebenen Parameter 1
22G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(477) : error C2100: Zeigeroperation ungueltig
23G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(490) : error C2065: 'cbuf' : nichtdeklarierter Bezeichner
24G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(490) : error C2109: Index benoetigt ein Feld oder einen Zeigertyp
25G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(490) : error C2100: Zeigeroperation ungueltig
26G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(490) : error C2106: '=' : Linker Operand muss ein L-Wert sein
27G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(491) : warning C4047: 'function' : Anzahl der Dereferenzierungen bei 'const char *' und 'int ' unterschiedlich
28G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\credits.c(491) : warning C4024: 'textout_ex' : Unterschiedliche Typen fuer formalen und uebergebenen Parameter 3
29demo.c
30double_buffer.c
31fps.c
32framework.c
33G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\framework.c(79) : warning C4113: 'void (__cdecl *)()' weicht in der Parameterliste von 'void (__cdecl *)(void )' ab
34G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\framework.c(228) : warning C4113: 'void (__cdecl *)()' weicht in der Parameterliste von 'void (__cdecl *)(void )' ab
35Game.c
36G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(209) : error C2143: Syntaxfehler : Fehlendes ';' vor 'type'
37G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(210) : error C2275: "fixed" : Ungültige Verwendung dieses Typs als Ausdruck
38 E:\VCPP6\INCLUDE\allegro/fixed.h(28) : Siehe Deklaration von 'fixed'
39G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(210) : error C2146: Syntaxfehler : Fehlendes ';' vor Bezeichner 'y2'
40G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(210) : error C2065: 'y2' : nichtdeklarierter Bezeichner
41G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(210) : error C2065: 'lowy' : nichtdeklarierter Bezeichner
42G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(210) : warning C4550: Ausdruck wird als Funktion ausgewertet, der eine Argumentliste fehlt
43G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(211) : error C2143: Syntaxfehler : Fehlendes ';' vor 'type'
44G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(212) : error C2065: 'c' : nichtdeklarierter Bezeichner
45G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(217) : warning C4047: '=' : Anzahl der Dereferenzierungen bei 'double (__cdecl *)(double )' und 'int ' unterschiedlich
46G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(217) : error C2106: '=' : Linker Operand muss ein L-Wert sein
47G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(217) : warning C4550: Ausdruck wird als Funktion ausgewertet, der eine Argumentliste fehlt
48G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(218) : error C2065: 'index' : nichtdeklarierter Bezeichner
49G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Game.c(226) : warning C4047: '=' : Anzahl der Dereferenzierungen bei 'int ' und 'double (__cdecl *)(double )' unterschiedlich
50gamepad.c
51G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\gamepad.c(117) : warning C4013: 'sprintf' undefiniert; Annahme: extern mit Rueckgabetyp int
52gfx_menu.c
53global.c
54intro.c
55keyboard.c
56Level.c
57G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(245) : error C2143: Syntaxfehler : Fehlendes ';' vor 'type'
58G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(246) : error C2065: 'eptr' : nichtdeklarierter Bezeichner
59G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(246) : warning C4047: 'function' : Anzahl der Dereferenzierungen bei 'char ** ' und 'int *' unterschiedlich
60G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(246) : warning C4024: 'strtol' : Unterschiedliche Typen fuer formalen und uebergebenen Parameter 2
61G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(247) : error C2100: Zeigeroperation ungueltig
62G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(254) : warning C4047: 'function' : Anzahl der Dereferenzierungen bei 'char ** ' und 'int *' unterschiedlich
63G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(254) : warning C4024: 'strtod' : Unterschiedliche Typen fuer formalen und uebergebenen Parameter 2
64G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(255) : error C2100: Zeigeroperation ungueltig
65G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(854) : error C2143: Syntaxfehler : Fehlendes ';' vor 'type'
66G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(855) : error C2065: 'c' : nichtdeklarierter Bezeichner
67G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(862) : error C2143: Syntaxfehler : Fehlendes ';' vor 'type'
68G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\Level.c(863) : error C2065: 'lc' : nichtdeklarierter Bezeichner
69main_menu.c
70menu.c
71misc_menu.c
72music_player.c
73Generieren von Code...
74Kompilieren...
75options_menu.c
76page_flipping.c
77Physics.c
78QuadTree.c
79screenshot.c
80sound_menu.c
81success_menu.c
82transition.c
83triple_buffer.c
84update_driver.c
85G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\update_driver.c(19) : error C2143: Syntaxfehler : Fehlendes ';' vor 'type'
86G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\update_driver.c(22) : error C2065: 'create' : nichtdeklarierter Bezeichner
87G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\update_driver.c(22) : warning C4047: '=' : Anzahl der Dereferenzierungen bei 'int ' und 'int (__cdecl *)()' unterschiedlich
88G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\update_driver.c(23) : warning C4047: '=' : Anzahl der Dereferenzierungen bei 'int ' und 'int (__cdecl *)()' unterschiedlich
89G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\update_driver.c(24) : warning C4047: '=' : Anzahl der Dereferenzierungen bei 'int ' und 'int (__cdecl *)()' unterschiedlich
90G:\DEVEL\VC6PROJEKTE\ALLEGRODEMO\update_driver.c(31) : error C2063: 'create' : Keine Funktion
91vcontroller.c
92Generieren von Code...
93Fehler beim Ausführen von cl.exe.
94 
95ALLEGRODEMO.exe - 32 Fehler, 23 Warnung(en)

Elias
Member #358
May 2000

For some reason, VC6 doesn't understand declarations not at the beginning of a block. Need to either put { } around them, or move them all to the start. I think Allegro 4.2.0 is supposed to be the last version to support VC6, so that change must be made :|

--
"Either help out or stop whining" - Evert

Evert
Member #794
November 2000
avatar

Quote:

For some reason, VC6 doesn't understand declarations not at the beginning of a block.

That's because it's a C99 `feature'.

Quote:

Need to either put { } around them, or move them all to the start.

Move them to the start.

The game itself looks awesome! Cool work, guys! I have some trouble controlling the character, but that's probably just me. Some comments on the game:

  • the character looks a bit `jittery', I'm not sure how to explain, but while he's skating he seems to twitch his arm a lot because the game is flipping between two sprites rapidly.

  • Am I supposed to fall through the arc over the gate at the end?

  • I am unable to setup the controls for my gamepad in the menu, but maybe they aren't working yet?

  • Along similar lines, it would be better if there were `default' key bindings so that I don't have to set my own before I can play. Left arrow, right arrow and space should do.

  • The following warnings, showing up with gcc -W -Wall, need to be fixed:

  • There are some C99-isms and //-style comments in the code. These need to be replaced.

  • Find what you will about it, Allegro 4.2 still supports DOS. I know that `true' DOS isn't used much these days and so `long filenames' aren't much of an issue, but nevertheless, filenames should be no more than 8 characters in length (and all lowercase).

EDIT:

Quote:

P.s. does it play for everyone else with the mouse cursor on top? I've tried every method I can find in the Allegro manual to disable it but in OS X it just sits there on top regardless.

The mouse cursor should be hidden by default. Sounds like a bug in the OS X port to me...

miran
Member #2,407
June 2002

Quote:

it would be better if there were `default' key bindings so that I don't have to set my own before I can play

All settings are stored in allegro.cfg. So all that needs to be done is set the default keys in the menus and then include the allegro.cfg file in the final release...

--
sig used to be here

deps
Member #3,858
September 2003
avatar

Quote:

The mouse cursor should be hidden by default. Sounds like a bug in the OS X port to me...

It was hidden when I played the game. OSX 10.3.9

---
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Dennis
Member #1,090
July 2003
avatar

Elias said:

Need to either put { } around them, or move them all to the start.

Evert said:

Move them to the start.

Thanks. Now it compiles.
Still got a problem:
All i can see is the "Allegro 4.2" screen, music is playing, then when the menu scrolls in and the sound starts playing it goes: "Welcom..com..com..com..com.." trapped in an endless loop and windows displays an error messagebox stating something of an invalid memory read request.
(My soundcard is an "SBLive! Player 5.1" but i'm running the latest drivers and i don't have any sound problems with other games, not even with other Allegro-games.)

(attached is my compiled '.exe' (allegro is linked in statically))

Elias
Member #358
May 2000

Hm, guess should run this through fortify, efence and valgrind :) I'll try later..

--
"Either help out or stop whining" - Evert

Dennis
Member #1,090
July 2003
avatar

Just in case it would be of any importance, the exact error msg reads:

Quote:

Die Anweisung in "0x00402502" verweist auf Speicher in "0x00000008". Der Vorgang "read" konnte nicht auf dem Speicher durchgeführt werden.

which i translate to:

Quote:

The instruction in "0x00402502" references to memory in "0x00000008". "read" could not be executed on that memory.

I think this message is quite useless though as the "0x00000008" address doesn't tell anything because of windows' virtual address space...

Carrus85
Member #2,633
August 2002
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Exact same error I was getting. Put the readme.txt and the thanks.tx_ from the allegro distribution into the games root directory.

Thomas Fjellstrom
Member #476
June 2000
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Quote:

I think this message is quite useless though as the "0x00000008" address doesn't tell anything because of windows' virtual address space...

An address that low is almost never (imo, never) a valid address.

--
Thomas Fjellstrom - [website] - [email] - [Allegro Wiki] - [Allegro TODO]
"If you can't think of a better solution, don't try to make a better solution." -- weapon_S
"The less evidence we have for what we believe is certain, the more violently we defend beliefs against those who don't agree" -- https://twitter.com/neiltyson/status/592870205409353730

Goodbytes
Member #448
June 2000
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Thomas Harte: Here is a .zip with two potential sound effects. One is the door open sound (actually a sort of Zelda-style chime because I don't have a microphone cord long enough to reach my front door ;)) and another is a "skating" sound. The latter is little more than heavily processed pink noise, but I have no idea how else one would make a skateboard wheel sound without sampling a real-life one (again, my microphone doesn't reach the great outdoors). The skate noise should play, looped, whenever the character is touching the ground and moving, with volume proportional to the speed of the character (and perhaps a slight increase in pitch with speed, I don't know). See if it adds to the game or is just annoying.

BTW, on the topic of sound issues, I liked the "pop" noise for collecting goodies, but the other one seemed out of place. I forget if you're doing some "random pitch" effects with the pop noise (you know, your sound playing function that treats a negative argument for pitch as a random pitch variation), but in my opinion, that would work well for all goodies. Also, the ocean wave sounds were a bit too loud for my tastes, but that could just be me wanting to hear my own music.

[EDIT]
Oh, and -- when finishing a level (jumping to the open door or whatever) I'm often holding down the space bar, having set that to the jump key and having jumped to the door, and this causes the "win" screen to just scroll right on by. Since I'm holding the space bar. That could be fixed.

And... why does credits.c say:

      "Welcome to the Allegro demonstration game, by Miran Amon."
      SPLITTER
      "Race computer controlled drivers around various tracks to win the world championship trophy."

?

Oh, and please change Goodbytes in about_menu.c to Nick Davies.

Sorry for asking so much, I know you must be very busy and stressed to meet the deadline!


--
~Goodbytes

Michael Jensen
Member #2,870
October 2002
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The topic looks fine in Firefox 1.01... must be a new feature.

miran
Member #2,407
June 2002

Goodbytes said:

And... why does credits.c say: .......

a long time ago Thomas Harte said:

latest version attached - hopefully display changes are handled in the best possible way now, also gamepads are implemented and Miran's old scrolling text about racing is finally removed! Plus miscellaneous other small fixes.

::)::)::)

--
sig used to be here



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