emmachase / riko4 Goto Github PK
View Code? Open in Web Editor NEWA Fantasy Console intended as a tool for pixel art game development.
License: MIT License
A Fantasy Console intended as a tool for pixel art game development.
License: MIT License
Either flesh out the simple one already in src, or integrate XLua
For example, the menu animation in edit takes 20s to complete for me. I'm running at around 2700fps.
You don't seem to be doing any timing in your game loop, which would definitely be the issue if I'm right.
The ability to change the rgb values of the 16 given colors was always intended, it's been delayed over 1 hiccup, Images. Because Images are actually just textures that get rendered and don't actually store the original 1-16 color values associated at each pixel, how would images know how or when to update? A similar issue would be just the colors already drawn to the screen, which isn't a huge issue I supposed that the call to the color changing api could just invoke a screen clear or something. Anyone have thoughts?
There should be a lua
program that allows easy access to a Lua REPL.
Reproduction:
cd /
..
The crash happens as soon as you type the second dot, so it is probably autocomplete
So, when I was compiling Riko4, I got the following error with cmake:
-- The C compiler identification is AppleClang 13.0.0.13000029 -- The CXX compiler identification is AppleClang 13.0.0.13000029 -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working C compiler: /Library/Developer/CommandLineTools/usr/bin/cc - skipped -- Detecting C compile features -- Detecting C compile features - done -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Check for working CXX compiler: /Library/Developer/CommandLineTools/usr/bin/c++ - skipped -- Detecting CXX compile features -- Detecting CXX compile features - done <FindSDL2.cmake> </FindSDL2.cmake> -- Found SDL2: /Library/Frameworks/SDL2.framework;-framework Cocoa -- Found LuaJIT: /usr/local/lib/libluajit-5.1.dylib <FindSDL2_gpu.cmake> </FindSDL2_gpu.cmake> -- Found SDL2_gpu: /usr/local/lib/SDL2_gpu.framework;-framework Cocoa -- Found CURL: /Library/Developer/CommandLineTools/SDKs/MacOSX12.1.sdk/usr/lib/libcurl.tbd (found version "7.77.0") -- Found CURLpp: /usr/local/lib/libcurlpp.dylib -- Configuring done (2.2s) -- Generating done (0.1s) -- Build files have been written to: /Users/mnarasheed/riko4/build [ 6%] Building CXX object CMakeFiles/riko4.dir/src/core/events.cpp.o clang: warning: argument unused during compilation: '-pagezero_size 10000' [-Wunused-command-line-argument] clang: warning: argument unused during compilation: '-image_base 100000000' [-Wunused-command-line-argument] [ 13%] Building CXX object CMakeFiles/riko4.dir/src/core/luaMachine.cpp.o clang: warning: argument unused during compilation: '-pagezero_size 10000' [-Wunused-command-line-argument] clang: warning: argument unused during compilation: '-image_base 100000000' [-Wunused-command-line-argument] [ 20%] Building CXX object CMakeFiles/riko4.dir/src/core/rikoProcess.cpp.o clang: warning: argument unused during compilation: '-pagezero_size 10000' [-Wunused-command-line-argument] clang: warning: argument unused during compilation: '-image_base 100000000' [-Wunused-command-line-argument] In file included from /Users/mnarasheed/riko4/src/core/rikoProcess.cpp:7: /Users/mnarasheed/riko4/libs/include/getopt.h:16:10: fatal error: 'crtdefs.h' file not found #include <crtdefs.h> ^~~~~~~~~~~ 1 error generated.
I would appreciate any help
Thanks.
I can't press ctrl to open the menu in paint. This works fine in edit.
That's the type of PC I have at hand
The shell's code is very badly written and difficult to maintain, a rewrite is necessary.
This results in a white non-interactive window being displayed.
When I hardcode the line https://github.com/incinirate/Riko4/blob/master/src/core/shader.cpp#L45 to use version 120 it works again.
There should be a way to access websites via HTTP(S), support for raw TCP/UDP sockets is under consideration.
The way fonts behave right now are a bit wonky and should be revisited.
There are some issues with running Riko4 on Linux:
SDL2.h
conflicts with SDL2_gpu.h
. Removing all occurrences of #include <SDL/SDL2.h>
fixes this, but I don't know if this breaks Windows builds.➜ Riko4 git:(master) ✗ ./riko4
ATTENTION: default value of option vblank_mode overridden by environment.
Connected controller 0
Got 2
Riko4 path: '/home/lig/.local/share/riko4/app/'
[1] 6856 segmentation fault (core dumped) ./riko4
GDB output:
Thread 1 "riko4" received signal SIGSEGV, Segmentation fault.
0x000000000040c114 in main (argc=1, argv=0x7fffffffdf68) at /home/lig/Projects/Riko4/src/riko.cpp:641
641 window = SDL_GetWindowFromID(renderer->renderer->current_context_target->context->windowID);
(gdb) p renderer
$1 = (GPU_Target *) 0x7a9d20
(gdb) p renderer->renderer
$2 = (GPU_Renderer *) 0x6917e0
(gdb) p renderer->renderer->current_context_target
$3 = (GPU_Target *) 0x7a9d20
(gdb) p renderer->renderer->current_context_target->context
$4 = (GPU_Context *) 0x10001
(gdb) p renderer->renderer->current_context_target->context->windowID
Cannot access memory at address 0x1000d
(gdb)
When starting riko, this happens for me:
Audio driver 0: pulseaudio
Audio driver 1: alsa
Audio driver 2: dsp
Audio driver 3: disk
Audio driver 4: dummy
Assertion 'p' failed at pulsecore/memblock.c:952, function pa_mempool_block_size_max(). Aborting.
[1] 7598 abort (core dumped) ./riko4
While that should probably be fixed, pulseaudio loves breaking, so perhaps there should be an option to select a different audio driver instead.
The current audio system is too limited. Also add a sound fx / music editor
In the build instructions, please give information on the needed dependencies.
sudo apt-get install
I'm having a heck of a time building it.
Should be compatible with Tiled's format. Example in the map demo.
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