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Home Page: http://www.solarus-games.org
License: Other
This repository was moved to GitLab: https://gitlab.com/solarus-games/solarus
Home Page: http://www.solarus-games.org
License: Other
The -Werror flag should be not be set for users who compile the game. Need a way to configure it with cmake.
[Solarus 1.5.1 on Mac OSX 10.6]
Dans des passage resserrés et en diagonale, comme dans zsdx la petite impasse après le pont de la montage des terreurs à droite (au sud-est du palais de glace), on ne peut pas marcher en diagonale sans être arrêté par les murs.
Par contre les déplacements simple (gauche, droite, bas, haut) fonctionnent.
Les ennemis devraient pouvoir aller et/ou être affectés par certaines cases, où au moins pouvoir se déplacer quand ils se retrouvent par hasard coincé dessus (dalle fléchée, "plancher-interrupteur", …).
We have this problem between dungeons 6 and 7 with the Iron Key, the Stone Key and the Wooden Key.
We should be able to add dialogs for this and without help from translators, using dialog "dungeon_5.prison_1_use_iron_key" as a model.
Codebase compiles however we have the following exception thrown on startup.
"./solarus quests/zsdx"
Also we can notice that the exception message is not displayed.
Process: solarus [6995]
Path: /Users/USER/*/solarus
Identifier: solarus
Version: ??? (???)
Code Type: X86-64 (Native)
Parent Process: bash [491]
Date/Time: 2012-12-29 11:41:08.587 +0100
OS Version: Mac OS X 10.7.5 (11G63)
Report Version: 9
Interval Since Last Report: 50962 sec
Crashes Since Last Report: 6
Per-App Crashes Since Last Report: 3
Anonymous UUID: B957ABB0-B535-4FBF-831D-121BFB8C5F12
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Application Specific Information:
objc[6995]: garbage collection is OFF
terminate called throwing an exception
abort() called
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fff98bf1ce2 __pthread_kill + 10
1 libsystem_c.dylib 0x00007fff9a3167d2 pthread_kill + 95
2 libsystem_c.dylib 0x00007fff9a307a7a abort + 143
3 libc++abi.dylib 0x00007fff921807bc abort_message + 214
4 libc++abi.dylib 0x00007fff9217dfcf default_terminate() + 28
5 libobjc.A.dylib 0x00007fff954261cd _objc_terminate + 114
6 libc++abi.dylib 0x00007fff9217e001 safe_handler_caller(void (*)()) + 11
7 libc++abi.dylib 0x00007fff9217e05c std::terminate() + 16
8 libc++abi.dylib 0x00007fff9217f152 __cxa_throw + 114
9 solarus 0x000000010856a875 Debug::die(std::string const&) + 245
10 solarus 0x000000010854f49d FileTools::set_solarus_write_dir(std::string const&) + 783
11 solarus 0x0000000108551d6e FileTools::initialize(int, char**) + 1886
12 solarus 0x000000010856aa00 System::initialize(int, char**) + 44
13 solarus 0x000000010849ce19 MainLoop::MainLoop(int, char**) + 111
14 solarus 0x000000010846f722 SDL_main + 658 (Main.cc:61)
15 solarus 0x00000001085ed881 -[SDLMain applicationDidFinishLaunching:] + 97
16 com.apple.Foundation 0x00007fff91a0cd0e __-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke_1 + 47
17 com.apple.CoreFoundation 0x00007fff93bbe7ba _CFXNotificationPost + 2634
18 com.apple.Foundation 0x00007fff919f8fc3 -[NSNotificationCenter postNotificationName:object:userInfo:] + 65
19 com.apple.AppKit 0x00007fff9299ee2b -[NSApplication _postDidFinishNotification] + 212
20 com.apple.AppKit 0x00007fff9299eb91 -[NSApplication _sendFinishLaunchingNotification] + 78
21 com.apple.AppKit 0x00007fff9299d858 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 242
22 com.apple.AppKit 0x00007fff9299d5b9 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 330
23 com.apple.CoreFoundation 0x00007fff93c08541 -[NSObject performSelector:withObject:withObject:] + 65
24 com.apple.Foundation 0x00007fff91a2f7c7 __-[NSAppleEventManager setEventHandler:andSelector:forEventClass:andEventID:]_block_invoke_1 + 101
25 com.apple.Foundation 0x00007fff91a2e74e -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 283
26 com.apple.Foundation 0x00007fff91a2e5dc _NSAppleEventManagerGenericHandler + 105
27 com.apple.AE 0x00007fff96267c25 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) + 200
28 com.apple.AE 0x00007fff96267b03 _ZL25dispatchEventAndSendReplyPK6AEDescPS_ + 38
29 com.apple.AE 0x00007fff962679f7 aeProcessAppleEvent + 250
30 com.apple.HIToolbox 0x00007fff97d7ab69 AEProcessAppleEvent + 102
31 com.apple.AppKit 0x00007fff9299a9c5 _DPSNextEvent + 1247
32 com.apple.AppKit 0x00007fff9299a07d -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 135
33 com.apple.AppKit 0x00007fff929969b9 -[NSApplication run] + 470
34 solarus 0x00000001085ed664 CustomApplicationMain + 548
35 solarus 0x00000001085edc40 main + 272
36 solarus 0x000000010846f484 start + 52
Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x00007fff98bf27e6 kevent + 10
1 libdispatch.dylib 0x00007fff9511d786 _dispatch_mgr_invoke + 923
2 libdispatch.dylib 0x00007fff9511c316 _dispatch_mgr_thread + 54
Thread 2:
0 libsystem_kernel.dylib 0x00007fff98bf2192 __workq_kernreturn + 10
1 libsystem_c.dylib 0x00007fff9a316594 _pthread_wqthread + 758
2 libsystem_c.dylib 0x00007fff9a317b85 start_wqthread + 13
Thread 3:
0 libsystem_kernel.dylib 0x00007fff98bf2192 __workq_kernreturn + 10
1 libsystem_c.dylib 0x00007fff9a316594 _pthread_wqthread + 758
2 libsystem_c.dylib 0x00007fff9a317b85 start_wqthread + 13
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff68067f18 rdx: 0x0000000000000000
rdi: 0x0000000000000e03 rsi: 0x0000000000000006 rbp: 0x00007fff68067f40 rsp: 0x00007fff68067f18
r8: 0x00007fff7f23bfb8 r9: 0x00000000000002d0 r10: 0x00007fff98bf1d0a r11: 0xffffff80002dad60
r12: 0x00007fd87104be00 r13: 0x00000000000f426d r14: 0x00007fff7f23e960 r15: 0x00007fff68068090
rip: 0x00007fff98bf1ce2 rfl: 0x0000000000000246 cr2: 0x00000001085f708c
Logical CPU: 0
Binary Images:
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0x7fff9a6db000 - 0x7fff9a6e2fff libcopyfile.dylib (85.1.0 - compatibility 1.0.0) <0AB51EE2-E914-358C-AC19-47BC024BDAE7> /usr/lib/system/libcopyfile.dylib
0x7fff9a7d0000 - 0x7fff9a7d4fff libdyld.dylib (195.5.0 - compatibility 1.0.0) <380C3F44-0CA7-3514-8080-46D1C9DF4FCD> /usr/lib/system/libdyld.dylib
External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 2
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 94746
thread_create: 1
thread_set_state: 0
VM Region Summary:
ReadOnly portion of Libraries: Total=149.4M resident=67.1M(45%) swapped_out_or_unallocated=82.3M(55%)
Writable regions: Total=101.7M written=2416K(2%) resident=22.0M(22%) swapped_out=0K(0%) unallocated=79.7M(78%)
REGION TYPE VIRTUAL
=========== =======
ATS (font support) 32.0M
ATS (font support) (reserved) 8K reserved VM address space (unallocated)
CG backing stores 152K
CG image 4K
CG shared images 1224K
CoreGraphics 16K
CoreServices 3148K
MALLOC 41.9M
MALLOC guard page 48K
Memory tag=242 12K
STACK GUARD 56.0M
Stack 9752K
VM_ALLOCATE 16.1M
__CI_BITMAP 80K
__DATA 12.7M
__IMAGE 528K
__LINKEDIT 51.5M
__TEXT 97.9M
__UNICODE 544K
mapped file 35.7M
shared memory 308K
=========== =======
TOTAL 359.2M
TOTAL, minus reserved VM space 359.2M
Model: MacBookPro8,1, BootROM MBP81.0047.B27, 2 processors, Intel Core i5, 2.4 GHz, 4 GB, SMC 1.68f98
Graphics: Intel HD Graphics 3000, Intel HD Graphics 3000, Built-In, 384 MB
Memory Module: BANK 0/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80CE, 0x4D34373142353737334448302D4348392020
Memory Module: BANK 1/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80CE, 0x4D34373142353737334448302D4348392020
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xD6), Broadcom BCM43xx 1.0 (5.106.198.19.22)
Bluetooth: Version 4.0.8f17, 2 service, 11 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en1
Serial ATA Device: TOSHIBA MK5065GSXF, 500.11 GB
Serial ATA Device: OPTIARC DVD RW AD-5970H
USB Device: FaceTime HD Camera (Built-in), apple_vendor_id, 0x8509, 0xfa200000 / 3
USB Device: hub_device, 0x0424 (SMSC), 0x2513, 0xfa100000 / 2
USB Device: Apple Internal Keyboard / Trackpad, apple_vendor_id, 0x0252, 0xfa120000 / 5
USB Device: BRCM2070 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0xfa110000 / 4
USB Device: Bluetooth USB Host Controller, apple_vendor_id, 0x821a, 0xfa113000 / 6
USB Device: hub_device, 0x0424 (SMSC), 0x2513, 0xfd100000 / 2
USB Device: External HDD, 0x1058 (Western Digital Technologies, Inc.), 0x0702, 0xfd120000 / 4
USB Device: IR Receiver, apple_vendor_id, 0x8242, 0xfd110000 / 3
[Solarus 1.5.0 on Debian Squeeze]
Quand on donne un coup d'épée, link disparait sur l'espace d'une frame à peut près juste avant de reprendre l'animation par défaut.
On OSX, there is a bug when starting solarus.
"Cannot copy the sound samples into buffer 2400
Sound 'sounds/arrow_hit.ogg' will not be played"
Strangely, this is not really an OpenAl bug. The sound is loaded on the second try.
Actually, there is an AL_INVALID_VALUE error happening in the Sound::load_all() function, when storing the first all_sounds[] element :
all_sounds[resource_id] = Sound(resource_id);
This explain why the first sound is considered as invalid, even before loading it.
If I empty the OpenAl error buffer just after this line with alGetError(), there is no more loading problem.
At this point I don't understand the behavior.
Is your code using some OpenAl function elsewhere when calling the Sound constructor or something which can explain why this error on an empty constructor ?
Il est possible de ne pas être replacé sur la bonne colonne/ligne par le moteur lorsqu'on utilise certains objets. Pour être plus clair je donne l'exemple des bottes de pégase sur deux buissons cote a cote, si on se dirige "entre les deux" en courant, le moteur ne nous replace sur aucun d'eux et considère qu'on tape un mur.
A en juger par la difficulté à reproduire, la ligne d'"entre-deux" ne doit faire qu'un ou deux pixels, donc ce n'est pas très grave.
Comme reporté, ça arrive aussi pour le grappin ou le boomerang si on est pas assez en face de la colonne/ligne visée, quoique la différence à l'air d'être plus grande que le pixel, donc c'est peut-être un comportement voulu.
In the cave on the right of the waterfall of Lyriann, you have a mini-game where you have to open chests. If you open all of them in one exploration session, you have a Piece of Heart. If you take all the chests but one, you have around 80 rupees. You just save the game, quit, reload, you can open all the chests again. Around one minute per 80 rupees.
(Bug report from Lee.)
Zelda Solarus DX on AmigaONE XE/G4.
Thank you for your port of this game, it brings back many fond memories of
playing A Link to the Past on the SNES. I've encountered a few problems with
it though;
http://www.zelda-solarus.com/jeu-zsdx-soluce
2nd dungeon:
Episode 4: Caverne de Roc
01:30 - sliding floor blocks only move half space
05:26 - sliding floor blocks only move half space
12:30 - sliding floor blocks only move half space
The above meant that you become trapped without means of escape. It was
possible to complete this level by quiting the game and re-entering the
dungeon by the front-door!
Crash in boss room (flying fire-bird);
The game will crash and freeze the computer upon the grid-floor
disappearing. It was possible to complete the level by defeating this boss
before the grid-floors began to disapear!
3rd dungeon
Episode 6: Antre de Maitre Arbror
17:00 - sliding floor blocks only move half space
This prevents the ability to get through to the statue, (the statue needs an
arrow, which will drain water and enable you to obtain the key to the main
boss).
Obviously I'm now unable to progress further in the game to report any
further bugs.
AFN
Lee.
Hi all,
Newbie here. I tried compiling just the engine. While it compiled to 100% it did give me an error with libvorbis at the end of the compilation. Mine is a 64-bit system.
~/games/solarus$ cmake -DCMAKE_BUILD_TYPE=Release .
-- Looking for pthread_create
-- Looking for pthread_create - not found.
-- Found SDL: /usr/lib/x86_64-linux-gnu/libSDLmain.a;/usr/lib/x86_64-linux-gnu/libSDL.so;-lpthread
-- Found SDLIMAGE: /usr/lib/x86_64-linux-gnu/libSDL_image.so
-- Found SDLTTF: /usr/lib/x86_64-linux-gnu/libSDL_ttf.so
-- Found Lua51: /usr/lib/x86_64-linux-gnu/liblua5.1.so;/usr/lib/x86_64-linux-gnu/libm.so (found version "5.1.5")
-- Configuring done
-- Generating done
-- Build files have been written to: /home/shirish/games/solarus
10:41:04 shirish@deb-home: ~/games/solarus$ make
Scanning dependencies of target solarus_static
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[ 97%] Building CXX object CMakeFiles/solarus_static.dir/src/snes_spc/SNES_SPC.cpp.o
[ 98%] Building CXX object CMakeFiles/solarus_static.dir/src/snes_spc/SNES_SPC_state.cpp.o
[ 98%] Building CXX object CMakeFiles/solarus_static.dir/src/snes_spc/dsp.cpp.o
[ 99%] Building CXX object CMakeFiles/solarus_static.dir/src/snes_spc/SPC_DSP.cpp.o
[100%] Building CXX object CMakeFiles/solarus_static.dir/src/snes_spc/SNES_SPC_misc.cpp.o
Linking CXX static library libsolarus_static.a
[100%] Built target solarus_static
Scanning dependencies of target solarus
[100%] Building CXX object CMakeFiles/solarus.dir/src/lowlevel/Main.cc.o
make[2]: *** No rule to make target /usr/lib/libvorbisfile.so', needed by
solarus'. Stop.
make[1]: *** [CMakeFiles/solarus.dir/all] Error 2
make: *** [all] Error 2
I checked and re-checked to confirm whether it's an issue from my side. It seems somebody needs to patch it to run on 64-bit systems.
the error :-
make[2]: *** No rule to make target /usr/lib/libvorbisfile.so', needed by
solarus'. Stop.
make[1]: *** [CMakeFiles/solarus.dir/all] Error 2
make: *** [all] Error 2
$ apt-file search libvorbisfile.so
libvorbis-dev: /usr/lib/x86_64-linux-gnu/libvorbisfile.so
libvorbisfile3: /usr/lib/x86_64-linux-gnu/libvorbisfile.so.3
libvorbisfile3: /usr/lib/x86_64-linux-gnu/libvorbisfile.so.3.3.4
$ aptitude search libvorbis-dev libvorbisfile3
i libvorbis-dev - The Vorbis General Audio Compression Codec (development file
i A libvorbisfile3 - The Vorbis General Audio Compression Codec (High Level API)
As can be seen both the dependencies needed are installed. Maybe the path needs to be written for 64-bit systems somewhere. This is on Debian testing i.e. Debian wheezy.
When it's a tileset with skulls, it's always displaying pot.
The hitbox is slightly moved on the left. To damage the first mini-boss in the first dungeon, you almost have to take damages to do damages. If you try to do it again, the right wing (or the left wing from the point of view of the enemy) is untouchable if the boss is not doing his "attack" (where he just swap his wing), but the other wing no problem... Another way to kill the bugged wing is to wait the wing is swapped, then attack : the hitbox is a little less precise.
In Lyriann's Cavern, I saw Link damaged while waiting on a safe spot on the part where you have to defeat the four enemies to open the way. He was on the little passage between the two parts, and a bubble touched him but it shouldn't because Link should be too far...
Hello,
I compiled the source of solarus, but the game does not work. I can run it, create a profile, and select my profile. When the game starts, the screen is black, and all I can see is the interface (the buttons in the upper left corner). There is no debug output in my shell, so I can't help you but it may be because of my platform (64 bits).
(screen: https://dl.dropbox.com/u/28058500/Screenshot%20from%202012-08-05%2022%3A01%3A54.png )
Platform:
Compilation:
Exec:
In the Skyward Tower, the hole between from 2F to 1F can lead the hero to a wall if you take it near its south-east corner.
When the tail is hurt, it is not clear enough that the boss gets temporarily immobilized. We could:
There is no reason to prevent the player from getting back into the cave. It's just annoying for him.
[Solarus 1.5.0 on Debian squeeze]
Il n'y a pas de ralentissement visible à noter, enfin pas de freeze en tout cas, cependant certains évènements mettent du temps à s'activer. Par exemple entre chaque dalle fléchée, il y a une demi seconde de blanc.
When leaving the final room from the south, the other side of the door is closed.
"childs" should be "children".
I'll open some issues instead of the TODO List on sources comments :)
There is a bug with indexed image on Mac, when using IMG_Load_RW() (on lowlevel/Surface constructor)
On 10.6+, some 8bpp PNG are stored as 32bpp SDL_Surface* .
I really don't know where the conversion is apply : according to SDL_image sources, this fonction is supposed to return the exact same 8bpp SDL_Surface* .
Actually, IMG_Load_RW() can load as 8bpp SDL_Surface* . There is four 8bpp image loaded after the Selection Menu, all others are 32bpp.
Maybe there is a corrupted PNG used for collision test ?
On 10.5 , there are considered as invalid image, and SDL_GetError() report an BitPerPixel error ('u' bpp). The application crashes after a "Cannot load image 'title_screen_initialization.png' " error on terminal.
I firstly think this is a SDL or OSX bug, but the 10.6+ behaviour make me doubt.
Do you see another way to explore ?
In dungeon 6 of zsdx, when I take the teletransporter that leads to the north-west room of the second floor, the crystal blocks in this room appear to be changing.
Il est possible d'être bloqué en tombant d'un étage sur un coffre, dans la montagne des terreurs (le coffre contenant le flacon). Il faudrait peut-être laisser la possibilité de tomber d'un étage sur les coffres mais de pouvoir en sauter, comme pour les blocs.
/home/benobiwan/git/solarus/src/DialogResource.cpp: In static member function 'static void DialogResource::initialize()':
/home/benobiwan/git/solarus/src/DialogResource.cpp:51:27: error: 'lua_open' was not declared in this scope
make[2]: *** [CMakeFiles/solarus_static.dir/src/DialogResource.cpp.o] Error 1
make[1]: *** [CMakeFiles/solarus_static.dir/all] Error 2
make: *** [all] Error 2
Lua was updated some days ago :
[2012-12-12 20:05] upgraded lua (5.1.5-2 -> 5.2.1-3)
[2012-12-12 20:05] installed lua51 (5.1.5-3)
So it may be linked to this upgrade.
cmake seems to link to the right library :
-- Found Lua51: /usr/lib/liblua5.1.so;/usr/lib/libm.so
When you hide obstacles objects (example : don't show bushes), if you select something where the invisible thing is up to, you select the invisible thing instead of the visible object.
To try : open the world map A2, hide obstacles and try to select the hole on the right of the castle, leading you to the Dungeon 5 B1. If you try to delete the "teleporter", you delete in fact the bush despite the fact it's invisible.
In the outside world B3 map, just north-west of Billy's cave, a cliff has a slightly incorrect tile.
It only works with a tolerance of 3 pixels:
http://youtu.be/mIzyKt8S7Yw?t=3m40s
[Solarus 1.5.0 on Debian Squeeze]
Au moment où l'on touche le bord de l'écran pour aller sur une map voisine, Link se décale de quelques pixels brusquement. Sur les autres machines c'était moins visible, mais avec un chargement de map plus lent ça saute franchement à l'oeil. Je suppose que c'était dans la Todo list mais il faudra peut-être poursuivre l'animation en cours avec un effet de ralenti, voir simplement à sortir le joueur de l'écran si on veut calquer ALTTP.
When the hero pushes a block one time, the block should make a move of 16 pixels. On slow machines, the block stops after 8 pixels.
See issue #25.
Je suis resté bloqué sur mon "bloc de somaria" dans la salle précédent le boss du donjon 7 (Je l'ai mal placé et il chevauchait deux dalles fléchées, et en voulant le pousser je suis resté coincé dessus) car je n'avais plus de magie pour le faire disparaitre. Je suggère tout simplement que quand on a plus de magie et qu'on utilise la canne, les éventuels blocs déjà créé disparaissent.
Peut-être que les blocs de somaria devraient être affectés par ces dalles également.
On the Map Editor, it could be a very good thing to get the possibility to hide or show events and/or enemies. When I'm talking about events, I think to all that is not decor, obstacles or enemies.
Quand on est sur un "plancher-interrupteur" en position haute, il n'est pas possible de sauter sur une dalle de même couleur éloignée s'il y a un trou entre.
VideoManager::blit_stretched() and VideoManager::blit_scale2x() currently use intermediate surface on OSX implementation.
TODO : remove them ;)
ZSDX 1.5.1.
More details here: http://forums.zelda-solarus.com/index.php/topic,22451.0.html
There are two weak walls in dungeon 5 B1. If the player is captured by guards and has no bombs, he may be stucked.
In the map "Castle 1F", the yellow NPC above stairs (north of the map) can be overlapped by the hero when taking stairs.
Make the XCode project to let the possibility to register an application created with the Solarus engine.
This will allow to distribute ZSDX on Mac App Store, and especially to be able to run it on Mac 10.8 without change new "security" settings.
http://forums.zelda-solarus.com/index.php/topic,22375.0.html (french)
https://developer.apple.com/library/mac/#releasenotes/General/SubmittingToMacAppStore/_index.html#//apple_ref/doc/uid/TP40010572
The XCode project will just transcribe the CMake part, and build the bundle and the quest by itself.
There still will be a target for each steps (quest, main binary and bundle)
There is only a point of contention, Apple now want us to use some 10.6+ functions, like to get the "~/Application Support" folder ( https://developer.apple.com/library/mac/#documentation/Cocoa/Reference/Foundation/Classes/NSFileManager_Class/Reference/Reference.html#//apple_ref/occ/instm/NSFileManager/URLsForDirectory:inDomains: )
I want to properly cover the most possible versions systems, so if we follow this instructions, we have to move some portions of code from CMakeList to Obj-C sources and use a(n existing ?) minimum version flag (and keep the Cmake OSX install part to be able to build very older versions)
Is it ok for you ?
…/src/solarus/include/simpleini/SimpleIni.h:421:50: error: ‘SizeToStore’ was not declared in this scope, and no declarations were found by argument-dependent lookup at the point of instantiation [-fpermissive]
Patch below:
diff --git a/include/simpleini/SimpleIni.h b/include/simpleini/SimpleIni.h
index 7c25f2f..9c18921 100644
--- a/include/simpleini/SimpleIni.h
+++ b/include/simpleini/SimpleIni.h
@@ -418,7 +418,7 @@ public:
return *this;
}
bool ConvertToStore(const SI_CHAR * a_pszString) {
size_t uLen = SizeToStore(a_pszString);
size_t uLen = SI_CONVERTER::SizeToStore(a_pszString);
if (uLen == (size_t)(-1)) {
return false;
}
They get stopped shortly after leaving the screen, and continue if the player comes closer.
See for instance http://youtu.be/av0ZKntugFY?t=4m00s
With a screen of 400*240 (OpenPandora), the final room has white side bars and the camera movement is incorrect.
In dungeon 7, after the boss is killed and the dungeon is finished, if you come back to the boss room, the door closes and you are forced to save and quit the game.
The OSX's port of solarus currently doesn't use Hardware Surface when blitting.
Moreover, there is some SDL_HWSURFACE and SDL_SWSURFACE flags hardcoded.
Is it better (and possible) to use the same flag everywhere by adding a definition in Common.h ?
If yes, maybe you can use SDL_SWSURFACE everywhere : most of players use fullscreen or stretched display, so there is pixel access at each frame.
Unless I'm wrong, accessing pixel with SDL and SDL_HWSURFACE option force to use processor for calculations, and then send the surface to graphic card again, so using this flag only make sense with the "normal" display.
To finish, there is a quote from SDL_SetVideoMode documentation :
"Many platforms can only provide a hardware surface when using SDL_FULLSCREEN"
With clang, the compilation works but I have a few warnings. I should fix them.
In 3F, in the room having a chest with the big key, the player can be stuck if he has no more bombs. It is then necessary to restart the game.
Au début du jeu, dans la caverne de Lyriann, si on ressort avant d'avoir trouvé le réceptacle, et que l'on revient, le choix est bugué avec le décalage des options etc etc.
http://jeuxtotaltribu.free.fr/zsdx-bug/dx_bug_choix_caverne_lyriann1.png
http://jeuxtotaltribu.free.fr/zsdx-bug/dx_bug_choix_caverne_lyriann2.png
Bug non présent en anglais.
(Bug report from Julien.)
I'm running on Arch64.
I have encountered some segmentation faults which crashed the game. Here is what I got with gdb :
(gdb) run
Starting program: /usr/bin/solarus
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/libthread_db.so.1".
[New Thread 0x7ffff1a00700 (LWP 1509)]
[Thread 0x7ffff1a00700 (LWP 1509) exited]
[New Thread 0x7ffff1a00700 (LWP 1510)]
[New Thread 0x7fffed1fe700 (LWP 1511)]
Program received signal SIGSEGV, Segmentation fault.
0x00007ffff6736bd8 in std::basic_string<char, std::char_traits, std::allocator >::basic_string(std::string const&) () from /usr/lib/libstdc++.so.6
(gdb) bt
#0 0x00007ffff6736bd8 in std::basic_string<char, std::char_traits, std::allocator >::basic_string(std::string const&) ()
from /usr/lib/libstdc++.so.6
#1 0x00000000004c78f9 in TextSurface::add_char(char) ()
#2 0x0000000000507bc8 in DialogBox::add_character() ()
#3 0x000000000050823c in DialogBox::show_all_now() ()
#4 0x000000000050af2a in GameControls::key_pressed(InputEvent::KeyboardKey) ()
#5 0x0000000000511d5f in GameControls::notify_event(InputEvent&) ()
#6 0x0000000000450c0e in Solarus::main_loop() ()
#7 0x000000000044d78e in main ()
It happened only during dialogs but it randomly appears (at the beginning, or inside the cave... only when there is dialogs)
In particular, one must compile with the \Za flag to respect the C++ standards.
Otherwise, we have the following problem with the Music::nb_buffer constant:
I'm in dungeon 5, have all the chests open and don't have the boss key. Am I missing something or is this a bug? I've ran through the entire dungeon multiple times seeing if I missed anything and can't find anything. Also, there is no chest on my map to open.
When the player uses a gamepad (like Microsoft Xbox 360 controller for PC), the character sometimes moves to the right or down even if the user is not touching the joystick or the d-pad.
Issue is not happening in other games, so it is not a calibration or setup issue.
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