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Messages - Tea23

#1
Just spotted this commit. Is that now the 64bit branch obsoleted? Should I expect native 64bit if I just compile main now?

If that's the case I need to remove the $CARCH check from the Arch package.
#2
I've noticed a lack of updates to the 64bit branch while main is still going along nicely. Does main compile for 64bit yet (thus rendering the branch more or less obsolete) or is it just lagging behind in taking changes from main?
#3
Spent all day yesterday battling with ALSA so I didn't get to play anything until today. I'm spotting very few issues in Blackwell Legacy although when Rosa moves away from the camera (like going into the doctor's office) her sprite gets pretty blurry. I don't know if you've ever played Broken Sword 2 but it looks a bit like George does when you set the graphics to low.

I haven't finished playing yet but I really can't see any issues. I don't think I'm getting the errors related to memory addresses, either.
#4
Quote from: JJS on Fri 29/06/2012 23:48:07
I caved in and got the Blackwell games. The error was caused by the aastr library which used long* to access an int* value. Valgrind to the rescue again (nod). I pushed a fix to the repository.

About the error, that BigMc mentioned: It would be great if some more people would test the 64 bit branch on their system. Right now we don't have a lead on what is causing the engine to be loaded to different addresses on his system. This is something that should not happen for several reasons (1) The engine binary is not PIE enabled. (2) PIE is deactived in the system settings. Still, it is loaded to a different address every time. This is a problem because the script interpreter relies on global variables being accessible with 32 bit long pointers. As BigMc said, I cannot reproduce the error. It only occurs for me when I explicitly compile the engine with PIE support.

Ah yes, I just noticed that commit, recompiled and a gave it a try; the level loaded. Thanks.

I do need an excuse to play through Blackwell again so I'll get on that with this build. I needed an excuse to replay the Blackwell series so I'll keep an eye out for bugs. Just registered to Mantis so hopefully (or not) my reports should be flooding in.
#5
Well I could get console output anyway, without running in a window. The thing is that there was no error, the room was still loading. I don't think it actually crashed, it just kept trying to load the room and couldn't make it.
#6
Hullo, been watching this thread for a while waiting for someone to say that it now builds on 64bit. Sure, you Debianites might have got it to build in your funky chroots but on Arch we couldn't get anywhere (well, I guess we could chroot but we're lazy).

Had a little play of Blackwell Legacy with the Linux build, all works fine until I need to get to the park and then I had a black screen. Had to go to tty to kill the process.

And to help my fellow Archers, I've created an AUR PKGBUILD which I think has all the right dependencies listed... Anyway, seems to work on this end.

Also, thanks so much for this port. Been looking at the forums since the source code was released waiting for a proper port (I'm no programmer to any degree, unfortunately) and it's great to finally see it!
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