Search found 648 matches
- Mon Nov 16, 2020 11:12 am
- Forum: Programmer's Corner
- Topic: Segmentation fault (core dumped) when adding new setting to Setup
- Replies: 11
- Views: 11341
Re: Segmentation fault (core dumped) when adding new setting to Setup
For whatever reason, my system's Zelda levels are named 'Legend Of Zelda' (2), so autowhat fails on them. This may be a misconfiguration retained from some years-ago download of the LoZ levels as separate data, possibly not from artsoft.org. Thus my efforts to 'fix' RnD to handle it.
- Sat Nov 14, 2020 7:19 am
- Forum: Help
- Topic: Expert Mine 3 Level 78
- Replies: 17
- Views: 25241
Re: Expert Mine 3 Level 78
Oh! I had 'jumped forward' in levelsets to confirm the not-solvable conclusion; then I got to that levelset in my normal 'organic' sweep through all the levelsets, and solved that level without even noticing there was (had been) an issue! Apology to slappy, I only now noticed the request for my tape...
- Thu Nov 12, 2020 1:56 am
- Forum: Programmer's Corner
- Topic: Segmentation fault (core dumped) when adding new setting to Setup
- Replies: 11
- Views: 11341
Re: Segmentation fault (core dumped) when adding new setting to Setup
With the sequential tarball situation I described: If the user downloaded tarball 1 right around when it was issued, and immediately built from it, their .o files would be dated then. If tarball 2 was issued later than that, presumably at least one source file would be newer, so a new `make` after e...
- Wed Nov 11, 2020 7:43 am
- Forum: Programmer's Corner
- Topic: Segmentation fault (core dumped) when adding new setting to Setup
- Replies: 11
- Views: 11341
Re: Segmentation fault (core dumped) when adding new setting to Setup
(mat: should be sufficient for you to run `make dep; make`)
- Wed Nov 11, 2020 7:42 am
- Forum: Programmer's Corner
- Topic: Segmentation fault (core dumped) when adding new setting to Setup
- Replies: 11
- Views: 11341
Re: Segmentation fault (core dumped) when adding new setting to Setup
I was able to reproduce this, and I think it is not a bug in mat's code! After a bit of debugging, nothing was making sense, so I did: $ make clean $ make and then it worked fine. It appears the bug is in Holger's makefiles, which do not declare any dependencies on src/lib/system.h, which is easily ...
- Fri Oct 30, 2020 10:44 am
- Forum: Bug Reports
- Topic: 1-Step Mode in 2-Player Game
- Replies: 3
- Views: 2171
Re: 1-Step Mode in 2-Player Game
4.2.0.3 is current version; I'm not sure there was a 4.0.3.0
Re: Sokoban
Yes, saw the comment elsewhere :)
- Sat Oct 24, 2020 6:42 am
- Forum: Testing Area
- Topic: test element_info
- Replies: 4
- Views: 15541
Re: test element_info
Why is that an option?
Seems like it should be always-on, and better described. Like, looking at 'Yam Yam (starts moving up)' I see '[YAMYAM.UP]' -- better if it said:
[graphicsinfo.conf token: YAMYAM.UP]
Seems like it should be always-on, and better described. Like, looking at 'Yam Yam (starts moving up)' I see '[YAMYAM.UP]' -- better if it said:
[graphicsinfo.conf token: YAMYAM.UP]
Re: Sokoban
Oh duh you said that :)
But still, auto-detect...?
But still, auto-detect...?
Re: Sokoban
I had forgotten about the paste-a-level feature. Pasted this into the editor, it was nonfunctional -- everything turned to yellow emeralds as soon as I started play. Pulled down the menu, set it to RnD rather than EMC engine. Started: the player character was a '?'. So I switched to an RnD levelset,...
- Wed Oct 14, 2020 9:59 pm
- Forum: Help
- Topic: EMC The Exception 2 level 35 solvable?
- Replies: 6
- Views: 8639
Re: EMC The Exception 2 level 35 solvable?
I've moved on, but would definitely go back to finish those levels if the means were discovered! Those are particularly good levelsets out of the EMC club pile. The end of Exception 2 says that Exception 3 and 'Pyramid Levels' are 'coming soon', and I don't seem to have either of those, which is a s...
- Mon Oct 12, 2020 11:43 pm
- Forum: Help
- Topic: EMC The Exception 2 level 35 solvable?
- Replies: 6
- Views: 8639
Re: EMC The Exception 2 level 35 solvable?
Were you able to finish level 35? 72 doesn't seem to be a wraparound problem. I'm playing it with R'n'D 4.2.0.3 where wraparound works correctly; and there just isn't any wrap-related reason for that level to fail. In fact, I have the following levels unfinished: 35: 1 emerald short (maybe the last ...
- Mon Oct 12, 2020 10:56 am
- Forum: Bug Reports
- Topic: EMC difference in rocks dropping on magic wall?
- Replies: 3
- Views: 2255
Re: EMC difference in rocks dropping on magic wall?
I've never run any original EMC anything! :) Just now I fiddled with fs-uae a bit on my Ubuntu install, found it as baffling as last time I did, and stopped... Perhaps it would help if I had some Amiga ROMs, but I don't. The two built-in games were able to display something (one of them even display...
- Sun Oct 11, 2020 10:07 pm
- Forum: Help
- Topic: EMC The Exception 2 level 35 solvable?
- Replies: 6
- Views: 8639
Re: EMC The Exception 2 level 35 solvable?
Now on levelset 'The Exception Two', level 72 (file: levels/Emerald Mine Club/emc_exception_2/72 ) -- I can't even get this level started . Pick up green key, rescue diamond before it's crushed, walk out into the corridor around the world ... nothing. The only entrance is blocked, and I can't think ...
- Fri Oct 09, 2020 11:12 am
- Forum: Bug Reports
- Topic: EMC difference in rocks dropping on magic wall?
- Replies: 3
- Views: 2255
Re: EMC difference in rocks dropping on magic wall?
This could actually be the same problem as in https://www.artsoft.org/forum/viewtopic.php?f=8&t=3161, regarding The Exception Two level 35. Here I need to be able to snap-push or push a falling rock; there I need to be able to snap-collect a falling emerald. So that seems like a stronger implica...