Search found 648 matches

by filbo
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.
by filbo
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...
by filbo
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...
by filbo
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`)
by filbo
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 ...
by filbo
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
by filbo
Sat Oct 24, 2020 6:44 am
Forum: Puzzles
Topic: Sokoban
Replies: 9
Views: 22623

Re: Sokoban

Yes, saw the comment elsewhere :)
by filbo
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]
tmp.png
tmp.png (3.82 KiB) Viewed 8472 times
by filbo
Thu Oct 22, 2020 10:24 pm
Forum: Puzzles
Topic: Sokoban
Replies: 9
Views: 22623

Re: Sokoban

Oh duh you said that :)

But still, auto-detect...?
by filbo
Thu Oct 22, 2020 10:23 pm
Forum: Puzzles
Topic: Sokoban
Replies: 9
Views: 22623

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,...
by filbo
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...
by filbo
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 ...
by filbo
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...
by filbo
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 ...
by filbo
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...