Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Sprite slice cropping bug on emscripten web port only (Issue #1269)

2024-06-14 Thread Ralph Versteegen via Ohrrpgce
Yikes! Looking into it now.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1269#issuecomment-2169043671
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13552 Add BattleSprite.flinch_anim to fix broken build (I am guessing it was l

2024-06-05 Thread Ralph Versteegen via Ohrrpgce
Opps!

On Thu, 6 Jun 2024 at 10:33, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2024-06-05 15:33:32 -0700 (Wed, 05 Jun 2024)
> 99
> Add BattleSprite.flinch_anim to fix broken build (I am guessing it was
> left out of a recent commit)
> ---
> U   wip/battle_udts.bi
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart

2024-06-05 Thread Ralph Versteegen via Ohrrpgce
O, this commit doesn't actually change the behaviour, it just sets up for
that. I want to add a "dwell time" or "hold time" (time the attack sprite
is stationary on the target) setting which is used by all the animations
except Null, Wave, and spread Ring. (Currently, Driveby and Drop have 0
dwell time.)

Do you think the default dwell time for Sequential Project should be 0?

On Wed, 5 Jun 2024 at 22:39, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Oh! Very nice fix :)
>
>
> On Wed, Jun 5, 2024, 3:54 AM subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> teeemcee
>> 2024-06-05 00:54:08 -0700 (Wed, 05 Jun 2024)
>> 453
>> Replace anim_flinchdone with a timer triggered by anim_flinchstart
>>
>> The BattleSprite.flinch_anim timer causes flinch_anim_eachtick to be
>> called
>> to handle the slide back to initial position animation after 3 ticks.
>>
>> The reason for this change is to allow changing the lengths of waits in
>> the
>> attack animations without upsetting the flinch animation. For example
>> Sequential Projectile pauses on each target for 3 ticks because it's
>> waiting
>> for the flinch.
>> ---
>> U   wip/bmod.rbas
>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13500 hspeak: better srcpos info to track the position & length of tokens [Pat

2024-02-07 Thread Ralph Versteegen via Ohrrpgce
This patch, and many of the following ones, date back nine and a half
years, and it's been my biggest unmerged branch for all that time. It's
great to finally be going in the right direction, and I'm eyeing up several
other big branches for merging soon. This commit's original commit message
was "script line number reporting: 99.5% complete!" Of course that turned
out to be ridiculous. I returned to it in 2017 to fix bugs, and then in May
last year I got it into a working state and did most of the script debugger
improvements. I just spent a day rewriting the history to take apart all
the commits and put them back together with less cruft, but it wasn't
terribly necessary and I can't explain why it took me so long.

On Wed, 7 Feb 2024 at 20:09, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2024-02-06 23:09:39 -0800 (Tue, 06 Feb 2024)
> 450
> hspeak: better srcpos info to track the position & length of tokens [Patch
> from 2014!]
>
> HSpeak now uses spans of 's to indicates whole tokens in errors rather
> than
> just where they start.
>
> Into 32 bits each srcpos now tracks:
> -the offset in the source code (which has to be looked-up to find the
> file, line
>  & column), max 8MB
> -the length of the token (max 254 characters)
> -whether the token is virtual, meaning it was added (e.g. an empty else())
> ---
> U   wip/hspeak.exw
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13475 Add some additional output for troubleshooting nightly emscripten web bu

2024-01-12 Thread Ralph Versteegen via Ohrrpgce
Is it working correctly now? I see it just managed to upload a build.
However strangely it has svn_rev=13471 although I saw a previous cron log
that said it updated to 13473.
However it seems strange that emscripten is all installing the dependencies
such as libogg, it's only meant to do that the first time you compile. I
guess that happens because it's after the point where the docker run
diverges each night so it's not cached. Maybe you should do one run of
scons in the docker container so all that installation can be cached?

On Sat, 13 Jan 2024 at 11:32, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2024-01-12 14:32:26 -0800 (Fri, 12 Jan 2024)
> 76
> Add some additional output for troubleshooting nightly emscripten web
> builds
> ---
> U   wip/nightly/wrap-nightly-web.sh
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13473 Add "running on xbox/playstation/nintendo" and "xbox/playstation/nintend

2024-01-11 Thread Ralph Versteegen via Ohrrpgce
Right, although people should probably assume an xbox controller even if it
returns false because it can't be positively identified as one. Maybe "xbox
controller" should retuyrn true for any xinput device... but is that all of
them on Windows?
SDL2 does have a SDL_GameControllerGetType() function but IIRC from when I
looked at the source it only identifies a very small number of controllers.
Mostly we would have to use heuristic string matching on the controller
name.

And maybe I should just get rid of "running on xbox/playstation/nintendo"
as pointless since it sounds like Paul & Matt have both already used
readenvironment instead.

On Fri, 12 Jan 2024 at 00:32, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Is the idea for the controllers commands that they could eventually also
> return true on Windows / Linux / Mac if SDL2 reports that one of those
> controllers is attached?
>
> On Thu, Jan 11, 2024, 1:13 AM subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> teeemcee
>> 2024-01-10 22:12:51 -0800 (Wed, 10 Jan 2024)
>> 173
>> Add "running on xbox/playstation/nintendo" and "xbox/playstation/nintendo
>> controller" commands
>>
>> The latter especially are just placeholders, currently the same as the
>> former
>> ---
>> U   wip/const.bi
>> U   wip/plotscr.hsd
>> U   wip/scriptcommands.bas
>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13471 Emscripten distrib script dumps the emcc version number to the output

2024-01-09 Thread Ralph Versteegen via Ohrrpgce
Oh, turns out "emcc -v" and "emcc --version" print different output. The
former includes both clang and emscripten version, the latter just
emscripten, and sconscript picks up the clang version.

On Wed, 10 Jan 2024 at 13:30, Ralph Versteegen  wrote:

> The emcc version is already printed by scons:
>
> Using target: js-asmjs  arch: (see target)  fbc: fbc (1.10.1
> (2023-12-28))  fbcc: emcc (clang 18.0.0)  cc: emcc (clang 18.0.0)
> cctarget: wasm32-unknown-emscripten
>
> On Wed, 10 Jan 2024 at 13:13, subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> james
>> 2024-01-09 16:13:18 -0800 (Tue, 09 Jan 2024)
>> 69
>> Emscripten distrib script dumps the emcc version number to the output
>> ---
>> U   wip/distrib-web.sh
>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13471 Emscripten distrib script dumps the emcc version number to the output

2024-01-09 Thread Ralph Versteegen via Ohrrpgce
The emcc version is already printed by scons:

Using target: js-asmjs  arch: (see target)  fbc: fbc (1.10.1 (2023-12-28))
fbcc: emcc (clang 18.0.0)  cc: emcc (clang 18.0.0)  cctarget:
wasm32-unknown-emscripten

On Wed, 10 Jan 2024 at 13:13, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2024-01-09 16:13:18 -0800 (Tue, 09 Jan 2024)
> 69
> Emscripten distrib script dumps the emcc version number to the output
> ---
> U   wip/distrib-web.sh
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13466 WIP add "find extra"

2024-01-07 Thread Ralph Versteegen via Ohrrpgce
Forgot to edit the commit message. Not a WIP.

On Sun, 7 Jan 2024 at 23:25, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2024-01-07 02:25:14 -0800 (Sun, 07 Jan 2024)
> 20
> WIP add "find extra"
> ---
> U   wip/common.bi
> U   wip/common.rbas
> U   wip/const.bi
> U   wip/docs/plotdict.xml
> U   wip/plotscr.hsd
> U   wip/scriptcommands.bas
> U   wip/testgame/autotest.hss
> U   wip/testgame/autotest.rpgdir/general.reld
> U   wip/testgame/autotest.rpgdir/ohrrpgce.gen
> U   wip/testgame/autotest.rpgdir/ohrrpgce.hsp
> U   wip/testgame/autotest.rpgdir/plotscr.lst
> U   wip/whatsnew.txt
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13461 scons: appalling that all linux, windows, mac build machines have ancien

2023-12-31 Thread Ralph Versteegen via Ohrrpgce
It doesn't really matter, because it turns out that recent CPython require
Win 8+, which I don't want to make a build requirement. Matthew actually
just asked me not to require too new a Python for that reason because his
buildbox runs on Win7, andI would very much like to be able to compile on
my Win XP VM without having to boot a newer one (although I almost always
crosscompile instead).

I'm also trying to avoid depending on too recent a SCons, but I have no
idea what the requirement is. Possibly 4.0+

On Mon, 1 Jan 2024 at 03:28, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> When I replace the Linux vms with Docker containers, I will make sure they
> have nice new python3
>
> The Windows VM should be easy to update Python on. (And I haven't given up
> on dockerizing it too somehow)
>
> The python on the Mac VM might be trickier. I'll see what I can do, but it
> is likely to end up being our lowest common denominator
>
> On Sun, Dec 31, 2023, 1:53 AM subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> teeemcee
>> 2023-12-30 22:53:50 -0800 (Sat, 30 Dec 2023)
>> 91
>> scons: appalling that all linux, windows, mac build machines have ancient
>> Python3 versions!
>> ---
>> U   wip/ohrbuild.py
>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13444 Add nightly build for ohrrpgce web/emscripten port

2023-12-29 Thread Ralph Versteegen via Ohrrpgce
On Sat, 30 Dec 2023 at 12:37, James Paige 
wrote:

> On Fri, Dec 29, 2023 at 6:07 PM Ralph Versteegen via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> Hurrah!
>> Come to think of it, we probably want to upload both as a .zip, for the
>> Distribute menu, and as plain files in a subdirectory so that people can
>> run it without starting a server themselves. It would be nice if there were
>> some way for people to upload just an .rpg somewhere and run it with the
>> web port of the engine (or even better, if they could point it at a .zip,
>> but it looks like this will require a zip parser implemented in JS). But
>> I'm not sure whether you would want to host that traffic.
>>
>
> Yes, I think at some point I'll try hosting a web-playable version
> somewhere on hamsterrepublic.com (or maybe I'll finally repurpose
> ohrrpgce.com to do something more interesting than a redirect)
>
> I'll wait until we are further along and things are better tested though.
> Save games will have to be resolved too. And in addition to uploading
> games, it would be nice to be able to download them too (for custom) and I
> don't know if anything can be done about hspeak :shrug: :D
>

I think we have three options for hspeak on the web: compile hspeak as a
library and link Custom to it (have euc produce .c to feed to emscripten;
but I have no idea what's involved in creating a library from euphoria); or
embed micropython and run physpeak in it (physpeak still needs work, in
particular to add error messages. In either case, we need to emulate a
terminal for display), or even host hspeak on a server and use an http
request to send scripts to compile.
It looks like OpenEuphoria development isn't dead, they're still talking
about releasing 4.2 some time soonish with ARM64 support.


>
>> Is it correct that emscr.sh is called without -sb to skip rebuilding the
>> image every night?
>>
>
> Yes, that is correct. I want to be able to make changes to the Dockerfile
> without having to do manual steps on the machine that has the cron job
> scheduled.
>

Is that expensive, or is it cached ?

>
>
>
>>
>> On Sat, 30 Dec 2023 at 10:29, subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> james
>>> 2023-12-29 13:29:25 -0800 (Fri, 29 Dec 2023)
>>> 50
>>> Add nightly build for ohrrpgce web/emscripten port
>>> ---
>>> U   wip/nightly/check_nightly_wip.sh
>>> U   wip/nightly/ohr_nightly_vm.sh
>>> A   wip/nightly/wrap-nightly-web.sh
>>>
>>> ___
>>> Ohrrpgce mailing list
>>> ohrrpgce@lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13444 Add nightly build for ohrrpgce web/emscripten port

2023-12-29 Thread Ralph Versteegen via Ohrrpgce
Hurrah!
Come to think of it, we probably want to upload both as a .zip, for the
Distribute menu, and as plain files in a subdirectory so that people can
run it without starting a server themselves. It would be nice if there were
some way for people to upload just an .rpg somewhere and run it with the
web port of the engine (or even better, if they could point it at a .zip,
but it looks like this will require a zip parser implemented in JS). But
I'm not sure whether you would want to host that traffic.

Is it correct that emscr.sh is called without -sb to skip rebuilding the
image every night?

On Sat, 30 Dec 2023 at 10:29, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2023-12-29 13:29:25 -0800 (Fri, 29 Dec 2023)
> 50
> Add nightly build for ohrrpgce web/emscripten port
> ---
> U   wip/nightly/check_nightly_wip.sh
> U   wip/nightly/ohr_nightly_vm.sh
> A   wip/nightly/wrap-nightly-web.sh
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] how to emscripten?

2023-12-28 Thread Ralph Versteegen via Ohrrpgce
omit-frame-pointer
>>>> -O3 -DMINIMAL_OS -fno-pie -fwrapv --std=c++0x -Wno-non-virtual-dtor
>>>> filelayer.cpp
>>>> filelayer.cpp:39:1: error: reference to 'mutex' is ambiguous
>>>>39 | mutex openfiles_mutex(true);  // Non-destructing mutex
>>>>   | ^
>>>> ./mutex.hpp:14:7: note: candidate found by name lookup is 'mutex'
>>>>14 | class mutex {
>>>>   |   ^
>>>> /emsdk/upstream/emscripten/cache/sysroot/include/c++/v1/__mutex/mutex.h:24:87:
>>>> note: candidate found by name lookup is 'std::mutex'
>>>>24 | class _LIBCPP_EXPORTED_FROM_ABI
>>>> _LIBCPP_THREAD_SAFETY_ANNOTATION(capability("mutex")) mutex {
>>>>   |
>>>>   ^
>>>> filelayer.cpp:39:7: error: no matching constructor for initialization
>>>> of 'mutex'
>>>>39 | mutex openfiles_mutex(true);  // Non-destructing mutex
>>>>   |   ^           
>>>> /emsdk/upstream/emscripten/cache/sysroot/include/c++/v1/__mutex/mutex.h:30:3:
>>>> note: candidate constructor not viable: no known conversion from 'bool' to
>>>> 'const mutex' for 1st argument
>>>>30 |   mutex(const mutex&)= delete;
>>>>   |   ^ 
>>>> /emsdk/upstream/emscripten/cache/sysroot/include/c++/v1/__mutex/mutex.h:28:43:
>>>> note: candidate constructor not viable: requires 0 arguments, but 1 was
>>>> provided
>>>>28 |   _LIBCPP_HIDE_FROM_ABI _LIBCPP_CONSTEXPR mutex() = default;
>>>>   |   ^
>>>> 2 errors generated.
>>>> scons: *** [build/filelayer.o] Error 1
>>>> scons: building terminated because of errors.
>>>>
>>>>
>>>> On Wed, Dec 27, 2023 at 7:54 AM Ralph Versteegen via Ohrrpgce <
>>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>>
>>>>> Oh, I haven't written instructions yet. I need to do that. But quickly:
>>>>>
>>>>> If you haven't already, install emscripten:
>>>>> git clone https://github.com/emscripten-core/emsdk.git
>>>>> cd emsdk
>>>>> Install "latest" version, or to avoid surprises in nightlies it's
>>>>> probably better to use the same version I have, which is 3.1.42
>>>>> ./emsdk install 3.1.42
>>>>> ./emsdk activate 3.1.42
>>>>> Put .../emsdk/upstream/emscripten in your PATH
>>>>>
>>>>> Compile FB:
>>>>> git clone https://github.com/rversteegen/fbc.git
>>>>> cd fbc
>>>>> checkout my 'emscripten' branch (which mostly contains bugfixes. I'll
>>>>> get these upstreamed sometime soonish)
>>>>> make -j4 install-compiler install-includes prefix=/install/fb/here
>>>>> make -j4 install-rtlib TARGET=asmjs-unknown-emscripten
>>>>> prefix=/install/fb/here
>>>>> (you can run "make install-rtlib TARGET=..." additional times to
>>>>> compile libraries for other targets)
>>>>>
>>>>> Then you can compile with "scons target=js ..."  (add fbc=... or else
>>>>> put the newly compiled fbc in $PATH)
>>>>>
>>>>>
>>>>>
>>>>> On Wed, 27 Dec 2023 at 07:32, James Paige via Ohrrpgce <
>>>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>>>
>>>>>> I see when I run `scons target=js` I get
>>>>>>
>>>>>> Error: This installation of FreeBASIC doesn't support this
>>>>>> target-arch combination;
>>>>>> /usr/local/bin/../lib/freebasic/js-asmjs/libfb.a [or libfbpic.a] is
>>>>>> missing.
>>>>>>
>>>>>> Where do I find freebasic/js-asmjs/libfb.a ?
>>>>>>
>>>>>> TMC, have you written any instructions anywhere for how to compile
>>>>>> the ohr with emscripten?
>>>>>>
>>>>>> I'm feeling ready to tackle that nightly build :D
>>>>>>
>>>>>> ---
>>>>>> James
>>>>>>
>>>>>> ___
>>>>>> Ohrrpgce mailing list
>>>>>> ohrrpgce@lists.motherhamster.org
>>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>>>
>>>>> ___
>>>>> Ohrrpgce mailing list
>>>>> ohrrpgce@lists.motherhamster.org
>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>>
>>>>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] how to emscripten?

2023-12-27 Thread Ralph Versteegen via Ohrrpgce
Oh, I haven't written instructions yet. I need to do that. But quickly:

If you haven't already, install emscripten:
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
Install "latest" version, or to avoid surprises in nightlies it's probably
better to use the same version I have, which is 3.1.42
./emsdk install 3.1.42
./emsdk activate 3.1.42
Put .../emsdk/upstream/emscripten in your PATH

Compile FB:
git clone https://github.com/rversteegen/fbc.git
cd fbc
checkout my 'emscripten' branch (which mostly contains bugfixes. I'll get
these upstreamed sometime soonish)
make -j4 install-compiler install-includes prefix=/install/fb/here
make -j4 install-rtlib TARGET=asmjs-unknown-emscripten
prefix=/install/fb/here
(you can run "make install-rtlib TARGET=..." additional times to compile
libraries for other targets)

Then you can compile with "scons target=js ..."  (add fbc=... or else put
the newly compiled fbc in $PATH)



On Wed, 27 Dec 2023 at 07:32, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> I see when I run `scons target=js` I get
>
> Error: This installation of FreeBASIC doesn't support this target-arch
> combination;
> /usr/local/bin/../lib/freebasic/js-asmjs/libfb.a [or libfbpic.a] is
> missing.
>
> Where do I find freebasic/js-asmjs/libfb.a ?
>
> TMC, have you written any instructions anywhere for how to compile the ohr
> with emscripten?
>
> I'm feeling ready to tackle that nightly build :D
>
> ---
> James
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] android build machine

2023-12-26 Thread Ralph Versteegen via Ohrrpgce
ork)
>>>>
>>>> BTW when I try to edit  android:targetSdkVersion="30" in
>>>> project/AndroidManifest[Template].xml it seems to have no effect. I finally
>>>> figured out I have to edit project/project.properties too. That file claims
>>>> to be autogenerated but is it? I couldn't figure out how to do so.
>>>>
>>>>
>>>>
>>>> On Tue, 26 Dec 2023 at 06:11, James Paige via Ohrrpgce <
>>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>>
>>>>> TMC, Question! What version of the Android SDK do you have installed?
>>>>>
>>>>> I think my version is probably from around 2012, and it is so old I
>>>>> don't even know how to install it again (which makes it rough to create a
>>>>> Docker image for it)
>>>>>
>>>>> I tried with the latest SDK, but it doesn't even have the "android"
>>>>> binary anymore, it has "sdkmanager" instead with different command line
>>>>> arguments, but our dusty old fork of sdl-android relies on "android"
>>>>>
>>>>> I'm hoping to find the oldest sdk that still works as a quick-fix, but
>>>>> googling for "when did android SDK stop having android" doesn't work very
>>>>> well :D
>>>>>
>>>>>
>>>>>
>>>>> On Thu, Dec 21, 2023 at 9:10 PM James Paige 
>>>>> wrote:
>>>>>
>>>>>> Oh, I am pretty sure I know what is wrong. The nightly build vm for
>>>>>> android is still Debian 9. It has scons version 2.3, which is still 
>>>>>> python
>>>>>> 2.7 based. The latest scons on my Debian 11 box is 4.0
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Tue, Dec 19, 2023 at 9:13 PM James Paige 
>>>>>> wrote:
>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Sat, Dec 16, 2023 at 7:40 PM Ralph Versteegen via Ohrrpgce <
>>>>>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>>>>>
>>>>>>>> That's strange... works on my machine. The error is:
>>>>>>>>
>>>>>>>> jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal
>>>>>>>> error: fb/fb_stub.h: No such file or directory
>>>>>>>>  #include "fb/fb_stub.h"
>>>>>>>> ^
>>>>>>>>
>>>>>>>> And the reason for the error is that copy_source_actions() in
>>>>>>>> ohrbuild.py isn't copying fb/fb_stub.h to android/tmp/ apparently 
>>>>>>>> because
>>>>>>>> node.get_implicit_deps(), which is meant to run a sconscript builtin 
>>>>>>>> source
>>>>>>>> scanner to return the list of headers isn't working. Try uncommenting 
>>>>>>>> the
>>>>>>>> two lines immediately below that:
>>>>>>>> def scstr(x): return ",".join(str(y) for y in x)
>>>>>>>> print("node", str(node), "sources", scstr(node.sources),
>>>>>>>> "headers", scstr(headers))
>>>>>>>> It should print:
>>>>>>>> node filelayer.cpp sources  headers
>>>>>>>> errorlog.h,fb/fb_stub.h,filelayer.hpp,lumpfile.h,mutex.hpp,config.h,miscc.h,fb/fb_array.h,fb/fb_config.h,fb/fb_device.h,fb/fb_error.h,fb/fb_file.h,fb/fb_string.h,fb/fb_thread.h,os.h,fb/fb_blackbox_config.h
>>>>>>>>
>>>>>>>
>>>>>>> What it actually prints on the nightly build machine is:
>>>>>>>
>>>>>>> node filelayer.cpp sources  headers
>>>>>>>
>>>>>>> I haven't spotted why yet.
>>>>>>>
>>>>>>>
>>>>>>>> As for .aab support... I had a look at upstream commandergenius.
>>>>>>>> They seem to use gradle to create the .aab file, plus have a script for
>>>>>>>> signing it. Gradle isn't used for just that. The addition of all the 
>>>>>>>> gradle
>>>>>>>> stuff is new since we forked. I don't know whether you want to copy or
>>

Re: [Ohrrpgce] android build machine

2023-12-25 Thread Ralph Versteegen via Ohrrpgce
Great... maybe. Is this a good time to bring up emscripten nightly builds?
:)

"Source option 5" means -source 1.5 meaning JDK 1.5 which is Java 5. My
distro, Slackware, doesn't have an official JDK package (rather telling,
since it includes toolchains for every other popular language) but there's
a high profile 3rd-party one, openjdk-8u392.

At https://developer.android.com/tools/releases/sdk-tools I found the
notice:
"...we are discontinuing an old way of updating artifacts for the SDK
manager. ...we will no longer publish updates with this older XML format.
Users of older versions of Android Studio, the old command-line SDK
Manager, or the old SDK Manager UI will not receive updates to the SDK
components via the SDK Manager"
Also, in the notes for "SDK Tools, Revision 25.3.0 *(March 2017)", *it says
that the "android" commandline tool and ant scripts have been removed. In
"SDK Tools, Revision 26.0.0 *(March 2017)" *it says* "*tools/android now
attempts to reproduce the functionality of android in tools prior to
version 25.3.0 by invoking the new tools"



On Tue, 26 Dec 2023 at 11:31, James Paige  wrote:

> I have no idea how I managed to get platform version 31 installed in my
> 2012 Android SDK *shrug*
> I also ran into a "Source option 5 is no longer supported." openjdk8 was
> the last java to support whatever "option 5" means. And Debian 9 was the
> last debian to support openjdk8
>
> After a lot of messing around, I think I finally got the android nightly
> building in a docker image (still using my cargo-cult artifact copy of the
> android SDK)
>
> I'll push the Dockerfile for it. I ended up using Debian 11, but
> installing an Amazon "corretto" backport of OpenJDK-8 and I /think/ it all
> works. I managed to produce a debug apk a few minutes ago. If I can confirm
> it actually installs and runs on my phone I'm going to update the nightly
> build system to do it this way.
>
> > And I notice that block was modified in 4701548e0 ("SDL: switched build
> system from Ant to Gradle") to make "android" optional. It's also used in
> build/envsetup.sh but I don't remember ever running that.
>
> Aha, thanks! I'll check that out too.
>
>
>
> On Mon, Dec 25, 2023 at 4:56 PM Ralph Versteegen 
> wrote:
>
>> Well, you don't want the SDK that I have, because it no longer works!
>> Running "android" (a binary from 2018) I get Android SDK Manager revision
>> 25.2.5 which shows the most recent "SDK Platform" available for install
>> being one for Android API 29 (Android 10). Which is the one I have
>> installed. I had been meaning to install a newer SDK but had no idea that
>> the SDK manager itself was no longer functional.
>>
>> Since you have targetSdkVersion set to 30, my SDK no longer works (it
>> gets all the way through compiling and linking but fails in the final steps
>> of packaging the .apk). I managed to create an .apk only by decreasing the
>> target to 29 and changing my PATH to point to an older javac (javac from
>> jdk-17.0.1 threw an error "Source option 5 is no longer supported. Use 7 or
>> later." (about its "-source 1.5" argument), while javac 1.8.0 from
>> openjdk-8u392 only printed a deprecation warning. Seems like Java has
>> suffered a Perl 5/6-style fork)
>>
>> BTW when I try to edit  android:targetSdkVersion="30" in
>> project/AndroidManifest[Template].xml it seems to have no effect. I finally
>> figured out I have to edit project/project.properties too. That file claims
>> to be autogenerated but is it? I couldn't figure out how to do so.
>>
>>
>>
>> On Tue, 26 Dec 2023 at 06:11, James Paige via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> TMC, Question! What version of the Android SDK do you have installed?
>>>
>>> I think my version is probably from around 2012, and it is so old I
>>> don't even know how to install it again (which makes it rough to create a
>>> Docker image for it)
>>>
>>> I tried with the latest SDK, but it doesn't even have the "android"
>>> binary anymore, it has "sdkmanager" instead with different command line
>>> arguments, but our dusty old fork of sdl-android relies on "android"
>>>
>>> I'm hoping to find the oldest sdk that still works as a quick-fix, but
>>> googling for "when did android SDK stop having android" doesn't work very
>>> well :D
>>>
>>>
>>>
>>> On Thu, Dec 21, 2023 at 9:10 PM James Paige 
>>> wrote:
>>>
>>>> Oh,

Re: [Ohrrpgce] android build machine

2023-12-25 Thread Ralph Versteegen via Ohrrpgce
What do you actually need the "android" binary for, aside from installing
the SDK? In build.sh I only see one use:
[ -e project/local.properties ] || {
android update project -p project || exit 1
rm -f project/src/Globals.java
}
And I notice that block was modified in 4701548e0 ("SDL: switched build
system from Ant to Gradle") to make "android" optional.
It's also used in build/envsetup.sh but I don't remember ever running that.

On Tue, 26 Dec 2023 at 10:55, Ralph Versteegen  wrote:

> Well, you don't want the SDK that I have, because it no longer works!
> Running "android" (a binary from 2018) I get Android SDK Manager revision
> 25.2.5 which shows the most recent "SDK Platform" available for install
> being one for Android API 29 (Android 10). Which is the one I have
> installed. I had been meaning to install a newer SDK but had no idea that
> the SDK manager itself was no longer functional.
>
> Since you have targetSdkVersion set to 30, my SDK no longer works (it gets
> all the way through compiling and linking but fails in the final steps of
> packaging the .apk). I managed to create an .apk only by decreasing the
> target to 29 and changing my PATH to point to an older javac (javac from
> jdk-17.0.1 threw an error "Source option 5 is no longer supported. Use 7 or
> later." (about its "-source 1.5" argument), while javac 1.8.0 from
> openjdk-8u392 only printed a deprecation warning. Seems like Java has
> suffered a Perl 5/6-style fork)
>
> BTW when I try to edit  android:targetSdkVersion="30" in
> project/AndroidManifest[Template].xml it seems to have no effect. I finally
> figured out I have to edit project/project.properties too. That file claims
> to be autogenerated but is it? I couldn't figure out how to do so.
>
>
>
> On Tue, 26 Dec 2023 at 06:11, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> TMC, Question! What version of the Android SDK do you have installed?
>>
>> I think my version is probably from around 2012, and it is so old I don't
>> even know how to install it again (which makes it rough to create a Docker
>> image for it)
>>
>> I tried with the latest SDK, but it doesn't even have the "android"
>> binary anymore, it has "sdkmanager" instead with different command line
>> arguments, but our dusty old fork of sdl-android relies on "android"
>>
>> I'm hoping to find the oldest sdk that still works as a quick-fix, but
>> googling for "when did android SDK stop having android" doesn't work very
>> well :D
>>
>>
>>
>> On Thu, Dec 21, 2023 at 9:10 PM James Paige 
>> wrote:
>>
>>> Oh, I am pretty sure I know what is wrong. The nightly build vm for
>>> android is still Debian 9. It has scons version 2.3, which is still python
>>> 2.7 based. The latest scons on my Debian 11 box is 4.0
>>>
>>>
>>>
>>> On Tue, Dec 19, 2023 at 9:13 PM James Paige 
>>> wrote:
>>>
>>>>
>>>>
>>>> On Sat, Dec 16, 2023 at 7:40 PM Ralph Versteegen via Ohrrpgce <
>>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>>
>>>>> That's strange... works on my machine. The error is:
>>>>>
>>>>> jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal error:
>>>>> fb/fb_stub.h: No such file or directory
>>>>>  #include "fb/fb_stub.h"
>>>>> ^
>>>>>
>>>>> And the reason for the error is that copy_source_actions() in
>>>>> ohrbuild.py isn't copying fb/fb_stub.h to android/tmp/ apparently because
>>>>> node.get_implicit_deps(), which is meant to run a sconscript builtin 
>>>>> source
>>>>> scanner to return the list of headers isn't working. Try uncommenting the
>>>>> two lines immediately below that:
>>>>> def scstr(x): return ",".join(str(y) for y in x)
>>>>> print("node", str(node), "sources", scstr(node.sources),
>>>>> "headers", scstr(headers))
>>>>> It should print:
>>>>> node filelayer.cpp sources  headers
>>>>> errorlog.h,fb/fb_stub.h,filelayer.hpp,lumpfile.h,mutex.hpp,config.h,miscc.h,fb/fb_array.h,fb/fb_config.h,fb/fb_device.h,fb/fb_error.h,fb/fb_file.h,fb/fb_string.h,fb/fb_thread.h,os.h,fb/fb_blackbox_config.h
>>>>>
>>>>
>>>> What it actually prints on the nightly build machine is:
>>>>
>>>> no

Re: [Ohrrpgce] android build machine

2023-12-25 Thread Ralph Versteegen via Ohrrpgce
Well, you don't want the SDK that I have, because it no longer works!
Running "android" (a binary from 2018) I get Android SDK Manager revision
25.2.5 which shows the most recent "SDK Platform" available for install
being one for Android API 29 (Android 10). Which is the one I have
installed. I had been meaning to install a newer SDK but had no idea that
the SDK manager itself was no longer functional.

Since you have targetSdkVersion set to 30, my SDK no longer works (it gets
all the way through compiling and linking but fails in the final steps of
packaging the .apk). I managed to create an .apk only by decreasing the
target to 29 and changing my PATH to point to an older javac (javac from
jdk-17.0.1 threw an error "Source option 5 is no longer supported. Use 7 or
later." (about its "-source 1.5" argument), while javac 1.8.0 from
openjdk-8u392 only printed a deprecation warning. Seems like Java has
suffered a Perl 5/6-style fork)

BTW when I try to edit  android:targetSdkVersion="30" in
project/AndroidManifest[Template].xml it seems to have no effect. I finally
figured out I have to edit project/project.properties too. That file claims
to be autogenerated but is it? I couldn't figure out how to do so.



On Tue, 26 Dec 2023 at 06:11, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> TMC, Question! What version of the Android SDK do you have installed?
>
> I think my version is probably from around 2012, and it is so old I don't
> even know how to install it again (which makes it rough to create a Docker
> image for it)
>
> I tried with the latest SDK, but it doesn't even have the "android" binary
> anymore, it has "sdkmanager" instead with different command line arguments,
> but our dusty old fork of sdl-android relies on "android"
>
> I'm hoping to find the oldest sdk that still works as a quick-fix, but
> googling for "when did android SDK stop having android" doesn't work very
> well :D
>
>
>
> On Thu, Dec 21, 2023 at 9:10 PM James Paige 
> wrote:
>
>> Oh, I am pretty sure I know what is wrong. The nightly build vm for
>> android is still Debian 9. It has scons version 2.3, which is still python
>> 2.7 based. The latest scons on my Debian 11 box is 4.0
>>
>>
>>
>> On Tue, Dec 19, 2023 at 9:13 PM James Paige 
>> wrote:
>>
>>>
>>>
>>> On Sat, Dec 16, 2023 at 7:40 PM Ralph Versteegen via Ohrrpgce <
>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>
>>>> That's strange... works on my machine. The error is:
>>>>
>>>> jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal error:
>>>> fb/fb_stub.h: No such file or directory
>>>>  #include "fb/fb_stub.h"
>>>> ^
>>>>
>>>> And the reason for the error is that copy_source_actions() in
>>>> ohrbuild.py isn't copying fb/fb_stub.h to android/tmp/ apparently because
>>>> node.get_implicit_deps(), which is meant to run a sconscript builtin source
>>>> scanner to return the list of headers isn't working. Try uncommenting the
>>>> two lines immediately below that:
>>>> def scstr(x): return ",".join(str(y) for y in x)
>>>> print("node", str(node), "sources", scstr(node.sources),
>>>> "headers", scstr(headers))
>>>> It should print:
>>>> node filelayer.cpp sources  headers
>>>> errorlog.h,fb/fb_stub.h,filelayer.hpp,lumpfile.h,mutex.hpp,config.h,miscc.h,fb/fb_array.h,fb/fb_config.h,fb/fb_device.h,fb/fb_error.h,fb/fb_file.h,fb/fb_string.h,fb/fb_thread.h,os.h,fb/fb_blackbox_config.h
>>>>
>>>
>>> What it actually prints on the nightly build machine is:
>>>
>>> node filelayer.cpp sources  headers
>>>
>>> I haven't spotted why yet.
>>>
>>>
>>>> As for .aab support... I had a look at upstream commandergenius. They
>>>> seem to use gradle to create the .aab file, plus have a script for signing
>>>> it. Gradle isn't used for just that. The addition of all the gradle stuff
>>>> is new since we forked. I don't know whether you want to copy or reuse the
>>>> upstream work, requiring gradle, or completely reimplement support some
>>>> other way.
>>>>
>>>> Trying to merge our fork with upstream commandergenius with "git merge"
>>>> isn't going to work ("Your branch and 'origin/sdl_android' have diverged,
>>>> and have 79 and 1915 different commits each, respectively" which doesn't
&g

Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Uneven fullscreen scaling (Issue #1267)

2023-12-23 Thread Ralph Versteegen via Ohrrpgce
But choosing a resolution that's an exact fraction of 1920x1080 isn't a 
solution, because then the scaling will still appear jagged/uneven on monitors 
of other resolutions.

The new fractional-bilinear scaling in gfx_sdl2 is a complete solution because 
it gets rid of the unevenness completely. Looking at some modern pixel art 
games, they do the same thing. (Matthew also said that he implemented the same 
thing in Blackbox for his console ports, but wants to handle it himself rather 
than having gfx_sdl2 do it, so I disabled that when targetting Blackbox).

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1267#issuecomment-1868396180
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Uneven fullscreen scaling (Issue #1267)

2023-12-23 Thread Ralph Versteegen via Ohrrpgce
320x200 (8:5) and 1920x1080 (16:9) are different aspect ratios, so you should 
see two black bars at the left and right of the screen when fullscreened. 
Right? Fullscreen on that monitor, the zoom ratio should be 5.4x. Using naive 
scaling (as in gfx_sdl2 in the hróðvitnir version) that should result in pixels 
getting scaled up to 5x5, 6x6, 5x6 or 6x5. Personally I think that's not very 
noticeable but it's much worse for games at higher resolutions (e.g. one with a 
3.4x zoom), but I totally agree it's a problem and I'm surprised by how few 
people have complained.

Which version are you using? In nightly builds starting December 15th I added a 
solution to gfx_sdl2 to fix this problem. However I actually forgot that I 
haven't enabled it by default. You can enable it manually by pressing Shift-F7, 
turning on "Bilinear scaling" and increasing "Upscaler zoom" to your 
preference. I think 2x already looks good enough (high values may cost a lot of 
CPU time so I don't want to make them default) but I'd like to hear your 
feedback!



-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1267#issuecomment-1868384648
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] android build machine

2023-12-16 Thread Ralph Versteegen via Ohrrpgce
On Sun, 17 Dec 2023 at 13:39, Ralph Versteegen  wrote:

> That's strange... works on my machine. The error is:
>
> jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal error:
> fb/fb_stub.h: No such file or directory
>  #include "fb/fb_stub.h"
> ^
>
> And the reason for the error is that copy_source_actions() in ohrbuild.py
> isn't copying fb/fb_stub.h to android/tmp/ apparently because
> node.get_implicit_deps(), which is meant to run a sconscript builtin source
> scanner to return the list of headers isn't working. Try uncommenting the
> two lines immediately below that:
> def scstr(x): return ",".join(str(y) for y in x)
> print("node", str(node), "sources", scstr(node.sources),
> "headers", scstr(headers))
> It should print:
> node filelayer.cpp sources  headers
> errorlog.h,fb/fb_stub.h,filelayer.hpp,lumpfile.h,mutex.hpp,config.h,miscc.h,fb/fb_array.h,fb/fb_config.h,fb/fb_device.h,fb/fb_error.h,fb/fb_file.h,fb/fb_string.h,fb/fb_thread.h,os.h,fb/fb_blackbox_config.h
>
> As for .aab support... I had a look at upstream commandergenius. They seem
> to use gradle to create the .aab file, plus have a script for signing it.
> Gradle isn't used for just that. The addition of all the gradle stuff is
> new since we forked. I don't know whether you want to copy or reuse the
> upstream work, requiring gradle, or completely reimplement support some
> other way.
>
> Trying to merge our fork with upstream commandergenius with "git merge"
> isn't going to work ("Your branch and 'origin/sdl_android' have diverged,
> and have 79 and 1915 different commits each, respectively" which doesn't
> begin to describe the enormous patches and conflicts... I tried git merge
> after which on the first conflict "git status" outputs 17972 lines and "git
> diff" 10588 lines of conflicts!). Manually merging it by cherry-picking or
> applying (some of) our commits on top of upstream might be practical but is
> still tons of work. Cherry-picking their commits which add .aab support is
> clearly far less work but isn't easy either,
>

Actually I didn't mean to claim that, it could easily be more work to
cherry-picking all their gradle+signing commits than to port our changes
upstream. Because at least we understand our own additions and have a hope
of reimplementing them in a hairy conflict.


> because on top of the .aab signing commits (I couldn't easily figure out
> which commits are needed but "git log --grep bundle" is a good start) you'd
> also need all the ones for gradle support.
>
>
> On Sat, 16 Dec 2023 at 01:49, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> I forgot to mention, the android builds have been broken for a while
>> (Since October 27)
>>
>> I haven't had time to narrow it down to the exact revision yet, but I'll
>> work on it when I have time.
>> I also want to work on the Android 12 fix, (I know what to do) and the
>> .aab format (Don't know what to do yet, but I'll figure it out eventually)
>>
>> ---
>> James
>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] android build machine

2023-12-16 Thread Ralph Versteegen via Ohrrpgce
That's strange... works on my machine. The error is:

jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal error:
fb/fb_stub.h: No such file or directory
 #include "fb/fb_stub.h"
^

And the reason for the error is that copy_source_actions() in ohrbuild.py
isn't copying fb/fb_stub.h to android/tmp/ apparently because
node.get_implicit_deps(), which is meant to run a sconscript builtin source
scanner to return the list of headers isn't working. Try uncommenting the
two lines immediately below that:
def scstr(x): return ",".join(str(y) for y in x)
print("node", str(node), "sources", scstr(node.sources), "headers",
scstr(headers))
It should print:
node filelayer.cpp sources  headers
errorlog.h,fb/fb_stub.h,filelayer.hpp,lumpfile.h,mutex.hpp,config.h,miscc.h,fb/fb_array.h,fb/fb_config.h,fb/fb_device.h,fb/fb_error.h,fb/fb_file.h,fb/fb_string.h,fb/fb_thread.h,os.h,fb/fb_blackbox_config.h

As for .aab support... I had a look at upstream commandergenius. They seem
to use gradle to create the .aab file, plus have a script for signing it.
Gradle isn't used for just that. The addition of all the gradle stuff is
new since we forked. I don't know whether you want to copy or reuse the
upstream work, requiring gradle, or completely reimplement support some
other way.

Trying to merge our fork with upstream commandergenius with "git merge"
isn't going to work ("Your branch and 'origin/sdl_android' have diverged,
and have 79 and 1915 different commits each, respectively" which doesn't
begin to describe the enormous patches and conflicts... I tried git merge
after which on the first conflict "git status" outputs 17972 lines and "git
diff" 10588 lines of conflicts!). Manually merging it by cherry-picking or
applying (some of) our commits on top of upstream might be practical but is
still tons of work. Cherry-picking their commits which add .aab support is
clearly far less work but isn't easy either, because on top of the .aab
signing commits (I couldn't easily figure out which commits are needed but
"git log --grep bundle" is a good start) you'd also need all the ones for
gradle support.


On Sat, 16 Dec 2023 at 01:49, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> I forgot to mention, the android builds have been broken for a while
> (Since October 27)
>
> I haven't had time to narrow it down to the exact revision yet, but I'll
> work on it when I have time.
> I also want to work on the Android 12 fix, (I know what to do) and the
> .aab format (Don't know what to do yet, but I'll figure it out eventually)
>
> ---
> James
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Custom assumes a US QWERTY keyboard layout (#785)

2023-12-05 Thread Ralph Versteegen via Ohrrpgce
Refiled as #1266.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/785#issuecomment-1841870321
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Custom assumes a US QWERTY keyboard layout (#785)

2023-12-05 Thread Ralph Versteegen via Ohrrpgce
Closed #785 as not planned.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/785#event-11160823356
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


[Ohrrpgce] [ohrrpgce/ohrrpgce] Key mapping problems on non-US keyboard layouts (Issue #1266)

2023-12-05 Thread Ralph Versteegen via Ohrrpgce
Refiling this issue to start afresh, replacing #785 which is entirely obsolete 
and irrelevant discussion.

Although text entry should work, key mapping for key combos can still be quite 
broken. A specific example is pressing + to e.g. add a slice or a map layer: on 
a German keyboard using gfx_sdl2 you have to press the ´ key (left of 
backspace, where + is on a US keyboard), or press numpad +.

Aside from mappings, we also make incorrect assumptions about which symbols 
share keys or not. The < > [ ] { } , . keys are the biggest problems. E.g. on a 
German keyboard < and > are on the same key, a key that doesn't even exist on a 
US keyboard! So if we respected the actual keycaps for the user's layout they 
might have to press Shift/Alt/Fn to access some keys. That's a change we might 
want to make just in Custom, not Game. Although I'd struggle to find any games 
that'd be affected. Maybe a couple of roguelikes that use the ? key?

The ability for users to remap controls in Custom would be very nice and would 
let people replace awkward controls like having to press `Shift-<` to input `>` 
to e.g. change palette colour, but that's a separate feature. Key combos should 
just work, pressing Shift/Alt/Fn as needed, without having to remap anything.

Part of this problem is gfx_sdl2 specific (I haven't tested the others yet): 
gfx_sdl uses the key-symbol-based `SDLKey` while gfx_sdl2 uses the 
key-location-based `SDL_Scancode`, and I don't remember why I made that change, 
maybe because I thought it was closer to the behaviour of QB and FB or maybe 
because it caused mapping problems when holding Shift? It's likely gfx_sdl2 
should switch to using `SDL_Keycode` but doing so might break other things.

SDL2's `SDL_keysym` included in key events provides the 
[SDL_Scancode](https://wiki.libsdl.org/SDL2/SDL_Scancode)  (`SDL_SCANCODE_*` 
constants), which tells the physical location on the keyboard with reference to 
a US keyboard layout, and the 
[SDL_Keycode](https://wiki.libsdl.org/SDL2/SDL_Keycode) (`SDLK_*` constants). 
In many cases the `SDL_Keycode` is equal to the non-decomposed unicode 
character for that key. SDL 1.2 is bit different. SDL 1.2's `SDL_keysym` has 
the raw 8-bit `scancode` (no constants provided), the virtual `SDLKey sym` 
(`SDLK_*` constants), and the corresponding unicode character.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1266
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13353 scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie

2023-11-10 Thread Ralph Versteegen via Ohrrpgce
I spoke too soon, looks like it was actually passing -fno-pie that caused
the problem, though I don't really understand it. Easy enough to just omit
it.

On Fri, 10 Nov 2023 at 19:15, Ralph Versteegen  wrote:

> The actual part of the build log which shows the root cause of the error
> is right at the top:
>
> scons: Reading SConscript files ...
> Using target: darwin  arch: x86  fbc: fbc (1.06.0 (04-29-2016))  fbcc:
> /opt/local/bin/gcc-mp-4.7 (gcc 4.7.4)  cc: clang (LLVM 8.0.0)  cctarget:
> x86_64-apple-darwin15.6.0
> WARNING: due to bug in old fbc, dropping arg -Wc -Wno-missing-braces
> WARNING: due to bug in old fbc, dropping arg -Wc -msse2
> WARNING: due to bug in old fbc, dropping arg -Wc -fno-pie
>
> So it seems it was the missing -msse2 arg that was the problem,
> the -fno-pie was not passed before this commit anyway, but it made the
> commandline too long.
>
> On Tue, 7 Nov 2023 at 11:16, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> Yep, this commit seems to have broken the 32 bit Mac build, but the 64
>> bit Mac build is fine.
>>
>> clang -o relump build/relump.o build/os_sockets.o build/networkutil.o
>> build/os_unix.o build/os_unix2.o build/util.o build/base64.o
>> build/unicode.o build/array.o build/miscc.o build/fb/error.o
>> build/lib/sha1.o build/lib/lodepng.o build/lib/lodepng_gzip.o
>> build/filelayer.o build/globals.o build/lumpfile.o build/vector.o
>> build/common_base.o build/util-datafiles.o -O2 -F
>> /Users/james/Library/Frameworks -mmacosx-version-min=10.6
>> -Wl,-rpath,@executable_path/../Frameworks -Wl,-no_pie -m32 -Wl,-dead_strip
>> -Wl,-L/Users/james/misc/fbc-1.06/bin/../lib/freebasic/darwin-x86
>> /Users/james/misc/fbc-1.06/bin/../lib/freebasic/darwin-x86/fbrt0.o -lfbmt
>> -Wl,-S -lstdc++ -lpthread -lncurses
>> clang: warning: libstdc++ is deprecated; move to libc++ with a minimum
>> deployment target of OS X 10.9
>> ld: illegal text-relocation to '___stack_chk_guard' in
>> /usr/lib/libpthread.dylib from '_fatal_signal_handler' in build/os_unix.o
>> for architecture i386
>> ld: illegal text-relocation to '___stack_chk_guard' in
>> /usr/lib/libpthread.dylib from '_fatal_signal_handler' in build/os_unix.o
>> for architecture i386
>> clang: error: linker command failed with exit code 1 (use -v to see
>> invocation)
>> clang: error: linker command failed with exit code 1 (use -v to see
>> invocation)
>> scons: *** [relump] Error 1
>> scons: *** [unlump] Error 1
>> scons: building terminated because of errors.
>>
>>
>> On Fri, Oct 27, 2023 at 10:06 PM subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> teeemcee
>>> 2023-10-27 19:06:05 -0700 (Fri, 27 Oct 2023)
>>> 130
>>> scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie
>>> logic
>>>
>>> Hopefully this doesn't break Mac or FreeBSD builds.
>>> ---
>>> U   wip/SConscript
>>>
>>> ___
>>> Ohrrpgce mailing list
>>> ohrrpgce@lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13353 scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie

2023-11-09 Thread Ralph Versteegen via Ohrrpgce
Also, this is the reason that the Mac build logs have lots of spurious
warnings:  -Wno-missing-braces is not passed.

It's pretty poor that we're still using such an old forked FB on Mac, I
really need to fix the last couple things in trunk FB's Mac support (mostly
just crt.bi headers) so we can switch to FB 1.10. At some point I'd like to
bump the min supported FB version again.

On Fri, 10 Nov 2023 at 19:15, Ralph Versteegen  wrote:

> The actual part of the build log which shows the root cause of the error
> is right at the top:
>
> scons: Reading SConscript files ...
> Using target: darwin  arch: x86  fbc: fbc (1.06.0 (04-29-2016))  fbcc:
> /opt/local/bin/gcc-mp-4.7 (gcc 4.7.4)  cc: clang (LLVM 8.0.0)  cctarget:
> x86_64-apple-darwin15.6.0
> WARNING: due to bug in old fbc, dropping arg -Wc -Wno-missing-braces
> WARNING: due to bug in old fbc, dropping arg -Wc -msse2
> WARNING: due to bug in old fbc, dropping arg -Wc -fno-pie
>
> So it seems it was the missing -msse2 arg that was the problem,
> the -fno-pie was not passed before this commit anyway, but it made the
> commandline too long.
>
> On Tue, 7 Nov 2023 at 11:16, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> Yep, this commit seems to have broken the 32 bit Mac build, but the 64
>> bit Mac build is fine.
>>
>> clang -o relump build/relump.o build/os_sockets.o build/networkutil.o
>> build/os_unix.o build/os_unix2.o build/util.o build/base64.o
>> build/unicode.o build/array.o build/miscc.o build/fb/error.o
>> build/lib/sha1.o build/lib/lodepng.o build/lib/lodepng_gzip.o
>> build/filelayer.o build/globals.o build/lumpfile.o build/vector.o
>> build/common_base.o build/util-datafiles.o -O2 -F
>> /Users/james/Library/Frameworks -mmacosx-version-min=10.6
>> -Wl,-rpath,@executable_path/../Frameworks -Wl,-no_pie -m32 -Wl,-dead_strip
>> -Wl,-L/Users/james/misc/fbc-1.06/bin/../lib/freebasic/darwin-x86
>> /Users/james/misc/fbc-1.06/bin/../lib/freebasic/darwin-x86/fbrt0.o -lfbmt
>> -Wl,-S -lstdc++ -lpthread -lncurses
>> clang: warning: libstdc++ is deprecated; move to libc++ with a minimum
>> deployment target of OS X 10.9
>> ld: illegal text-relocation to '___stack_chk_guard' in
>> /usr/lib/libpthread.dylib from '_fatal_signal_handler' in build/os_unix.o
>> for architecture i386
>> ld: illegal text-relocation to '___stack_chk_guard' in
>> /usr/lib/libpthread.dylib from '_fatal_signal_handler' in build/os_unix.o
>> for architecture i386
>> clang: error: linker command failed with exit code 1 (use -v to see
>> invocation)
>> clang: error: linker command failed with exit code 1 (use -v to see
>> invocation)
>> scons: *** [relump] Error 1
>> scons: *** [unlump] Error 1
>> scons: building terminated because of errors.
>>
>>
>> On Fri, Oct 27, 2023 at 10:06 PM subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> teeemcee
>>> 2023-10-27 19:06:05 -0700 (Fri, 27 Oct 2023)
>>> 130
>>> scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie
>>> logic
>>>
>>> Hopefully this doesn't break Mac or FreeBSD builds.
>>> ---
>>> U   wip/SConscript
>>>
>>> ___
>>> Ohrrpgce mailing list
>>> ohrrpgce@lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13353 scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie

2023-11-09 Thread Ralph Versteegen via Ohrrpgce
The actual part of the build log which shows the root cause of the error is
right at the top:

scons: Reading SConscript files ...
Using target: darwin  arch: x86  fbc: fbc (1.06.0 (04-29-2016))  fbcc:
/opt/local/bin/gcc-mp-4.7 (gcc 4.7.4)  cc: clang (LLVM 8.0.0)  cctarget:
x86_64-apple-darwin15.6.0
WARNING: due to bug in old fbc, dropping arg -Wc -Wno-missing-braces
WARNING: due to bug in old fbc, dropping arg -Wc -msse2
WARNING: due to bug in old fbc, dropping arg -Wc -fno-pie

So it seems it was the missing -msse2 arg that was the problem,
the -fno-pie was not passed before this commit anyway, but it made the
commandline too long.

On Tue, 7 Nov 2023 at 11:16, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Yep, this commit seems to have broken the 32 bit Mac build, but the 64 bit
> Mac build is fine.
>
> clang -o relump build/relump.o build/os_sockets.o build/networkutil.o
> build/os_unix.o build/os_unix2.o build/util.o build/base64.o
> build/unicode.o build/array.o build/miscc.o build/fb/error.o
> build/lib/sha1.o build/lib/lodepng.o build/lib/lodepng_gzip.o
> build/filelayer.o build/globals.o build/lumpfile.o build/vector.o
> build/common_base.o build/util-datafiles.o -O2 -F
> /Users/james/Library/Frameworks -mmacosx-version-min=10.6
> -Wl,-rpath,@executable_path/../Frameworks -Wl,-no_pie -m32 -Wl,-dead_strip
> -Wl,-L/Users/james/misc/fbc-1.06/bin/../lib/freebasic/darwin-x86
> /Users/james/misc/fbc-1.06/bin/../lib/freebasic/darwin-x86/fbrt0.o -lfbmt
> -Wl,-S -lstdc++ -lpthread -lncurses
> clang: warning: libstdc++ is deprecated; move to libc++ with a minimum
> deployment target of OS X 10.9
> ld: illegal text-relocation to '___stack_chk_guard' in
> /usr/lib/libpthread.dylib from '_fatal_signal_handler' in build/os_unix.o
> for architecture i386
> ld: illegal text-relocation to '___stack_chk_guard' in
> /usr/lib/libpthread.dylib from '_fatal_signal_handler' in build/os_unix.o
> for architecture i386
> clang: error: linker command failed with exit code 1 (use -v to see
> invocation)
> clang: error: linker command failed with exit code 1 (use -v to see
> invocation)
> scons: *** [relump] Error 1
> scons: *** [unlump] Error 1
> scons: building terminated because of errors.
>
>
> On Fri, Oct 27, 2023 at 10:06 PM subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> teeemcee
>> 2023-10-27 19:06:05 -0700 (Fri, 27 Oct 2023)
>> 130
>> scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie
>> logic
>>
>> Hopefully this doesn't break Mac or FreeBSD builds.
>> ---
>> U   wip/SConscript
>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13348 Add command "inn screen"

2023-10-27 Thread Ralph Versteegen via Ohrrpgce
Oh good. And now I remember! I wanted to call this "inn menu" to match
other commands. We have:
main menu
items menu
spells menu
equip menu
save/load menu
order/team menu
debug menu
On the other hand the only command with "screen" in the name is "status
screen". (So "status menu" would be a good alias to add). And commands
(that I can think of) with neither 'menu' nor 'screen':
pick hero
use shop
show minimap

On Thu, 26 Oct 2023 at 10:14, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2023-10-25 14:14:18 -0700 (Wed, 25 Oct 2023)
> 24
> Add command "inn screen"
> ---
> U   wip/const.bi
> U   wip/docs/plotdict.xml
> U   wip/docs/plotdictionary.html
> U   wip/game.bas
> U   wip/moresubs.bi
> U   wip/moresubs.rbas
> U   wip/plotscr.hsd
> U   wip/scriptcommands.bas
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13339 Add argument to "pathfind into extra as npc/hero" to optionally exclude

2023-10-11 Thread Ralph Versteegen via Ohrrpgce
On Thu, 12 Oct 2023 at 02:59, James Paige  wrote:

> A command to append extra arrays sounds great.
>
> The argument to append the path also affects whether or not the extra
> array is erased beforehand.
>
Yes, without that arg you would need a second temporary array (slice).

Hamster speak would really benefit from some kind of python-style keyword
> argument support, which would make lots of optional arguments less painful
>

Yes, I would love that! Luckily we still have = available for that purpose.
Well, I guess that's a suitable alternative solution.


> I was also thinking about adding script commands to wrap inserting to
> extra, and deleting a slice from extra. I know those can be slow because
> they are doing a memcopy, but that could be mentioned in the docs, and it
> is still way better than doing the same operation by moving elements in a
> for loop
>

Definitely.

>
> On Wed, Oct 11, 2023, 9:30 AM Ralph Versteegen via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> A very useful command that's been sorely lacking!
>> The number of arguments is really unfortunate though, and it seems likely
>> that we'd want to add even more in future! I wanted to add a command to
>> concatenate one array of extras onto another. If we add such a command
>> (even reusing some of the code you wrote) then the 'append' and 'skip
>> first' args would be redundant and could be removed. While having to use a
>> separate command to get the same effect is more work it's also more
>> readable.
>>
>> On Tue, 10 Oct 2023 at 09:27, subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> james
>>> 2023-10-09 13:27:36 -0700 (Mon, 09 Oct 2023)
>>> 113
>>> Add argument to "pathfind into extra as npc/hero" to optionally exclude
>>> the first (starting) position in the path
>>> ---
>>> U   wip/plotscr.hsd
>>> U   wip/scriptcommands.bas
>>>
>>> ___
>>> Ohrrpgce mailing list
>>> ohrrpgce@lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13339 Add argument to "pathfind into extra as npc/hero" to optionally exclude

2023-10-11 Thread Ralph Versteegen via Ohrrpgce
A very useful command that's been sorely lacking!
The number of arguments is really unfortunate though, and it seems likely
that we'd want to add even more in future! I wanted to add a command to
concatenate one array of extras onto another. If we add such a command
(even reusing some of the code you wrote) then the 'append' and 'skip
first' args would be redundant and could be removed. While having to use a
separate command to get the same effect is more work it's also more
readable.

On Tue, 10 Oct 2023 at 09:27, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2023-10-09 13:27:36 -0700 (Mon, 09 Oct 2023)
> 113
> Add argument to "pathfind into extra as npc/hero" to optionally exclude
> the first (starting) position in the path
> ---
> U   wip/plotscr.hsd
> U   wip/scriptcommands.bas
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13312 Add a very simple MenuDefSlice (subclass of ClassSlice) which allows dra

2023-09-06 Thread Ralph Versteegen via Ohrrpgce
BTW, adding a constructor here isn't necessary, as FB always
zero-initialises all variables & members (unless you write = ANY).
Storing the slice ptr in GraphSlice was just a kludge I found necessary
there (but not in MenuDefSlice) but it probably is cleaner than passing in
the Slice ptr to the ClassSlice methods, since there's no possibility of
using any other ptr. I'd like to convert all slice types into Slice
subclasses, and then that kludge would go away.

On Tue, 5 Sept 2023 at 06:48, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2023-09-04 11:47:51 -0700 (Mon, 04 Sep 2023)
> 201
> Add a very simple MenuDefSlice (subclass of ClassSlice) which allows
> drawing a menu at the correct depth in a slice tree.
>
> Resolves bug #1262 Target cursors and damage digits appear behind battle
> menus
> ---
> U   wip/SConscript
> U   wip/bmod.rbas
> U   wip/sliceedit.bas
> U   wip/slices.bas
> U   wip/slices.bi
> U   wip/specialslices.bas
> U   wip/specialslices.bi
> U   wip/whatsnew.txt
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] gfx_sdl2/Linux: fullscreening randomly broken (Issue #1242)

2023-09-06 Thread Ralph Versteegen via Ohrrpgce
Closed #1242 as completed.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1242#event-10301276323
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] gfx_sdl2/Linux: fullscreening randomly broken (Issue #1242)

2023-09-06 Thread Ralph Versteegen via Ohrrpgce
Hmm. Well no need for workarounds, we can just update the SDL builds (from 
steam-runtime) by running `linux/update_steam_runtime_libs.sh`, which I've just 
done. steam-runtime is still using SDL 2.26.5.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1242#issuecomment-1709242381
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-09-04 Thread Ralph Versteegen via Ohrrpgce
10.9, but yes. It seems reasonable.

The requirement change to macOS 10.11+ is discussed here: 
https://github.com/libsdl-org/SDL/issues/7636
Supposedly before 2.24.0, SDL supported mac OS 10.7+, not 10.6. (IIRC macOS 
10.6 has an incomplete set of 64-bit APIs so it's common to say 64-bit apps 
require 10.7+ but many will run on 10.6 too and I expected the OHR would.) And 
SDL still can be compiled to support 10.7+ provided you do it yourself; the 
change was made simply to support XCode 14.3 out of the box. If we ever feel 
like bothering we can do so (and use lastest SDL 2.x).

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1255#issuecomment-1705917878
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-09-04 Thread Ralph Versteegen via Ohrrpgce
I see that you upgraded (`get_sdl_frameworks.sh`) from SDL 2.0.14 to 2.24.0 a 
year ago, which was presumably when we dropped support for OS 10.6-10.9 without 
realising it.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1255#issuecomment-1705802175
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-09-04 Thread Ralph Versteegen via Ohrrpgce
Looking through the SDL changelog I notice:

2.26.5 (Apr 6 2023)
> The minimum deployment target on macOS is now 10.11, due to changes in the 
> latest Xcode update

2.26.1 (Dec 2, 2022)
> Fixed building with older Xcode and macOS SDK

2.26.0 (Nov 22, 2022)
> Implemented vsync synchronization on macOS 12   [seems important; did Apple 
> break the previous vsync support?]

2.24.0 (Aug 20, 2022):
> Bumped minimum OS deployment version to macOS 10.9

And there's not really anything interesting in 2.28.x (although unfortunately 
no list of bugfixes is provided).

This makes me wonder whether we should use SDL 2.26.4 instead to support older 
OS versions. According to our System Requirements page (which I'm not certain 
is up to date), "Mac OS 10.6-10.14 can run both the 32-bit or 64-bit apps". So 
it looks like this drops support for Mac OS 10.6-10.10 in the default build. 
(10.10 was released in 2014.) Although the 32-bit app supports those, noone is 
going to package their games with that. We need to at least update the 
requirements.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1255#issuecomment-1705799909
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] gfx_sdl2/Linux: fullscreening randomly broken (Issue #1242)

2023-09-04 Thread Ralph Versteegen via Ohrrpgce
Interesting, it seems to be specific to certain SDL2 versions, or maybe builds. 
Can you reproduce it when running game.sh? When I run game.sh (which uses SDL 
2.0.22) it happens about 80-90% of the time. When I use my distro's SDL 2.0.26 
build it never happens. Probably an SDL2 bug that was fixed, although it could 
be a problem with Valve's build.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1242#issuecomment-1705770368
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Virus scanners triggering on hspeak.exe (#1146)

2023-07-17 Thread Ralph Versteegen via Ohrrpgce
Someone reported Windows Defender flagging hspeak.exe. I reran [virustotal.com 
on hróðvitnir's 
hspeak.exe](https://www.virustotal.com/gui/file/37186426a63f891c112c9cc79d1f2daa0797afdf4eea693b72e833ad31594925)
 and it's gone up to 10/71 detections ("trojan.krap") including McAfee but not 
Microsoft nor Kaspersky.

Then I ran the [latest nightly hspeak.exe 
through](https://www.virustotal.com/gui/file/ee94d420d659eff0781e46343470895b6652b5ff1bb30a83af26de36ecb16b82)
 and detections are down to just two,  VBA32 and MaxSecure 
(hspeak-win-nightly.zip has no detections). 

Also from #1195, with Kaspersky Free:
> Additionally, even if you whitelist the directory it seems to sometimes take 
> a very long time to run hspeak.exe, to the point that the 5-second timeout in 
> safe_shell trips and get_hspeak_version breaks, preventing import.

I still need to increase the timeout.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1146#issuecomment-1639061685
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Kaspersky Free blocks hspeak.exe (#1195)

2023-07-17 Thread Ralph Versteegen via Ohrrpgce
Closed #1195 as not planned.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1195#event-9843833606
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Kaspersky Free blocks hspeak.exe (#1195)

2023-07-17 Thread Ralph Versteegen via Ohrrpgce
Duplicate of #1146 

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1195#issuecomment-1639050980
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13289 Rename most Windows, Mac and Linux packages for consistency

2023-07-10 Thread Ralph Versteegen via Ohrrpgce
(Mistakes in the log message: "Window minimal packages, which are sdl"
should be "sdl2"; r10647 was in fufluns, not ichorescent.)

OK, I think I'm done with all changes needed due to this spate of renamed
packages. That was painful. I noted down what I did on the server to try to
get things straight. I also updated ohrstable.sh on the server and tested
it as far as I could by rerunning with hrodvitnir.

In https://hamsterrepublic.com/ohrrpgce/nightly/:

I added more IndexIgnore directives to hide the (13!) obsolete packages
used by older nightlies.

I added an icon and MIME type for (nightly-check) .ini

I deleted:
-OHRRPGCE-wip.dmg symlink which was obsolete and hidden
-ohrrpgce-mac-minimal-linkless.tar.gz (because it was only used by
pre-Beezlebufo nightlies
  for a short time in 2013. There's still a
ohrrpgce-mac-minimal-linkless.tar.gz in /dl for
  Alectormancy+1/2 stable releases)
-obsolete naming of Windows nightlies with alternative backends
 (e.g. ohrrpgce-win-music_silence-wip.zip) because they're not downloaded
automatically;
 except for ohrrpgce-win-music_native[2]-wip.zip because music_native[2]
are no longer built.
 I renamed those to the new naming scheme for convenience.
-ohrrpgce-win-win95.zip symlink because it was never used (I created it
this year)
-ohrrpgce-player-win-win95-wip.zip because it was never used
-ohrrpgce-win-sdl2-wip.zip and replaced it with a symlink to
ohrrpgce-win-wip-sdl2.zip

I updated the ohrrpgce-win-default.zip and obsolete
ohrrpgce-wip-default.zip symlinks from
ohrrpgce-win-sdl2-wip.zip to ohrrpgce-win-wip-sdl2.zip.

In hamsterrepublic.com/dl/ I changed symlinks:

 ohrrpgce-player-win.zip   (used by gorgonzola)
from ohrrpgce-player-win-win95.zip  (which will be updated by ohrstable.sh)
to   ohrrpgce-player-win-2020-05-02-gorgonzola.zip

 ohrrpgce-player-win-minimal-sdl2.zip  (used by hrodvitnir)
from ohrrpgce-player-win-sdl2.zip  (which will be updated by ohrstable.sh)
to   ohrrpgce-player-win-minimal-sdl2-2021-09-13-hrodvitnir.zip

 ohrrpgce-mac-minimal.tar.gz  (used by etheldreme)
from ohrrpgce-mac-minimal-x86_64.tar.gz  (which is hróðvitnir)
to   ohrrpgce-mac-minimal-2017-12-03-etheldreme.tar.gz
I did this to make it self-documenting for which version this symlink
exists, and because
it's probably better Custom doesn't package with a future version.
(Aside, ohrrpgce-mac-minimal-linkless.tar.gz was used only by
Alectormancy+1/2, and only on Windows)

 ohrrpgce-player-linux-bin-minimal.zip  (used by callipygous)
from ohrrpgce-player-linux-bin-minimal-x86.zip  (which is hróðvitnir)
to   ohrrpgce-player-linux-bin-minimal-2016-06-06-callipygous+1.zip
Same reasons as above.

I renamed (and left a symlink from)
 ohrrpgce-minimal.zip
to   ohrrpgce-win-minimal.zip  (which ohrstable.sh now updates)

 ohrrpgce-floppy.zip  (which is a 301 Moved Permanently redirect, not a
symlink)
from ohrrpgce-minimal.zip
to   ohrrpgce-win-minimal.zip

I renamed (and left a symlink from)
 ohrrpgce.zip
to   ohrrpgce-win.zip  (which ohrstable.sh now updates)

And I deleted ohrrpgce-player-win-sdl2.zip, a recent symlink that wasn't
used yet.


On Sun, 9 Jul 2023 at 17:07, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2023-07-08 22:07:24 -0700 (Sat, 08 Jul 2023)
> 3255
> Rename most Windows, Mac and Linux packages for consistency
>
> Except for Mac full packages, Win/Mac/Linux stable/nightly
> full/player-only packages now use
> a nearly consistent naming scheme:
>  ohrrpgce-player-{OS}-{VERSION}{SUFFIX}.{EXT}
>  ohrrpgce-{OS}-{VERSION}{SUFFIX}.{EXT}
>  ohrrpgce-{OS}-installer-{VERSION}{SUFFIX}.exe  (only Windows installer)
>  OHRRPGCE-{VERSION}{SUFFIX}.dmg   (only Mac full)
> where OS is win/mac/linux, VERSION is either 'wip' or {DATE}-{BRANCH},
> and SUFFIX is:
>  -x86/-x86_64  (Mac/Linux)
>  /-win95 (Windows full/installer packages, where  means sdl2),
>  -minimal  (Window minimal packages, which are sdl)
>  -{BUILDNAME}  (Windows nightly/player-only)
>which is -sdl2/-win95/-music_native[2]/-music-silence/-sdl2-debug
>
> I also changed the build_name (which changed the ohrrpgce-symbols-*.zip
> filename) of win95 builds from 'music_sdl' to 'win95'.
>
> Also I added ohrrpgce-player-win-wip-win95.zip to
> nightly/check_nightly_wip.sh.
>
> Here are the changes made in this commit, but note that there were already
> some
> other changes made since hro{U+00F0}vitnir, a possibly incomplete list of
> which I've
> appended at the bottom.  Note that this commit reverts some of the changes
> made
> in r13043.  Altogether, most packages have been renamed since
> hro{U+00F0}vitnir.
>
> Mac player-only:
>  Stable:
>   From ohrrpgce-mac-minimal-{VERSION}-{ARCH}.tar.gz
> to ohrrpgce-player-mac-{VERSION}-{ARCH}.tar.gz
>  Nightly:
>   From ohrrpgce-mac-minimal-{ARCH}.tar.gz
> to ohrrpgce-player-mac-wip-{ARCH}.tar.gz
>
> Linux player-only:
>  Nightly:
>   From ohrrpgce-player-linux-{ARCH}.zip
> to 

Re: [Ohrrpgce] SVN: teeemcee/13288 Make ohr_nightly_vm.sh upload nightly-check.ini in addition to emailing

2023-07-09 Thread Ralph Versteegen via Ohrrpgce
James, could you please update these files on the nightly build machine?
I'm going to use nightly-check.ini for the Discord whatsnew bot.

On Sun, 9 Jul 2023 at 17:07, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2023-07-08 22:07:10 -0700 (Sat, 08 Jul 2023)
> 137
> Make ohr_nightly_vm.sh upload nightly-check.ini in addition to emailing it
>
> Changed the format of the email a bit to make it a valid .ini
> ---
> U   wip/nightly/check_nightly_wip.sh
> U   wip/nightly/ohr_nightly_vm.sh
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


[Ohrrpgce] [ohrrpgce/ohrrpgce] Target cursors and damage digits appear behind battle menus (Issue #1262)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
The draw order of some battle UI (battle cursors/names, the battle menu, damage 
digits, and possibly more, needs checking) has changed, causing bugs like this 
Axe cop screenshot. A release blocker and needs fixing very soon. Introduced by 
battle slicification. See r12859 (cef934facc) which removed the old code to see 
how things used to be.

![AxeCop0021](https://github.com/ohrrpgce/ohrrpgce/assets/1165449/44ff20ce-d36b-4d7e-bc4f-3a123e108828)


I see two options for fixing this:
-instead of drawing the root slice, draw subtrees of it interspersed with 
drawing parts of the non-slicified UI
-add a ClassSlice to draw a MenuDef (the battle menu) so it can be put in the 
right place in the slice tree. I strongly prefer this option because it's quite 
easy, andrather than being a workaround is the first step towards slicifying 
menus, and can be used outside of battle too to finally allow people to display 
slices above menus.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1262
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Attack target not immediately cleared on death (#975)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
Closed #975 as completed.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/975#event-9372117648
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Attack target not immediately cleared on death (#975)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
This is fixed. I had left it open only because:

>  I think there should be a global bit to cause extra hits to stop. So maybe 
> we should leave this open as a feature request.

If anyone wants that they can ask for it; I won't clog the bug tracker with my 
own unimportant feature suggestions.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/975#issuecomment-1567563553
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Self-targetting on-death attacks loop forever (Issue #1261)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
Aside, an (active-time) battle with a looping enemy doesn't end, but you can 
still run away.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1261#issuecomment-1567552154
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


[Ohrrpgce] [ohrrpgce/ohrrpgce] Self-targetting on-death attacks loop forever (Issue #1261)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
Give an enemy an on-death bequesting attack that's self-targeted and neither 
heals nor transmogrifies itself (either damaging or doing no damage), and it 
will get stuck in an infinite loop, with the on-death attack retriggering. 
Interesting, even if there are no delays, the player can continue to act, at 
least in active-time mode battles.

See bug #43 which discusses the commit (r8084, 8327bb033) which I am guessing 
introduced this bug.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1261
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


[Ohrrpgce] [ohrrpgce/ohrrpgce] Spread attacks that steal items don't show all items stolen (Issue #1260)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
Reading the source, I see that if an attack has multiple targets and steals 
from them, a steal attempt is made indpendently on each target. But the 
Stole/Cannot Steal/Has Nothing message from the last target overwrites all the 
previous messages. It should list all items stolen instead.

That's a bug, but it would also be good to have an attack bit or two to make it 
steal at most one item (stop when any attempt succeeds), or from just one of 
the targets randomly. Not sure which would be better, and whether it's worth 
adding both.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1260
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Feature Request: Altering Elemental Resistances in battle (Issue #1259)

2023-05-01 Thread Ralph Versteegen via Ohrrpgce
Hi. The plan for allowing you to alter elemental resists is to implement buffs 
which can adjust elemental resists. See #1127. The reason for doing it that way 
is that equipment essentially gives heroes permanent buffs, including adjusting 
resistances. I don't think targetting resists as if they were stats is useful.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1259#issuecomment-1530739732
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] Steam Deck Walthros g_debug

2023-04-25 Thread Ralph Versteegen via Ohrrpgce
Update: they reported that the problem doesn't happen with a Linux native
build of the OHR. Also, they're using Manjaro, which is the same Linux
distribution as the Steam Deck, so I think it must be a Manjaro/Arch +
Proton specific problem.

On Sat, 22 Apr 2023 at 22:52, Ralph Versteegen  wrote:

> We just had a report about the same slow battles and crashing bug from
> someone running (the False Skies demo) under Proton, but for the first time
> on a Linux desktop, so it's not Steam Deck specific afterall. But linux
> native builds (maybe?) not running on the Deck might still be.
>
> On Sat, 22 Apr 2023 at 22:21, Ralph Versteegen  wrote:
>
>> Oh, good find.
>>
>> There are commandline flags we can run games with to get debug logs
>> either from Proton or from the Steam Runtime. Adam, I assume you suffer the
>> battle slowdown and memory leak bug when running games under Proton? If so,
>> while you have a Windows build, maybe you could run with Proton logging and
>> see whether it's useful? Set the game's launch options to `PROTON_LOG=1
>> %command%` and then look for $HOME/steam-$APPID.log.
>>
>> It would be great if you or someone also tried a Linux OHR build again,
>> by using the "Steam Linux Runtime" compatibility tool setting as mentioned
>> in that Reddit post. The part in that post about needing to run the game in
>> desktop mode from the file browser might not be true for the OHR. But if it
>> is, that's exactly the problem we want to solve, by getting a debug log
>> from Steam Runtime. Run the game with `STEAM_LINUX_RUNTIME_LOG=1
>> %command%`  as the 'launch options', then look for
>> ~/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier/var/slr-app-.log
>>
>> Paul: I guess you could submit a Steam Deck Compatibility Review request
>> as a way to get Steam to use Linux builds on the Deck. But first we should
>> find out whether they actually work.
>>
>> My own experiments:
>>
>> I tried running a few OHR games using "Steam Linux Runtime" (which means
>> Steam Runtime 2 specifically) as the prescribed Compatibility Tool instead
>> of the default way, because that should be much closer to running the game
>> on a Deck. (However it might be running "scout_on_soldier".)  I think this
>> might be the reason the Deck defaults to running Windows rather than Linux
>> binaries: because Steam on Linux systems normally uses Steam Runtime 1 (aka
>> Scout) to run linux binaries (which is mostly just a set of standard
>> libraries on top of the user's OS; legacy but still the default for
>> compatibility reasons), while apparently the Deck uses Runtime v2 (aka
>> Soldier), which runs the game in a container. Eg.g I saw a issue saying
>> that all Electron (Chrome)-based games fail to run on Deck because Soldier
>> is missing a certain library for printing.
>>
>> But the OHR runs fine under Soldier, so that's not it. I also tried
>> running OHR games with Windows build using Proton 8.0-1 (which actually
>> uses Steam Runtime 3) but that works perfectly too.
>>
>> On Sat, 22 Apr 2023 at 14:03, Paul Harrington <
>> paulclementharring...@gmail.com> wrote:
>>
>>> It looks like this is a known issue with other games too:
>>>
>>>
>>> https://www.reddit.com/r/CrossCode/comments/x8kdqm/on_steam_decklinux_steam_is_defaulting_to_the/
>>>
>>> On Fri, Apr 21, 2023, 8:44 PM Ralph Versteegen 
>>> wrote:
>>>
 If we want to force Steam to use a certain build (e.g. the Linux one)
 for testing, one way to do it is to make it a private (passworded) beta. (I
 don't know any other way.)

 On Sat, 22 Apr 2023 at 02:02, Adam Perry  wrote:

> Hmm... yep, sounds about right.
>
> On Fri, Apr 21, 2023 at 2:33 AM Ralph Versteegen 
> wrote:
>
>> Alright so now that it's working... it's running the windows build,
>> which Steam has under its own volition decided to download instead of the
>> linux one? And you don't know whether it had a linux or windows build at
>> the time that it wasn't launching?
>>
>> On Fri, 21 Apr 2023 at 01:09, Adam Perry  wrote:
>>
>>> Ah, we may have had some crossed wires here. I told Paul it wasn't
>>> launching on Deck, so he talked to you, I imagine. I'm not sure which
>>> distros are included when you download on Deck, but I only saw the one 
>>> exe,
>>> and the failed starts didn't generate any log files.
>>>
>>> On Thu, Apr 20, 2023, 6:50 AM Ralph Versteegen 
>>> wrote:
>>>
 I'm confused. Yes, that log is definitely from a Windows build
 under Proton. But wasn't the idea to get the Linux build running on the
 Deck? Didn't you report that it didn't run? What build is it using now
 after switching to Desktop mode and back?

 On Thu, 20 Apr 2023 at 01:10, Adam Perry  wrote:

> No, this one was definitely from the Proton run. I hadn't yet run
> it in desktop mode.
>
> On Wed, Apr 19, 2023, 4:49 AM Ralph 

Re: [Ohrrpgce] SVN: teeemcee/13239 Fix a_pop crash when removing list array item

2023-04-23 Thread Ralph Versteegen via Ohrrpgce
On Mon, 24 Apr 2023 at 14:45, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2023-04-23 19:45:32 -0700 (Sun, 23 Apr 2023)
> 45
> Fix a_pop crash when removing list array item
>
* last array item

---
> U   wip/util.bas
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] Steam Deck Walthros g_debug

2023-04-22 Thread Ralph Versteegen via Ohrrpgce
We just had a report about the same slow battles and crashing bug from
someone running (the False Skies demo) under Proton, but for the first time
on a Linux desktop, so it's not Steam Deck specific afterall. But linux
native builds (maybe?) not running on the Deck might still be.

On Sat, 22 Apr 2023 at 22:21, Ralph Versteegen  wrote:

> Oh, good find.
>
> There are commandline flags we can run games with to get debug logs either
> from Proton or from the Steam Runtime. Adam, I assume you suffer the battle
> slowdown and memory leak bug when running games under Proton? If so, while
> you have a Windows build, maybe you could run with Proton logging and see
> whether it's useful? Set the game's launch options to `PROTON_LOG=1
> %command%` and then look for $HOME/steam-$APPID.log.
>
> It would be great if you or someone also tried a Linux OHR build again, by
> using the "Steam Linux Runtime" compatibility tool setting as mentioned in
> that Reddit post. The part in that post about needing to run the game in
> desktop mode from the file browser might not be true for the OHR. But if it
> is, that's exactly the problem we want to solve, by getting a debug log
> from Steam Runtime. Run the game with `STEAM_LINUX_RUNTIME_LOG=1
> %command%`  as the 'launch options', then look for
> ~/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier/var/slr-app-.log
>
> Paul: I guess you could submit a Steam Deck Compatibility Review request
> as a way to get Steam to use Linux builds on the Deck. But first we should
> find out whether they actually work.
>
> My own experiments:
>
> I tried running a few OHR games using "Steam Linux Runtime" (which means
> Steam Runtime 2 specifically) as the prescribed Compatibility Tool instead
> of the default way, because that should be much closer to running the game
> on a Deck. (However it might be running "scout_on_soldier".)  I think this
> might be the reason the Deck defaults to running Windows rather than Linux
> binaries: because Steam on Linux systems normally uses Steam Runtime 1 (aka
> Scout) to run linux binaries (which is mostly just a set of standard
> libraries on top of the user's OS; legacy but still the default for
> compatibility reasons), while apparently the Deck uses Runtime v2 (aka
> Soldier), which runs the game in a container. Eg.g I saw a issue saying
> that all Electron (Chrome)-based games fail to run on Deck because Soldier
> is missing a certain library for printing.
>
> But the OHR runs fine under Soldier, so that's not it. I also tried
> running OHR games with Windows build using Proton 8.0-1 (which actually
> uses Steam Runtime 3) but that works perfectly too.
>
> On Sat, 22 Apr 2023 at 14:03, Paul Harrington <
> paulclementharring...@gmail.com> wrote:
>
>> It looks like this is a known issue with other games too:
>>
>>
>> https://www.reddit.com/r/CrossCode/comments/x8kdqm/on_steam_decklinux_steam_is_defaulting_to_the/
>>
>> On Fri, Apr 21, 2023, 8:44 PM Ralph Versteegen 
>> wrote:
>>
>>> If we want to force Steam to use a certain build (e.g. the Linux one)
>>> for testing, one way to do it is to make it a private (passworded) beta. (I
>>> don't know any other way.)
>>>
>>> On Sat, 22 Apr 2023 at 02:02, Adam Perry  wrote:
>>>
 Hmm... yep, sounds about right.

 On Fri, Apr 21, 2023 at 2:33 AM Ralph Versteegen 
 wrote:

> Alright so now that it's working... it's running the windows build,
> which Steam has under its own volition decided to download instead of the
> linux one? And you don't know whether it had a linux or windows build at
> the time that it wasn't launching?
>
> On Fri, 21 Apr 2023 at 01:09, Adam Perry  wrote:
>
>> Ah, we may have had some crossed wires here. I told Paul it wasn't
>> launching on Deck, so he talked to you, I imagine. I'm not sure which
>> distros are included when you download on Deck, but I only saw the one 
>> exe,
>> and the failed starts didn't generate any log files.
>>
>> On Thu, Apr 20, 2023, 6:50 AM Ralph Versteegen 
>> wrote:
>>
>>> I'm confused. Yes, that log is definitely from a Windows build under
>>> Proton. But wasn't the idea to get the Linux build running on the Deck?
>>> Didn't you report that it didn't run? What build is it using now after
>>> switching to Desktop mode and back?
>>>
>>> On Thu, 20 Apr 2023 at 01:10, Adam Perry  wrote:
>>>
 No, this one was definitely from the Proton run. I hadn't yet run
 it in desktop mode.

 On Wed, Apr 19, 2023, 4:49 AM Ralph Versteegen 
 wrote:

> Thanks. But that's a Windows build of the OHR running under
> Proton, not the Linux one we're trying to get working (since the 
> Windows
> one suffers from battle slowdowns). Maybe switching to Desktop mode 
> for
> some reason caused Steam to switch to the Windows build? I've tried
> searching the web but 

Re: [Ohrrpgce] Steam Deck Walthros g_debug

2023-04-22 Thread Ralph Versteegen via Ohrrpgce
Oh, good find.

There are commandline flags we can run games with to get debug logs either
from Proton or from the Steam Runtime. Adam, I assume you suffer the battle
slowdown and memory leak bug when running games under Proton? If so, while
you have a Windows build, maybe you could run with Proton logging and see
whether it's useful? Set the game's launch options to `PROTON_LOG=1
%command%` and then look for $HOME/steam-$APPID.log.

It would be great if you or someone also tried a Linux OHR build again, by
using the "Steam Linux Runtime" compatibility tool setting as mentioned in
that Reddit post. The part in that post about needing to run the game in
desktop mode from the file browser might not be true for the OHR. But if it
is, that's exactly the problem we want to solve, by getting a debug log
from Steam Runtime. Run the game with `STEAM_LINUX_RUNTIME_LOG=1 %command%`
as the 'launch options', then look for
~/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier/var/slr-app-.log

Paul: I guess you could submit a Steam Deck Compatibility Review request as
a way to get Steam to use Linux builds on the Deck. But first we should
find out whether they actually work.

My own experiments:

I tried running a few OHR games using "Steam Linux Runtime" (which means
Steam Runtime 2 specifically) as the prescribed Compatibility Tool instead
of the default way, because that should be much closer to running the game
on a Deck. (However it might be running "scout_on_soldier".)  I think this
might be the reason the Deck defaults to running Windows rather than Linux
binaries: because Steam on Linux systems normally uses Steam Runtime 1 (aka
Scout) to run linux binaries (which is mostly just a set of standard
libraries on top of the user's OS; legacy but still the default for
compatibility reasons), while apparently the Deck uses Runtime v2 (aka
Soldier), which runs the game in a container. Eg.g I saw a issue saying
that all Electron (Chrome)-based games fail to run on Deck because Soldier
is missing a certain library for printing.

But the OHR runs fine under Soldier, so that's not it. I also tried running
OHR games with Windows build using Proton 8.0-1 (which actually uses Steam
Runtime 3) but that works perfectly too.

On Sat, 22 Apr 2023 at 14:03, Paul Harrington <
paulclementharring...@gmail.com> wrote:

> It looks like this is a known issue with other games too:
>
>
> https://www.reddit.com/r/CrossCode/comments/x8kdqm/on_steam_decklinux_steam_is_defaulting_to_the/
>
> On Fri, Apr 21, 2023, 8:44 PM Ralph Versteegen  wrote:
>
>> If we want to force Steam to use a certain build (e.g. the Linux one) for
>> testing, one way to do it is to make it a private (passworded) beta. (I
>> don't know any other way.)
>>
>> On Sat, 22 Apr 2023 at 02:02, Adam Perry  wrote:
>>
>>> Hmm... yep, sounds about right.
>>>
>>> On Fri, Apr 21, 2023 at 2:33 AM Ralph Versteegen 
>>> wrote:
>>>
 Alright so now that it's working... it's running the windows build,
 which Steam has under its own volition decided to download instead of the
 linux one? And you don't know whether it had a linux or windows build at
 the time that it wasn't launching?

 On Fri, 21 Apr 2023 at 01:09, Adam Perry  wrote:

> Ah, we may have had some crossed wires here. I told Paul it wasn't
> launching on Deck, so he talked to you, I imagine. I'm not sure which
> distros are included when you download on Deck, but I only saw the one 
> exe,
> and the failed starts didn't generate any log files.
>
> On Thu, Apr 20, 2023, 6:50 AM Ralph Versteegen 
> wrote:
>
>> I'm confused. Yes, that log is definitely from a Windows build under
>> Proton. But wasn't the idea to get the Linux build running on the Deck?
>> Didn't you report that it didn't run? What build is it using now after
>> switching to Desktop mode and back?
>>
>> On Thu, 20 Apr 2023 at 01:10, Adam Perry  wrote:
>>
>>> No, this one was definitely from the Proton run. I hadn't yet run it
>>> in desktop mode.
>>>
>>> On Wed, Apr 19, 2023, 4:49 AM Ralph Versteegen 
>>> wrote:
>>>
 Thanks. But that's a Windows build of the OHR running under Proton,
 not the Linux one we're trying to get working (since the Windows one
 suffers from battle slowdowns). Maybe switching to Desktop mode for 
 some
 reason caused Steam to switch to the Windows build? I've tried 
 searching
 the web but have found no mention of it. Is there an option in the game
 properties to switch builds? I'd be happy to have any leads on the 
 battle
 slowdown too, though. Recent nightlies can run CPU Usage debug mode in
 battles too, but that debug log is from version 20221207.

 But have a look for a g_debug_archive.txt, which should be
 preserved whenever Steam installs game updates (or reinstalls), so 
 could

Re: [Ohrrpgce] Steam Deck Walthros g_debug

2023-04-21 Thread Ralph Versteegen via Ohrrpgce
If we want to force Steam to use a certain build (e.g. the Linux one) for
testing, one way to do it is to make it a private (passworded) beta. (I
don't know any other way.)

On Sat, 22 Apr 2023 at 02:02, Adam Perry  wrote:

> Hmm... yep, sounds about right.
>
> On Fri, Apr 21, 2023 at 2:33 AM Ralph Versteegen 
> wrote:
>
>> Alright so now that it's working... it's running the windows build, which
>> Steam has under its own volition decided to download instead of the linux
>> one? And you don't know whether it had a linux or windows build at the time
>> that it wasn't launching?
>>
>> On Fri, 21 Apr 2023 at 01:09, Adam Perry  wrote:
>>
>>> Ah, we may have had some crossed wires here. I told Paul it wasn't
>>> launching on Deck, so he talked to you, I imagine. I'm not sure which
>>> distros are included when you download on Deck, but I only saw the one exe,
>>> and the failed starts didn't generate any log files.
>>>
>>> On Thu, Apr 20, 2023, 6:50 AM Ralph Versteegen 
>>> wrote:
>>>
 I'm confused. Yes, that log is definitely from a Windows build under
 Proton. But wasn't the idea to get the Linux build running on the Deck?
 Didn't you report that it didn't run? What build is it using now after
 switching to Desktop mode and back?

 On Thu, 20 Apr 2023 at 01:10, Adam Perry  wrote:

> No, this one was definitely from the Proton run. I hadn't yet run it
> in desktop mode.
>
> On Wed, Apr 19, 2023, 4:49 AM Ralph Versteegen 
> wrote:
>
>> Thanks. But that's a Windows build of the OHR running under Proton,
>> not the Linux one we're trying to get working (since the Windows one
>> suffers from battle slowdowns). Maybe switching to Desktop mode for some
>> reason caused Steam to switch to the Windows build? I've tried searching
>> the web but have found no mention of it. Is there an option in the game
>> properties to switch builds? I'd be happy to have any leads on the battle
>> slowdown too, though. Recent nightlies can run CPU Usage debug mode in
>> battles too, but that debug log is from version 20221207.
>>
>> But have a look for a g_debug_archive.txt, which should be preserved
>> whenever Steam installs game updates (or reinstalls), so could contain
>> messages from the Linux build.
>>
>> On Wed, 19 Apr 2023 at 14:03, Adam Perry via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> Having pasted that in, I'm not convinced it's relevant. The game
>>> starts on desktop mode, and on examination, the logs below seem to cover
>>> the initial boot of the game, before I encountered any issues.
>>>
>>> Now that I have done it in desktop, it is also working from the
>>> normal Deck interface. Problem solved?
>>>
>>> On Tue, Apr 18, 2023, 8:56 PM Adam Perry  wrote:
>>>
 Sorry this is terse; Deck typing is hard.


 Couldn't find/load crashrpt.dll
 exchndl.dll not found
  0.0   Starting OHRRPGCE Game
  0.0  04-02-2023 19:21:30
  0.0  OHRRPGCE wip 20221207.13151 gfx_sdl2+directx+fb/music_sdl2
 FreeBASIC 1.08.1 (2021-07-05) gcc 8.1.0 x86 SSE2 pdb buildname=sdl2  
 Built
 on vampirecell -g FB_ERR=224 -gen gcc Win32 32-bit
  0.0  exepath:
 Z:\home\deck\.local\share\Steam\steamapps\common\Walthros Renewal, exe:
 Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
 Renewal\walthrosrenewal.exe
  0.0  orig_dir:
 Z:\home\deck\.local\share\Steam\steamapps\common\Walthros Renewal
  0.0  curdir:
 Z:\home\deck\.local\share\Steam\steamapps\common\Walthros Renewal
  0.0  Runtime info:   music_sdl2, SDL 2.0.22, SDL_Mixer 2.6.1
  Windows 6.2.9200 (8/Server 2012 or later) , ANSI codepage: 1252
  0.0  config:
 Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
 Renewal\ohrrpgce_config.ini
  0.2  Steam initialized
  0.2  set_resolution 320*200
  0.2  Setting graphics scaling to x2 change_windowsize=-1
  0.2  Initialising gfx_sdl2...
  0.3  setvideomode zoom=2 w*h = 640,400
  0.7  gfx_sdl2 "SDL 2.0.22 (1 joysticks) Driver: windows (Drivers:
 windows dummy) Render driver: direct3d (Drivers: direct3d
 (hwaccel,vsync,textarget) direct3d11 (hwaccel,vsync,textarget) opengl
 (hwaccel,vsync,textarget) opengles2 (hwaccel,vsync,textarget) software
 (vsync,textarget))"
  0.7  disable_native_text_input=0
  0.7  unlock_resolution(320,200)
  1.1  music_sdl2, SDL_Mixer 2.6.1 (48000Hz, Music
 decoders:WAVE,XMP,MOD,DRMP3,MP3,OGG,NATIVEMIDI,MIDI Sample
 decoders:WAVE,AIFF,VOC,MOD,MP3,OGG,MID)
  1.1  Setting default window settings...
  1.2  set_resolution 320*200
  1.2  unlock_resolution(320,200)
  1.2  Setting graphics scaling to x2 

Re: [Ohrrpgce] Steam Deck Walthros g_debug

2023-04-21 Thread Ralph Versteegen via Ohrrpgce
Alright so now that it's working... it's running the windows build, which
Steam has under its own volition decided to download instead of the linux
one? And you don't know whether it had a linux or windows build at the time
that it wasn't launching?

On Fri, 21 Apr 2023 at 01:09, Adam Perry  wrote:

> Ah, we may have had some crossed wires here. I told Paul it wasn't
> launching on Deck, so he talked to you, I imagine. I'm not sure which
> distros are included when you download on Deck, but I only saw the one exe,
> and the failed starts didn't generate any log files.
>
> On Thu, Apr 20, 2023, 6:50 AM Ralph Versteegen  wrote:
>
>> I'm confused. Yes, that log is definitely from a Windows build under
>> Proton. But wasn't the idea to get the Linux build running on the Deck?
>> Didn't you report that it didn't run? What build is it using now after
>> switching to Desktop mode and back?
>>
>> On Thu, 20 Apr 2023 at 01:10, Adam Perry  wrote:
>>
>>> No, this one was definitely from the Proton run. I hadn't yet run it in
>>> desktop mode.
>>>
>>> On Wed, Apr 19, 2023, 4:49 AM Ralph Versteegen 
>>> wrote:
>>>
 Thanks. But that's a Windows build of the OHR running under Proton, not
 the Linux one we're trying to get working (since the Windows one suffers
 from battle slowdowns). Maybe switching to Desktop mode for some reason
 caused Steam to switch to the Windows build? I've tried searching the web
 but have found no mention of it. Is there an option in the game properties
 to switch builds? I'd be happy to have any leads on the battle slowdown
 too, though. Recent nightlies can run CPU Usage debug mode in battles too,
 but that debug log is from version 20221207.

 But have a look for a g_debug_archive.txt, which should be preserved
 whenever Steam installs game updates (or reinstalls), so could contain
 messages from the Linux build.

 On Wed, 19 Apr 2023 at 14:03, Adam Perry via Ohrrpgce <
 ohrrpgce@lists.motherhamster.org> wrote:

> Having pasted that in, I'm not convinced it's relevant. The game
> starts on desktop mode, and on examination, the logs below seem to cover
> the initial boot of the game, before I encountered any issues.
>
> Now that I have done it in desktop, it is also working from the normal
> Deck interface. Problem solved?
>
> On Tue, Apr 18, 2023, 8:56 PM Adam Perry  wrote:
>
>> Sorry this is terse; Deck typing is hard.
>>
>>
>> Couldn't find/load crashrpt.dll
>> exchndl.dll not found
>>  0.0   Starting OHRRPGCE Game
>>  0.0  04-02-2023 19:21:30
>>  0.0  OHRRPGCE wip 20221207.13151 gfx_sdl2+directx+fb/music_sdl2
>> FreeBASIC 1.08.1 (2021-07-05) gcc 8.1.0 x86 SSE2 pdb buildname=sdl2  
>> Built
>> on vampirecell -g FB_ERR=224 -gen gcc Win32 32-bit
>>  0.0  exepath:
>> Z:\home\deck\.local\share\Steam\steamapps\common\Walthros Renewal, exe:
>> Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal\walthrosrenewal.exe
>>  0.0  orig_dir:
>> Z:\home\deck\.local\share\Steam\steamapps\common\Walthros Renewal
>>  0.0  curdir:
>> Z:\home\deck\.local\share\Steam\steamapps\common\Walthros Renewal
>>  0.0  Runtime info:   music_sdl2, SDL 2.0.22, SDL_Mixer 2.6.1
>>  Windows 6.2.9200 (8/Server 2012 or later) , ANSI codepage: 1252
>>  0.0  config:
>> Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal\ohrrpgce_config.ini
>>  0.2  Steam initialized
>>  0.2  set_resolution 320*200
>>  0.2  Setting graphics scaling to x2 change_windowsize=-1
>>  0.2  Initialising gfx_sdl2...
>>  0.3  setvideomode zoom=2 w*h = 640,400
>>  0.7  gfx_sdl2 "SDL 2.0.22 (1 joysticks) Driver: windows (Drivers:
>> windows dummy) Render driver: direct3d (Drivers: direct3d
>> (hwaccel,vsync,textarget) direct3d11 (hwaccel,vsync,textarget) opengl
>> (hwaccel,vsync,textarget) opengles2 (hwaccel,vsync,textarget) software
>> (vsync,textarget))"
>>  0.7  disable_native_text_input=0
>>  0.7  unlock_resolution(320,200)
>>  1.1  music_sdl2, SDL_Mixer 2.6.1 (48000Hz, Music
>> decoders:WAVE,XMP,MOD,DRMP3,MP3,OGG,NATIVEMIDI,MIDI Sample
>> decoders:WAVE,AIFF,VOC,MOD,MP3,OGG,MID)
>>  1.1  Setting default window settings...
>>  1.2  set_resolution 320*200
>>  1.2  unlock_resolution(320,200)
>>  1.2  Setting graphics scaling to x2 change_windowsize=-1
>> end_debug: no debug/error messages during startup (skipping rest of
>> startup)
>>
>>  1.2   Loading
>> Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal\walthrosrenewal.rpg
>>  1.2  curdir:
>> Z:\home\deck\.local\share\Steam\steamapps\common\Walthros Renewal
>>  1.2  tmpdir: C:\users\steamuser\Temp\ohrrpgce20230402192130.53.tmp\
>>  1.2  settings_dir: C:\users\steamuser\AppData\Roaming\OHRRPGCE
>>  1.2  config:
>> 

Re: [Ohrrpgce] Steam Deck Walthros g_debug

2023-04-20 Thread Ralph Versteegen via Ohrrpgce
I'm confused. Yes, that log is definitely from a Windows build under
Proton. But wasn't the idea to get the Linux build running on the Deck?
Didn't you report that it didn't run? What build is it using now after
switching to Desktop mode and back?

On Thu, 20 Apr 2023 at 01:10, Adam Perry  wrote:

> No, this one was definitely from the Proton run. I hadn't yet run it in
> desktop mode.
>
> On Wed, Apr 19, 2023, 4:49 AM Ralph Versteegen  wrote:
>
>> Thanks. But that's a Windows build of the OHR running under Proton, not
>> the Linux one we're trying to get working (since the Windows one suffers
>> from battle slowdowns). Maybe switching to Desktop mode for some reason
>> caused Steam to switch to the Windows build? I've tried searching the web
>> but have found no mention of it. Is there an option in the game properties
>> to switch builds? I'd be happy to have any leads on the battle slowdown
>> too, though. Recent nightlies can run CPU Usage debug mode in battles too,
>> but that debug log is from version 20221207.
>>
>> But have a look for a g_debug_archive.txt, which should be preserved
>> whenever Steam installs game updates (or reinstalls), so could contain
>> messages from the Linux build.
>>
>> On Wed, 19 Apr 2023 at 14:03, Adam Perry via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> Having pasted that in, I'm not convinced it's relevant. The game starts
>>> on desktop mode, and on examination, the logs below seem to cover the
>>> initial boot of the game, before I encountered any issues.
>>>
>>> Now that I have done it in desktop, it is also working from the normal
>>> Deck interface. Problem solved?
>>>
>>> On Tue, Apr 18, 2023, 8:56 PM Adam Perry  wrote:
>>>
 Sorry this is terse; Deck typing is hard.


 Couldn't find/load crashrpt.dll
 exchndl.dll not found
  0.0   Starting OHRRPGCE Game
  0.0  04-02-2023 19:21:30
  0.0  OHRRPGCE wip 20221207.13151 gfx_sdl2+directx+fb/music_sdl2
 FreeBASIC 1.08.1 (2021-07-05) gcc 8.1.0 x86 SSE2 pdb buildname=sdl2  Built
 on vampirecell -g FB_ERR=224 -gen gcc Win32 32-bit
  0.0  exepath:
 Z:\home\deck\.local\share\Steam\steamapps\common\Walthros Renewal, exe:
 Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
 Renewal\walthrosrenewal.exe
  0.0  orig_dir:
 Z:\home\deck\.local\share\Steam\steamapps\common\Walthros Renewal
  0.0  curdir: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
 Renewal
  0.0  Runtime info:   music_sdl2, SDL 2.0.22, SDL_Mixer 2.6.1  Windows
 6.2.9200 (8/Server 2012 or later) , ANSI codepage: 1252
  0.0  config: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
 Renewal\ohrrpgce_config.ini
  0.2  Steam initialized
  0.2  set_resolution 320*200
  0.2  Setting graphics scaling to x2 change_windowsize=-1
  0.2  Initialising gfx_sdl2...
  0.3  setvideomode zoom=2 w*h = 640,400
  0.7  gfx_sdl2 "SDL 2.0.22 (1 joysticks) Driver: windows (Drivers:
 windows dummy) Render driver: direct3d (Drivers: direct3d
 (hwaccel,vsync,textarget) direct3d11 (hwaccel,vsync,textarget) opengl
 (hwaccel,vsync,textarget) opengles2 (hwaccel,vsync,textarget) software
 (vsync,textarget))"
  0.7  disable_native_text_input=0
  0.7  unlock_resolution(320,200)
  1.1  music_sdl2, SDL_Mixer 2.6.1 (48000Hz, Music
 decoders:WAVE,XMP,MOD,DRMP3,MP3,OGG,NATIVEMIDI,MIDI Sample
 decoders:WAVE,AIFF,VOC,MOD,MP3,OGG,MID)
  1.1  Setting default window settings...
  1.2  set_resolution 320*200
  1.2  unlock_resolution(320,200)
  1.2  Setting graphics scaling to x2 change_windowsize=-1
 end_debug: no debug/error messages during startup (skipping rest of
 startup)

  1.2   Loading
 Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
 Renewal\walthrosrenewal.rpg
  1.2  curdir: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
 Renewal
  1.2  tmpdir: C:\users\steamuser\Temp\ohrrpgce20230402192130.53.tmp\
  1.2  settings_dir: C:\users\steamuser\AppData\Roaming\OHRRPGCE
  1.2  config: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
 Renewal\ohrrpgce_config.ini
  1.2  general.reld not present, creating
  1.2  savedir:
 Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
 Renewal\walthrosrenewal.saves
  5.1  Name: Walthros: Renewal
  5.1  Partial game data upgrade...
  5.1  Last edited by: [[OHRRPGCE wip 20221207.13151
 gfx_sdl2+directx+fb/music_sdl2 FreeBASIC 1.08.1 (2021-07-05) gcc 8.1.0 x86
 SSE2 pdb buildname=sdl2  Built on vampirecell -g FB_ERR=224 -gen gcc Win32
 32-bit]] branch_rev 13151
  5.2  archinym creation info: OHRRPGCE wip 20181009
  6.5  plotscr.hsd version: 3U
  7.0  lock_resolution()
  7.0  Desktop resolution: 1280*800
  7.0  automatic_scale_factor(0.8), screen size: 1280*800
  7.0  Setting graphics scaling to x3 

Re: [Ohrrpgce] Steam Deck Walthros g_debug

2023-04-19 Thread Ralph Versteegen via Ohrrpgce
Thanks. But that's a Windows build of the OHR running under Proton, not the
Linux one we're trying to get working (since the Windows one suffers from
battle slowdowns). Maybe switching to Desktop mode for some reason caused
Steam to switch to the Windows build? I've tried searching the web but have
found no mention of it. Is there an option in the game properties to switch
builds? I'd be happy to have any leads on the battle slowdown too, though.
Recent nightlies can run CPU Usage debug mode in battles too, but that
debug log is from version 20221207.

But have a look for a g_debug_archive.txt, which should be preserved
whenever Steam installs game updates (or reinstalls), so could contain
messages from the Linux build.

On Wed, 19 Apr 2023 at 14:03, Adam Perry via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Having pasted that in, I'm not convinced it's relevant. The game starts on
> desktop mode, and on examination, the logs below seem to cover the initial
> boot of the game, before I encountered any issues.
>
> Now that I have done it in desktop, it is also working from the normal
> Deck interface. Problem solved?
>
> On Tue, Apr 18, 2023, 8:56 PM Adam Perry  wrote:
>
>> Sorry this is terse; Deck typing is hard.
>>
>>
>> Couldn't find/load crashrpt.dll
>> exchndl.dll not found
>>  0.0   Starting OHRRPGCE Game
>>  0.0  04-02-2023 19:21:30
>>  0.0  OHRRPGCE wip 20221207.13151 gfx_sdl2+directx+fb/music_sdl2
>> FreeBASIC 1.08.1 (2021-07-05) gcc 8.1.0 x86 SSE2 pdb buildname=sdl2  Built
>> on vampirecell -g FB_ERR=224 -gen gcc Win32 32-bit
>>  0.0  exepath: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal, exe: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal\walthrosrenewal.exe
>>  0.0  orig_dir: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal
>>  0.0  curdir: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal
>>  0.0  Runtime info:   music_sdl2, SDL 2.0.22, SDL_Mixer 2.6.1  Windows
>> 6.2.9200 (8/Server 2012 or later) , ANSI codepage: 1252
>>  0.0  config: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal\ohrrpgce_config.ini
>>  0.2  Steam initialized
>>  0.2  set_resolution 320*200
>>  0.2  Setting graphics scaling to x2 change_windowsize=-1
>>  0.2  Initialising gfx_sdl2...
>>  0.3  setvideomode zoom=2 w*h = 640,400
>>  0.7  gfx_sdl2 "SDL 2.0.22 (1 joysticks) Driver: windows (Drivers:
>> windows dummy) Render driver: direct3d (Drivers: direct3d
>> (hwaccel,vsync,textarget) direct3d11 (hwaccel,vsync,textarget) opengl
>> (hwaccel,vsync,textarget) opengles2 (hwaccel,vsync,textarget) software
>> (vsync,textarget))"
>>  0.7  disable_native_text_input=0
>>  0.7  unlock_resolution(320,200)
>>  1.1  music_sdl2, SDL_Mixer 2.6.1 (48000Hz, Music
>> decoders:WAVE,XMP,MOD,DRMP3,MP3,OGG,NATIVEMIDI,MIDI Sample
>> decoders:WAVE,AIFF,VOC,MOD,MP3,OGG,MID)
>>  1.1  Setting default window settings...
>>  1.2  set_resolution 320*200
>>  1.2  unlock_resolution(320,200)
>>  1.2  Setting graphics scaling to x2 change_windowsize=-1
>> end_debug: no debug/error messages during startup (skipping rest of
>> startup)
>>
>>  1.2   Loading
>> Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal\walthrosrenewal.rpg
>>  1.2  curdir: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal
>>  1.2  tmpdir: C:\users\steamuser\Temp\ohrrpgce20230402192130.53.tmp\
>>  1.2  settings_dir: C:\users\steamuser\AppData\Roaming\OHRRPGCE
>>  1.2  config: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal\ohrrpgce_config.ini
>>  1.2  general.reld not present, creating
>>  1.2  savedir: Z:\home\deck\.local\share\Steam\steamapps\common\Walthros
>> Renewal\walthrosrenewal.saves
>>  5.1  Name: Walthros: Renewal
>>  5.1  Partial game data upgrade...
>>  5.1  Last edited by: [[OHRRPGCE wip 20221207.13151
>> gfx_sdl2+directx+fb/music_sdl2 FreeBASIC 1.08.1 (2021-07-05) gcc 8.1.0 x86
>> SSE2 pdb buildname=sdl2  Built on vampirecell -g FB_ERR=224 -gen gcc Win32
>> 32-bit]] branch_rev 13151
>>  5.2  archinym creation info: OHRRPGCE wip 20181009
>>  6.5  plotscr.hsd version: 3U
>>  7.0  lock_resolution()
>>  7.0  Desktop resolution: 1280*800
>>  7.0  automatic_scale_factor(0.8), screen size: 1280*800
>>  7.0  Setting graphics scaling to x3 change_windowsize=-1
>>  7.0  recenter_window_hint()
>>  7.0  gfx_sdl2_set_window_size 320,200, zoom=3
>>  7.0  config gfx.fullscreen = , genFullscreen = 0
>>  7.0  genRungameFullscreenIndependent: 0
>>  7.7  Joystick 0 GUID 03005e048e02010072 instance_id 0
>>  7.7   Opened as gamecontroller Xbox 360 Controller
>>  7.7   Type: 1
>>  7.7
>>  
>> 03005e048e0201007200,*,a:b0,b:b1,x:b2,y:b3,back:b6,guide:b10,start:b7,leftstick:b8,rightstick:b9,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Windows
>>  7.7  Opened joystick 0 Xbox 

Re: [Ohrrpgce] SVN: teeemcee/13220 sliceedit: Add slice type icons, drawn by Kiefkrack

2023-04-17 Thread Ralph Versteegen via Ohrrpgce
Kiefer sent me these icons 3 years ago, but I didn't use them because I
wanted to first add markup code to embed icons into text. I still want to
do that, and add a new Icon sprite type (though I'd love to allow embedding
slices too! Text slices could position their children, and the text wraps
around them).
Of course just drawing the icons manually in the right spot took only a few
lines of code, which I was so desperate to avoid writing and deleting
later...


On Tue, 18 Apr 2023 at 16:59, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2023-04-17 21:59:48 -0700 (Mon, 17 Apr 2023)
> 51
> sliceedit: Add slice type icons, drawn by Kiefkrack
> ---
> U   wip/allmodex.bas
> U   wip/common.bi
> U   wip/common.rbas
> A   wip/data/icons/
> A   wip/data/icons/slice_type_icons_8x8.bmp
> U   wip/sliceedit.bas
> U   wip/slices.bas
> U   wip/slices.bi
> U   wip/whatsnew.txt
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-04-16 Thread Ralph Versteegen via Ohrrpgce
You might as well upgrade SDL2_mixer too, to match Windows and Linux. I don't 
know which one is currently used.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1255#issuecomment-1510417700
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Downgrade Mac Euphoria version to 4.0.5 (Issue #1256)

2023-04-16 Thread Ralph Versteegen via Ohrrpgce
It's better that you not do this. I've been trying to work out why I had this 
on my todo list, but no idea so far. I know I wanted you to downgrade To 4.0.5 
on the Windows build VM in order to restore support for Win98+, which you did 
do (for #1241). Maybe I confused Mac with Windows.

Also, there are separate 32 and 64 bit Euphoria installations on the Mac build 
machine, and I didn't note down which one I thought was problematic.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1256#issuecomment-1510417337
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] in menu editor, clicking/hovering is wrongly offset (Issue #1257)

2023-04-16 Thread Ralph Versteegen via Ohrrpgce
The F5 reload debug menu's MenuDef is now cut off (at 320px wide), indicating 
MenuDef positioning changed in a way I didn't intend. I think it's likely 
related.


-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1257#issuecomment-1510412577
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Text box Instead run script conditionals don't properly skip the text box (Issue #1252)

2023-04-11 Thread Ralph Versteegen via Ohrrpgce
One unrelated thing I noticed is that before conversion to text slices, the 
first line (or two?) of a textbox appears at the same time as the box, while 
afterwards it seems to appear one tick later. I don't know which is preferable. 
The modern is probably better for people trying to modify the box fade-in with 
a script.(I suspect original versions Sword of Jade depend on the old behavior 
in its intro where it stacks text on top of the textbox.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1252#issuecomment-1504455075
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Text box Instead run script conditionals don't properly skip the text box (Issue #1252)

2023-04-11 Thread Ralph Versteegen via Ohrrpgce
Well this is already an incompatibility between different versions. We should 
fix this (I want to add an actual "Trigger script" conditional) but not without 
a backcompat bit, it would probably break a huge number of games because it's 
easy to stumble upon, and before ypsiliform "Instead: run script" acted much 
like a "Trigger script" conditional so probably people thought it was a feature 
not a bug. We don't need to emulate every aspect of it (such as the incorrect 
value returned by `current textbox`). Really we should also have a second 
backcompat bit emulate the old pre-ypsiliform behaviour. (Probably werewaffle 
rather than xocolatl.)

I created a test game using werewaffle+ 
([tbtest.zip](https://github.com/ohrrpgce/ohrrpgce/files/11206401/tbtest.zip)). 
It's set up to open TB 1 from the NPC. r2206 didn't change the behaviour the 
way I expected, but it did change something.

In werewaffle+ (2008, before modernisation of the textbox code, including 
r2206):
--

If TB 1 is triggered from an NPC, TB 1 shows as normal, then TB 2 *also* shows 
and `insteadscript` runs, and when TB 2 is advanced, conditionals such as "gain 
$" are evaluated and After TB 3/`afterscript` run! However, conditionals meant 
to happen when TB 2 is displayed, such as setting tags, aren't run, and its 
choicebox and appearance settings (e.g. box position and backdrop) are ignored, 
it uses TB 1's appearance. This is because in werewaffle, text and conditionals 
were loaded before 'Instead' was checked, then it loaded appearance (into 
`sayenh()`), updated choicebox, set tags, etc. 

If `insteadscript` runs `advance text box`, the result is the same as today 
except that TB 2 shows for one tick (because the script is only run the next 
tick), using TB 1's appearance settings. 

If TB 2 is triggered directly from an NPC, the behaviour seems the same as 
today, including when `advance text box` is called.

In xocolatl+2 (2009), after r2206:
--

Everything seems to be the same as werewaffle, except now TB 2 appears with its 
proper appearance settings and with its choicebox.

In ypsiliform+3 (2010), which converted text boxes to slices:
--

Everything seems the same as today, with TB 2 no longer showing when it has an 
Instead script condition.


-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1252#issuecomment-1504436957
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


[Ohrrpgce] [ohrrpgce/ohrrpgce] Text box Instead run script conditionals don't properly skip the text box (Issue #1252)

2023-04-11 Thread Ralph Versteegen via Ohrrpgce
The problem is that in `loadsay`, if an Instead condition runs a script instead 
of the box, then the rest of `loadsay` is skipped, so the box isn't displayed, 
`txt.id` isn't set to the new ID, and `txt.showing` isn't set. But all the 
textbox data is actually loaded into `txt`, and `txt.id` and `txt.showing` keep 
their previous values, meaning the previous textbox if any doesn't actually 
close! And `advance_text_box` doesn't quit if there's no text box actually 
showing.

If you trigger a textbox from an NPC
Consider:
Text box 1:
  After: ALWAYS show Text box 2
Text box 2:
  Instead: ALWAYS run script `insteadscript`
  After: ALWAYS run script 'afterscript' or show Text box 3

If TB 2 is triggered directly from an NPC, then just `insteadscript` runs, and 
the box doesn't display as expected. But if `insteadscript` runs `advance text 
box` then all the conditionals that happen when advance run, including running 
`afterscript` or shows TB 3! (A menu set to "Advance text box when menu closes" 
will apparently have the same effect, since that also calls `advance_text_box` 
unconditionally.)

If TB 1 is triggered  from an NPC, TB 1 shows as normal, and when advanced 
`insteadscript` runs immediately, but TB 1 remains displayed! Pressing F1 at 
this point shows that the current `txt.id` is still 1, but all the data is from 
TB 2. Pressing Enter a second time then runs `afterscript` or shows TB 3. If 
`insteadscript` runs `advance text box` then that just skips needing to press 
Enter twice. If it runs `show text box` then that overwrite the phantom textbox 
data and everything is normal.

* But wait! Are Instead scripts actually meant to skip the text box?
r2206 (5ab153601) in 2008, xocolatl, introduced `txt.id`, and it looks like it 
changed the behaviour, because before then the equivalent of `txt.id` *was* 
still set even if the textbox was skipped by an Instead script. Currently 
testing...

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1252
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13171 Speed up Multiply blending (~24% in 24-bit depth, ~2% in 8-bit)

2023-03-25 Thread Ralph Versteegen via Ohrrpgce
Actually, the clipping in 8-bit mode is redundant to clipping done in
map_rgb_to_masterpal(), so that 2% is just noise.

On Sun, 26 Mar 2023 at 13:51, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2023-03-25 17:51:36 -0700 (Sat, 25 Mar 2023)
> 147
> Speed up Multiply blending (~24% in 24-bit depth, ~2% in 8-bit)
>
> Turns out it's unnecessary to clip RGB to 256 provided alpha doesn't go
> above 256.
> ---
> U   wip/blend.h
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Nightly builds failing on Linux and Windows (Issue #1250)

2023-03-12 Thread Ralph Versteegen via Ohrrpgce
Closed #1250 as completed.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1250#event-8726675780
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Nightly builds failing on Linux and Windows (Issue #1250)

2023-03-12 Thread Ralph Versteegen via Ohrrpgce
On my machine I'm able to `import SCons` in python3 (but not in python2, 
although I also have scons installed for python2). I don't know what the 
difference is.

The workaround you added is a correct fix, except the comment isn't. 
Transpiling will still work because the import should succeed when ohrbuild.py 
is imported by SConscript rather than by ohrpackage. So I just changed it 
slightly.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1250#issuecomment-1465358373
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] Scons build error

2023-03-07 Thread Ralph Versteegen via Ohrrpgce
I see that error happened while running ohrpackage on one of the Linux VMs.
When you invoke scons, it makes sure the python path is set up to include
SCons. I think SCons should normally also be visible in the oridinary
python environment. Maybe it's because it's running scons with python 2 and
ohrpackage with python 3?

On Wed, 8 Mar 2023 at 00:46, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> File "/home/james/src/nightly/ohrrpgce-build/wip/ohrbuild.py", line 20, in
> 
> from SCons.Script import Mkdir, Copy, Delete, Action   #These create
> Action nodes
> ImportError: No module named 'SCons'
>
> Perhaps the version of scons I have on the nightly build vms is too old?
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Hero HP values moved up 1 pixel in nightly? (Issue #1237)

2022-12-06 Thread Ralph Versteegen via Ohrrpgce
Closed #1237 as completed.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1237#event-7972959009
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Hero HP values moved up 1 pixel in nightly? (Issue #1237)

2022-12-06 Thread Ralph Versteegen via Ohrrpgce
Fixed in r13151 (3a36b2d9) using a Layout slice as I suggested. Honestly it was 
pretty difficult to set up the Layout slice right to replicate the old 
behaviour, it's a messy solution.

Shifting the text up a pixel was and is done independently for each hero. If a 
hero doesn't have MP the text isn't moved up, causing wonky looking spacing, 
not ideal. Even assuming consistent spacing there's only one pixel between 
lines of HP text so only one pixel of the MP meter will be visible (except for 
the last hero) regardless of where it's positioned anyway.

I thought of a far simpler alternative. Don't move the text up, instead draw 
the MP bar 1px lower (this will put it halfway between two heroes' stats) and 
make the HP bar 1px thinner so that it doesn't overdraw the MP meter of the 
hero above. I think moving the MP bar is no problem, but there are games with 
backdrops for the exact size/position of the HP bars? Probably fine

Alternatively, if we had draw ordering we could make all the MP meters draw 
over all the HP meters without modifying the HP bars. I really want to 
implement draw ordering, it would be a fantastically useful feature, and fun to 
implement, just need to decide exactly how it works.

Offtopic stuff:

I decided we should expose Layout slices, I only want to change how children of 
Layout slices set to Fill Parent act, to fill the remaining space instead. But 
I think Cover Children needs to be rewritten quite differently before it's 
exposed, it's far too buggy.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1237#issuecomment-1340278286
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Android 11: nightly builds fail with INSTALL_PARSE_FAILED_NO_CERTIFICATES (Issue #1249)

2022-12-01 Thread Ralph Versteegen via Ohrrpgce
Regarding testing whether an .apk is correctly signed without needing an 
Android 11 installation, the link I gave suggested using apksigner (included in 
the Android SDK) to check:

```
> /opt/android-sdk-linux/build-tools/28.0.3/apksigner verify --verbose 
> ~/Downloads/ohrrpgce-game-android-debug.apk
Verifies
Verified using v1 scheme (JAR signing): true
Verified using v2 scheme (APK Signature Scheme v2): false
Number of signers: 1
```

(I used a 2 year old .apk in this case but probably nothing has changed)

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1249#issuecomment-1333497574
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13139 Add feature to spawn an arbitrary enemy directly from a weapon

2022-11-24 Thread Ralph Versteegen via Ohrrpgce
This is a nice feature.
But I notice that it spawns an enemy for each hit on each target, e.g. 2
hits each on 3 targets spawns 6 enemies. Enemy's "spawn on [non]elemental
hit" settings act the same way, but each each enemy has independent
settings for spawn it makes sense for them to all be triggered for a spread
attack, but the same reasoning doesn't justify an attack's spawn setting
working that way.

On Mon, 24 Oct 2022 at 14:01, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2022-10-23 18:01:19 -0700 (Sun, 23 Oct 2022)
> 62
> Add feature to spawn an arbitrary enemy directly from a weapon
> ---
> U   wip/attackedit.bas
> U   wip/bmod.rbas
> U   wip/common.rbas
> U   wip/loading.rbas
> U   wip/udts.bi
> U   wip/whatsnew.txt
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


[Ohrrpgce] [ohrrpgce/ohrrpgce] Android 11: nightly builds fail with INSTALL_PARSE_FAILED_NO_CERTIFICATES (Issue #1249)

2022-11-24 Thread Ralph Versteegen via Ohrrpgce
Topken reports:
> I am unable to install android nightlies as I get this error 
> `INSTALL_PARSE_FAILED_NO_CERTIFICATES: Scanning Failed.: No signature found 
> in package of version 2 or newer for package 
> com.hamsterrepublic.ohrrpgce.game` so not sure how to proceed on my Samsung 
> Galaxy Tab s5e

I think this is probably caused by this: 
https://developer.android.com/about/versions/11/behavior-changes-11#minimum-signature-scheme
> Users can't install or update apps that are only signed with APK Signature 
> Scheme v1 on devices that run Android 11.

Probably a fix for this in upstream sdl-android.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1249
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13137 Attackers doing "unhide" attacks are allowed to ignore the hidden status

2022-10-18 Thread Ralph Versteegen via Ohrrpgce
Wow there are a huge number of edge cases and special cases here, I regret
looking into this...

I see the problems were introduced in:
r12685 "Fix "Jump" (and the other new hiding attacks) to properly prevent
targetting when used by heroes".
r12874 "Fix check_for_unhittable_invisible_foe() to properly handle
BattleSprite.hidden"
But maybe one of the problems with these is that they only allowed
targeting self when hidden with an exception for "Self" target class
attacks, not attacks in general that target self. A broader change would be
to allow all attacks that target self (regardless of Target Class) to
ignore hidden-untargetability. But is that the correct thing to do? For
example if a hero is hidden and then uses a whole-party heal.

I think you only fixed part of the problem with r12874.
check_for_unhittable_invisible_foe used to start with:
 IF bslot(target).vis THEN RETURN NO
.vis got split into .vis and .hidden so you added
 IF bslot(target).hidden THEN RETURN YES
but that's the wrong way around, shouldn't it actually have been
 IF bslot(target).vis ANDALSO bslot(target).hidden = NO THEN RETURN NO
But I guess the goal was to fix part of
https://github.com/ohrrpgce/ohrrpgce/issues/1233, not just replicate the
old behaviour, by being stricter.
The new logic (even after this r13137) disallows self-targetting on-death
attacks or ones hitting dead targets, when the target is hidden, but both
used to be allowed. If

Hmm, also, it looks to me like before r12685, get_valid_targs let all
spread attacks target hidden targets but check_for_unhittable_invisible_foe
would then remove them unless one of the special cases (can hit dead or
self-bequesting on-death) applied, but now it never gets as far as checking
those special cases. You've added a shared
should_enforce_hidden_untargetability function which is a step in the right
direction but it doesn't include the old special cases.

> "This fixes jump-land chains when they jump on self, or jump on another
jumper"
But you can only jump on a jumper that hasn't jumped yet when you target
the attack, right? (See https://github.com/ohrrpgce/ohrrpgce/issues/1234) I
assume that's the reason for adding this exception. Although it could make
visual sense to allow Jump/Hide attacks on hidden targets (once bug 1234 is
somehow fixed to deal with the targetting cursor), it's not currently
allowed.And when 1234 is fixed we can add attack target settings to allow
hidden targets, but in the meantime we have all these undocumented special
cases for allowing it.

Also I wonder whether target-class Self attacks should override "Can't
target hero/enemy slot X", since it overrides all other kinds of
untargetability, but maybe it's better to avoid making changes.

BTW, we have atkrAnim* constants for attack.attacker_anim. Wish we had ones
for the target classes.


On Tue, 18 Oct 2022 at 12:13, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> This fixes a relatively recent breakage of Jump/Land and Hide/Unhide which
> is why it isn't mentioned in the whatsnew
>
> Although I do think the new changes could have also fixed some old
> incorrect edge-cases with jump/land, since it is a little more explicit now
> about allowing land/unhide to ignore the hidden status of the target
>
> On Mon, Oct 17, 2022 at 7:10 PM subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> james
>> 2022-10-17 16:09:13 -0700 (Mon, 17 Oct 2022)
>> 188
>> Attackers doing "unhide" attacks are allowed to ignore the hidden status
>> of their targets.
>> Fixes broken battles when jump/land or hide/unhide chain is
>> self-targeted, or jumping on a jumper
>> ---
>> U   wip/bmod.rbas
>> U   wip/bmodsubs.bas
>> U   wip/bmodsubs.bi
>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13136 Fix a bug that allowed NPC activation when riding a vehicle if you click

2022-10-09 Thread Ralph Versteegen via Ohrrpgce
I can reproduce it in hróðvitnir. And anyway I don't think there's been any
changes to NPC activation or vehicles for a while.

I also notice that both with or without this patch, touch-activated NPCs
activate while you're in a vehicle, but we can't change that and probably
wouldn't want to anyway.

On Mon, 10 Oct 2022 at 12:12, James Paige  wrote:

> I'm not certain, but I think this bug was introduced after hrodvitnir.
>
> On Sun, Oct 9, 2022, 6:46 PM Ralph Versteegen via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> Sounds like a bug worth mentioning in whatsnew!
>>
>> On Mon, 10 Oct 2022 at 09:06, subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> james
>>> 2022-10-09 13:05:54 -0700 (Sun, 09 Oct 2022)
>>> 293
>>> Fix a bug that allowed NPC activation when riding a vehicle if you
>>> clicked other NPCs with the mouse
>>> Activating other NPCs with keyboard was never allowed.
>>>
>>> Also fixed the bug where if you have two default boats in the same
>>> ocean, clicking one while riding the other would dump you out of both
>>> ---
>>> U   wip/game.bas
>>>
>>> ___
>>> Ohrrpgce mailing list
>>> ohrrpgce@lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13136 Fix a bug that allowed NPC activation when riding a vehicle if you click

2022-10-09 Thread Ralph Versteegen via Ohrrpgce
Sounds like a bug worth mentioning in whatsnew!

On Mon, 10 Oct 2022 at 09:06, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2022-10-09 13:05:54 -0700 (Sun, 09 Oct 2022)
> 293
> Fix a bug that allowed NPC activation when riding a vehicle if you clicked
> other NPCs with the mouse
> Activating other NPCs with keyboard was never allowed.
>
> Also fixed the bug where if you have two default boats in the same ocean,
> clicking one while riding the other would dump you out of both
> ---
> U   wip/game.bas
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Vehicle set to speed 10 still moves at speed 4 (Issue #1247)

2022-09-29 Thread Ralph Versteegen via Ohrrpgce
I think this calls for a change to the NPC editor to indicate the vehicle's 
speed when mounted.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1247#issuecomment-1263059479
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Vehicle set to speed 10 still moves at speed 4 (Issue #1247)

2022-09-29 Thread Ralph Versteegen via Ohrrpgce
I tested in test.rpg, and found that the mounted vehicle speed is what's set as 
'Speed' in the Vehicle editor, not what the NPC's speed is. I had completely 
forgotten that there was such a setting, and thought the NPC speed would be 
used. Maybe you did too?

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1247#issuecomment-1263058978
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Enemies with on-death bequest attacks that die to poison delay attack for a turn (#1116)

2022-09-29 Thread Ralph Versteegen via Ohrrpgce
I've heard of two or three more people complaining of this bug recently. It's a 
problem not just because it causes stuck battles, but also it's bad for 
on-death effects, e.g. to transmog an enemy into a dead version.

The fundamental problem is the timing of when poison/regen happens in a 
turn-based battle: right at the start of the round (in `start_next_turn`), 
before anyone picks their attacks, rather than at the same time as the attacks. 
So poison damage can trigger on-death attacks (and in future other kinds of 
reactions too) but those reactions can't happen because it's the wrong phase of 
battle. Notably, stun and mute are updated after attacks are chosen.

So this does differ from #1007 in several ways.

We could move poison/regen to the end of battle once the attack queue is empty, 
so that from the view of the player the timing is still identical. We could 
then immediately perform any resulting on-death attack. That would be a turn 
earlier than it used to be but I doubt it would ever be a game-breaking change, 
more likely to be game-fixing. It will affect difficulty of some battles, but 
not much because the on-death bequesting enemy is currently untargettable and 
(I think) gets no turn.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1116#issuecomment-1263047649
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13114 Add "gently reparent" command, alternative to "set parent" but that pres

2022-09-13 Thread Ralph Versteegen via Ohrrpgce
That sounds problematic for grid and layout slices: although you could
adjust the child's x/y so that it doesn't move, all the other children
would, and if you similarly adjust all of their positions so that they
don't move either, well, the result is quite absurd. It would be a far
better idea to instead implement z-ordering of slices, which could be used
to cause one child to appear above the others, as well as an incredibly
diverse array of other uses. I want to implement that but I think
"z-ordering" is a problematic name, and I'm not sure how/whether it should
interact with existing walkabout and BattleSprite Z and slice autosorting.

On Tue, 13 Sept 2022 at 22:02, James Paige  wrote:

> I was tempted to also make "gently" versions of the commands like "slice
> to back" or "move slice above" but didn't get around to it. They would be
> useful for grids and layouts
>
> On Mon, Sep 12, 2022, 11:53 PM Ralph Versteegen 
> wrote:
>
>> At least it's a convention, used consistently by all of two commands (I
>> think) :)
>>
>> Making up new jargon seems to be unavoidable.
>>
>> On Sat, 10 Sept 2022 at 12:22, James Paige via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> This might also be my new favorite terrible naming convention :D
>>>
>>> On Fri, Sep 9, 2022 at 8:21 PM subversion--- via Ohrrpgce <
>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>
 james
 2022-09-09 17:21:42 -0700 (Fri, 09 Sep 2022)
 170
 Add "gently reparent" command, alternative to "set parent" but that
 preserves screen position

 This is similar to how slices are reparented in the slice collection
 editor
 ---
 U   wip/docs/plotdict.xml
 U   wip/docs/plotdictionary.html
 U   wip/plotscr.hsd
 U   wip/whatsnew.txt

 ___
 Ohrrpgce mailing list
 ohrrpgce@lists.motherhamster.org
 http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org

>>> ___
>>> Ohrrpgce mailing list
>>> ohrrpgce@lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
>>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13120 plotdict: add elements and Glossary, and define ancestor/descend

2022-09-12 Thread Ralph Versteegen via Ohrrpgce
Could even add a little javascript to show a tooltip on hover (pure CSS
isn't possible), but all that XSL was quite enough for me today.

On Tue, 13 Sept 2022 at 15:50, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2022-09-12 20:50:09 -0700 (Mon, 12 Sep 2022)
> 176
> plotdict: add  elements and Glossary, and define
> ancestor/descendent/slice tree
>
>  items and links to them are styled differently from ,
> and are
> simpler.
> ---
> U   wip/docs/htmlplot.xsl
> U   wip/docs/plotdict.xml
> U   wip/docs/plotdictionary.html
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13114 Add "gently reparent" command, alternative to "set parent" but that pres

2022-09-12 Thread Ralph Versteegen via Ohrrpgce
At least it's a convention, used consistently by all of two commands (I
think) :)

Making up new jargon seems to be unavoidable.

On Sat, 10 Sept 2022 at 12:22, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> This might also be my new favorite terrible naming convention :D
>
> On Fri, Sep 9, 2022 at 8:21 PM subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> james
>> 2022-09-09 17:21:42 -0700 (Fri, 09 Sep 2022)
>> 170
>> Add "gently reparent" command, alternative to "set parent" but that
>> preserves screen position
>>
>> This is similar to how slices are reparented in the slice collection
>> editor
>> ---
>> U   wip/docs/plotdict.xml
>> U   wip/docs/plotdictionary.html
>> U   wip/plotscr.hsd
>> U   wip/whatsnew.txt
>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: james/13117 Add "lookup parent" script command. Like "lookup slice" except it search

2022-09-11 Thread Ralph Versteegen via Ohrrpgce
Never thought of it.
I suggest calling it "lookup ancestor" instead. Although there aren't any
existing commands named using the terms "ancestor" or "descendant",
documentation for plenty of commands does, so people should know what they
mean and I think we should just use them more often (plenty of other
documentation avoids the terms and replaces them with a mouthful. Hmm, I
should add a glossary section).

On Sun, 11 Sept 2022 at 13:25, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2022-09-10 18:25:31 -0700 (Sat, 10 Sep 2022)
> 115
> Add "lookup parent" script command. Like "lookup slice" except it searches
> direct ancestors rather than descendants
> ---
> U   wip/docs/plotdict.xml
> U   wip/docs/plotdictionary.html
> U   wip/plotscr.hsd
> U   wip/whatsnew.txt
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] waitforkeyrelease broken on some Linux boxes under unknown conditions (Issue #1245)

2022-09-11 Thread Ralph Versteegen via Ohrrpgce
And don't be so afraid of using gdb! I don't use a debugger enough either. Used 
to be more in the habit years ago...

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1245#issuecomment-1242939176
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] waitforkeyrelease broken on some Linux boxes under unknown conditions (Issue #1245)

2022-09-11 Thread Ralph Versteegen via Ohrrpgce
Hah, that's amusingly dumb. That's a decent solution, but also a timeout would 
be reasonable; `waitforkeyrelease` was only intended to wait a couple ticks 
anyway.

`waitforkeyrelease` waits for a joystick analog stick exactly when it would 
register as a keypress in-game; it calls `anykeypressed` which calls `keyval`.

Stuck joystick buttons seem to be a very common problem. This must be at least 
the 3rd or 4th time I've heard of someone being confused by a depressed button 
on a gamepad that's plugged in but not in use. And my own PS1 controller has a 
permanently stuck thumbstick button when I turn on analog mode. Maybe we should 
automatically detect and ignore stuck buttons?

Plus also checking joystick buttons in Custom seems to cause a lot of problems 
because of reasons like this, so as I said before it's safer to just disable it 
by default.



-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1245#issuecomment-1242938640
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] External process spawning broken on some Linux boxes (test game, hspeak) (Issue #1245)

2022-09-09 Thread Ralph Versteegen via Ohrrpgce
I'm aware of one thing that causes spawned programs to freeze (which then 
freezes Custom under Unix if it's waiting): if the program prints to stdout/err 
and it fills up the pipe buffer.

Try attaching gdb or seeing what the last thing in c_debug.txt is (since hspeak 
is invoked twice)

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1245#issuecomment-1242519510
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] External process spawning broken on Linux (test game, hspeak) (Issue #1245)

2022-09-07 Thread Ralph Versteegen via Ohrrpgce
Coincidental for it to (retroactively) break right after I rewrote 
spawn_and_wait... (but that isn't used for Test Game anyway)

What are the last lines in c_debug.txt when importing scripts when it freezes? 
(Importing prints more than Test Game does)

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1245#issuecomment-1239510761
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13100 download_file didn't detect an error if curl downloaded a 404 or other e

2022-09-02 Thread Ralph Versteegen via Ohrrpgce
Unfortunately if you attempt to download a nonexistent file under
https://hamsterrepublic.com/ohrrpgce/nightly/ or
https://hamsterrepublic.com/ohrrpgce/archive/ (or
http://hamsterrepublic.com/ohrrpgce/symbols-archive/) you don't get a 404
error document, you get redirected to the wiki Main Page which downloads
OK. This really wrecks the distribmenu's error checking. For URLs not under
ohrrpgce/ you get a 404 instead. I looked around on the server and saw the
default 404 rule but couldn't figure out where the ohrrpgce/ redirect is
defined. James, could you please disable it for those directories?

On Sat, 3 Sept 2022 at 15:06, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2022-09-02 20:06:46 -0700 (Fri, 02 Sep 2022)
> 81
> download_file didn't detect an error if curl downloaded a 404 or other
> error page
> ---
> U   wip/common.rbas
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] SVN: teeemcee/13094 distribmenu: package with the stable release you're running, not the lat

2022-09-02 Thread Ralph Versteegen via Ohrrpgce
Note that to find the download link Custom's build date and release name is
used. So if a +1 release occurs, or if a package is rebuilt with a new
release date and quietly uploaded as happened with
ohrrpgce-mac-minimal-2022-01-01-hrodvitnir-x86.tar.gz then the bugfix
release won't be used, and any previous package would have to be kept
around, unlike ohrrpgce-mac-minimal-2021-09-13-hrodvitnir-x86.tar.gz. And
when building release candidates they all need to have matching build
dates.

If we wanted to change that so the latest bugfix release or rebuild is
automatically used I think putting the download links in an .ini file is a
better solution than creating a bunch of symlinks for each stable release.

On Sat, 3 Sept 2022 at 15:06, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2022-09-02 20:06:02 -0700 (Fri, 02 Sep 2022)
> 245
> distribmenu: package with the stable release you're running, not the
> latest one
>
> In non-wip builds, the ohrrpgce-player package is now downloaded from
> hamsterrepublic.com/ohrrpgce/archive/ rather than using the symlink in
> hamsterrepublic.com/dl/
> ---
> U   wip/common_base.bi
> U   wip/distribmenu.bas
> U   wip/ohrbuild.py
> U   wip/whatsnew.txt
>
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Windows 95 - 2000 no longer supported (Issue #1241)

2022-08-31 Thread Ralph Versteegen via Ohrrpgce
Game/Custom
--

As well as `IsDebuggerPresent`, winpthreads also uses `SetProcessAffinityMask` 
& `TryEnterCriticalSection` which are missing in kernel32.dll, and the latter 
can't be removed.

Now I understand that the 'win32' threading support in mingw-w64 is the 
original one and supports all 32-bit Windows, while 'posix' threading 
(winpthreads) is a recent addition [which is necessary to 
support](https://stackoverflow.com/questions/17242516/mingw-w64-threads-posix-vs-win32/30390278#30390278)
 C++11 mutexes and threads, but has higher system requirements. (It's pulled in 
by libmodplug which is C++. BTW in our C++ code I used FB mutexes wrapped in a 
C++ class rather than C++11 , see `mutex.hpp`) That's why mxe switched 
to posix threads by default in 2019. I compiled the previous SDL_mixer.dll that 
worked on Win95 with mxe back in 2017. Also, back then, official FreeBASIC 1.06 
builds were built with a mingw-w64 toolchain that also used win32 threads, 
although Fufluns didn't use them.

mxe can be compiled with win32 rather than posix threads with `make 
MXE_TARGETS=i686-w64-mingw32.static.win32`.

It doesn't feel like a brilliant idea to mix libraries built with two 
toolchains that use different ABIs but we were already doing it anyway. It 
seems it would only be an issue if attempting to link together C++ code or code 
that passed around pthread objects compiled with different toolchains. (Note 
SDL_mixer itself doesn't use libpthread, it uses SDL's mutex functions, which 
are directly implemented on winapi. It should be fine to use multiple threading 
libraries in the same executable like that).

So I recompiled SDL_mixer.dll with a `i686-w64-mingw32.static.win32` mxe 
toolchain but found that on Win95 it froze when switching away from a MIDI 
track. That was caused by the fix for #1060 which [I 
backported](https://github.com/rversteegen/SDL_mixer/commit/12c46b1d8361a58c6eb1d19aa354ba6f7a92785e)
 from SDL_mixer 2.6 to 1.2, so I've backed that out. Disappointing. I wonder 
whether the fix is wrong, or it needs changes for SDL_mixer 1.2, or it's caused 
by my custom MIDI synthesizer, ... 

hspeak
-

As for hspeak not running, [Windows 9x 
Notes](https://rpg.hamsterrepublic.com/ohrrpgce/Windows_9x_Notes) on the wiki 
mentions that it runs on Win 98 and later Win 95 versions, but not the one I 
have (I misspoke earlier, I have "4.00.950 C" not OSR2). So I'll ignore that.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1241#issuecomment-1232960187
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Windows 95 - 2000 no longer supported (Issue #1241)

2022-08-30 Thread Ralph Versteegen via Ohrrpgce
Since James just downgraded to Euphoria 4.0.5 I've just tried out the latest 
nightly in a Win 95 (OSR2) VM and found we're not there yet:
* game/custom don't run: `linked to missing export 
KERNEL32.DLL:IsDebuggerPresent`
* hspeak.exe doesn't run: `linked to missing export 
KERNEL32.DLL:ConvertThreadToFiber`. (hspeak.exe from Fufluns fails with the 
same error)

After copying in SDL_mixer.dll from Fufluns game/custom work fine. I tried out 
the Distribute Game options (except itch.io) and everything works except that 
rcedit.exe can't be run on Win 95, and Innosetup won't install (says it needs 
Windows 4.10 or later, i.e. Win NT). zip_exec.exe works. All programs in 
support/ run except for CrashSender1401.exe

I also notice some ignorable errors in c_debug.txt:
```
Error: MoveFileEx(...\general.reld.tmp, ...\general.reld) failed: This function 
is only valid in Win32 mode.
...copied file instead
```
Also happens with ohrrpgce.itm.resize.tmp files, etc. during upgrade. I don't 
know what "Win32 mode" is (surprisingly found nothing with Google yet) but I'm 
mildly concerned we're not in it!
Fufluns prints no such errors because it was released before the `MoveFileEx` 
code (in r11521 / c79a10cc6).

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1241#issuecomment-1231372971
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] OHRRPGCE Nightly build check (breq)

2022-08-27 Thread Ralph Versteegen via Ohrrpgce
The build logs from the Mac VM are missing on some days including the most
recent ones when it should have pulled commits from svn and rebuilt.
If you look at the Mac VM could you please also upgrade SDL2.framework and
SDL2_mixer.framework to the latest releases.
Also, could you please downgrade to Euphoria 3.0.5 on the Windows VM (for
issue #1241)

On Sun, 28 Aug 2022 at 01:36, James Paige  wrote:

> Oh! That makes sense. I'll fix it.
>
> I also have to fix whatever is wrong on the Mac build vm
>
> On Sat, Aug 27, 2022, 9:25 AM Ralph Versteegen  wrote:
>
>> Oh, I fixed the script in r13071 for the new names. But the old version
>> of the script is still being run. Looks like it's run from
>> ohr_nightly_vm.sh. I think that may be the only cron script not run inside
>> a VM, hence the lack of auto-updating itself?
>>
>> On Sun, 28 Aug 2022 at 00:58, James Paige via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> This check doesn't seem to work right anymore... But I am not seeing
>>> build failures... Is this a result of package names changing?
>>>
>>> On Sat, Aug 27, 2022, 3:57 AM  wrote:
>>>
 Cleanup leftover check_nightly directory...
 Create new check_nightly directory
 # ohrrpgce-player-win-wip-sdl2 (zip)
   build_date=20220806
   svn_rev=13041
 # ohrrpgce-player-linux-bin-minimal-x86 (zip)
   build_date=20220815
   svn_rev=13054
 # ohrrpgce-player-linux-bin-minimal-x86_64 (zip)
   build_date=20220815
   svn_rev=13054
 # ohrrpgce-mac-minimal-x86 (tar.gz)
   build_date=20220817
   svn_rev=13062
 # ohrrpgce-mac-minimal-x86_64 (tar.gz)
   build_date=20220817
   svn_rev=13062

 ___
>>> Ohrrpgce mailing list
>>> ohrrpgce@lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
>>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] OHRRPGCE Nightly build check (breq)

2022-08-27 Thread Ralph Versteegen via Ohrrpgce
Oh, I fixed the script in r13071 for the new names. But the old version of
the script is still being run. Looks like it's run from ohr_nightly_vm.sh.
I think that may be the only cron script not run inside a VM, hence the
lack of auto-updating itself?

On Sun, 28 Aug 2022 at 00:58, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> This check doesn't seem to work right anymore... But I am not seeing build
> failures... Is this a result of package names changing?
>
> On Sat, Aug 27, 2022, 3:57 AM  wrote:
>
>> Cleanup leftover check_nightly directory...
>> Create new check_nightly directory
>> # ohrrpgce-player-win-wip-sdl2 (zip)
>>   build_date=20220806
>>   svn_rev=13041
>> # ohrrpgce-player-linux-bin-minimal-x86 (zip)
>>   build_date=20220815
>>   svn_rev=13054
>> # ohrrpgce-player-linux-bin-minimal-x86_64 (zip)
>>   build_date=20220815
>>   svn_rev=13054
>> # ohrrpgce-mac-minimal-x86 (tar.gz)
>>   build_date=20220817
>>   svn_rev=13062
>> # ohrrpgce-mac-minimal-x86_64 (tar.gz)
>>   build_date=20220817
>>   svn_rev=13062
>>
>> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Stat caps aren't applied during battles (#980)

2022-08-26 Thread Ralph Versteegen via Ohrrpgce
> stats can always be increased up to INT_MAX

This is incorrect, stats are capped to 32767 (and below by -32768) in 
`safesubtract` called from `inflict` when a stat is targetted by an attack (but 
not when modified by another attack effect such as Absorb, "Reset target stat 
to max before hit", or attack costs).

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/980#issuecomment-1229096516
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Mac: Importing scripts/launching HSpeak randomly doesn't work (#1145)

2022-08-23 Thread Ralph Versteegen via Ohrrpgce
I committed a 'fix' in r12173 but didn't close this issue. I don't know whether 
anyone continued to suffer this issue (I think both Kiefkrack and Ravancloak 
switched to Windows). However, looking back at it, I can't see how the 'fix' 
can possibly be correct. `spawn_and_wait` calls `system()` to run 
`Terminal_wrapper.sh` to run `osascript` which runs a script which starts 
`dummyscript###.sh`. Each of those are synchronous (excepting waiting for 
`dummyscript` to finish), but the fix assumes that they aren't. But if they 
aren't then there's a much bigger problem: `spawn_and_wait` would return before 
the program has finished.

Writing thoughts here because I can't test on a Mac on the moment, so I'm not 
going to replace the code.

Looking at `Terminal_wrapper.sh`:

```
tell application "Terminal"
activate
set mytab to do script "'$@'"
delay 0.5
repeat while mytab is busy
delay 1
end repeat
close window 1
end tell
```

`activate` opens the program but doesn't wait for it (which seems to be a 
common source of problems). Maybe `mytab is busy` is false while Terminal/bash 
are still starting (because the tab doesn't exist yet), and take longer than 
0.5s to start, and so the `do script` and `close window 1` commands are only 
acted on by Terminal after `osascript` has finished.

Looking at that error message, another possible issue is that the path to 
`dummyscript389.sh` is relative from the wrong current directory? However then 
this error should presumably always happen.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1145#issuecomment-1224997661
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] Android build

2022-08-19 Thread Ralph Versteegen via Ohrrpgce
I found RTLD_NOLOAD in the headers for android-21 (Android 5.0) but not
android-19, but I guess it's not available because of our low
minSdkVersion. Anyway, it's not needed at all on Android so I got rid of it
there.

While that fixed the Android libapplication.so compile, I'm not actually
able to produce an .apk for testing. I got an error that android-30 isn't
supported by my SDK. I tried going back to a previous commit where we used
android-29 and got a javac error that java 1.5 isn't supported anymore.
Guess I need to upgrade.

On Sat, 20 Aug 2022 at 01:15, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> The android build VM was broken, but after I fixed it, looks like it is
> still having trouble compiling recently nightlyies
>
> ni/../jni/application/ohrrpgce/tmp//os_unix.c: In function 'dylib_noload':
> jni/../jni/application/ohrrpgce/tmp//os_unix.c:237:42: error:
> 'RTLD_NOLOAD' undeclared (first use in this function)
>   void *ret = dlopen(libname, RTLD_LAZY | RTLD_NOLOAD);
>   ^
> jni/../jni/application/ohrrpgce/tmp//os_unix.c:237:42: note: each
> undeclared identifier is reported only once for each function it appears in
> /home/james/misc/android-ndk-r12b/build/core/build-binary.mk:472: recipe
> for target
> 'obj/local/armeabi/objs-debug/application/ohrrpgce/tmp//os_unix.o' failed
> make: ***
> [obj/local/armeabi/objs-debug/application/ohrrpgce/tmp//os_unix.o] Error 1
> Failed to build Android apk for arch 32
> ___
> Ohrrpgce mailing list
> ohrrpgce@lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Distribute Game problems on Mac (#963)

2022-08-13 Thread Ralph Versteegen via Ohrrpgce
There are four different problems mentioned in this old bug report:
* (solved) Symlinks in OHRRPGCE-Game.app weren't preserved when distributing to 
Mac from Windows. We worked around this problem by just deleting all the 
symlinks in OHRRPGCE-Game.app in `bundle-apps.sh`. Ten years ago we also had a 
separate "linkless" archive which is still available for download for ancient 
versions but hidden.
* (solved) Executable bit not set on ohrrpgce-game when distributing for Mac 
from Windows. This worked for many years because Finder set +x on all files 
extracted from a Windows zip, recently broke again, refiled as #1239, and fixed 
by using zip_exec
* "If you install OHRRPGCE-Custom.app to /Applications then the distribute game 
menu no longer works. In particular, wget_download fails."  I don't know about 
this one
* The line "OHRRPGCE Game" in `Contents/Info.plist` should technically be 
replaced with the actual name of the game when distributing. This probably only 
matters for the About box?

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/963#issuecomment-1214275622
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Linux: Package SDL, SDL_mixer in tarballs (#1202)

2022-08-09 Thread Ralph Versteegen via Ohrrpgce
> all the 
> [formats](https://github.com/libxmp/libxmp/blob/master/docs/formats.txt) 
> supported by libxmp (I don't know if SDL_mixer allows playing them though).

Looking at SDL_mixer's source, it's a bit convoluted... but basically it first 
looks at the file extension to figure out which decoder to use, and it has a 
long list of module file extensions, but if it doesn't recognise the extension 
it checks the file header, and if it doesn't recognise that either it assumes 
module anyway and tries each of its module playback libraries. libxmp[-lite] 
apparently doesn't look at the file extension at all, it also tries each of its 
loaders until one recognises the header.

According to feedback so far, libxmp is no worse than libmodplug. Also 
apparently libmodplug is notorious for security issues, so that Ubuntu actually 
replaced it with a modplug compatibility layer over libopenmpt (which is a 
really big library).

I asked in Discord whether anyone wanted support for any of those other formats 
and there wasn't much interest. It's OpenMPT's .mptm which everyone wants but 
which libxmp doesn't support.

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1202#issuecomment-1210110059
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Linux: Package SDL, SDL_mixer in tarballs (#1202)

2022-08-08 Thread Ralph Versteegen via Ohrrpgce
Also I appealed for testing on Windows at 
https://www.slimesalad.com/forum/viewtopic.php?t=8342

-- 
Reply to this email directly or view it on GitHub:
https://github.com/ohrrpgce/ohrrpgce/issues/1202#issuecomment-1208875342
You are receiving this because you are subscribed to this thread.

Message ID: ___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org


  1   2   >