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Re: Open Source VideoGame Frogatto.

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@BSzili
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Hopefully I'll be able to find a way to run the game with a playable speed


Btw, if you in interest, you can try to contact with Huno, he is making aos4 version of Frogatto, but never release it, as it was dead slow all the time. But at least he fix some bits which lead to crashes, so maybe can help you out with it.

Posted on: 2012/9/23 5:53
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Re: Open Source VideoGame Frogatto.

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mazze wrote:

It hangs early when I try to go to the screen right of the waterfall. AROS is still running but the Frogatto window remains black. The last message in the Shell is "in level constructor..."


The game seems to use threads which in AROS SDL may be broken. Maybe game can be changed/configured to not use threads.

gdb) bttask 0xa7d2a000
#0 0xb7ffd424 in __kernel_vsyscall ()
#1 0xb7e2a25f in raise () from /lib/libc.so.6
#2 0xb7c644f1 in krnSysCall (n=2 '\002') at kernel.c:331
#3 0xb7c669c8 in Kernel_KrnSwitch (KernelBase=0xa7c63fd0) at switch.c:38
#4 0xb7c7621f in __inline_Kernel_KrnSwitch (__KernelBase=0xa7c63fd0) at /usr/local/arosv0/AROS/bin/linux-i386/AROS/Development/include/inline/kernel.h:57
#5 0xb7c762a4 in Exec_Wait (signalSet=36864, SysBase=0xa7c63380) at wait.c:92
#6 0xaa67f76c in SDL_SYS_WaitThread ()
#7 0xaa675338 in SDL_WaitThread ()
#8 0xaa55a6dc in threading::thread::join (this=0xac354b14) at src/thread.cpp:67
#9 0xaa55abd3 in threading::thread::~thread (this=0xac354b14, __in_chrg=) at src/thread.cpp:53
#10 0xaa4cce67 in load_level_wml (lvl=...) at src/load_level.cpp:97
#11 0xaa489834 in level::level (this=0xad1364b4, level_cfg=...) at src/level.cpp:140
#12 0xaa4ca518 in load_level (lvl=...) at src/load_level.cpp:177
#13 0xaa4c2560 in level_runner::play_cycle (this=0xaaae5a24) at src/level_runner.cpp:440
#14 0xaa4c6661 in level_runner::play_level (this=0xaaae5a24) at src/level_runner.cpp:277
#15 0xaa4d061e in main (argc=1, argv=0xa7ceeb60) at src/main.cpp:535

Posted on: 2012/9/23 23:44
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Re: Open Source VideoGame Frogatto.

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Georg: Hmm, so threads could be broken in AROS SDL? That would explain similar crashes in HomeWorldSDL, which heavily uses threads.
BTW, how did you get those backtraces? I have a recent linux hosted AROS built with debugging enabled, but bt didn't give me any useful information

Posted on: 2012/9/24 2:58
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Re: Open Source VideoGame Frogatto.

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BSzili wrote:

BTW, how did you get those backtraces? I have a recent linux hosted AROS built with debugging enabled, but bt didn't give me any useful information


You need to use some of the custom AROS gdb functions (defined in ".gdbinit" file) to resolve "in ?? ()" entries in backtrace: Example:

#0 0xb7ffd424 in __kernel_vsyscall ()
#1 0xb7e2a657 in sigsuspend () from /lib/libc.so.6
#2 0xb7c63900 in ?? ()
#3 0xb7c640e3 in ?? ()
#4 0xb7c641e0 in ?? ()

You can use

loadseg 0xb7c63900

or

loadframe 2

or

loadbt


and some others. Use "help " for a little help text. If the commands do not work try "loadkick" first.

Use "thistask", "taskready", "taskwait" to get list of AROS tasks. "bttask " shows backtrace of a task which is in ready or in wait queue and "loadseg" to resolve "??" entries in it's backtrace ("loadframe" would not work as it assume current running task).



Posted on: 2012/9/24 10:13
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Re: Open Source VideoGame Frogatto.

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Georg: Thanks for the bugreports, and the detailed explanation.

all: New version uploaded with both bugs fixed! The link is the same, but I updated my site too for easier access. I also added a crude version of language detection using the country code.

edit: The game still hangs after the main function returns At least it doesn't crash the system anymore.

Posted on: 2012/9/25 6:04

Edited by BSzili on 2012/9/25 8:29:52
Edited by BSzili on 2012/9/25 8:31:10
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Re: Open Source VideoGame Frogatto.

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Hello BSzili, the first run of the game, in fact the request error no longer appears, but if once you exit the game, you rerun Frogatto, exit returns the old error.
Concerns the localized version, I did not understand the procedure "fault of the translation of google".

-----------------------------------------------------------
Ciao BSzili, alla prima esecuzione del gioco, in effetti il request d'errore non compare più, però se una volta usciti dal gioco, si esegue nuovamente Frogatto, all'uscita, si ripresenta il vecchio errore.
Riguarda la versione localizzata, non ho capito bene la procedura "colpa della traduzione di google".

Posted on: 2012/9/26 4:22
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Re: Open Source VideoGame Frogatto.

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The game still hangs at exit, so you have to manually kill the task called "game" with Scout after you finished playing, before you can run it again.
If you want to play the game in Italian, you have to select Italy as your country in Prefs / Locale, because I'm using the country code to detect the locale. Preferred language settings are currently ignored.

Posted on: 2012/9/26 6:37
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Re: Open Source VideoGame Frogatto.

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Quote:
If you want to play the game in Italian, you have to select Italy as your country in Prefs / Locale, because I'm using the country code to detect the locale. Preferred language settings are currently ignored.


My system is already set Icaros in Italian!

Click to see original Image in a new window



Posted on: 2012/9/26 10:41
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Re: Open Source VideoGame Frogatto.

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The language settings are not relevant. You have to set your country to Italy.

Posted on: 2012/9/26 11:46
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Re: Open Source VideoGame Frogatto.

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BSzili Ok, it was enough to save the Italian in Local, I thought it was already set, given that the system is in Italian. Regarding the error in output effects once the process with Scout, you can relaunch the game a second time with no errors in output.

Thanks BSzili

------------------------------------------------------------

Ok BSzili, è bastato salvare l'Italiano in Locale, credevo fosse già settato, visto che il sistema è in Italiano. Riguardo l'errore in uscita in effetti una volta terminato il processo con Scout, è possibile rilanciare il gioco anche una seconda volta senza errori in uscita.

Grazie BSzili

Posted on: 2012/9/26 14:28
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