[Scummvm-devel] Release 0.11.0 status -- 2007-12-23
Bertrand Augereau
bertrand_augereau at yahoo.fr
Sun Dec 23 16:22:54 CET 2007
Wow, it seems that perturbating the codegen in Game_v1::playTot(int16
skipPlay) (by just doing a strlen before the strcpy for instance) allows
the game to launch...
I'll checkin a slightly modified version that runs ok, but there is
still a bug out there, a codegen bug of the nds tool chain or a stack
corruption in the client code.
All these strcpy and strcat without asserts make me uneasy, I shall admit :)
Cuold someone review my change and check I didn't break something?
Bertrand Augereau wrote:
> Thanks for the clarification, I would sell my liver for a devkit with a
> debugger :)
>
> Sven Hesse wrote:
>
>> On 2007-12-23 15:27:30 +0100, Bertrand Augereau wrote:
>>
>>
>>> Hi everybody, concerning Gobliiins on the NDS, it seems that in
>>> engines/gob/init.cpp
>>> after
>>> imdHandle = _vm->_dataIO->openData("coktel.imd");
>>>
>>> neither the
>>> if (imdHandle >= 0) {
>>>
>>> nor the
>>> } else if ((imdHandle = _vm->_dataIO->openData("coktel.clt")) >=
>>> 0) {
>>>
>>> give a match, so it is probably a platform IO problem...
>>>
>>>
>> No, these are just for the "Coktel Vision" logo animation (the IMD) /
>> logo image (IMS with CLT) found in various versions of Gob2 and Gob3. If
>> nothing matches, no logo should be displayed (as Gob1 normally does).
>>
>>
>>
>>> Does somebody has an idea of what might have changed concerning this on
>>> a Gob engine POV?
>>>
>>>
>> Nothing, as this can't be the problem with Gob1 not starting.
>>
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