Bon, je me suis retrouvé après avoir fait quelques essais du nouveau système de gestion des évènements de mon moteur de jeu avec un bel écran bleu. Sur DS uniquement, évidemment. Après quelques tentatives infructueuses de régler ça en une demie-heure, j'ai fini par profiter du fait que ma fée était en réunion pour me … Continue reading Guru Meditation again
Category: guru meditation
deep blue InfiniMap
CommonMap revision changed the lookAt/scrollTo interface of background layers to take unsigned positions. After all, it shouldn't be possible to set the center of the screen into negative coordinates when the top-most corner is (0,0).But I will need to keep internal computation of signed integers anyway. else I get blue meditation screens...The core of the … Continue reading deep blue InfiniMap
Refactored, but freezing
ok donc, j'ai eu du code qui compilait en un rien de temps, malgré un refactoring plutôt osé. Par contre, plus moyen d'atteindre la fin du premier niveau: le jeu freeze, à peu près tout le temps au même endroit, juste avant de m'afficher les premiers "inkjet" mobiles. Good joke! How useful is it to … Continue reading Refactored, but freezing
MMU9 write32 to undefined register 04001058h
While working on a solution to get-into-walls bug, I had a ugly alignment bug to fix. I have many debugging tool, but none was really helpful (once again), partly due to my lovely HUD that now takes the bottom of the screen...InspectorWidget est en vacances,iprintf en arrêt maladie,ddd fait la grève du code optimisé, Qui … Continue reading MMU9 write32 to undefined register 04001058h
power-button bug
On the game design axis, I am quite satisfied with the final level of school Rush and how it integrates with the earlier levels. It took A. (from the S-Team) Some 30 attempts to beat it, but she hasn't turned mad or bored, and even enjoyed being wrapped to level 1 afterwards.On the technical side, … Continue reading power-button bug
Panic! GameInfo reading out of buffer!
Pretty weird error message. I don't know what triggers that. It doesn't interrupt the emulated program but kills the emulator itself, even when we're running in gdb-debugging mode. It happens while parsing some line of text in my "wave.cmd" script unless I invoke GobAnim::setWindowed() on an animation earlier on. The object parsed when the crash … Continue reading Panic! GameInfo reading out of buffer!
shell to cybook
I got the z-list issue fixed. The error was what I suspected, but what is more interesting is that I have been able to write a test case that reproduced the bug systematically, and thus that demonstrate that the problem is gone with the fix. I had to change my approach for investigating that because … Continue reading shell to cybook
–load-type=1
It seems like I finally figured out why I had so much trouble with desmume on my new Linux. It's nice from desmume developers to warn me that DLDI would not work. Maybe it would have been nicer if using --cflash-path had automatically modified the load-type so that the tryPatch wouldn't segv while trying to … Continue reading –load-type=1
The latest devkitpro
[solved] latest runme crash with stack=0 when loading the title screenrunme triggers a crash of desmume-cli, version 0.9.11 when --cflash-path is used to grant access to data itemssame runme can be launched when no --cflash-path is providedsame runme works fine when emulated on old desmume (0.9.6, 32-bit, running on old laptop), even with --cflash-pathsame runme … Continue reading The latest devkitpro
The SP case.
Himmel, I hate those sect cases. If they want to reach enlightenment, I can offer them a small estate where the light on the ceiling never turns off. I got one at the office. But the clue my informant Gilles dropped me leaves no doubt about it. The meditating guru is back, and where he … Continue reading The SP case.