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MegaZeux 2.81g Crush those bugs!

#1 User is offline   ajs 

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Posted 04 July 2007 - 09:12 PM

EDIT: Since I released on July 4th, three minor issues have appeared:
  • The files config.txt, changelog.txt and port.txt did not use Windows EOLs, and were unreadable in Notepad;
  • The ABC/PAT/MID loaders could cause Modplug crashes when loading exotic module formats;
  • fullscreen_resolution was being ignored.
These are fixed in the latest update, 20070729. If possible, please redownload.
---

I'm pleased to announce the immediate availability of MegaZeux 2.81g. I encourage everybody who is interested in stability (especially with the forthcoming DoZ) to download and test this release, so we can make sure it's up to scratch for the big day.

Windows binaries:
http://digitalmzx.ne...mes/mzx281g.zip

Complete source code:
http://digitalmzx.ne...281gsrc.tar.bz2

Highlights of the Release
  • Over 30 bugs fixed (even Terryn was struggling to find more);
  • Performance enhancements to the "opengl2" and "overlay2" renderers;
  • MegaZeux now supports the MikMod library as an alternative to Modplug;
  • Improved compatibility with older MegaZeux games;
  • MegaZeux is now a pure C program (from C++);
  • Added manpage for Linux platform;
  • New supported platform (GP2X).
Unlike the 2.81e and 2.81f releases, the software renderer is once again the default. This means there is no hardware stretching by default, but this should improve compatibility with older hardware. I hope this encourages people (for whom 2.81f would not run) to try 2.81g. Stretching can, of course, be re-enabled in config.txt.

Q&A

When I press F10 and use the arrows, in the editor, the Windows Max/Min/Resize menu shows up!

This isn't my fault. It's an SDL bug. Some computers may have this problem. Double click "windib.bat" and try again.

Where is the Mac OS X/Debian/ebuild version! I want it immediately!

I will build for Debian Etch (Stable) and Unstable tomorrow. The OS X version will appear when Quantum P gets around to it. An ebuild should be available shortly.

MegaZeux 2.81f doesn't have a bug that 2.81g does!

Please use the bug report thread to report this. If MegaZeux crashes, or doesn't work at all, post it here. If it's a quirk, like a broken game, please post on the other thread. I'm especially interested in these reports, given the closeness of the DoZ and the value that this release could add to the competition.

Credit

I'd especially like to thank Terryn, Mr_alert, and Lancer-X, who together make up our Bug Fixing Dream Team. Fantastic job all around!

Enjoy!

--ajs.
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#2 User is offline   Terryn 

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Posted 04 July 2007 - 09:16 PM

Playing: Atom and His Package - I'm Downright Amazed at What I Can Destroy with Just a Hammer (From Attention! Blah Blah Blah, 02:26)

Yeah, it's a lot more :(-proof than it was. I can definitely attest to that!

It's been listed on the archive. You don't have a reason to keep using 2.81c. No. You don't.
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#3 User is online   Lachesis 

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Posted 04 July 2007 - 09:46 PM

Good job! It feels just like 2.81c except with the features of the newer versions and no crashes.
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#4 User is offline   Mr_Alert 

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Posted 04 July 2007 - 09:48 PM

Gentoo ebuild/bug report
?
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#5 User is offline   Pyro1588 

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Posted 04 July 2007 - 10:04 PM

how ironic that this would come out on the first day that i've touched mzx in months. well, not really that ironic, but yayz for bugfixes =)
question: whatever happened to the psp build? is it still possible to compile for psp?
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#6 User is offline   ajs 

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Posted 04 July 2007 - 10:23 PM

The PSP port theoretically "just works", but it hasn't been tested for ages. I don't have a PSP to test it with. Please do try it, though, and let me know. I'm keen to fix up any problems.

--ajs.
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#7 User is offline   Terryn 

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Posted 04 July 2007 - 10:39 PM

I'd forgotten until now that I could add packages to MegaZeux's SourceForge project page. oops.

As a result, I added e, f, and g at the same time and SF is (finally) back up to speed. Sorry, guys.
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

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#8 User is offline   weasel 

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Posted 05 July 2007 - 12:43 AM

If anybody could compile it for PSP, I can test it. I'm running 3.40 OE-A firmware, which should be compatible (I hope).
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#9 User is offline   Jotz 

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Posted 05 July 2007 - 07:20 AM

wildweasel, on Jul 5 2007, 12:43 AM, said:

If anybody could compile it for PSP, I can test it. I'm running 3.40 OE-A firmware, which should be compatible (I hope).

Me too, except I'm on firmware 2.71 using the eloader hack.

Also, I don't see how compatible it would be with the GP2X, since its 320x240 screen is too small width-wise. I guess a scrolling view would be acceptable, but not in every circumstance. Scaling would make most games unplayable.

This post has been edited by Jotz: 05 July 2007 - 07:24 AM

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#10 User is offline   asiekierka 

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Posted 05 July 2007 - 10:45 AM

I can also test it for PSP. If anybody will compile, please send it to me :(
wildweasel: 3.40 OE-A _IS_ compatible.
ajs: There's a modplug .IT bug. It crashes when playing IT files (crashed in old Exo's binary, maybe it's fixed now).
and please NOT change modplug to mikmod in PSP port by default. Except if really needed.

This post has been edited by asiekierka: 05 July 2007 - 10:47 AM

Huh.
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#11 User is offline   Pyro1588 

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Posted 05 July 2007 - 01:17 PM

also running 3.40OE and more than happy to test it if anyone would be so kind as to send an eboot my way. is it just a matter of running it through a psp compiler? or does it entail more than that?
<Tox> bah. I may as well give in and shop australia. D:
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#12 User is offline   ajs 

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Posted 05 July 2007 - 05:36 PM

asiekierka, on Jul 5 2007, 11:45 AM, said:

I can also test it for PSP. If anybody will compile, please send it to me :)
wildweasel: 3.40 OE-A _IS_ compatible.
ajs: There's a modplug .IT bug. It crashes when playing IT files (crashed in old Exo's binary, maybe it's fixed now).
and please NOT change modplug to mikmod in PSP port by default. Except if really needed.

Well, if you have the IT, I can take a look. It's probably just corrupt though.

As for Mikmod on PSP, I haven't changed it and I have no reason to (unless performance sucks). It still uses Modplug.

--ajs.
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#13 User is offline   asiekierka 

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Posted 05 July 2007 - 05:53 PM

it does it with ANY ITs. in exo's build.
Huh.
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#14 User is offline   ajs 

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Posted 05 July 2007 - 06:00 PM

Oh, for PSP? That's very interesting. Somebody needs to install the PSP SDK (maybe me) and experiment.

--ajs.
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#15 User is offline   asiekierka 

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Posted 05 July 2007 - 06:37 PM

it was an old build, so maybe it's fixed since then.
Huh.
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#16 User is offline   Terryn 

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Posted 05 July 2007 - 08:30 PM

Remember that there are essentially two types of ITs - ones made in Impulse Tracker (listed as made in 2.XX) and ones made in ModPlug Tracker (8.88).

MikMod has already thrown up its arms at the 8.88 ITs, so I can see something like that here.
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#17 User is offline   Quantum P. 

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Posted 06 July 2007 - 12:24 AM

Hey, cool - I'll try to get a OS X build uploaded this evening.
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#18 User is offline   asiekierka 

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Posted 06 July 2007 - 05:36 AM

I guess we'll need to betatest both types.

This post has been edited by asiekierka: 06 July 2007 - 05:36 AM

Huh.
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#19 User is offline   Quantum P. 

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Posted 07 July 2007 - 09:02 AM

Um, I guess I mean this evening.

Megazeux 2.81g for OS X
Xcode project

I changed the OS X icon a bit - it's glossy (that Aqua/Web 2.0 look), and it now faces the screen head-on instead of at an angle. The .svg file is included with the Xcode project, along with the old .icns file, in case there's anyone who still likes the original icon.

EDIT: There seems to be a bug with .mod playback. Will look into this once I get some sleep.

This post has been edited by Quantum P.: 07 July 2007 - 09:29 AM

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#20 User is offline   ajs 

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Posted 07 July 2007 - 09:39 PM

Thanks again for doing these builds. I've actually got a Macbook now, but Xcode takes some getting used to.

As for the MOD bug, I'd be interested to hear what's wrong. Just to note, the GNU make build system now sets CONFIG_MODPLUG if it uses modplug (via config.h), so the Xcode project should do the same.

EDIT: Actually, that reminds me about a bug with the 2.81f build. I think the Xcode project isn't shipping a good config.h, because OpenGL didn't seem to work for me when I tried it.

The following should be in src/config.h for OS X:

#define CONFDIR  "./"
#define SHAREDIR "./"
#define CONFFILE "config.txt"
#define CONFIG_OPENGL
#define CONFIG_MODPLUG


--ajs.
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#21 User is offline   Quantum P. 

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Posted 08 July 2007 - 06:12 AM

I generated config.h with config.sh, moved it to the macosx directory, and distributed it with the rest of the project files. The project's set up to look for config.h there.

#define CONFDIR  "../Resources/"
#define SHAREDIR "../Resources/"
#define CONFFILE "config.txt"
#define CONFIG_OPENGL
#define CONFIG_MODPLUG


I have it slightly modified, so Megazeux looks inside the application bundle for resources (which is where they are on OS X).

The MOD bug appears to be another endian-related issue, because the bug only appears when I run it under Rosetta. The Intel half of the binary runs just fine.
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#22 User is offline   weasel 

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Posted 08 July 2007 - 02:38 PM

I've been trying over the past couple of days to get the PSP toolchain set up so I can compile MZX for the PSP, but Cygwin has been giving me so many problems, such as not coming with automake out of the box, and then giving me crap about how I need to add a directory to my paths even though I already have. Then the toolchain finally installed itself but gave me warnings about an incompatible Cygwin DLL, which later down the line resulted in me being unable to use make on the source code.

Surely there must be an alternative to using Cygwin, outside of using a full blown Linux install.
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#23 User is offline   ajs 

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Posted 08 July 2007 - 03:31 PM

There isn't really any reason they couldn't base it on mingw, but at the end of the day, this is a community supported application suite. They're going to do it how they like.

I might take a look at building it myself, but I can't promise anything (nor can I even vaguely test it).

--ajs.
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#24 User is offline   Quantum P. 

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Posted 09 July 2007 - 12:59 AM

The endian bug turned out to be just a misconfiguration in the project. As you'll remember, Xcode wasn't defining WORDS_BIGENDIAN when compiling the PowerPC half of the binary, so I had a prefix header that forced it to be defined when __BIG_ENDIAN__ is (which is apparently the define Xcode uses). Somehow, the prefix header wasn't being included, which caused problems. So, uh, false alarm!

Both the binary and the project files have been updated.

This post has been edited by Quantum P.: 09 July 2007 - 01:02 AM

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#25 User is offline   Exophase 

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Posted 09 July 2007 - 01:06 AM

wildweasel, on Jul 8 2007, 09:38 AM, said:

I've been trying over the past couple of days to get the PSP toolchain set up so I can compile MZX for the PSP, but Cygwin has been giving me so many problems, such as not coming with automake out of the box, and then giving me crap about how I need to add a directory to my paths even though I already have. Then the toolchain finally installed itself but gave me warnings about an incompatible Cygwin DLL, which later down the line resulted in me being unable to use make on the source code.

Surely there must be an alternative to using Cygwin, outside of using a full blown Linux install.

You can use devkitPSP for mingw but it's probably going to be a lot less well supported...
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#26 User is offline   Old-Sckool 

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Posted 09 July 2007 - 04:04 AM

Using Safe Mode to bypass passwords and maybe do some late night programming, I found that MZX 2.81g now crashes in Safe Mode. Well, it actually just shows an error message. Doesn't happen in 2.81c, but happens in the latest build of f
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#27 User is offline   ajs 

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Posted 09 July 2007 - 06:40 AM

Double click windib.bat. DirectDraw probably doesn't initialize in safe mode.

--ajs.
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#28 User is offline   Quantum P. 

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Posted 09 July 2007 - 04:12 PM

ajs, on Jul 4 2007, 09:12 PM, said:

EDIT: Since I released on Wednesday, two minor issues have appeared:
  • The files config.txt, changelog.txt and port.txt did not use Windows EOLs, and were unreadable in Notepad;

  • The ABC/PAT/MID loaders could cause Modplug crashes when loading exotic module formats.
These are fixed in the latest update, 20070708. If possible, please redownload.

Were any source files changed (do I need to recompile the OS X builds)?
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#29 User is offline   ajs 

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Posted 09 July 2007 - 05:20 PM

[url="http://devzero.co.uk/~alistair/mzx/2.81g-d...id-support.diff"]http://devzero.co.uk...id-support.diff[/url]

And then the text files, but you won't care about that on OS X.

(EDIT: BTW, I updated the macosx.zip in SVN. I'll try not to break 2.82 too much ;-))

--ajs.
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#30 User is offline   ajs 

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Posted 29 July 2007 - 02:56 PM

Bump. 20070729 fixes a bug where fullscreen_resolution would be ignored.

--ajs.
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