Reply to Re: Recent Release: Historical Hero II
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September 24th 2012, 12:02 PM
shevek
Can you send me a savegame where this problem is happening and how to reproduce it
I did, using you debian mail address. To make things even easier for you, I also diagnosed the source of the problem, which was random_blood in src/dinkvar.c, which fills the members of spr[crap2] even if crap2 == 0 (so no sprite slot could be allocated).
I also created a minimal dmod to trigger the problem without you needing to run through nine levels of dungeon.
I think you should be all set now.
So Skull, now that we know what causes the bug, we can also deduce what the problem was: you put too many details in your screens, so all the sprite slots are filled up.
The reason that this was so hard to track down, is that it usually has a significant "incubation time": the bug is triggered not when the memory is corrupted, but when touching a type 2 (invisible) sprite with a warp, the first time after the memory is corrupted. That can be many screens after the fight.
I did, using you debian mail address. To make things even easier for you, I also diagnosed the source of the problem, which was random_blood in src/dinkvar.c, which fills the members of spr[crap2] even if crap2 == 0 (so no sprite slot could be allocated).
I also created a minimal dmod to trigger the problem without you needing to run through nine levels of dungeon.
I think you should be all set now.
So Skull, now that we know what causes the bug, we can also deduce what the problem was: you put too many details in your screens, so all the sprite slots are filled up.
The reason that this was so hard to track down, is that it usually has a significant "incubation time": the bug is triggered not when the memory is corrupted, but when touching a type 2 (invisible) sprite with a warp, the first time after the memory is corrupted. That can be many screens after the fight.