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DarkBASIC Professional Discussion / Berzerker: See if you can get this to work

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ZomBfied
23
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Joined: 2nd Oct 2002
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Posted: 21st Mar 2003 22:01
OK here it is.

http://www.aquaterranorthwest.com/tlgames/berzerker/berzerk.zip

media source and everything.

It's still in development, so there's no score/ lives. Bullets & evil otto don't hurt you (This is all if you can get it to work which I can't without it crashing under patch 4)

Please let me know if you can get this to compile & run and if I need to do something different.
Rob K
Retired Moderator
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Location: Surrey, United Kingdom
Posted: 21st Mar 2003 22:57 Edited at: 21st Mar 2003 23:00
Couldn't get it to run after going for "New Game"

however I have narrowed the problem down to the addrobots() function, in the for i = 1 to num part (line 1069) a sync command placed just after the top of this loop will cause the crash on the 2nd or 3rd iteration through the loop. I did actually get into the game once, ie. the bug is slightly sporadic, which will make it VERY difficult to hunt down

Current Project: Retro Compo. Entry.
PiratSS
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Posted: 21st Mar 2003 23:11
Cool, I followed here from your last post

It's prety wierd since I got everything working

no crashing/just took me like 50 secs to load.

Cheers.

Current project for RGT:

ALL MY STUFF ARE GONE!! ALL OF IT!!!
Rob K
Retired Moderator
23
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Location: Surrey, United Kingdom
Posted: 21st Mar 2003 23:13
Hehe - I managed to get Berzerker to work by NOPing all the instructions which generated an instruction using WinDASM - it works, but not really a viable way of dealing with the problem (not to mention all the rendering glitches that resulted)

Current Project: Retro Compo. Entry.
ZomBfied
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Posted: 21st Mar 2003 23:22
Thanks! I was wondering about that... How do you know which instructions those are? could you put up a code snippit of it with all the windasm commands NOPed?

Rob K
Retired Moderator
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Location: Surrey, United Kingdom
Posted: 22nd Mar 2003 01:19
"Thanks! I was wondering about that... How do you know which instructions those are? could you put up a code snippit of it with all the windasm commands NOPed"

Sorry - they are very spaced out and the commands causing the problem seem to change. Just skipping lots of stuff like this isn't the answer - a recode is necessary in DBP

Current Project: Retro Compo. Entry.
Rob K
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23
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Location: Surrey, United Kingdom
Posted: 22nd Mar 2003 01:20
"How do you know which instructions those are?"

Easy - WinDASM shows a "Program Generated not Fatal Error" message and shows the command in question.

Current Project: Retro Compo. Entry.
Richard Davey
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24
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Location: On the Jupiter Probe
Posted: 22nd Mar 2003 02:58
Where exactly does it crash? I just loaded it into DBPro, compiled it
and played it just fine. I walked around, admired the nice "electric"
walls, tried to shoot something and got chased by a strange looking
pacman like thing. When I walked off the edge of the map the game
finished.

??

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
PiratSS
23
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Posted: 22nd Mar 2003 03:00
Lol

I told you, rich got it too.

What is he complaining about?

Cheers.

Current project for RGT:

ALL MY STUFF ARE GONE!! ALL OF IT!!!
Richard Davey
Retired Moderator
24
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Location: On the Jupiter Probe
Posted: 22nd Mar 2003 03:01 Edited at: 22nd Mar 2003 03:05
Ahhhh now this is interesting - if you run the game in "window full-screen" and keep the "set display mode" command it'll crash for me after the title page.

If you run in a window (800x600) and REM out the set display command it works without error.

If you run in full-screen exclusive 800x600 it runs without error.

Edit - Further investigation reveals the error is changing the bit depth when in window-fullscreen mode. I can have the game run in window full-screen AND have the "set display" command ONLY if the bit depth matches what Windows is actually running in. So by changing it from 16 to 32 it worked fine for me. This makes sense really, in Window mode you have no control over the bit depth, you have to use what Windows is using but the command is telling DBPro to operate in 16-bit and when it finds it isn't - hasta la vista.

Nice particle explosion FX btw.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
PiratSS
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Posted: 22nd Mar 2003 03:09
Whoa!

I did everything you said you got wrong Ritch, but I got no crashes

Looks like DBPro is more stable for me than I thought.

Weird.

Cheers.

Current project for RGT:

ALL MY STUFF ARE GONE!! ALL OF IT!!!
Richard Davey
Retired Moderator
24
Years of Service
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 22nd Mar 2003 03:11
PiratSS - well only one thing went wrong for me (the bit-depth) - perhaps you are running Windows in 16-bit anyway?

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming

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