[Ohrrpgce] [ohrrpgce/ohrrpgce] 64-bit SDL 1.2 Mac builds show black screen when fullscreened (#1138)

James Paige Bob at hamsterrepublic.com
Sun Aug 2 14:14:26 PDT 2020


I updated SDL2 to 2.0.12
SDL1.2 was already present at 1.2.15 but I went ahead and re-downloaded and
reinstalled.

Both frameworks were previously present in both /Library/Frameworks and in
~/Library/Frameworks so I completely removed the ~ versions, now they are
only in one place, and are current to the best of my knowledge

I don't know if they were 32 bit or 64 bit. I couldn't tell.

I forced an early Mac nightly build, and I think I worked

On Sat, Jul 18, 2020, 8:59 PM Ralph Versteegen <teeemcee at gmail.com> wrote:

> James, could you please upgrade the (system installed) SDL.framework on
> the Mac build machine to 1.2.15 to try to fix this bug?
> Oh, I just remembered... actually, the SDL devs have declared they will no
> longer provide builds for SDL 1.2, even though SDL 1.2.16 was declared late
> last year, with a huge number of bugfixes. So really we should upgrade to
> that instead, but I'll have to compile it myself. I won't get around to
> that for at least a couple weeks. Up to you whether you want to wait.
>
> Though I find it strange that it would have such an ancient version of SDL
> 1.2 installed (mac/get_sdl_frameworks.sh downloads 1.2.15); it makes me
> wonder whether the SDL devs just forgot to update the version number in the
> framework. They're really bad with documenting their releases - they don't
> note release dates anywhere and didn't write down the changelog for SDL
> 1.2.15 (2011) until 2019!
> If you're upgrading SDL 1.2, could you upgrade the SDL2 framework to
> 2.0.12 too? It has several new features I'll probably end up using,
> especially SDL_BLENDMODE_MUL.
>
> On Sun, 19 Jul 2020 at 12:36, Ralph Versteegen <notifications at github.com>
> wrote:
>
>> Willy Elektrix reported
>> <https://www.slimesalad.com/forum/viewtopic.php?t=8031> that the 64-bit
>> SDL 1.2 Mac build of Gorgonzola shows a black screen when run fullscreen. I
>> think the problem is specific to the monitor resolution (1680*1050) and
>> game resolution (320x200).
>>
>>  0.3  OHRRPGCE gorgonzola 20200502.11799 gfx_sdl/music_sdl FreeBASIC 1.06.0 (04-29-2016) GCC 4.7.4 x86_64  Built on loyalist.local -gen gcc Mac OS X/Darwin 64-bit
>> ...
>>  0.3  Runtime info:   music_sdl, SDL 1.2.14, SDL_Mixer 1.2.11  Mac OS 10.12.6
>> ...
>> 20.5  lock_resolution()
>> 20.5  setvideomode zoom=2 w*h = 640*400
>> 20.5  gfx_sdl: created screensurface size=640*400 depth=32 flags=4 R=ff00 G=ff0000 B=ff000000 A=0 is_RGBcolor=0
>> 20.5  Desktop resolution: 1680*1050
>> 20.5  automatic_scale_factor(0.5), screen size: 1680*1050
>> 20.5  Setting graphics scaling to x3 change_windowsize=-1
>> 20.5  set_zoom change_windowsize=-1, zoom=3 old size = 640,400
>> 20.5  recenter_window_hint()
>> 20.5  setvideomode zoom=3 w*h = 960*600
>> 20.5  gfx_sdl: created screensurface size=960*600 depth=32 flags=4 R=ff00 G=ff0000 B=ff000000 A=0 is_RGBcolor=0
>> 20.5  /Users/AHagen/Library/Application Support/OHRRPGCE/asquatter/gameconfig.ini : gfx.fullscreen = -1, genFullscreen = 0
>> 20.5  setvideomode zoom=3 w*h = 960*600
>> 20.9  ! Failed to open display (windowed = 0): Failed to find display resolution: 1024x640x32
>> 20.9  setwindowed: fallback to previous zoom
>> 20.9  setvideomode zoom=3 w*h = 960*600
>>
>> It looks like the Mac build machine is using a build of SDL 1.2.14
>> (released 2009) instead of the last release, 1.2.15 (released 2011). I
>> notice that the error ("Failed to find display resolution") is thrown only
>> from Mac-specific code in SDL (QZ_SetVideoFullScreen) that was rewritten in
>> SDL 1.2.15 (
>> http://lists.libsdl.org/pipermail/commits-libsdl.org/2011-August/004236.html).
>> This makes me think that upgrading to SDL 1.2.15 might fix it, although
>> 1.2.15 still has a code path to throw the same error.
>>
>> (Note: x86 gfx_sdl builds use the copy of SDL in mac/Frameworks.tar.gz,
>> while x86_64 builds use the system-installed copy of SDL.framework)
>>
>> Googling the error, I found a couple mentions of it in Mac game from many
>> years ago. I assume it's also fixed in SDL 2.
>>
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