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

Ralph Versteegen teeemcee at gmail.com
Sun Aug 2 19:58:01 PDT 2020


The frameworks downloadable from libsdl.org contain both 32- and 64-bit
libraries, so it should all be good now. Now to get some testing.

On Mon, 3 Aug 2020 at 09:14, James Paige <Bob at hamsterrepublic.com> wrote:

> 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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