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

Ralph Versteegen teeemcee at gmail.com
Sat Jul 18 17:59:17 PDT 2020


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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