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

Ralph Versteegen teeemcee at gmail.com
Sun Jul 19 18:26:07 PDT 2020


That's a good use of time : )


On Mon, 20 Jul 2020 at 13:14, James Paige <Bob at hamsterrepublic.com> wrote:

> I almost got to it today, but I spent my time working on attack alignment
> instead. It's still on my to do list.
>
> On Sun, Jul 19, 2020, 9:04 PM Ralph Versteegen <teeemcee at gmail.com> wrote:
>
>> Actually, I just remembered that once gfx_sdl2 works fully on Macs, I was
>> planning to get rid of the 64-bit gfx_sdl build anyway. I don't see a need
>> for three Mac builds, since I'd assume SDL 2 will always run better than
>> SDL 1.2 on modern Macs.
>> So there's little need for going to the trouble of upgrading those
>> frameworks. The SDL 2 upgrade has no urgency either.
>>
>> On Sun, 19 Jul 2020 at 12:59, 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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