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ZC 2.50 RC3


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#61 judasrising

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Posted 28 February 2012 - 12:25 PM

QUOTE(Saffith @ Feb 28 2012, 06:08 PM) View Post

I think what's happening there is that the game is being run in a sandbox. Probably something your antivirus software did automatically (Avast?). If that's the case, you'll just need to tell it ZC is safe.
Mac build is ready: http://l.j-factor.co.../ZC-250-rc3.tgz



Thanks Saffith

It was my antivirus software ,now the red line is gone.
But ZC still does not work.


#62 Saffith

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Posted 28 February 2012 - 01:30 PM

What exactly is it doing now? Crashing? You might also need to set zc_win_proc_fix=0 in ag.cfg.

#63 judasrising

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Posted 28 February 2012 - 01:49 PM

QUOTE(Saffith @ Feb 28 2012, 09:30 PM) View Post

What exactly is it doing now? Crashing? You might also need to set zc_win_proc_fix=0 in ag.cfg.


It crashing just when i am going to register a new game and i have zc_win_proc_fix=0.

Edited by judasrising, 28 February 2012 - 01:50 PM.


#64 Rambly

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Posted 28 February 2012 - 02:20 PM

QUOTE(judasrising @ Feb 28 2012, 12:49 PM) View Post

It crashing just when i am going to register a new game and i have zc_win_proc_fix=0.

Doublecheck that you're setting zc_win_proc_fix=0 and not zq_win_proc_fix=0.
zc_win_proc_fix isn't in the ag.cfg file by default, so you have to add it (and it should go somewhere under the [zeldadx] heading).

I only know about this because it took me a fair amount of trial and error to actually figure this all out. icon_frown.gif

#65 judasrising

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Posted 28 February 2012 - 02:39 PM

QUOTE(Rambly @ Feb 28 2012, 10:20 PM) View Post

Doublecheck that you're setting zc_win_proc_fix=0 and not zq_win_proc_fix=0.
zc_win_proc_fix isn't in the ag.cfg file by default, so you have to add it (and it should go somewhere under the [zeldadx] heading).

I only know about this because it took me a fair amount of trial and error to actually figure this all out. icon_frown.gif



Thanks for help Rambly

Now it works icon_smile.gif icon_smile.gif

#66 Gleeok

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Posted 28 February 2012 - 03:45 PM

...bump.

*cough*.. AHEM http://www.mediafire...gq5xx/rc3.1.zip ..*cough*


If someone that gets those crashes on windows wants to test that I can fix this issue once and for all.

-step 1: drop into your RC3 directory.
-step 2: set win_proc_fix = 1 in the config file.
-step 3: run zc3.1. then,
--A)It works fine and it is fixed.
--B)It crashes, so copy & paste the last 5 lines from allegro.log and post it here.


#67 Rambly

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Posted 28 February 2012 - 04:53 PM

QUOTE(Gleeok @ Feb 28 2012, 02:45 PM) View Post

...bump.

*cough*.. AHEM http://www.mediafire...gq5xx/rc3.1.zip ..*cough*
If someone that gets those crashes on windows wants to test that I can fix this issue once and for all.

-step 1: drop into your RC3 directory.
-step 2: set win_proc_fix = 1 in the config file.
-step 3: run zc3.1. then,
--A)It works fine and it is fixed.
--B)It crashes, so copy & paste the last 5 lines from allegro.log and post it here.


Still crashes for me. The allegro.log file doesn't seem to have much useful in it, but I'll include it just in case:
[codebox]Zelda Classic v2.50 Beta (Build 21)
Allocating quest path buffers (4.00k/4.00k)...OK
Allocating map buffer (1013.63k/1017.63k)... OK
Allocating combo buffer (5.98k/1023.60k)... OK
Allocating string buffer (680.00k/1.66M)... OK
Allocating door combo buffer (159.50k/1.82M)... OK
Allocating dmap buffer (234.00k/2.05M)... OK
Allocating combo buffer (1.62M/3.67M)... OK
Allocating color data buffer (314.11k/3.97M)... OK
Allocating tile buffer (8.50M/12.47M)... OK
Allocating trash buffer (97.66k/12.57M)... OK
Allocating item buffer (31.00k/12.60M)... OK
Allocating weapon buffer (2.50k/12.60M)... OK
Allocating guy buffer (35.00k/12.63M)... OK
Allocating combo class buffer (33.30k/12.67M)... OK
Initializing Allegro... OK
Checking Files... OK
Allocating bitmap buffers... OK
Loading data files:
Zelda.Dat...OK
Fonts.Dat...OK
SFX.Dat...OK
Initializing sound driver... OK
Used switch: -windowed
set gfx mode succsessful at -2 8bpp 640 x 480
Triplebuffer not available
Loading saved games... OK
Loading Quest...

Decrypting...okay.
Opening...okay.
Loading Quest...

Decrypting...okay.
Opening...okay.
Loading Quest...

AllegroProc().... [/codebox]

It just cuts off at "AllegroProc()....".

#68 4matsy

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Posted 28 February 2012 - 05:36 PM

Still crashes for me too with zc_win_proc_fix = 1. Here's the allegro.log:
Spoiler


EDIT: The scanlines are fixed though. Thanks. icon_smile.gif

Edited by 4matsy, 28 February 2012 - 05:39 PM.


#69 Gleeok

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Posted 28 February 2012 - 06:32 PM

OK, well that sucks. icon_frown.gif It looks like it's crashing somewhere in the allegro event handling code. I don't know why. icon_frown.gif The fix for this is not fun so it's getting deferred to post 2.5. win_fix is now 0 by default and will always log a warning message at startup if it is enabled by the user or accidentally set somehow.

Thanks for testing it though. I'll try and get a bugfix version out soon.

#70 Cukeman

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Posted 28 February 2012 - 06:46 PM

Stair combos still restart MIDIs when you change DMaps, at least in the Mac build.

#71 Saffith

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Posted 28 February 2012 - 06:51 PM

I'm not seeing a problem with them... What warp type are you using?

#72 Cukeman

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Posted 28 February 2012 - 06:52 PM

I'm using a Stairs (A) combo

EDIT: Wait a minute, I'm actually using a .SPC file (not a MIDI)

EDIT 2: Sensitive warps don't restart the .SPC music though so...

Edited by Cukeman, 28 February 2012 - 06:56 PM.


#73 Saffith

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Posted 28 February 2012 - 06:55 PM

I meant which of insta-warp, scrolling warp, etc.

#74 Cukeman

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Posted 28 February 2012 - 06:58 PM

Insta-warp w/zap effects

Edited by Cukeman, 28 February 2012 - 06:58 PM.


#75 MoscowModder

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Posted 28 February 2012 - 07:08 PM

The zap effects are used with the Triforce, so I think the problem is that that warp type is supposed to play a MIDI, even when it isn't given one.


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