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01-17-2003, 05:58 PM
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#31 | | Señor Miembro!
Join Date: Dec 2002 Location: México
Posts: 449
| Quote: Originally posted by Unregistered Whats the correct path / file names to be using?
Ive got Monkey Island 1, with *.lfl and *.lec files, but no 000 or 001 or 00anthony files
Ive got the files in /palm/games/mi1/
so the path should be ^^^^^^^
these are the files i have
000.lfl
901.lfl
902.lfl
903.lfl
904.lfl
disc01.lec
disc02.lec
disc03.lec
disc04.lec
and of course
monkey.exe
Do the ###.lfl files get renamed to GameName.### ? (about to try it)
Well that may have done it, but still no go.
Before I would get a color fatal error, now it takes a little while longer with a screen blip then a b&w error message.
Im using a nx70v so im guessing its a problem between the vm and os5? Also am i correct about the re-naming thing? |
No, you cannot use the floppy version of the game, you have to use the game that comes with the "gamename.00x" files.
I'm also playing on a NX and yes, there are some major gripes about it, but it is due to the OS5.
Chrilith will work on our problems as soon as he gets to the 0.3.0b version of his port.
__________________
-----BEGIN PALM CODE BLOCK-----
Version: 1.1
PD f+ h b p+ o++ m++ F- v+ g+ k r+ c++ n+ t-- a++ G+ E M++ DP{T3}
------END PALM CODE BLOCK------
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01-18-2003, 02:54 AM
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#32 | | Irrelevant Draak of Ninth
Join Date: Dec 2002
Posts: 113
| Quote: Originally posted by Zork draak, mowog, dont enter the correct values there ! Thats how the game crashes. there is some way to bypass that protection. It were posted here once and were something bout clicking at some corner or something like that. BTW Post a save game on some public site. Like to see the game on my Clie too after all . |
I know this has benn already discussed. But anyway. all seems not to work with my Clie and the fremch version of DOTT.
__________________ Resistance is futile, You will be assimilated. |
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01-18-2003, 03:05 AM
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#33 | | Registered User
Join Date: Jan 2003
Posts: 333
| unregistered, just put the 5 unrenamed .lfl files into a folder called monkey inside the games folder.
Then enter at the path monkey/ and at game monkey
Thats it.
If you still have problems try either flipping or double buffer as gfx cause they are more compatible. |
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01-18-2003, 05:06 AM
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#34 | | Registered User
Join Date: Nov 2002 Location: France
Posts: 822
| Quote: Originally posted by jledesma
No, you cannot use the floppy version of the game, you have to use the game that comes with the "gamename.00x" files.
I'm also playing on a NX and yes, there are some major gripes about it, but it is due to the OS5.
Chrilith will work on our problems as soon as he gets to the 0.3.0b version of his port. |
Ooops, yes you can use the floppy version of monkey 1, just put all your files on a folder and use monkey or monkeyvga as game name (don't remember wich one  ) |
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01-18-2003, 06:11 AM
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#35 | | Evil Kreations Inc.
Join Date: Dec 2002 Location: uranus
Posts: 137
| monkeyvga |
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01-18-2003, 10:29 AM
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#36 | | Registered User
Join Date: Jan 2003
Posts: 333
| chrilith, really like to finish zak256 or starting SamNMax. Any news bout the 0 bucks for Annie bug or the memory leak at the start of SamNMax ? Would be surely welcome  . |
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01-18-2003, 11:48 AM
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#37 | | Señor Miembro!
Join Date: Dec 2002 Location: México
Posts: 449
| Quote: Originally posted by chrilith
Ooops, yes you can use the floppy version of monkey 1, just put all your files on a folder and use monkey or monkeyvga as game name (don't remember wich one ) |
Sorry about that. I'm sure I read it somewhere in the scummv official site. I think I'll better keep quiet now. 
__________________
-----BEGIN PALM CODE BLOCK-----
Version: 1.1
PD f+ h b p+ o++ m++ F- v+ g+ k r+ c++ n+ t-- a++ G+ E M++ DP{T3}
------END PALM CODE BLOCK------
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01-20-2003, 02:52 AM
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#38 | | Registered User
Join Date: Nov 2002 Location: France
Posts: 822
| Quote: Originally posted by Zork chrilith, really like to finish zak256 or starting SamNMax. Any news bout the 0 bucks for Annie bug or the memory leak at the start of SamNMax ? Would be surely welcome . |
There is no prob for me with sam n max, don't know what exactly occured.
I'm currrently working on the v0.3.0b but there is few things that need to be fixed (mainly due to use of uninitialized variables on scummvm code) |
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01-20-2003, 10:23 AM
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#39 | | Registered User
Join Date: Jan 2003
Posts: 333
| chrilith, the prob with SamNMax happens on every T625 (i werent the only which searched for a save game file at this forum directly from start of the game to bypass that bug  ).
So perhaps you could check the lines at the C source which is mentioned at the error code i posted at this forum ? SamNMax would be really kewl. BTW 0.3.0 is surely awesome too, but as far as i remebmer it mainly supports as new games The Dig (simply the best adventure game of all times) and Monkey 3. But both of this games couldnt be played on a PDA cause of their size (prerendered movies alone would take almost 200 MB).
So I hope that the other known bugs (SamNMax and Annie 0 bucks  ) could be solved with 0.3.0 too.
BTW bout uninitialized variables. Thats horrible C developing, but at most compilers they simply would be set to zero at first appearance. Or they are used mainly as reference and during function execution their value, so the initial value (0) wouldnt matter at all. Just in case you didnt knew  .
Last edited by Zork : 01-20-2003 at 10:26 AM.
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01-20-2003, 10:48 AM
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#40 | | Señor Miembro!
Join Date: Dec 2002 Location: México
Posts: 449
| Zork:
I know about C programming, and the variables are not set automatically to zero, they are only assigned a space in memory, and if that section of memory contains anything that value will become the variable value. So you really need to declare all variables as initialize them before you use them, otherwise you'll get a lot of strange happenings and unknown errors.
Keep up the good chrilith we're fascinated with your port
__________________
-----BEGIN PALM CODE BLOCK-----
Version: 1.1
PD f+ h b p+ o++ m++ F- v+ g+ k r+ c++ n+ t-- a++ G+ E M++ DP{T3}
------END PALM CODE BLOCK------
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01-20-2003, 11:02 AM
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#41 | | Registered User
Join Date: Nov 2002 Location: France
Posts: 822
| Quote: Originally posted by jledesma Zork:
I know about C programming, and the variables are not set automatically to zero, they are only assigned a space in memory, and if that section of memory contains anything that value will become the variable value. So you really need to declare all variables as initialize them before you use them, otherwise you'll get a lot of strange happenings and unknown errors.
Keep up the good chrilith we're fascinated with your port |
In fact, this is true for PalmOS. |
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01-20-2003, 11:03 AM
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#42 | | Registered User
Join Date: Jan 2003
Posts: 333
| jledesma, start Visual C++, declare some int variable for example, set a breakpoint there and start debug mode. And one skip later you will see that the variable is set to ... 0. And as far as i remember CodeWarrior has the same behavior. Thats why i mentioned " ... most compilers ... "  .
I presume that the ScummVM guys used VC (as most Windows developers do). And w/o automatic initialization to 0 it wouldnt make any sense at all to use such variables (beside the reference scenario i mentioned) and most (!) compilers would give you a warning the first time you access the value of this variable (seen such warnings during my development often, cause the horrible MFC macros hide many times the fact, that they didnt cover a class, but instead a class pointer. But the first time you compile and wondering why you get that "No initiliazing" warning, you realize ... "Hey, class pointer hidden again"  . Indeed I could read bout the macro at the MSDN database, but reading manuals is just for wimps  .
BTW Another reason for not initializing variables could also be that some pointer were deleted a few lines ago and when you declare a new int variable (32 bit indeed) its most likely, that its stored at the same mem offset where the pointer were formerly stored. So that could be some real brute way to store the pointer into a integer variable w/o wasting cycles by usin the load/store opcodes. But this scenario is dangerous and not really likely.
Last edited by Zork : 01-20-2003 at 11:05 AM.
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01-20-2003, 11:06 AM
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#43 | | Registered User
Join Date: Nov 2002 Location: France
Posts: 822
| Variables are not set to 0 or NULL by default with PalmOS and code warrior |
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01-20-2003, 11:16 AM
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#44 | | Señor Miembro!
Join Date: Dec 2002 Location: México
Posts: 449
| Quote: Originally posted by chrilith Variables are not set to 0 or NULL by default with PalmOS and code warrior |
That's what I'm talking about  And also yes, Zork is right, there are many other dangers in not declaring variables.
__________________
-----BEGIN PALM CODE BLOCK-----
Version: 1.1
PD f+ h b p+ o++ m++ F- v+ g+ k r+ c++ n+ t-- a++ G+ E M++ DP{T3}
------END PALM CODE BLOCK------
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01-20-2003, 04:17 PM
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#45 | | Registered User
Join Date: Jan 2003
Posts: 333
| chrilith, ic. Then they didnt thought bout other platforms when they did their sources with Visual Studio (where the variables or pointers are initialized with 0 or NULL) or what IDE they ever used with similiar behavior. But its bad developing at all (simply saves just one CPU cycle (store)).
But if CodeWarrior doesnt initialize automatically, then i hope that it at least warn you, that there are uninitialized variables in use during compiling ? So that prob is surely time wasting, but should be solveable. Good luck (not that you need it  ). |
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