Path: utzoo!censor!geac!torsqnt!news-server.csri.toronto.edu!cs.utexas.edu!uunet!littlei!intelhf!agora!billsey From: billsey@agora.uucp (Bill Seymour) Newsgroups: comp.sys.amiga.games Subject: Re: Omega Followup II (Just when you thought it was really ported...) Message-ID: <1990Dec28.214006.24057@agora.uucp> Date: 28 Dec 90 21:40:06 GMT References: <8bRH2yu00WAyE_QqoH@andrew.cmu.edu> <1990Dec26.184703.7237@agora.uucp> Organization: Open Communications Forum Lines: 45 In article rg20+@andrew.cmu.edu (Rick Francis Golembiewski) writes: :Yes, I wasn't aware of another version, but it's possible to compile :omega, so long as you have a curses library. There is now a curses library :available for the amiga, so you don't have to rewrite (or reverse :engineer) one as I did... Version 1.2 of the curses library works :fine for compiling omega (1.1 will work but gives a black on black :screen under 2.0) from the UNIX source. Any chance of getting the new executable using the curses library? I know, and agree with you, about source distribution, or the lack of it... The 'other' Omega had curses pulled out of the original UNIX source, according to the author. He rewrote Omega enough to use more Amigaish text handling routines. That had the advantage of making things much faster... Have you gotten the color font source from the Software Distillery? Other than fixing the occasional lockup, moving to an eight color font would be the biggest enhancement I would like to see done... At least short term. :-) :: It works on a 3000, but sometimes hangs during level ::changes or saves. :-( : :Yes, I was never able to track down that problem... as far as I can :tell it's something in the original omega code, but I can't get it to :consistantly repeat, so I haven't been able to fix it. I'm in the same position, I was never able to pin it down consistantly enough to really generate a reasonable bug report. I hate to turn on bugs that I can't duplicate consistantly. :-) Setting the stack larger didn't seem to affect it, and it wasn't a low memory condition. (At least, not on *my* machine! :-}) Might have been a fragmentation problem though, I suppose. Since it almost always happened during a move between levels, you might look at that portion of the code. If it's allocating memory for an array that it builds while creating the next dungeon level, it could be there... :// Rick Golembiewski rg20+@andrew.cmu.edu \\ :\\ #include stddisclaimer.h // : \\ "I never respected a man who could spell" // : \\ -M. Twain // -- -Bill Seymour billsey@agora ***** American People/Link Amiga Zone Hardware Specialist NES*BILL ***** Bejed, Inc. NES, Inc. Northwest Amiga Group At Home Sometimes (503) 281-8153 (503) 246-9311 (503) 656-7393 BBS (503) 640-0842