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Old February 23, 2015, 23:02   #71
Nick
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This is looking to me like a problem with the png libraries - do you have libpng12.dll in your top level directory when you're running the game?
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Old February 24, 2015, 10:50   #72
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Quote:
Originally Posted by Nick View Post
This is looking to me like a problem with the png libraries - do you have libpng12.dll in your top level directory when you're running the game?
Yes it is definitely there already and the program won't even compile if I rename it. I've also added the libpng.lib to the path as well which it needs to run (should this be libpng12.lib?).

Maybe the latest VS needs a newer version of the library or something.

It crashes when calling png_read_info(png_ptr, info_ptr); in readpng.c

Commenting that line out allows the program to run, but you don't see any in game tiles.
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Old February 24, 2015, 11:32   #73
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OK, this seems to be pretty much what you're experiencing (C++, but whatever) - maybe try some of the suggestions there.

Are you getting menus now, and can you change to ASCII or different graphics? If so, do any graphics modes work, and if so which?
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Old February 25, 2015, 13:18   #74
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OK, this seems to be pretty much what you're experiencing (C++, but whatever) - maybe try some of the suggestions there.

Are you getting menus now, and can you change to ASCII or different graphics? If so, do any graphics modes work, and if so which?
Thanks for the information. I implemented the suggestions and it gets a little bit further before crashing now.

After calling png_read_info(png_ptr, info_ptr); it crashes in this method:

Quote:
bool file_exists(const char *fname)
{
struct stat st;
return (stat(fname, &st) == 0);
}

With fname containing this:

Quote:
fname = 0x00000001 <Error reading characters of string.>
The other menus and fonts are working now, I can play the game by commenting out the graphics code and then changing to ASCII graphics by selecting Graphics->None

Starting in ASCII and changing to any other tileset except Shockbolt crashes here:

Quote:
Unhandled exception at 0x7794E193 (ntdll.dll) in angband-latest.exe: 0xC0000005: Access violation writing location 0x00000014.

In main-win.c Line 1712:
DispatchMessage(&msg);
Whereas changing to Shockbolt still crashes in the file_exists method.
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Old February 25, 2015, 13:42   #75
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Quote:
Originally Posted by TJS View Post
After calling png_read_info(png_ptr, info_ptr); it crashes in this method:

Code:
bool file_exists(const char *fname)
{
struct stat st;
return (stat(fname, &st) == 0);
}
With fname containing this:

Code:
fname = 0x00000001 <Error reading characters of string.>
This looks like file_exists is being passed a null pointer. Can you determine which occurrence of file_exists it is crashing in? There are several; one of the ones in main-win.c seems most likely.
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Old February 25, 2015, 14:22   #76
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This looks like file_exists is being passed a null pointer. Can you determine which occurrence of file_exists it is crashing in? There are several; one of the ones in main-win.c seems most likely.
I can't put a breakpoint on the method to see the call stack because I think it is being called by an external library (libpng.dll called through png_read_info I guess).

Could the problem be similar to the name of the tiles strings being in the wrong format so it is using the wrong character set name?

Last edited by TJS; February 25, 2015 at 14:28.
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Old February 25, 2015, 20:24   #77
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I'm getting back to playing with some ideas I've had (home size for starters) and tinker with the code. Should I start from 'restruct' branch or the master branch?

Thanks
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Old February 25, 2015, 20:49   #78
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I'm getting back to playing with some ideas I've had (home size for starters) and tinker with the code. Should I start from 'restruct' branch or the master branch?
master. restruct has been merged in now and is no longer relevant; in fact this post has just reminded me to delete it.
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Old February 25, 2015, 20:52   #79
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Quote:
Originally Posted by TJS View Post
Could the problem be similar to the name of the tiles strings being in the wrong format so it is using the wrong character set name?
Conceivably - can you test that?
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Old February 25, 2015, 21:17   #80
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Conceivably - can you test that?
Sure. Any ideas where the name of variable where the tileset is set? Also what should it be for the Shockbolt tiles?
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