- Upon clearing GFZ1, SRB2 will crash while loading GFZ2 with: I_Error(): R_CreateColormap: Too many colormaps!
- Upon clearing GFZ1, SRB2 will crash while loading GFZ2 with: I_Error(): R_CreateColormap: Too many colormaps!
Sorry, I do not compile SRB2 with GCC 4.4, look:[/LIST]
That happens when you build SRB2 with GCC 4.4. I guess Alam might have screwed up on that. =P
alam@server:~$ i586-mingw32-gcc --version
i586-mingw32-gcc (GCC) 3.4.5 (mingw special)
Copyright (C) 2004 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
alam@server:~$ i486-linux-gnu-gcc --version
i486-linux-gnu-gcc (GCC) 4.1.2 20061115 (prerelease) (Debian 4.1.1-21)
Copyright (C) 2006 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
alam@server:~$ powerpc-linux-gcc --version
powerpc-linux-gcc (GCC) 4.1.1 ()
Copyright (C) 2006 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
I was able to do a link between the PSP and the PC years ago when I tested it out for you on my "PSP Phat". Does the Slim or whatever you have not support that anymore or something?
If that is the case, I could try and install the stuff again and then try and send you debug logs and backtraces.
From IRC said:[01:09:32] < Sonict > Well. That was interesting. To anyone willing to play SRB2 on the PSP... You will be lucky to even get DSZ1 working. Granted, I was running a debug build, but once it made it to DSZ1, the opening room was like 1 FPS. DSZ2, ACZ1, CEZ2, ERZ1 and 2 all refused to load because it ran out of memory
that would be meWho's in charge of the mac build?
I want to try this... :(
The real issue is that the PSP Fat has too little memory. Maybe it would work better on a PSP Slim, however, I doubt version 1.5 would work on it since PSPlink is designed for that firmware.
The real issue is that the PSP Fat has too little memory. Maybe it would work better on a PSP Slim, however, I doubt version 1.5 would work on it since PSPlink is designed for that firmware.
Before editing said:#if defined (DC) || defined (_WIN32_WCE) || defined (PSP)
#define NUMSCREENS 2
#else
#define NUMSCREENS 5
#endif
After editing said:#if defined (DC) || defined (_WIN32_WCE) || defined (PSP)
#define NUMSCREENS 5
#else
#define NUMSCREENS 5
#endif
It looks like every time there's a new PSP build, it uses less frames per second. This time, I'm usually getting 0/20 FPS in GFZ1, although I'm using a PSP Phat to play this. But at least I can go underwater, and play SRB1 with no crashes. At least until I reached either Great Forest 2 or the zone after that.
Is it maybe possible to disable or 'remove' all multiplayer coding to help decrease memory usage?
that would be me
Bounces in the dock 2-3 times then quits out, no error message.
Computer stats were posted in earlier post.
That happens if I run it from my PowerPC based Mac.
heh, I got off my lazy butt and fixed up my copy of libpng Framwork to work on the Framework subfolder... new build of SRB2Mac had be uploaded, it should work now for Mac OS X PPC 10.2.8+
Two resolutions do, but they both flicker horribly, to the point of not being playable. Anything I can do about that?
try changing vid_wait to Off