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Now working in 10.2...
Authored by: robg on Mar 18, '03 09:50:57PM

I recompiled jzip with the 10.2 Developer Tools. It still shows "segmentation fault" when it quits, but it runs just fine now.


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Now working in 10.2...
Authored by: Mitchell on Mar 20, '03 11:36:46AM

I got the previous version of the jzip interpreter going in 10.2 as well, with the segmentation fault on quit, same as Rob. For true, working-without-a-net interactive fun, though, try playing in single-user mode by starting with puppyfoot-S depressed. You can't save a game, but the text fills up the entire screen of your computer to replicate that summer of 1981 VT 100 experience.

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Segmentation fault
Authored by: Oddjob3x on Mar 21, '03 04:15:52AM


The crash log seems to point to the close_script routine in fileio.c:

Thread 0 Crashed:
#0 0x000041b8 in close_script
#1 0x00002548 in main
#2 0x000022bc in _start (crt.c:267)
#3 0x0000213c in start

Added some test logs in the function, and seemed to have pinpointed the following line as causing the problem:

set_word( H_FLAGS, get_word( H_FLAGS ) & ( ~SCRIPTING_FLAG ) );

Anyone who knows a bit more about this (not difficult!) able to shed some light? I'll have a play with it for a while.


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Segmentation fault ... workaround
Authored by: Oddjob3x on Mar 21, '03 07:23:13AM

Actually, you could just comment out the offending bit of code and then recompile it - in fileio.c, find the close_script function and then copy/paste the following in the appropriate spot:

/* Set the scripting flag in the game file flags */
if ( scripting == OFF )
set_word( H_FLAGS, get_word( H_FLAGS ) & ( ~SCRIPTING_FLAG ) );
set_word( H_FLAGS, get_word( H_FLAGS ) | SCRIPTING_FLAG );
} */
} /* close_script */

(added the /* SKIP THIS BIT and the closing */)

Gets rid of the seg fault but assumes you're not using scripting ... not elegant I know.

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