amigagamer Posted May 18, 2014 Share Posted May 18, 2014 Hello, Im new to gemrb and am trying to get things running on a Raspberry PI linux based computer. (running raspbian-debian based os) Everything has compiled and runs well on the little system using sdl1.2 graphics Im just having one minor problem with dialog text display. When dialog is displayed in the bottom of the screen, eg when talking to NPCs, each new post is a little shorter. So when starting the game (bg1 or bg2) the first conversaion starts teh full length of the dialog box, by the end of the conversation things are displayed 1 word per line and scroll off the bottom of the window. Ive tried various options to fix this , such as changing screen resolutions and using the widescreen mod on my install (both gemrb and infinityengine modes). Neither solve the problem. Im wondering is this a known problem or perhaps im doing something wrong in the setup/compile ? Im compiling against python2.7 and sdl1.2. Any help would be appreciated, thanks Link to comment
SyntaxError Posted May 18, 2014 Share Posted May 18, 2014 known issue, however, we dont know what is causing it since none of the devs can reproduce it. It probably wont matter since the text display system is currently undergoing a ground-up rewrite, but that is still a month or so off from being merged in (depending on my free time). Link to comment
amigagamer Posted May 18, 2014 Author Share Posted May 18, 2014 Syntaxerror thanks for the reply. Ill watch for development updates good luck with the text engine rewrite! Link to comment
Pickle Posted May 22, 2014 Share Posted May 22, 2014 amigagamer, i was having the same issue with my compiler, you can try reducing the optomizer levels from -O2 or -O3 to -O1, this fixed the problem for one version of gcc arm i tried. Link to comment
john123 Posted August 16, 2014 Share Posted August 16, 2014 I found that '-frerun-cse-after-loop' (added with '-O2') caused the text area to shink by about 10 chars on each message. Adding '-fno-rerun-cse-after-loop' to the CMAKE_*_FLAGS fixes this for me, and still allows you to run with '-O2'. This is may be possibly caused by ARM defaulting to unsigned chars in GCC, as demonstrated here: http://www.raspberrypi.org/forums/viewtopic.php?f=33&t=37733 Finally, thank you for GemRB guys. Looking forward to the GL functionality. Link to comment
lynx Posted August 18, 2014 Share Posted August 18, 2014 Thanks! Following that, did you try with -fsigned-char? Sounds like a more proper fix and we could apply it everywhere. If that doesn't cut it, do you know how to detect rpi from cmake? I couldn't find anything useful on the net. Link to comment
SyntaxError Posted August 18, 2014 Share Posted August 18, 2014 it wont mater for much longer anyway... Link to comment
lynx Posted August 18, 2014 Share Posted August 18, 2014 even if it so in this case, it could crop up elsewhere. Link to comment
Pickle Posted August 22, 2014 Share Posted August 22, 2014 I would recommend usnig -fsigned-char also, i use it in all my arm builds. I will have to check my cmake files to see if i missed in on this one. It also might be good to use stronger types and specify the sign i.e stdint.h types SyntaxError: are your text change in yet? Link to comment
lynx Posted August 22, 2014 Share Posted August 22, 2014 Ok, added it in. No, the text changes are not yet in, but getting pretty close! Link to comment
SyntaxError Posted August 22, 2014 Share Posted August 22, 2014 are your text change in yet? Not quite. 1 major bug with dialog remains; hopefully I will find the time to fix it this weekend; If I dont, I likely wont have time to do so for a few weeks I'll post in the forum when it is merged so just watch there. Link to comment
amigagamer Posted February 16, 2015 Author Share Posted February 16, 2015 bought myself a raspberry pi 2 and revisited this with 0.8.2 seems the -fno-rerun-cse-after-loop helped with BG1 originally i tried this in my .bashrc build variables but it didn't work CXXFLAGS=-march=armv7-a -mfpu=neon-vfpv4 -mfloat-abi=hard -O2 -fno-rerun-cse-after-loop so i tried it in gemrb/configure.in CXXFLAGS="$CXXFLAGS -Wall -W -Wpointer-arith -Wcast-align -pedantic -Wno-format-y2k -Wno-long-long -fsigned-char -fno-strict-aliasing -fno-rerun-cse-after-loop text is looking a lot better now. thanks. only other build change i had to make was Freetype include directories would not auto detect. i changed gemrb/plugins/TTFImporter/Cmakelists INCLUDE_DIRECTORIES ( /usr/include/freetype2 ) Many thanks to everyone who helped with this. Link to comment
lynx Posted February 16, 2015 Share Posted February 16, 2015 Some of your modifications were ignored as you were modifying both the old autotools build system and the maintained one — cmake. .2 also forces signed chars, so it's odd that you had to do anything. Link to comment
amigagamer Posted April 17, 2015 Author Share Posted April 17, 2015 I've made an install script for the latest RetroPie project beta to install GemRB and setup simple paths/configs to get things running. Tested on Raspberry PI 2. Any suggestions on further improving this would be appreciated! forum post http://blog.petrockblock.com/forums/topic/baldurs-gate-infinity-engine-available-for-testing/ retropie http://blog.petrockblock.com/retropie/ script https://github.com/amigagamer/gemrb-retropie/blob/master/gemrb.sh Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.