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View Code? Open in Web Editor NEWDer Clou! - SDL Port
License: Other
Der Clou! - SDL Port
License: Other
I cloned the latest source code and compiled it with my MSYS2/Mingw64 toolchain. I also grabbed theclue-data.tar.gz from the site you linked.
Everything builds fine, but I'm unable to run the game. Output with debug enabled:
Dsk : Opening :debug.txt (w)
Dsk : Opening :./pictures/bubble.fnt (rb)
Dsk : Opening :./pictures/menu.fnt (rb)
Dsk : Opening :./texts/coll.lst (rb)
Dsk : Opening :./texts/pict.lst (rb)
Dsk : Opening :./intropix/an1_1.anm (r)
Dsk : Error 3
Base : Attention: dirty mem: 259104 bytes!!!
Let me know if you need additional information.
The game will crash with a segmentation fault on some screens when right-clicking.
So far I have found:
Backtrace:
Thread 1 "derclou" received signal SIGSEGV, Segmentation fault.
0x0000555555582311 in DrawMenu (menu=menu@entry=0x55555612e000, nr=nr@entry=255 '\377', mode=mode@entry=3) at present/interac.c:77
77 m1 = NODE_NAME(GetNthNode(menu, i));
(gdb) bt
#0 0x0000555555582311 in DrawMenu (menu=menu@entry=0x55555612e000, nr=nr@entry=255 '\377', mode=mode@entry=3) at present/interac.c:77
#1 0x0000555555582e06 in Menu (menu=menu@entry=0x55555612e000, possibility=possibility@entry=255, activ=activ@entry=255 '\377', func=func@entry=0x0, waitTime=waitTime@entry=0) at present/interac.c:206
#2 0x0000555555575c7b in tcOrganisation () at organisa/organisa.c:188
#3 0x0000555555561e82 in StdHandle (choice=choice@entry=32) at gameplay/gp_app.c:461
#4 0x0000555555562bd4 in StdDone () at gameplay/gp_app.c:542
#5 0x00005555555652e4 in PlayStory () at gameplay/gp.c:246
#6 0x0000555555556ae3 in tcDo () at base/base.c:552
#7 main (argc=<optimized out>, argv=<optimized out>) at base/base.c:700
Backtrace:
Thread 1 "derclou" received signal SIGSEGV, Segmentation fault.
0x000055555558bfe1 in Go (succ=0x5555561399e0) at scenes/scenes.c:116
116 succ_eventnr =
(gdb) bt
#0 0x000055555558bfe1 in Go (succ=0x5555561399e0) at scenes/scenes.c:116
#1 0x0000555555561bd9 in StdHandle (choice=choice@entry=1) at gameplay/gp_app.c:375
#2 0x0000555555562bd4 in StdDone () at gameplay/gp_app.c:542
#3 0x00005555555652e4 in PlayStory () at gameplay/gp.c:246
#4 0x0000555555556ae3 in tcDo () at base/base.c:552
#5 main (argc=<optimized out>, argv=<optimized out>) at base/base.c:700
I'm not sure how to use the CD version (english) in order to have voices in this port. Any hints?
By default, the game is up-scaled with "linear" filter, which looks blurry. Changing it to "nearest" is causing the pixels to have variable non-square width/height. To solve this, the game should apply up-scaling in two steps:
So this is how it would look like at the end:
I've discussed this on SDL forums with a proposed solution mentioned, but it's more complex than I anticipated.
Output:
ERROR: Module Txt: NOT FOUND KEY 'Dan Stanford_k'
I've tried https://github.com/lotharsm/scummvm/tree/clue and the bug is present there also. The game crashes in DOSBox too (picture # 3). The English version doesn't have this issue (picture # 4).
DATADISK.gz (.7z really)
It will be nice to have some screenshots (with and without scaling) in the README to show this port.
Does anyone still have the source code in the version it was originally released as?
This repository, and everything I looked at in https://sourceforge.net/projects/cosp/ only has modified and restructured versions of the original Neo files (which have been offline for a long time now).
Sadly, archive.org does not seem to have a copy of the original files ("der_clue_base.zip", "der_clue_install.zip", ...), they all seem to be missing in the archive of the original page:
https://web.archive.org/web/20020207030530/http://www.neo.at/classics/classics_clou1_freedownload-d.htm
I myself had downloaded those files in the past, but parts of them have become corrupted.
The original files started with comments like:
/*
** $Filename: living\living.h
** $Release: 0
** $Revision: 0.1
** $Date: 13-04-94
**
** "sprite" functions for "Der Clou!"
**
** (c) 1994 ...and avoid panic by, H. Gaberschek
** All Rights Reserved.
**
*/
which contained useful hints as to the function of the individual translation units. Furthermore, that release had utils code and game data source files, which are interesting and handy (e.g. for modding).
I would very much appreciate if someone still has those files and would be so kind as to send/upload/share them, so they become available to the public again. Thanks in advance!
Hi
I tried to compile the project under Linux with gcc. I had to adjust something. If this project is still maintained, let me now when I should make a pull request. Btw. is there some relation to the project on SourceForce? They are recently very active but do not provide any build files which lead me to trouble while compiling.
Regards
Sam
Ideally, I would like to store app related data in $HOME folder rather than on filesystem (/) when running prepackaged versions (system-wide installation) of the game, so that it would be easier to locate them with different game versions and package installations. Please add an option for this.
Hi,
I am trying to port this game to .wasm via Emscripten. Build is running fine now, but when I open it in the browser it becomes unresponsive and nothing actually shows up. SDL initialization seems working as the dimensions of the screen are correct.
This error is showing up:
emscripten_set_main_loop_timing: Cannot set timing mode for main loop since a main loop does not exist! Call emscripten_set_main_loop first to set one up.
and another one before
Calling stub instead of sigaction()
I tried several things with this function and commented out the intro and stuff, but no luck.
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