Release Diablo


Sorry notaz, I couldn't test it due to a lack of a working dvd/cd drive and not being home atm where my diablo cd and pandora are. I've got a replacement drive now and will be home next week though, seeing my inability to compile the Blake Stone port (see other thread), I'm not sure if I'm any help though.
 
err:module:attach_process_dlls "gdi32.dll" failed to initialize, aborting
Hmm I've never seen that, could it be a corrupted download? md5sum should be 1f40e909edd50e8c3a4b1d0fb7a64368.If it's not, you could try attaching gdb and getting a backtrace to see where it hangs.

Notaz, are you in need of more data or do you have enough work units for now?
Enough for now, thanks.
 
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Thanks notaz i redownloaded and now it run :)

At first audio was not working...but after deleting wine configs in /tmp and appdata wine was reconfigured and now run with audio.

Now try playing :)
 
Ok played a little bit until it crash like you and others said...nothing new.
I want also note that the game crash when, after a single player is started you click on [menu].
Also if you select to show credits i can see a list of blank rectangles scrolling vertically instead of the names.
 
I don't know if this will be usefull but this is my pnd.out file

=======================================================================================

PND : /media/TEMPUS/pandora/apps/diablo_r0.pnd
PND_FSTYPE : Squashfs
APPDATADIR : /media/TEMPUS/pandora/appdata/diablo
APPDD_FSTYPE : vfat
PND_CPUSPEED : <unset>
EXENAME : run.sh
ARGUMENTS : <unset>
=======================================================================================
[ START ]--- Mount the PND ----------
Mounting : mount -t squashfs -o ro "/dev/loop0" "/mnt/utmp/diablo"
Mounting the Union FS : mount -t aufs -o exec,noplink,dirs="/media/TEMPUS/pandora/appdata/diablo=rw+nolwh":"/mnt/pnd/diablo=rr" none "/mnt/utmp/diablo"
[sUCCESS]--- Mount the PND ----------
[ START ]--- Starting the application ( run.sh ) ----------
fixme:win:EnumDisplayDevicesW ((null),0,0x411af600,0x00000000), stub!
fixme:fbdev:X11DRV_fbdev_SetCurrentMode Cannot change screen BPP from 16 to 8
fixme:ddraw:ddraw7_WaitForVerticalBlank iface 0x4090fe00, flags 0x1, event (nil) stub!
ALSA lib pcm_dmix.c:1028:(snd_pcm_dmix_open) The dmix plugin supports only playback stream
fixme:d3d:wined3d_get_adapter_raster_status wined3d 0x40913570, adapter_idx 0, raster_status 0x411afb98 semi-stub!
fixme:dsound:DSOUND_RecalcFormat audio resampling required: 11025->22050
fixme:dsound:DSOUND_RecalcFormat audio resampling required: 11025->22050
wine: Unhandled page fault on read access to 0x444f0000 at address 0x40ce0260 (thread 0009), starting debugger...
couldn't load main module (2)
Unhandled exception: page fault on read access to 0x444f0000 in 32-bit code (0x40ce0260).
Register dump:
ARM User Mode
Pc:40ce0260 Sp:411af6c8 Lr:40ce02f4 Cpsr:a0000010(N-C-)
r0:4232063c r1:00000000 r2:00000000 r3:426d0010
r4:444f0000 r5:ff2ce76c r6:433f1596 r7:00000000
r8:4232063c r9:40e4910c r10:00000060 Fp:00000360 Ip:00000000
Stack dump:
0x411af6c8: 00000000 44374e38 00000000 00000000
0x411af6d8: 00000000 40e4910c 00000000 44374184
0x411af6e8: 000001af 00000130 41069e7c 41069e6c
0x411af6f8: 41069e80 40d16b94 00000060 00000000
0x411af708: 00000008 00000000 00000008 00000130
0x411af718: 000001af 44374184 400c6000 40e4910c
Backtrace:
=>0 0x40ce0260 (0x00000360)
1 0x40ce02f4 (0x00000360)
0x40ce0260:
ldrb r3, [r4], #1
Modules:
Module Address Debug info Name (27 modules)
PE 40400000-40404000 Deferred ntdll
PE 40a20000-40bbc000 Deferred kernel32
PE 411c0000-411c4000 Deferred advapi32
PE 41230000-4126b000 Deferred user32
PE 41360000-41367000 Deferred gdi32
PE 41450000-41454000 Deferred version
PE 41480000-415de000 Deferred shell32
PE 41690000-41698000 Deferred shlwapi
PE 41710000-41714000 Deferred msvcrt
PE 41790000-41806000 Deferred winmm
PE 41860000-41868000 Deferred ole32
PE 41950000-41954000 Deferred rpcrt4
PE 419d0000-419d9000 Deferred msacm32
PE 41a00000-41a98000 Deferred comdlg32
PE 41ae0000-41b0f000 Deferred comctl32
PE 41bd0000-41bda000 Deferred winspool
PE 41cf0000-41cf4000 Deferred winex11
PE 42010000-42014000 Deferred uxtheme
PE 42230000-42234000 Deferred imm32
PE 42340000-42344000 Deferred mmdevapi
PE 42360000-42364000 Deferred ddraw
PE 423d0000-423d4000 Deferred wined3d
PE 42510000-42514000 Deferred opengl32
PE 42830000-42834000 Deferred dsound
PE 42880000-42888000 Deferred oleaut32
PE 42980000-42983000 Deferred winealsa
PE 43080000-43083000 Deferred tapi32
Threads:
process tid prio (all id:s are in hex)
00000008 (D) Z:\mnt\utmp\diablo\libd1_sa_arm.exe
00000027 2
00000025 1
00000024 15
00000023 0
00000009 1 <==
0000000e services.exe
0000001d 0
0000001c 0
00000014 0
00000010 0
0000000f 0
00000012 winedevice.exe
0000001b 0
00000018 0
00000017 0
00000013 0
00000019 plugplay.exe
00000020 0
0000001e 0
0000001a 0
00000021 explorer.exe
00000022 0
[sUCCESS]--- Starting the application ( run.sh ) ----------
[ START ]--- Restoring the frame buffer status ----------
[sUCCESS]--- Restoring the frame buffer status ----------
[ START ]--- Restoring nub mode ----------
[sUCCESS]--- Restoring nub mode ----------
[ START ]--- uMount the PND ----------
[ START ]--- Waiting the Union to be available ----------
[sUCCESS]--- Waiting the Union to be available ----------
rmdir: failed to remove `/mnt/utmp/diablo': Device or resource busy
[ START ]--- Waiting the PND mount dir to be free ----------
[sUCCESS]--- Waiting the PND mount dir to be free ----------
cleanup done
[sUCCESS]--- uMount the PND ----------
=======================================================================================
Return code is : 1
 
I can confirm that the in game menu seems to crash the game quite systemicaly
 
I'm using 4.10 as mentionned, no drastic change... still crash randomly(fast) when walking and directly when clicking the in-game "menu" button.
 
@Notaz

I found a non crashing bug in the first vrsion, you might want to take a look just to see if it's fixed or if there's bug lefts..

when you click on the spell icon (not the "spells" button, the square button on the lower right corner) it display all spells, scrolls and staff you can use, as it should. but nothing happens when you click on the spell, all the icons just close but the spell isn't selected. you can select spell manually if you go through the "spells" menu but it do not work with the quick selection.
 
Just tried a little and Diablo crashed.  I was just in the game for like a minute walking around and it froze.  Had to perform a hard reset to reset my Pandora.  I couldn't walk a lot like in the video posted by notaz.
 
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Just tried a little and Diablo crashed.  I was just in the game for like a minute walking around and it froze.  Had to perform a hard reset to reset my Pandora.  I couldn't walk a lot like in the video posted by notaz.
that's normal Ryo, the current "released alpha version" behave like that, the video is from Notaz current wip version which looks much better already...
 
when you click on the spell icon (not the "spells" button, the square button on the lower right corner) it display all spells, scrolls and staff you can use, as it should. but nothing happens when you click on the spell, all the icons just close but the spell isn't selected. you can select spell manually if you go through the "spells" menu but it do not work with the quick selection.
This is actually a lot harder problem than it looks. The game wasn't really designed for use on touchscreens.

It seems when you move the mouse, the event is not processed, it only saves the cursor coordinates somewhere for later, however when you "click", it handles it instantly, but doesn't really check where the click was. The mouse moves are processed in 50ms periodic updates instead (the game is locked at 20fps), which kind of makes sense as they probably wanted to avoid slowdowns when user moves the mouse wildly on old Pentium 60Mhz machines the game was designed to run on.

So when you tap on the touchscreen, the game reacts as if you clicked on the old cursor position, which pretty much makes the game unplayable on a touchscreen. With real mouse it's fine because you first drag the cursor on whatever you want to click on and periodic update kicks in before you click, most of the time at least. I was able to find a function responsible for selecting enemies and NPCs, so calling it manually on click events takes care of enemies and NPCs at least. I've also found the function for the spell bar, but calling that from event handler corrupts memory and crashes the game. Calling "full" periodic update is not an option and it's open coded into main game loop and there's no dedicated function that could be called.
 
It seems when you move the mouse, the event is not processed, it only saves the cursor coordinates somewhere for later, however when you "click", it handles it instantly, but doesn't really check where the click was. The mouse moves are processed in 50ms periodic updates instead (the game is locked at 20fps), which kind of makes sense as they probably wanted to avoid slowdowns when user moves the mouse wildly on old Pentium 60Mhz machines the game was designed to run on.
When trying I played using nubs which worked around that issue...
 
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