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[Bug-freedink] Bug#688934: Another way to trigger this bug


From: Bas Wijnen
Subject: [Bug-freedink] Bug#688934: Another way to trigger this bug
Date: Sun, 14 Oct 2012 12:40:37 +0200
User-agent: Mutt/1.5.20 (2009-06-14)

Hi,

On Sun, Oct 14, 2012 at 11:49:43AM +0200, Sylvain wrote:
> On Sun, Oct 14, 2012 at 11:13:42AM +0200, Bas Wijnen wrote:
> > > I'm not sure in what way an unclean spr[0] will affect the game, but
> > > it might, and cleaning it would affect compatibility with the original
> > > Dink.

Ok, now I understand what you mean with that.

> Which means: last time I fixed a struct miswrite, I broke a D-Mod.

Ouch!

> Clearly Seth didn't *intend* to use spr[0], but the code just might.
> And D-Mods might depend on this to work, especially those with
> not-so-clean DinkC code.
> 
> At the very least, let's tag the miswrites in the code with a TODO.
> If you tell me you're perfectly sure this has no side effect, we can
> fix them as well, but I'd suggest doing that only if we're sure.
> Comments?

I'm not perfectly sure for all other things, but the animation part
cannot have been used, because it would trigger this hang (which was
also reported from original Dink). Also, I can't really imagine how a
dmod would ever want to make use of the fact that spr[0] gets written
to. The dmod can't even use these values: if you ask for sp_seq (0, -1)
it will return -1, no matter what is in there.

Still I understand your reasoning, and would be fine with this fix as
well.

Thanks,
Bas

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