Archived from groups: rec.games.roguelike.angband (More info?)
I just compiled Sangband beta 18 for OS X on my Cube running 10.2.8,
using Sherm Pendley's Mac Extras file and gcc. Oddly, when I tried to
start a new character using my old savefile, it told me that I would be
overwriting an existing savefile, but I dubiously soldiered on. As it
turns out, the savefiles created by my compilation, as well as the
savefiles created by Sherm Pendley's binary download, aren't recognized
by the program and can't be loaded, including totally new savefiles --
if I start the program, make a character, save and quit, that savefile
can't be read. Has anybody else run across this problem or have any
idea how to fix it? Thanks.
> I just compiled Sangband beta 18 for OS X on my Cube running 10.2.8,
> using Sherm Pendley's Mac Extras file and gcc. Oddly, when I tried to
> start a new character using my old savefile, it told me that I would be
> overwriting an existing savefile, but I dubiously soldiered on. As it
> turns out, the savefiles created by my compilation, as well as the
> savefiles created by Sherm Pendley's binary download, aren't recognized
> by the program and can't be loaded, including totally new savefiles --
> if I start the program, make a character, save and quit, that savefile
> can't be read. Has anybody else run across this problem or have any
> idea how to fix it? Thanks.
I dunno - I'm quite good at integrating things and getting them to build,
but I know just about bupkis about *band internals, and very little about
Carbon. The main-crb.c file I used is copied just about verbatim from
Vanilla.
I think I read something recently about Sang handling save files similarly
to ToME, i.e. differently than most other variants. There might be changes
needed to main-crb.c to account for those differences.
A few days ago, I took a look at main-crb.c, and main-xxx.c. Because of the
need to build on both "classic" Mac OS and Mac OS X, it's a twisty maze of
#ifdefs, all alike. Frankly, I think I'd have an easier time creating a
Cocoa-based main-* than trying to wrap my head around that.
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