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This game uses gauge style battle. It seems like something is wrong in some gauge drawing.
Game download.
Not tested if the 2k3 1.10 RPG_RT executable is a custom one for this particular game (it shouldn't as "sample game" but...).
Just try to launch some game battle, e.g. new game, select skip scene and leave the room.
Or just launch any battle, e.g. --battle-test 4 (4 is the battle group ID when leaving the room).
--battle-test 4
GDB backtrace:
Program received signal SIGFPE, Arithmetic exception. 0x000000000056b629 in Window_BattleStatus::DrawGaugeSystem2 (this=0x2d622d0, x=48, y=40, cur_value=0, max_value=0, which=1) at src/window_battlestatus.cpp:161 161 int gauge_width = 25 * cur_value / max_value; (gdb) bt f #0 0x000000000056b629 in Window_BattleStatus::DrawGaugeSystem2 (this=0x2d622d0, x=48, y=40, cur_value=0, max_value=0, which=1) at src/window_battlestatus.cpp:161 system2 = std::shared_ptr (count 2, weak 1) 0x2d62970 gauge_x = 16 gauge_width = 5270735 #1 0x000000000056b41e in Window_BattleStatus::RefreshGauge (this=0x2d622d0) at src/window_battlestatus.cpp:131 system2 = std::shared_ptr (count 2, weak 1) 0x2d62970 request = 0x2d62490 actor = 0x2785990 i = 0 #2 0x000000000056b111 in Window_BattleStatus::Refresh (this=0x2d622d0) at src/window_battlestatus.cpp:100 No locals. #3 0x000000000056bdb8 in Window_BattleStatus::OnSystem2Ready (this=0x2d622d0) at src/window_battlestatus.cpp:272 No locals. #4 0x000000000056c2e6 in std::mem_fun1_t<void, Window_BattleStatus, FileRequestResult*>::operator() (this=0x2355a10, __p=0x2d622d0, __x=0x7fffffffdb40) at /usr/include/c++/5.1.1/bits/stl_function.h:1020 No locals. #5 0x000000000056c1cc in std::binder1st<std::mem_fun1_t<void, Window_BattleStatus, FileRequestResult*> >::operator() (this=0x2355a10, __x=@0x7fffffffdab0: 0x7fffffffdb40) at /usr/include/c++/5.1.1/backward/binders.h:123 No locals. #6 0x000000000056c131 in boost::detail::function::void_function_obj_invoker1<std::binder1st<std::mem_fun1_t<void, Window_BattleStatus, FileRequestResult*> >, void, FileRequestResult*>::invoke ( function_obj_ptr=..., a0=0x7fffffffdb40) at /usr/include/boost/function/function_template.hpp:159 f = 0x2355a10 #7 0x00000000004a0d1a in boost::function1<void, FileRequestResult*>::operator() (this=0x2355a08, a0=0x7fffffffdb40) at /usr/include/boost/function/function_template.hpp:773 No locals. #8 0x000000000049ff4f in FileRequestAsync::CallListeners (this=0x2d62490, success=true) at src/async_handler.cpp:204 result = {directory = "System2", file = "ffxiinv2", success = true} it = {first = 41, second = {<boost::function1<void, FileRequestResult*>> = {<boost::function_base> = { vtable = <void boost::function1<void, FileRequestResult*>::assign_to<std::binder1st<std::mem_fun1_t<void, Window_BattleStatus, FileRequestResult*> > >(std::binder1st<std::mem_fun1_t<void, Window_BattleStatus, FileRequestResult*> >)::stored_vtable+1>, functor = {obj_ptr = <Window_BattleStatus::OnSystem2Ready(FileRequestResult*)>, type = {type = <Window_BattleStatus::OnSystem2Ready(FileRequestResult*)>, const_qualified = false, volatile_qualified = false}, func_ptr = <Window_BattleStatus::OnSystem2Ready(FileRequestResult*)>, bound_memfunc_ptr = {memfunc_ptr = (void (boost::detail::function::X::*)(boost::detail::function::X * const, int)) 0x56bd9c <Window_BattleStatus::OnSystem2Ready(FileRequestResult*)>, obj_ptr = }, obj_ref = { obj_ptr = <Window_BattleStatus::OnSystem2Ready(FileRequestResult*)>, is_const_qualified = false, is_volatile_qualified = false}, data = -100 '\234'}}, <std::unary_function<FileRequestResult*, void>> = {<No data fields>}, static args = <optimized out>, static arity = <optimized out>}, <No data fields>}} #9 0x000000000049fff1 in FileRequestAsync::DownloadDone (this=0x2d62490, success=true) at src/async_handler.cpp:226 No locals. #10 0x000000000049fc4f in FileRequestAsync::Start (this=0x2d62490) at src/async_handler.cpp:153 No locals. #11 0x000000000056af7c in Window_BattleStatus::Refresh (this=0x2d622d0) at src/window_battlestatus.cpp:79 request = 0x2d62490 actor = 0x2785990 i = 0 #12 0x000000000056ad18 in Window_BattleStatus::Window_BattleStatus (this=0x2d622d0, ix=0, iy=160, iwidth=244, iheight=80, enemy=false) at src/window_battlestatus.cpp:51 No locals. #13 0x000000000053b24e in Scene_Battle::CreateUi (this=0x568e700) at src/scene_battle.cpp:140 commands = std::vector of length 3, capacity 4 = {"Attack", "AutoBattle", "Run"} #14 0x000000000055442f in Scene_Battle_Rpg2k3::CreateUi (this=0x568e700) at src/scene_battle_rpg2k3.cpp:109 request = 0x3 (...)
The text was updated successfully, but these errors were encountered:
Prevent div/0 when SP are 0 (Fix EasyRPG#653)
ce53a41
cd24382
Merge pull request #660 from Ghabry/development
d820818
Fix #611, #652, #653, #654, #656, #659
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This game uses gauge style battle. It seems like something is wrong in some gauge drawing.
Game download.
Not tested if the 2k3 1.10 RPG_RT executable is a custom one for this particular game (it shouldn't as "sample game" but...).
Just try to launch some game battle, e.g. new game, select skip scene and leave the room.
Or just launch any battle, e.g.
--battle-test 4
(4 is the battle group ID when leaving the room).GDB backtrace:
The text was updated successfully, but these errors were encountered: