Open kphillisjr opened 12 years ago
Are you attempting to load an x86 saved game on x86_64? They are incompatible due to pointer size differences.
I'm talking about x86_64 platform in general... I save the game (Using EGL), build the code again ( for say, GLX ), and then try to load the new save, and it's always incompatible.
I will try to reproduce the issue later this week. If I cannot, I would need to get some extra logs from you, but it's much easier to debug if I can reproduce it myself and have instantaneous feedback. I'll let you know.
I see, and after a bit more investigating I think I spotted the cause of this issue. Pretty much this stems from the mapping of size_t to int. So the best bet would be to examine the size_t usage. After all, the Optimum result would be for saves to work on all supported platforms. This means a safe file generated on x86 will work on x86_64, powerpc, arm, mips, and whatever else eventually gets the data... Although, the reverse should also hold true.
I have uploaded new prebuilt APK to http://dante.mobi/, please test when you have time. Cross-architecture saves (e.g. x86 files on x86_64) still will not work.
@kphillisjr Has the new APK solved the save game issue for you? We should open a separate issue for architecture independent save files, however I do not consider this a high priority issue.
Architecture independent save games are kind of a niche feature. I do not see many people copying over save games from their desktop to an Android (or other architecture) device and resuming their partially complete single-player campaign.
I have not tested yet... it should work on any platform as long as the x86 to x86_64 works, and then the other way around. Although, It'd probably be better if kkszysiu tested the arm based stuff since that's where he is focusing.
Regardless of what I do, I wind up having my save data crash the game engine when I load the data.
Detailed System Information: From phoronix test suite
Note: This is on Linux Mint 13 ( Ubuntu 12.04 lts ) Log Data: