🐛 Pangea Software's Bugdom for modern systems

Bugdom

This is Bugdom running on modern macOS, Windows and Linux! This version, at https://github.com/jorio/Bugdom, is approved by Pangea Software.

Get builds for macOS and Windows here: https://github.com/jorio/Bugdom/releases

Bugdom Screenshot

Documentation

License

Bugdom is being re-released here (https://github.com/jorio/bugdom) under the CC BY-NC-SA 4.0 license with permission from Pangea Software, Inc.

Bugdom® is a registered trademark of Pangea Software, Inc.

Credits

  • © 1999 Pangea Software, Inc.
  • Designed & developed by Brian Greenstone & Toucan Studio, Inc.
  • All artwork herein is © Toucan Studio, Inc.
  • All music herein is © Mike Beckett.
  • This software includes portions © 2020 Iliyas Jorio.

See also

If you like Pangea games, you might also be interested in my port of Nanosaur.

Comments
  • Failed to Build on Raspberry Pi 2 (RaspberryPi OS / ARM)

    Failed to Build on Raspberry Pi 2 (RaspberryPi OS / ARM)

    [email protected]:~/Desktop/Bugdom $ python3 setup_project.py 
    ==== Preparing build-release
    > cmake -S . -B build-release -DCMAKE_BUILD_TYPE=Release
    -- The C compiler identification is GNU 8.3.0
    -- The CXX compiler identification is GNU 8.3.0
    -- Check for working C compiler: /usr/bin/cc
    -- Check for working C compiler: /usr/bin/cc -- works
    -- Detecting C compiler ABI info
    -- Detecting C compiler ABI info - done
    -- Detecting C compile features
    -- Detecting C compile features - done
    -- Check for working CXX compiler: /usr/bin/c++
    -- Check for working CXX compiler: /usr/bin/c++ -- works
    -- Detecting CXX compiler ABI info
    -- Detecting CXX compiler ABI info - done
    -- Detecting CXX compile features
    -- Detecting CXX compile features - done
    -- Found SDL2: /usr/include/SDL2  
    -- Found OpenGL: /usr/lib/arm-linux-gnueabihf/libGL.so   
    -- Found SDL2: /usr/include/SDL2  
    -- Configuring done
    -- Generating done
    -- Build files have been written to: /home/pi/Desktop/Bugdom/build-release
    ==== Preparing build-debug
    > cmake -S . -B build-debug -DCMAKE_BUILD_TYPE=Debug
    -- The C compiler identification is GNU 8.3.0
    -- The CXX compiler identification is GNU 8.3.0
    -- Check for working C compiler: /usr/bin/cc
    -- Check for working C compiler: /usr/bin/cc -- works
    -- Detecting C compiler ABI info
    -- Detecting C compiler ABI info - done
    -- Detecting C compile features
    -- Detecting C compile features - done
    -- Check for working CXX compiler: /usr/bin/c++
    -- Check for working CXX compiler: /usr/bin/c++ -- works
    -- Detecting CXX compiler ABI info
    -- Detecting CXX compiler ABI info - done
    -- Detecting CXX compile features
    -- Detecting CXX compile features - done
    -- Found SDL2: /usr/include/SDL2  
    -- Found OpenGL: /usr/lib/arm-linux-gnueabihf/libGL.so   
    -- Found SDL2: /usr/include/SDL2  
    -- Configuring done
    -- Generating done
    -- Build files have been written to: /home/pi/Desktop/Bugdom/build-debug
    ==== Ready to build.
    Build project 'build-release' now? (Y/N) Y
    ==== Building the game: build-release
    > cmake --build build-release -- -j 4
    Scanning dependencies of target Pomme
    Scanning dependencies of target Quesa_SDL
    [  0%] Building CXX object extern/Pomme/CMakeFiles/Pomme.dir/src/Pomme.cpp.o
    [  1%] Building CXX object extern/Pomme/CMakeFiles/Pomme.dir/src/PommeDebug.cpp.o
    [  1%] Building CXX object extern/Pomme/CMakeFiles/Pomme.dir/src/Files/Files.cpp.o
    [  2%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3Geometry.cpp.o
    /home/pi/Desktop/Bugdom/extern/Pomme/src/PommeDebug.cpp: In function ‘std::__cxx11::string Pomme::FourCCString(uint32_t, char)’:
    /home/pi/Desktop/Bugdom/extern/Pomme/src/PommeDebug.cpp:47:7: error: ‘reverse’ is not a member of ‘std’
      std::reverse(b, b + 4);
           ^~~~~~~
    make[2]: *** [extern/Pomme/CMakeFiles/Pomme.dir/build.make:76: extern/Pomme/CMakeFiles/Pomme.dir/src/PommeDebug.cpp.o] Fehler 1
    make[2]: *** Es wird auf noch nicht beendete Prozesse gewartet....
    [  2%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryBox.cpp.o
    [  2%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryCone.cpp.o
    [  3%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryCylinder.cpp.o
    [  3%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryDisk.cpp.o
    [  4%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryEllipse.cpp.o
    [  4%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryEllipsoid.cpp.o
    [  5%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryGeneralPolygon.cpp.o
    [  5%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryLine.cpp.o
    [  5%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryMarker.cpp.o
    make[1]: *** [CMakeFiles/Makefile2:172: extern/Pomme/CMakeFiles/Pomme.dir/all] Fehler 2
    make[1]: *** Es wird auf noch nicht beendete Prozesse gewartet....
    [  6%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryMesh.cpp.o
    [  6%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryNURBCurve.cpp.o
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    [  7%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryPixmapMarker.cpp.o
    [  7%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryPoint.cpp.o
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    [ 11%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DCamera.cpp.o
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    make: *** [Makefile:84: all] Fehler 2
    Aborting setup because: Command '['cmake', '--build', 'build-release', '--', '-j', '4']' returned non-zero exit status 2.
    [email protected]:~/Desktop/Bugdom $
    
  • Permission to Publish to Flathub

    Permission to Publish to Flathub

    Hi @jorio!

    Thank you for porting this to modern operating systems and bundling an AppImage for Linux. I have created a Flatpak package for this project, ready to publish to Flathub. With your permission I would like to publish the Flatpak I've created to Flathub to allow even broader access to this classic (including on the recently released Steam Deck).

    Please let me know if there are any questions I can answer, thanks!

  • Update Windows Icon

    Update Windows Icon

    I converted the modern Mac/Linux icons to fit the Windows icon format, replacing the icon from the ancient "Ideas From the Deep" port. In compliance with Bugdom.exe.rc#L11, all embedded size layers are without PNG compression.

    Icon layers scaled using @bricelam's ImageResizer 3.1.2, then combined into an ICO file using GIMP 2.10.32.

    Size Layers: { 256x256 (32-bit color), 48x48 (32-bit color), 32x32 (original indexed icon) }

  • Support for cheats?

    Support for cheats?

    So, I was looking at the official Bugdom Cheat Page, and I can't figure out how to activate some of these in 1.3.0:

    • When you're on the Main Menu, hold down the F10 key and click the start game icon. This will bring up the Level Cheat Dialog which lets you start on any level.

    • During game play, the following cheats work: Apple + F1 = win this level Apple + F2 = win the game Apple + F3 = Full Health Apple + F4 = Full Ball Timer Apple + F5 = Full Inventory Apple + F6 = Toggle Liquid Invincibility Apple + F8 = frame rate Apple + F9 = display debug

    The only one I can get working is the Level Cheat Dialog. I tried Command+FKey but, that didn't work. I also tried Command+FN+FKey but, that didn't do anything either.

    Are these supported in 1.3.0?

    Thanks!

  •  my Linux binary?

    my Linux binary?

    Static, patched SDL for level select dialog. Could you upload it as a release?

    https://filedn.com/lHGef0SOQKnBTotcJeEfshJ/Games/Bugdom/Bugdom_linux64_1.3.0r1.tar.xz

  • segfault on Ubuntu 20.04

    segfault on Ubuntu 20.04

    I'm getting an almost immediate segfault when trying to start Bugdom on Ubuntu MATE 20.04. Here's a stack trace from a debug build:

    $ gdb build-debug/Bugdom 
    GNU gdb (Ubuntu 9.2-0ubuntu1~20.04) 9.2
    Copyright (C) 2020 Free Software Foundation, Inc.
    License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
    This is free software: you are free to change and redistribute it.
    There is NO WARRANTY, to the extent permitted by law.
    Type "show copying" and "show warranty" for details.
    This GDB was configured as "x86_64-linux-gnu".
    Type "show configuration" for configuration details.
    For bug reporting instructions, please see:
    <http://www.gnu.org/software/gdb/bugs/>.
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        <http://www.gnu.org/software/gdb/documentation/>.
    
    For help, type "help".
    Type "apropos word" to search for commands related to "word"...
    Reading symbols from build-debug/Bugdom...
    (gdb) run
    Starting program: $HOME/Projects/Bugdom/build-debug/Bugdom 
    [Thread debugging using libthread_db enabled]
    Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
    [New Thread 0x7fffef680700 (LWP 678556)]
    [New Thread 0x7fffeee7f700 (LWP 678557)]
    [New Thread 0x7fffee67e700 (LWP 678558)]
    [New Thread 0x7fffede7d700 (LWP 678559)]
    [New Thread 0x7fffed478700 (LWP 678560)]
    [New Thread 0x7fffed437700 (LWP 678561)]
    
    Thread 1 "Bugdom" received signal SIGSEGV, Segmentation fault.
    0x00007ffff55b5c34 in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
    (gdb) bt
    #0  0x00007ffff55b5c34 in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
    #1  0x00007ffff577d38e in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
    #2  0x00007ffff5590789 in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
    #3  0x00007ffff5591363 in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
    #4  0x00007ffff4accc79 in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
    #5  0x00005555556b08a5 in GLDrawContext_New (theView=0x555555f40a80, theDrawContext=0x555555f40d10, clearFlags=0x555555f3f368) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Renderers/Common/GLDrawContext.cpp:2195
    #6  0x00005555556da693 in QORenderer::Renderer::StartFrame (this=0x555555f3ef00, inView=0x555555f40a80, inDrawContext=0x555555f40d10) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Renderers/OpenGL/QOStartAndEnd.cpp:236
    #7  0x00005555556471bd in QORenderer::Statics::StartFrameMethod (inView=0x555555f40a80, privateData=0x555555a788e8, inDrawContext=0x555555f40d10) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Renderers/OpenGL/QOStatics.cpp:136
    #8  0x0000555555625345 in E3Renderer_Method_StartFrame (theView=0x555555f40a80, theDrawContext=0x555555f40d10) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Core/System/E3Renderer.cpp:402
    #9  0x00005555556372a5 in E3View_StartRendering (theView=0x555555f40a80) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Core/System/E3View.cpp:3971
    #10 0x00005555555f12ed in Q3View_StartRendering (view=0x555555f40a80) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Core/Glue/QD3DView.cpp:289
    #11 0x00005555555a94d1 in QD3D_DrawScene (setupInfo=0x55555603a4a0, drawRoutine=0x5555555c8c1f <DrawObjects>) at $HOME/Projects/Bugdom/src/QD3D/QD3D_Support.c:628
    #12 0x00005555555b8a8a in DoPangeaLogo () at $HOME/Projects/Bugdom/src/Screens/MiscScreens.c:373
    #13 0x00005555555c78dc in GameMain () at $HOME/Projects/Bugdom/src/System/Main.c:900
    #14 0x0000555555564c18 in CommonMain (argc=1, argv=0x7fffffffc368) at $HOME/Projects/Bugdom/src/Main.cpp:140
    #15 0x0000555555564d99 in main (argc=1, argv=0x7fffffffc368) at $HOME/Projects/Bugdom/src/Main.cpp:162
    (gdb) 
    

    This looks like it could be an OpenGL/driver problem, but I'm not sure. It's possibly related to this bug.

  • Any way to change Windowed/Fullscreen resolutions via a menu option?

    Any way to change Windowed/Fullscreen resolutions via a menu option?

    I was wondering if there was any way to change the resolution of the game via a menu option? I know that there is the "--fullscreen-resolution WIDTH HEIGH" command line option but, there's no option to change the resolution while in Windowed mode. Ideally, I'd love an option to have the game's resolution as 1280x960/2x scaled. Or, if that can't be done, maybe include a command line option for "--windowed-resolution WIDTH HEIGH" and also include 1280x960 as a valid option?

    My main issue is that the UI just stretches while in Fullscreen mode.

    Here's Windowed mode: Bugdom_Windowed

    And then Fullscreen mode: Bugdom_Fullscreen

    Thanks!

  • Enable hi-dpi window in SDL

    Enable hi-dpi window in SDL

    Pull Request Including the Patch Discussed in #22

    Screenshots from OnePlus 6, running postmarketOS:

    | | Before | After | | - | - | - | | Main Menu|| |Credits||

  • Application exits unexpectedly if inputs are overlapped

    Application exits unexpectedly if inputs are overlapped

    First of all, WOW. The fact that you were able to bring this game back is amazing all in itself, I loved playing it when I was younger and it's really bringing me back. So, thank you.


    It appears that the app can't endure multiple inputs at the same time and encounters a fatal error if too many things are done at once (for instance, jumping and swimming, jumping and rolling, jumping and kicking). Either that, or a fatal error is being thrown for some other reason that happens to coincide with me being overly-aggressive with a 18 year old app ;)

    Relevant system specs:

    MacBook Pro (Retina, 15-inch, Mid 2014) macOS Mojave 10.14.6 (18G8012) 2.5 GHz Intel Core i7 NVIDIA GeForce GT 750M 2 GB Intel Iris Pro 1536 MB

    Syslog below, I've marked the lines logged at the moment of the crash with !! ==>

    bugdom.log

    Log 1:

    2021-02-11 18:47:52.844174 -0500	default	18:47:52.844174 -0500	Bugdom	Current system appearance, (HLTB: 1), (SLS: 0)
    2021-02-11 18:47:52.848632 -0500	default	18:47:52.848632 -0500	Bugdom	Post-registration system appearance: (HLTB: 1)
    2021-02-11 18:47:52.970285 -0500	default	18:47:52.970285 -0500	Bugdom	NSApp cache appearance:
    -NSRequiresAquaSystemAppearance: 0
    -appearance: (null)
    -effectiveAppearance: ",
        "",
        ""
    )>
    2021-02-11 18:47:53.022412 -0500	default	18:47:53.022412 -0500	Bugdom	  saved enable noise cancellation setting is the same as the default (=1)
    2021-02-11 18:47:53.044129 -0500	default	18:47:53.044129 -0500	Bugdom	3472: [email protected] volume 1.000 1.000 1.000 1.000 1.000
    2021-02-11 18:47:53.044505 -0500	default	18:47:53.044505 -0500	Bugdom	194: AQME device AppleHDAEngineOutput:1B,0,1,1:0: client starting: ; running count now 1
    2021-02-11 18:47:53.044764 -0500	default	18:47:53.044764 -0500	Bugdom	1103: [email protected], device 0x2e (AppleHDAEngineOutput:1B,0,1,1:0), AudioDeviceStart (err 0)
    2021-02-11 18:47:53.134845 -0500	default	18:47:53.134845 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=16 reportHandlerCount=3
    2021-02-11 18:47:53.134873 -0500	default	18:47:53.134873 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee98b3e30 *count=16 size=1536
    2021-02-11 18:47:53.134894 -0500	default	18:47:53.134894 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=7faee841f970 *count=3 size=288
    2021-02-11 18:47:53.135077 -0500	default	18:47:53.135077 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=8 reportHandlerCount=1
    2021-02-11 18:47:53.135105 -0500	default	18:47:53.135105 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee841fc00 *count=8 size=768
    2021-02-11 18:47:53.135120 -0500	default	18:47:53.135120 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=60000099e510 *count=1 size=96
    2021-02-11 18:47:53.135285 -0500	default	18:47:53.135285 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=6 reportHandlerCount=1
    2021-02-11 18:47:53.135312 -0500	default	18:47:53.135312 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee8420070 *count=6 size=576
    2021-02-11 18:47:53.135331 -0500	default	18:47:53.135331 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=60000099e5b0 *count=1 size=96
    2021-02-11 18:47:53.135507 -0500	default	18:47:53.135507 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=3 reportHandlerCount=1
    2021-02-11 18:47:53.135535 -0500	default	18:47:53.135535 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee8420420 *count=3 size=288
    2021-02-11 18:47:53.135555 -0500	default	18:47:53.135555 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=60000099e650 *count=1 size=96
    2021-02-11 18:47:53.135709 -0500	default	18:47:53.135709 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=14 reportHandlerCount=3
    2021-02-11 18:47:53.135736 -0500	default	18:47:53.135736 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee9825830 *count=14 size=1344
    2021-02-11 18:47:53.135764 -0500	default	18:47:53.135764 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=7faee8420940 *count=3 size=288
    2021-02-11 18:47:53.135904 -0500	default	18:47:53.135904 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=5 reportHandlerCount=1
    2021-02-11 18:47:53.135921 -0500	default	18:47:53.135921 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee8420bd0 *count=5 size=480
    2021-02-11 18:47:53.135936 -0500	default	18:47:53.135936 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=60000099e6f0 *count=1 size=96
    2021-02-11 18:47:53.194958 -0500	error	18:47:53.194958 -0500	Bugdom	        AEGetDescData of non-desc type 'reco' not a good idea
    2021-02-11 18:47:53.504571 -0500	default	18:47:53.504571 -0500	Bugdom	27366555: RECEIVED OUT-OF-SEQUENCE NOTIFICATION: 279 vs 462, 512, 
    !! ==> 2021-02-11 18:51:15.063491 -0500	default	18:51:15.063491 -0500	Bugdom	392: AQME device AppleHDAEngineOutput:1B,0,1,1:0: client stopping: ; running count now 0
    

    Log 2 (...restarted the game to confirm what was happening...):

    2021-02-11 18:52:29.464444 -0500	default	18:52:29.464444 -0500	Bugdom	1103: [email protected], device 0x2e (AppleHDAEngineOutput:1B,0,1,1:0), AudioDeviceStart (err 0)
    2021-02-11 18:52:29.569884 -0500	default	18:52:29.569884 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=16 reportHandlerCount=3
    2021-02-11 18:52:29.569922 -0500	default	18:52:29.569922 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01b86d030 *count=16 size=1536
    2021-02-11 18:52:29.569946 -0500	default	18:52:29.569946 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=7fd01ad20dc0 *count=3 size=288
    2021-02-11 18:52:29.570284 -0500	default	18:52:29.570284 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=8 reportHandlerCount=1
    2021-02-11 18:52:29.570313 -0500	default	18:52:29.570313 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01ad21050 *count=8 size=768
    2021-02-11 18:52:29.570332 -0500	default	18:52:29.570332 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=600001868c10 *count=1 size=96
    2021-02-11 18:52:29.570500 -0500	default	18:52:29.570500 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=6 reportHandlerCount=1
    2021-02-11 18:52:29.570517 -0500	default	18:52:29.570517 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01ad214c0 *count=6 size=576
    2021-02-11 18:52:29.570535 -0500	default	18:52:29.570535 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=600001868cb0 *count=1 size=96
    2021-02-11 18:52:29.570705 -0500	default	18:52:29.570705 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=3 reportHandlerCount=1
    2021-02-11 18:52:29.570723 -0500	default	18:52:29.570723 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01ad21870 *count=3 size=288
    2021-02-11 18:52:29.570748 -0500	default	18:52:29.570748 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=600001868d50 *count=1 size=96
    2021-02-11 18:52:29.570907 -0500	default	18:52:29.570907 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=14 reportHandlerCount=3
    2021-02-11 18:52:29.570925 -0500	default	18:52:29.570925 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01b87de30 *count=14 size=1344
    2021-02-11 18:52:29.570947 -0500	default	18:52:29.570947 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=7fd01ad21b00 *count=3 size=288
    2021-02-11 18:52:29.571093 -0500	default	18:52:29.571093 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=5 reportHandlerCount=1
    2021-02-11 18:52:29.571114 -0500	default	18:52:29.571114 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01ad21d90 *count=5 size=480
    2021-02-11 18:52:29.571130 -0500	default	18:52:29.571130 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=600001868df0 *count=1 size=96
    2021-02-11 18:52:29.635602 -0500	error	18:52:29.635602 -0500	Bugdom	        AEGetDescData of non-desc type 'reco' not a good idea
    2021-02-11 18:52:29.946574 -0500	default	18:52:29.946574 -0500	Bugdom	27366555: RECEIVED OUT-OF-SEQUENCE NOTIFICATION: 289 vs 482, 512, 
    !! ==> 2021-02-11 18:53:03.211931 -0500	default	18:53:03.211931 -0500	Bugdom	392: AQME device AppleHDAEngineOutput:1B,0,1,1:0: client stopping: ; running count now 0
    
  • Bugdom just quit when winning level 3 with more than 3 lives

    Bugdom just quit when winning level 3 with more than 3 lives

    OS: macOS Monteray.

    I have not reproduced that (yet), but I ended level 3 with 4 lives, and Bugdom just quit. Apparently it wasn’t a crash because I did not get the crash report window.

    Will try and reproduce and report back here.

    Thanks so much for this repo!

  • Build fails on macOS - Framework not found:

    Build fails on macOS - Framework not found: "-lFoundation"

    Building the latest commit (ca652a1) fails to build on macOS in both cmake and Xcode with the error: ld: framework not found -lFoundation

    The recent modification (1d5a9614b6b985d53fd5ff0fbe14f65c65257287) in the CMakeLists.txt file appends Foundation and IOKit to an array for the frameworks to be included, but adds them as separate libraries because they're not enclosed with quotes.

    The line in question: https://github.com/jorio/Bugdom/blob/ca652a1a02e3c24d183d0cf6befd5cc5b3c77b0c/CMakeLists.txt#L245

    This ends up trying to add -framework -lFoundation -framework -lIOKit to the ld command and fails.

    Changing this line to enclose the framework lines list(APPEND GAME_LIBRARIES "-framework Foundation" "-framework IOKit") resolves the error, and builds successfully on macOS 11.4 (20F71)

  • Compile the game for a PowerPC Mac OS X?

    Compile the game for a PowerPC Mac OS X?

    How could the game be compiled to run on a G4 iMac running Mac OS X 10.3 Panther? It does run the origional copy of Bugdom through the Classic eniroment, but with a very reduced resolution and letterbox. How could it be compiled to nativey run directly in Mac OS X in full resolution? I see that some of the code conditions check for a G4 computer.

  • Linux build on itch.io doesn't install

    Linux build on itch.io doesn't install

    for appimage to install, you must upload them using butler (tested working on private listing in my account) butler push ~/build/Bugdom-1.3.2-linux-x86_64.AppImage jorio/bugdom:linux-universal

    If butler doesn't work on your system or you are otherwise unable to do this, feel free to add me (tux-peng.itch.io) as an admin and I can do it for you

  • Can't load the game on windows (maybe because of my specs...?)

    Can't load the game on windows (maybe because of my specs...?)

    My specs:

    • Intel(R) Core(TM) i3 CPU 550 3.20GHz
    • RAM: 4.00 GB

    I just try to play the game but goes into a black screen and the game crashes.

    Why this happens? Mighty Mike, Nanosaur and Cro Mag Rally runs just fine 100% playable.

  • Zip AppImage for itch.io

    Zip AppImage for itch.io

    The itch.io desktop app doesn't seem to like single file executables, I can't get anyone to respond to me over on the itch forums and it appears that the devs just really don't like single file executables uploaded directly.

  • Steam Deck compatibility

    Steam Deck compatibility

    Opening a new issue here to continue the conversation in #22 about the Steam Deck.

    @Tagkit:

    Anything in particular you are looking for / need feedback on?

    Yes, I'd like to find out why the game runs in a low resolution on the Deck according to the screenshots I've seen so far.

    @jm2:

    SteamInput doesn't appear to get passed to the Pangea apps installed through Flathub and launched via Steam on the Deck. The AppImage binaries provided here work without issue.

    Interesting. A possible explanation is that I bake a recent version of SDL into the AppImages. The Flatpaks probably rely on whatever SDL version is installed on the system. You can see SDL version info in the game's help screen.

  • My Nemesis, the Gold Clover on Level 9

    My Nemesis, the Gold Clover on Level 9

    I can't seem to find any discussion about this anywhere else on the web, so I figured this seemed like the best place.

    Has anyone figured out the best way to get that confounded gold clover in that one room on Level 9 without cheating or kiddie mode? You know, the one to the left just before the exit log. Because when you turn on the water valve, the firewalls are extinguished, but the nuts are submerged and inaccessible. This has been on my mind for nearly two decades as I was never able to figure it out as a kid.

    There is a small opening in the firewall way up in the corner but any attempt to go through it seem to cause Rollie to slide right into the fire, killing him.

    I have somehow managed to open submerged nuts by boosting into them from the walls, but their contents cannot be reached as their hitboxes are too far below the waterline.

    Am I supposed to get airborne while in ball mode to jump over the firewall? If so then what is the optimum angle? Any attempts I have made have resulted in me rolling right into the second firewall immediately after it.

    This is one of those situations where I don't know if Brian Greenstone put it there just to torment us or if he intended for there to be a way and just never tested it. Or maybe I am just very dumb and the solution is right in front of me.

    Has anyone else figured it out?

🌼 Homework of Computer Systems: A Programmer's Perspective (3rd Edition) and Autolab solutions of CMU 15-513: Intro to Computer Systems
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Public Code Repository of the iRotate Active SLAM for Omnidirectional robots at the Max Planck Institute for Intelligent Systems, Tübingen
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CS:APP is an excellent material for learning computer systems and systems programming. However, it is inconvenient to use a virtual machine for self-learners. In this repo, I build a Docker image with most pre-requistes installed and attached all lab materials in it.

Nov 11, 2022
Lab2: using a physical embedded systems to interact with virtual embedded systems.
Lab2: using a physical embedded systems to interact with virtual embedded systems.

Lab2: dotDevice EmSys Autumn 2021 In this lab you will use your TinyPico to interact with a virtual embedded system. Current Virtual Lab URL: [http://

Oct 20, 2021
Hardened malloc - Hardened allocator designed for modern systems

Hardened malloc - Hardened allocator designed for modern systems. It has integration into Android's Bionic libc and can be used externally with musl and glibc as a dynamic library for use on other Linux-based platforms. It will gain more portability / integration over time.

Nov 22, 2022