starting screen (Issue #783) On 2022-06-01 12:22 p.m., NetSysFire wrote: > Steps to reproduce: > >1. Get any prompt and answer it. In my case it was a horribly old > save I forgot about or when I wiztested something and forgot > about that save, too. >2. See that the copyright information got overwritten by the prompt: > >There is already a game in progress under your name. Destroy old game? [yn] (n) > By Stichting Mathematisch Centrum and M. Stephenson. > Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31. > See license for details. > > > Shall I pick character's race, role, gender and alignment for you? [ynaq] > > Expected behavior: > > Redraw after a prompt was answered, so the prompt vanishes and the > entirety of the starting screen will be shown. > > NetHack, Copyright 1985-2022 > By Stichting Mathematisch Centrum and M. Stephenson. > Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31. > See license for details. > > > Shall I pick character's race, role, gender and alignment for you? [ynaq] > > Proposed severity: low. Not gamebreaking, it is cosmetic only and does > not have any other consequences. > The Copyright notice is placed by tty internal routines writing onto the BASE_WINDOW fairly early in the startup sequence. The prompt to "Destroy old game? [yn] (n)" is using the in-game routine to write to the message window at the top of the screen and prompt there, just like in-game prompts and messages. If the player answered 'y' to that, the prompt for "Shall I pick character's race, role, gender and alignment..." appeared immediately after. That one, however, is written using the BASE_WINDOW routines in tty, like the copyright notice. This change does the following: It moves the copyright lines down a little bit leaving room for the "Destroy.." prompts. It places the "Shall I pick characters's..." prompt further down the screen by default, leaving some room for about 3 raw_print startup messages after the copyright notice, just in case there are any. The "Shall I pick character's..." prompt will still appear immediately if there is a prompt such as "Destroy old game?..." There were a couple of other issues around raw_print startup messages too. Those are delivered using a raw_print mechanism to ensure they are written even if the window-port is not fully operational. However, they were only on the screen for the blink of an eye. This call sequence in restore.c made them disappear almost immediately: docrt() -> cls() Put in a mechanism to detect the presence of raw_print messages from the early startup, and if there were some, wait for a keypress before obliterating the unread notifications.
This README provides the instructions for building the unofficial Mac binaries using the Apple provided developer IDE named XCode. Establish a developer team in XCode =================================== Your first step should be to establish a developer team within XCode. Launch XCode and open the preferences dialog (XCode Menu->Preferences). Select the "Accounts" tab. Add an account (usually this should just be your apple ID account you used to setup the Mac). After adding the account, select the account and then add a team (usually this will be just a personal team for Mac Development). Obtain your developer team identifier ===================================== Your DEVELOPMENT_TEAM can be found by opening Keychain Access (found by Finder->Applications->Utilities). Click on "My Certificates". Look for your "Mac Developer" certificate. Right click on the certificate to open a dialog that shows certificate details. Look for "Organizational Unit" among the details. This ten digit value is your development team identifier. Create XCodeLocal.xcconfig file =============================== Now you need to create the XCodeLocal.xcconfig file that will be used by XCode to get your development team identifier. Create the file in sys/unix and add a single line such as: DEVELOPMENT_TEAM = XXXXXXXXXX Where XXXXXXXXXX is replaced with your development team identifier. Open the project and build ========================== In XCode open the project file sys/unix/NetHack.xcodeproj, select the product NetHack and build. The build results are placed in ~/nethackdir.