Comments (3)
For anyone who may be following this:
When R, G and B are 8 bits each, but the screen is 32 bits per pixel, the system has to add 8 bits of padding. The code here is written to assume those 8 bits are all zero, but it seems that in recent X11 servers this has changed to all 1s. The bot checks this and bombs out, because otherwise it would be working with invalid assumptions.
I've submitted some code in PR#2 which fixes this as a side effect of considering pixels by their colour values rather than as literal sequences of 4 bytes. The purpose of doing that is to let the bot still work if the colours the game uses on your screen are not identical to the ones assumed by the bot (they still have to be very close, though). You can tune this by editing the PIXEL_FUZZ setting - 3 worked well for me.
Unrelatedly, anyone trying to use this bot will probably also need to edit the keypresses that it sends for left and right movement.
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This should be fixed thanks to @imc0's pull request.
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Also, @imc0, thanks for pointing out the non-standard controls, i've updated the readme.
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