code logs -> 2008 -> Wed, 22 Oct 2008< code.20081021.log - code.20081023.log >
--- Log opened Wed Oct 22 00:00:52 2008
00:09 * Consul wonders about video file to DVD authoring-like programs on Fedora 9...
00:09
< Consul>
I usually used Tovid before, but that one's not in the list.
00:09
< Consul>
So before I go hunting for it, I might as well see if there are other options.
00:09 * gnolam vomits bile.
00:10
< Consul>
Well, it did work.
00:10
< Consul>
It would be nice if something out there used VLC for transcoding, since I know that can read every video file I have on my system.
00:10
<@gnolam>
Not that. Software Engineering Theory. :P
00:10
< Consul>
oh
00:11
<@gnolam>
I.e. "How to be a Good Corporate Drone"
00:11
<@gnolam>
Or "Bullshit Theory"
00:13
< Consul>
Heh
00:13
<@gnolam>
Now, don't get me wrong - it's good to have a theoretical framework.
00:13
< Consul>
The name makes it sound like one of those fundamental comp-sci classes I don't have under my belt.
00:13
<@gnolam>
And there's a kernel of good stuff in there. But like usability theory, it's bogged down in charlatanry and ex recto bullshit.
00:14
< Consul>
Like "data structures" or somesuch.
00:18
<@gnolam>
And it attracts the kind of people who worship the Gods of Acronyms at the Altar of Powerpoint.
00:18
< Consul>
heh
00:18
< Consul>
TLA for the WIN :-)
00:24
<@gnolam>
They're more for ETLAs, actually.
00:25
<@McMartin>
AFGNCAAP
00:25
< Shoukanjuu>
......what.
00:26
< Shoukanjuu>
I remember seeing that somewhere, where it was said to be pronounced "Afghan-cap"
00:26
<@McMartin>
Yes
00:26
<@McMartin>
It's the cipher protagonist of most first-person games.
00:27
<@McMartin>
"Ageless, Faceless, Gender Neutral, Culturally Ambiguous Adventure Person"
00:27
< Shoukanjuu>
Ah, that's right. I saw it on TVTropes.
00:27
<@McMartin>
It's actually from the Zork series.
00:28 * Vornicus fiddles, tries to figure out exactly what this other stuff is. I don't see any other monster data! :(
00:28
< Shoukanjuu>
ooh. Oldschool.
00:28
< Shoukanjuu>
Vorn: Is it compressed?
00:28
<@ToxicFrog>
Consul: yum search dvd | less?
00:30
<@ToxicFrog>
zypper suggests: devede, dvdstyler, dvdwizard, gany2dvd, gdvdcreator
00:31
< Vornicus>
Shou: I don't think so, actually.
00:31
< Vornicus>
Because there's much larger data that is /not/ compressed.
00:31
< Vornicus>
That would be a perfect candidate.
00:32
<@gnolam>
"Requires paradigm shift to give full advantage"
00:32 * gnolam shudders, then vomits bile out of his /ears/.
00:34
< Vornicus>
(specifically: there are 2kb of data that's a big bitmask that's map concealment, that is a perfect candidate for RLE. Then there's 16kb of map data that's better off as a diff from the (static) world map.
00:34
<@gnolam>
What game are you talking about, BTW?
00:35
< Vornicus>
(the monster data, on the other hand, is no more than 15 bytes per monster, and there's only about a hundred of them in the whole game)
00:35
< Vornicus>
King's Bounty.
00:36
< Vornicus>
the 1990 original, that is
00:36
< Vornicus>
...unless...
00:37
< Vornicus>
what if the monster data doesn't exist, and it only saves monsters if you lose to them?
00:37
< Vornicus>
...ng. More than that
00:38
< Consul>
I have Devede, but I was really hoping for something as simple as Nero's software: open it up, select some video files, order them, make a menu, and burn.
00:39
< Consul>
Oh, hey, maybe Devede will do it after all...
00:40
< Consul>
I didn't see that button there the first time...
00:41
<@Attilla>
Hmm. In C you cannot have a function have two or more outputs, can you?
00:42
<@gnolam>
You can if you wrap it in a structure, or return a pointer to an array.
00:42
<@gnolam>
But yeah, the C definition of a function is pretty much analogous to the mathematical one.
00:42
<@McMartin>
Standard practice is pass output pointers as arguments.
00:42
<@McMartin>
And then write through them.
00:43
<@gnolam>
Yup.
00:43
<@McMartin>
Instead of, for instance, a ReduceFraction command:
00:43
<@McMartin>
(int, int) reduce (int n, int d);
00:43
<@McMartin>
It would instead be:
00:43
<@McMartin>
void reduce(int n, int d, int *out_n, int *out_d);
00:43
<@McMartin>
(or possibly returning an int which is nonzero if the values changed)
00:43
<@Attilla>
This involves void?
00:44
<@McMartin>
Well, no, it would then be int reduce(etc)
00:45
<@gnolam>
And when you return a variable number of items (through a pointer), standard practice is to use the return value of the function to denote how many you just returned.
00:45
<@gnolam>
E.g. int Factorize(int n, int *factors);
00:46
<@gnolam>
Attilla: it's probably easier if you just tell us exactly what you want to do. :)
00:47
<@McMartin>
gnolam: Factorize needs one more argument to indicate the maximum number you may safely write.
00:47
<@gnolam>
I'm assuming an internal malloc and unlimited memory. ;)
00:47
<@McMartin>
In that case it needs to be int **factors.
00:47
<@McMartin>
But yeah, that too would work.
00:48
<@Attilla>
Well i'm just trying to move a mathematical function into a function, but there are two similar ones that I want to move into the same function for efficiency's sake, plus they have the same original data and are just different manipulations of it.
00:48
<@McMartin>
Something like reduce is the template you want.
00:49
<@Attilla>
But you seem to be hinting with your use of pointers that this cannot be accomplished with the return function?
00:49
<@McMartin>
It cannot be conveniently accomplished with the return statement.
00:49
<@McMartin>
It can if you add typedefs, but this is widely considered poor practice
00:51
<@gnolam>
McMartin: err, true that. Sleep deprived.
00:52 * gnolam looks at all the ethnically diverse powerpoint stock footage and starts vomiting intestines.
00:52 * Vornicus fiddles. He doesn't know what data he needs to mangle to experiment with, so there's nothing he can do yet.
00:55
<@gnolam>
And pie charts. God, the pie charts.
00:56
< Shoukanjuu>
I have this funny graph that depicts the learning curve of Dwarf Fortress compared to other popular games.
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00:57
<@gnolam>
And /two/ lose/loose mistakes just in this slide collection.
00:58
<@gnolam>
One more and I start loading the elk hunting rifle.
00:58 * Vornicus ...needs a bindiff.
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01:06 * gnolam needs a whisky.
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01:46
<@gnolam>
Gah. I think this sets a new standard for boredom in a computer science-related subject.
01:47
<@gnolam>
When, whenever you look up from the text, your eyes wander to either the gun cabinet or the liquor cabinet, that's a /bad/ sign.
01:49
< Shoukanjuu>
XD
01:49 * Vornicus discovers the location of own-army critters.
01:51
<@Reiver>
?
01:51
<@Reiver>
Oh, nice
01:53 * Vornicus is slowly whittling away the bits he can recognize.
01:54
< Shoukanjuu>
When I was muckign about in the stuff for Radiant Dawn's character data, a lot of it was compressed
01:54
< Shoukanjuu>
However, the compression...left alot of the units' data out
01:54
< Shoukanjuu>
so it took me a while to realize that it was actually compressed
01:54
< Shoukanjuu>
Because it didn't look like it for a while o_O
01:55
< Shoukanjuu>
That's why I thought to ask if it were compressed ^^;
01:59
<@gnolam>
Hmm.
01:59
<@gnolam>
No, I'm not hallucinating.
02:00
< Vornicus>
??
02:00
<@gnolam>
This PowerPoint slide really /does/ list "Hostage taking" as a goal.
02:00
< Shoukanjuu>
what XD
02:01 * Vornicus eyes. Two spots for current position?
02:01
<@gnolam>
"Systematic inspections
02:01
<@gnolam>
The best way of finding many defects in code and other documents.
02:01
<@gnolam>
Experimentally proven in replicated studies
02:01
<@gnolam>
Goals:
02:01
<@gnolam>
* Find defects
02:01
<@gnolam>
* Training
02:01
<@gnolam>
* Communications
02:01
<@gnolam>
* Hostage taking"
02:03 * gnolam tok tok toks.
02:05
< Shoukanjuu>
heheh
02:13 * ToxicFrog eyes Front Mission curiously
02:15
<@ToxicFrog>
There seems to be no reason to ever use anything but missiles and grenades.
02:16
<@ToxicFrog>
Missiles: sharply limited ammo, but outrange everything else and do huge damage; Grenades: infinite ammo, longest range of everything but missiles, damage comparable to machine guns/rifles.
02:17 * Vornicus finds... a peasant dwelling, finds its data next to a whole bunch of line noise.
02:18
<@ToxicFrog>
Yay! Line noise!
02:19
< Vornicus>
I'm dealing with a whole bunch of things that have mostly one-byte representations.
02:24
<@Reiver>
#DuelField,#Fleet,#Kiwi FUCK YOU, UNIVERSE. Thank you so much. Because what I really needed today was a hot water cylinder leak. >.<
02:25
< Vornicus>
:(
02:29
< Vornicus>
Hm. Okay, fighting there changed a number from 4 to 1. I don't know what the number was.
02:39 * Vornicus declares befuddlement.
02:51
< Vornicus>
Okay, those are map mask changes, that's map view changes (good god, it keeps track of critters by /changing the world map as they go/)...
02:52
< Vornicus>
These two look like changes to the monster data, but there's only two and there should be three or six...
03:05 mode/#code [+M] by Reiver
03:14
<@gnolam>
Hmm. To sleep or not, that is the question.
03:15 * Vornicus has no idea how to interpret this.
03:15
<@Reiver>
Three or six what, Vorn?
03:16
< Vornicus>
Three or six changes to the data file.
03:16
< Vornicus>
an enemy in this game has three armies.
03:18
< Vornicus>
So there should be three changes (either removing all three army types, or all three army counts) to the data.
03:18
< Vornicus>
or six, which is both.
03:19
< Vornicus>
...wait, what if it's an offse... no, that would place it firmly in the map mask.
03:19 * Reiver eyes. Ponders.
03:19
<@Reiver>
You say they also store units in the map mask, yes?
03:19
< Vornicus>
No.
03:19
< Vornicus>
The map mask is a bitmap.
03:19
<@Reiver>
okay
03:20
< Vornicus>
Army /locations/, sort of, are stored in the world map, which is much larger - one byte per square instead of one bit, so it's 16k to the mask's 2k.
03:20
<@Reiver>
aha
03:20
< Vornicus>
But the world map has a bunch of 0x91s in it where monster are.
03:21
< Vornicus>
And as they move around or are defeated, they disappear.
03:21
<@Reiver>
Fair
03:21
< Vornicus>
well, or move.
03:22
<@ToxicFrog>
I'd guess it's something like low three bits terrain type, high five bytes object index?
03:22
< Vornicus>
This is, in modern parlance, The Wrong Way To Do It.
03:23
< Vornicus>
ToxicFrog: Nope.
03:24 mode/#code [+oooooo Consul crem_ EvilDarkLord GeekSoldier Shoukanjuu Vash[Maid]] by Vornicus
03:24 mode/#code [+ov Vornicus DiceBot] by Vornicus
03:24
<@Vornicus>
http://vorn.dyndns.org/~vorn/kb_remake/continentia.png <--- this is the first continent.
03:24
<@ToxicFrog>
Ok, how do you derive that?
03:25
<@Vornicus>
The x's are locations of bad guys; they can move only onto other green squares - well, specifically, only green squares that are 0x00 -- this excludes all castle front yards and three specific squares near the castle in the southwest.
03:26
<@Vornicus>
That's direct rip from the game, made into an image using a bunch of 8x8 images each corresponding to one particular byte in the map.
03:27 * Reiver scratches his head. He is getting a set of numbers, f.ex 27.33. This represents 27, with a 33% chance of being 28.
03:27
<@Reiver>
How would I get excel to do the math for me?
03:27
<@Vornicus>
0x91 is "monster", and all the monsters in the savegame's version of the map are also that byte.
03:28
<@ToxicFrog>
How does it know which monster?
03:28
<@ToxicFrog>
Or does it randomly generate when you bump into it?
03:28
<@Vornicus>
TF: I don't know, actually.
03:29
<@Vornicus>
...actually, that's probably the right track...
03:30
<@ToxicFrog>
What are your options when you bump into a monster? Do you have to fight?
03:30
<@Vornicus>
Fight, and retreat. ...and I think I figured it out.
03:30
<@Vornicus>
I thought the numbers I was looking at were monster types - they're in the right range, but they're 06 and 0a...
03:31
<@Vornicus>
and my current position, after being attacked by them, is 07 09
03:31
<@Vornicus>
And that happens to be just southeast of 06 0a, which is where the monster started.
03:31
<@Vornicus>
Which means that it garbages monsters by clearing its position.
03:32
<@ToxicFrog>
If you retreat and then re-engage, do they have the same composition?
03:32
<@Vornicus>
Yes.
03:33
<@Vornicus>
I do /not/ know whether they would have a different composition if I savescummed the first encounter, but I suspect so. Let me see if I can divine the structure there.
03:33 * Reiver hopes you're writing this stuff down.
03:33
<@ToxicFrog>
Ok, so that means they aren't randomly generated when you bump into them.
03:33
<@Vornicus>
I am indeed writing it down.
03:33
<@ToxicFrog>
So it needs some way of mapping that 0x91 to monster composition
03:33
<@ToxicFrog>
Which in turn implies to me that you are looking at the tile map, not the object map
03:34
<@ToxicFrog>
Somewhere else is the army data itself, containing monster types and army coordinates, from which the tile map is built.
03:34
<@Vornicus>
Nope
03:34
<@Vornicus>
06 0a is in the object map somewhere
03:34
<@Reiver>
Also: Nevermind the excel thing, I have a Really Stupid Question. If I know that 100 miles is 40 pixels on a map, is 1 square mile 4 pixels?
03:34
<@Vornicus>
Reiver: no
03:34
<@Vornicus>
it's 0.16 pixels
03:34
<@ToxicFrog>
Presumably 0x00 is the tile number for grass and 0x91 for monster (they all share the same sprite on the world map)
03:35
<@Vornicus>
Yes and yes.
03:35
<@ToxicFrog>
What do you mean "is in the object map somewhere"?
03:35
<@Reiver>
And 16x16 pixels would be 100 miles square?
03:35
<@Reiver>
Er. That can't be right. *scratches his head*
03:35
<@Vornicus>
TF: by that I mean, I've diffed the binary of the save, and these changes are not in the world map
03:35
<@Reiver>
(So very hate trying to convert units in areas ;_;)
03:35
<@Vornicus>
Reiver: 4x4 px for 100 square miles
03:35
<@ToxicFrog>
16 pixels
03:35
<@ToxicFrog>
4x4
03:36
<@Reiver>
Ah! Of course. Thank you.
03:36
<@ToxicFrog>
Vornicus: what do you mean by "world map" here? I'm now confused
03:36
<@Vornicus>
TF: there are at least four parts to the data I'm looking at.
03:36
<@ToxicFrog>
I thought you had the visibility mask (1bpt), the tile map (1Bpt), and presumably object/army/etc data elsewhere
03:37
<@Vornicus>
The first part is about 200 bytes of miscellaneous; it includes among other things the name of my dude and the kinds of armies I have
03:37
<@Vornicus>
the second part is 2048 bytes of bitmask, which is the visibility mask.
03:38
<@Vornicus>
Then the third part is around 2000 bytes of other stuff, which includes among other things a bunch of misc stats and all the castle baddie counts, and a whole lot of unrecognizable line noise.
03:38
<@Vornicus>
Then the fourth part is 16kB of world map data.
03:39
<@ToxicFrog>
Ok.
03:39
<@Vornicus>
The 06 0a -> ff ff thing that I thought was army composition is in the third part, and appears to be actually army location.
03:39
<@ToxicFrog>
Based on what you've said about the world map, I maintain that this is a tile map.
03:39
<@Vornicus>
Yep.
03:40
<@ToxicFrog>
0x91 does not mean "there is an army here"; it means "when rendering, use the army sprite for this tile"
03:40
<@Vornicus>
...hm, a good point.
03:40
<@ToxicFrog>
It's a tossup whether it uses the tile map or the object list for collision detection.
03:41
<@ToxicFrog>
tile map is probably faster, then iterating the relevant part of the object list to see which army/sign/castle/town/lair/etc you collided with.
03:41
<@ToxicFrog>
(also gets you water/mountain clipping for free, etc)
03:41
<@Vornicus>
Possibly.
03:42
<@ToxicFrog>
Anyways. This explains how it differentiates wandering armies and the like.
03:43 gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has quit [Quit: Z?]
03:43 * Vornicus nods.
03:49 * Vornicus ponders, decides to Try Science on the next one, and kill something, and then Give Up. Ah, the things we do for reverse engineering: deliberately losing games.
03:55
<@Reiver>
pft
03:55
<@Reiver>
So, hm
03:55
<@Reiver>
This seems slightly strange, but I think it's my head that's doing it wrong
03:56
<@Vornicus>
??
03:56
<@Reiver>
Measuring a mile in a line is .25px, but measuring a 1mile x 1mile area takes up .16px?
03:56
<@Vornicus>
measuring a mile is actually 0.4px
03:56
<@Vornicus>
0.4*0.4 = 0.16
03:56
<@Reiver>
Arg. You're right.
03:57
<@Reiver>
That explains much. Cheers.
03:58
<@Vornicus>
also: =FLOOR(N,1) + IF(RAND() < MOD(N,1), 1, 0)
03:59
<@Reiver>
Oh! Thank you!
04:02
<@Vornicus>
Oh, that's cool.
04:08 * Vornicus finds some piles of goodies. Tries to figure out where these all actually fall.
04:28
<@Vornicus>
DING
04:29
<@McMartin>
Level up?
04:29 * Vornicus finds monster type/count offsets.
04:29 * Vornicus gains a level of Hacker!
04:32
<@Vornicus>
Okay, that's odd.
04:33
<@Vornicus>
There's 62 monster entities in all three tables, position, type, and count.
04:34
<@Vornicus>
A fully-qualified position has three entries: continent, x, y.
04:34
<@Vornicus>
But the position table only has two entries per entity.
04:34
<@McMartin>
Are monsters unique to continent?
04:34
<@Vornicus>
No.
04:35
<@Vornicus>
You see archmages on all four continents, for instance.
04:36
<@ToxicFrog>
Implicit by table index?
04:36
<@ToxicFrog>
The first N monsters are on the first continent, etc?
04:36
<@Vornicus>
...wow, that one is /coated/ in hate.
04:37
<@Vornicus>
I doubt it, personally.
04:37
<@McMartin>
62: not divisible by four
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04:37
<@Vornicus>
No it's not
04:38
<@McMartin>
"coated in hate"?
04:38 SandraGW [~SandraFow@Nightstar-13268.lns2.cbr1.internode.on.net] has joined #code
04:38
<@Vornicus>
Yeah, I would /not/ enjoy having to do that calculation each time.
04:38
<@Vash[Maid]>
...
04:38
<@Vash[Maid]>
NO!
04:38
< SandraGW>
I heard I can see some quality geek chat in here.
04:38
<@Vornicus>
pfff
04:38
<@Vash[Maid]>
...
04:39
< SandraGW>
That's like porno for me.
04:39
<@Vash[Maid]>
...
04:39
<@Vornicus>
...okay, wack
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04:39
<@Vash[Maid]>
Sandra, leave my Vorn alone. *glares*
04:39
<@McMartin>
Your ID is showing. Most of us know who you are.
04:39
<@McMartin>
Troll Harder
04:39
< SandraGW>
Vash[Maid], What? Your Vorn isn't the only hot geek in here!
04:39
<@Vash[Maid]>
XD
04:39
< SandraGW>
Plenty of fresh hot geek meats.
04:39 * Vash[Maid] laughs
04:39
<@Vash[Maid]>
But you're married!
04:39
<@Vash[Maid]>
Well...
04:39
< SandraGW>
Yes, but not dead.
04:40 * Vash[Maid] laughs
04:40
< SandraGW>
There's a difference.
04:40
<@Vornicus>
There are /more/ than 62 enemies in the world - 62 does, however, cover Continentia and Forestria.
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04:40
< SandraGW>
Just because I can't buy the produce, doesn't mean I can't drool. Maybe feel it up to see how ripe it is.
04:40
<@Vash[Maid]>
...
04:41 * Vash[Maid] falls off her chair and snortlaughs
04:41 * Vornicus bonks Sandra over the head with his copy of Knuth until she subsides.
04:41
<@Vornicus>
there's 25 more... and there's enough room for all those.
04:41 * SandraGW laughs.
04:41
< SandraGW>
Okay, I'll be good.
04:45
<@Vornicus>
...wait a second, what the crap?
04:46
<@ToxicFrog>
Re: not liking to do that calculation each time: size/speed tradeoff. And when packing the game into a cartridge, size is at a premium.
04:47
<@ToxicFrog>
Although, admittedly, one byte per enemy isn't all that much.
04:47
<@Vornicus>
Well, the thing is
04:48
<@Vornicus>
it's definitely not a reasonable tradeoff.
04:49
<@ToxicFrog>
The continent needs to be determined somehow, though
04:49
<@Vornicus>
We've got 16k of world map /in the save file/, and almost all of it never ever changes. To do the calculation at game load you need to load another 16k and iterate over it to find the baddies.
04:49
<@Vornicus>
There's no world count of baddies, as far as I can tell.
04:49
<@ToxicFrog>
...hmm. What are the dimensions of a single continent?
04:49
<@Vornicus>
64x64.
04:50
<@Vornicus>
I checked, none of the locations go above 0x3f
04:50
<@ToxicFrog>
And coordinates are two bytes each, right? One X one Y?
04:50
<@ToxicFrog>
Oh.
04:50
<@ToxicFrog>
Damn.
04:51
<@ToxicFrog>
It would have worked out so nicely.
04:52
< SandraGW>
Oh man, this is awesome.
04:52
<@Vornicus>
Yeah, it would have.
04:52 * SandraGW gets popcorn.
04:52 * Vornicus examines.
04:52
<@McMartin>
Vorn: Dumb question. Monsters spawn at different points on different continents, right?
04:52 * ToxicFrog gnaws on Sandra, seasons the popcorn with upvalues
04:52
<@Vornicus>
What if the full record is 144 records, and it's 36 per continent?
04:52
<@Vornicus>
McM: certainly, but monsters chase you
04:52
< SandraGW>
Ooooo.
04:53
<@Vornicus>
it's possible, with a modicum of work, to make monsters overlap - and I /know/ that isn't buggy.
04:55
<@Vornicus>
Hm. Okay, there's 36 on continentia, 26 on forestria, 10 on archipelia, and 15 on saharia
04:56 * SandraGW swoons.
04:56
<@ToxicFrog>
Always?
04:56
<@Vornicus>
TF: yes, always, the monster locatiosn are preset, and there's always that number.
04:57
<@ToxicFrog>
That gives us an aesthetically pleasing total number count of 77.
04:57
<@ToxicFrog>
Err, total monster count even.
04:58
<@Vornicus>
But here's the thing: after Forestria's, there's a bunch of 00/00 record separators, and then a group of 10 locations... and then more separators, and... 15.
04:58
<@ToxicFrog>
...how many separators?
04:58
<@ToxicFrog>
10 and 26 respectively, perchance?
04:58
<@Vornicus>
8 and 25.
04:59
<@ToxicFrog>
Bum.
04:59
<@Vornicus>
wait, let me have something that can't get it wrong do the counting for the on-map critters.
05:03
<@Vornicus>
35 27 (+8 = 35) 10 (+25 = 35) 15
05:04
<@Vornicus>
We have a winner.
05:05
<@Vornicus>
And then the offset to the next group is 20 more records after that.
05:06
<@McMartin>
Dissertation: Printed.
05:06 * SandraGW hands Vash some popcorn.
05:06
< SandraGW>
Vash: I can't believe I pay for porn, why didn't you tell me about this channel?
05:07
<@Vornicus>
People pay for porn?
05:07
< SandraGW>
;_; I do.
05:08
<@Vash[Maid]>
...
05:08
<@ToxicFrog>
o.O
05:08
<@Vash[Maid]>
. . .
05:08
<@Reiver>
Why?
05:08 * Vash[Maid] nibbles the popcorn and no comments.
05:08 * Vash[Maid] also nibbles Vorn
05:09
< SandraGW>
I can't find pirated stuff from ifeelmyself.com.
05:09 * Vornicus writes down his discovery.
05:10
<@ToxicFrog>
SandraGW: isohunt appears to have some :P
05:10
<@ToxicFrog>
Vornicus: so, that's the monster table sorted.
05:10 * Reiver coughs.
05:11
<@Reiver>
4th link and onwards in Google is torrents?
05:11
< SandraGW>
ToxicFrog, WHAAAAT?
05:11 * SandraGW looks.
05:11
<@ToxicFrog>
-> pm
05:11
<@Vornicus>
It certainly appears to be. That's 1120 more bytes with homes.
05:11
< SandraGW>
ToxicFrog, You are my best friend ever.
05:11
<@ToxicFrog>
So. What's left?
05:12
<@ToxicFrog>
Sandra: glad to be of service :P
05:13
<@Vornicus>
Okay, let's see.
05:14
<@Vornicus>
0000-00c8 are still floating, mostly; I know /some/ of the things, but not all of them.
05:14
<@Vornicus>
08c9-09e9 is also still floating; before it is the vismask, after is the monster data.
05:15
<@ToxicFrog>
Chest/signpost data?
05:15
<@ToxicFrog>
Or other non-monster world objects?
05:15
<@Vornicus>
and 0e49-0fc3, too.
05:16
<@Vornicus>
Other objects I still need to find: spell availability, castle ownership (both are 26 things), treasures (there's a lot more of these), dwellings (probably separate from regular treasures)...
05:18
<@Vornicus>
I don't know how signposts work - I should check the built-in resources, because I know they're not in strings.
05:18
<@ToxicFrog>
Spell availability I would guess is with other town data.
05:20
<@Vornicus>
There's only a very few town datas - spells, castle association (dunno how it finds those names, should see what the in-game data looks like), and technically villain association.
05:21 * Vornicus breaks out ResEdit to see what that looks like.
05:22
<@ToxicFrog>
I wonder what it looks like on platforms that don't have resource forks.
05:22
<@Vornicus>
Dunno.
05:22
<@Vornicus>
...the Mac version definitely isn't built like a normal Mac program, as far as resources go though
05:22
<@McMartin>
TF: .EXEs have resource *chunks*.
05:23
<@Vornicus>
Okay, there's a huge, vaguely structured, DATA chunk, but it has no discernable strings in it.
05:23
<@ToxicFrog>
McMartin: ELFs don't, though, AFAIK, and do MZs?
05:24
<@ToxicFrog>
Because if KB was released for DOS it's going to be MZ, not PE
05:24
<@McMartin>
I'm pretty sure everythign that isn't a .com can put whatever the leeg it wants into the DATA segment.
05:24
<@Vornicus>
Bunch of completely unreadable ESR#s...
05:25
<@Vornicus>
This is disconcerting
05:26
<@ToxicFrog>
grep the entire game folder?
05:26
<@ToxicFrog>
Non-ASCII string storage?
05:26
<@Vornicus>
There are other strings that are /definitely/ in ASCII
05:27
<@ToxicFrog>
Which ones?
05:27
<@Vornicus>
The generic strings: "Please wait while I perform the godlike actions necessary to make the game playable", for instance, or "A sign reads: "
05:28
<@ToxicFrog>
Aah.
05:29 * Reiver ponders how you'd store text if not in ASCII.
05:29
<@Vornicus>
/technically/ you could compress it, but it's stupid.
05:29
<@Vornicus>
I mean, honestly. There's not that much text.
05:29
<@McMartin>
ASCII didn't become any kind of standard until the PC became the only game in town.
05:30
<@McMartin>
Every single one of the 8-bit machines had an incompatible charset that was at best ASCII-like.
05:30
<@McMartin>
And by "like" I mean "the characters were the right distance apart"
05:30
<@Vornicus>
The game has proven that it thinks in ASCII
05:30
<@Reiver>
McM: This game has strings of ASCII in it, though
05:30
<@Reiver>
Unless it was a peicemeal port...
05:30
<@McMartin>
Yeah
05:31 * McMartin thought that the Mac had its own special codepage, too
05:32
<@Vornicus>
Mac Roman, but for all of ASCII it's bog-standard.
05:33
<@Reiver>
So, wait
05:33
<@ToxicFrog>
Vornicus: reading through the LP, I bet you'll find that the tilemaps for later continents use something other than0x91 for monsters
05:34
<@Reiver>
Where are the generic strings you've found so far?
05:34
<@Vornicus>
you'd be wrong!
05:34
<@Vornicus>
Reiver: in a single resouce named STR#
05:34
<@ToxicFrog>
Bum.
05:34
<@Vornicus>
er, STRS
05:34
<@Reiver>
Is the whole file ASCII usable?
05:34
<@Vornicus>
Nope.
05:34
<@Reiver>
Or at least, you know, expected amounts of it
05:35 * Reiver is vaugely wondering if there isn't some funky storage thing at work which left the game with an offset present.
05:35
<@Vornicus>
Null-terminated stuff, a bunch of fake strings that are just numbered
05:35
<@Reiver>
(You may have already thought of this, but)
05:36
<@Vornicus>
There's a decent amount of text in the game and I can't find /any/ of it
05:36
<@Reiver>
This makes me suspect that it's not all ASCII.
05:36
<@Reiver>
What platforms did the thing end up on?
05:37
<@Vornicus>
C64, PC, Genesis, Mac
05:37
<@Reiver>
Which was made first?
05:37
<@Vornicus>
Dunno
05:37 * Reiver 's immediate thought is that it was lazyported, so you need to check the origional codes charset~
05:38
<@Vornicus>
oh good god if it's petscii I will kill someone. Probably John Canegham.
05:38
<@Reiver>
petscii?
05:38
<@Vornicus>
petscii: ascii except for commodores.
05:38
<@Reiver>
Are you able to -check-?
05:39
<@Vornicus>
McM would probably be able to more easily than I; I don't know how petscii works off the top of my head.
05:41
<@ToxicFrog>
Are there things that look like null-terminated strings, except not readable?
05:41
<@Reiver>
http://en.wikipedia.org/wiki/PETSCII - does a code table help?
05:42
<@Vornicus>
TF: no. There are a few places where regular strings have unreadable characters in them though
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05:45
<@Vornicus>
For instance it goes "Castle \x04 is under "
05:45
<@ToxicFrog>
Aah.
05:45
<@ToxicFrog>
It's like printf, only with less readability.
05:45
<@Vornicus>
Quite
05:46
<@Vornicus>
But I don't know at all where it's pulling those from
05:46
<@ToxicFrog>
Hit the code, IMO
05:46
<@Vornicus>
Woo, assembler
05:47
<@ToxicFrog>
What's it targeting?
05:47
<@Vornicus>
I could have sworn ResEdit had a disassembler built in, but it doesn't seem to.
05:47
<@Vornicus>
68k
05:47
<@Vornicus>
So, not too bad, but
05:49
<@Vornicus>
Well, that's a thank god moment - doesn't appear to be in the code.
05:51
<@Vornicus>
The unrecognizable data, I can't find any actual /structure/ to it, but it doesn't appear to be compressed, either. There's too much structure.
05:51
<@Reiver>
I seriously suggest trying out various non-ASCII charsets on some of it, see if things start to pop up
05:52
<@Reiver>
Odds are they tweaked the bits that needed tweaking and left data files alone as much as possible... which means it may well have dealt with strange character sets internally.
05:52
<@ToxicFrog>
Would that not have required more tweaking, not less?
05:53
<@ToxicFrog>
Translating all your strings is a single command. Adding code to handle non-native character sets is...not.
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05:53
<@Reiver>
Point, but
05:53
<@Vornicus>
They don't look like ebcdic, and it's certainly not petscii (which is enough like ascii that I would be able to tell)
05:53
<@Reiver>
Other options? A lazy form of compression in files that seem to be relatively uncompressed otherwise?
05:54 * Reiver is assuming Vorn has already checked for bitshifted text (Though why they'd do -that- is just as much a mystery)
05:54
<@Vornicus>
Why the hell would you compress text when you've got 10k of it and probably a meg of graphics (though granted the graphics /are/ compressed)
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05:55
<@ToxicFrog>
I seriously think your best bet here is to toss it into IDA, find out where it uses one of the recognizeable ones like "castle foo is under", then work backwards from ther
05:55
<@Vornicus>
Wait, I do have a Windows machine available,don't I.
05:57
<@ToxicFrog>
IDA's not as good at dataflow analysis as it as at control flow, IME, but should still be sufficient for this task.
05:57
<@Vornicus>
How did I get sidetracked with looking for the strings anyway?
05:58
<@ToxicFrog>
Beats me.
05:58
<@ToxicFrog>
Worst case you could transcribe them manually.
05:59
<@Vornicus>
I already have, most of them
05:59
<@Vornicus>
I haven't done the villain text though.
05:59
<@Vornicus>
actually I've done /all/ the signs and castle names.
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06:07
<@ToxicFrog>
Oh goddamnit sourceforge
06:07
<@ToxicFrog>
Please stop rewriting your downloads page to suck more
06:10
<@Vornicus>
Hrm. Okay, so, the only castle data I have so far is the unit types.
06:13
<@Vornicus>
I'm missing, then, 130 bytes of data in the range 00..19, probably all consecutive.
06:22
<@Vornicus>
hrm, 260 bytes here.
06:24
<@Vornicus>
In total I need 156 bytes for all the town data.
06:24
<@Vornicus>
town/castle data, that is
06:25
<@Vornicus>
er, 182, rather, unless I'm really missing something.
06:26
<@Vornicus>
(26 * (5 for monsters, 1 for spell, 1 for villain)
06:31
<@Reiver>
Discovered?
06:32
<@Vornicus>
Oh, shit
06:32
<@Vornicus>
Yeah, there's at minimum a bitmask for whether you've seen the town or castle or not
06:32
<@Reiver>
Yeah
06:32
<@Vornicus>
This data here then doesn't look like everything.
06:33
<@Reiver>
That could also be stored on the map, though
06:33
<@Vornicus>
...hm, I wonder.
06:34
<@Vornicus>
I'll need a gate spell first though
06:36
<@Vornicus>
Okay, definitely need to properly visit - walking /near/ a castle isn't enough to allow you to gate to it.
06:41
<@Reiver>
1,224,258 pixels. Wow.
06:41 * Vornicus finds the teleport location data.
06:42
<@Vornicus>
Reiv: what'cha doing?
06:43
<@Reiver>
Trying to calculate the ballpark population of my continent.
06:43
<@Reiver>
I have formulas for calculating people per square mile, but if a square mile takes up .16 of a pixel...
06:44
<@Reiver>
No matter how I slice it, I'm looking at, uh, a Lot(tm).
06:44
<@McMartin>
Pixels are a unit of area
06:46
<@Reiver>
McM: Yes. I drew this thing, and divined a scale for it.
06:46
<@Vornicus>
Okay, the charts are always in the same place...
06:47
<@Reiver>
Said scale worked out to be so-close-I-standardised-it to 40pixels => 100 miles.
06:47
<@Vornicus>
...BUT
06:48
<@Vornicus>
Non-spectacular treasures change each time.
06:48
<@Vornicus>
You can savescum non-uniques
06:49
<@Vornicus>
Which is Bad News. :(
06:49
<@McMartin>
"Distance from base: [** Programming error: Crash site (object number 163337) has no property distance to read **] 11 mile(s)"
06:49
<@Vornicus>
McM: what?
06:50
<@McMartin>
IFComp
06:50
<@McMartin>
From the game that was, all by itself, 5/6s of the comp download.
06:50
<@Vornicus>
whups
06:50
<@McMartin>
(In large part because it appears to ship with an entire spacesynth album)
06:50
<@Vornicus>
heh
06:50
<@McMartin>
> hint
06:50
<@McMartin>
Think harder. :)
06:50
<@McMartin>
> fuck you
06:50
<@McMartin>
Real adventurers do not use such language.
06:52
<@Reiver>
...that is bad form, innit?
06:52
<@Vornicus>
Okay, so. Non-special treasures aren't in the file.
06:53
<@Vornicus>
Which means that they're not pregenerated; which means that they /suck/.
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06:57
<@Vornicus>
dwelling locations /are/ in the file, though, let me see if I can figure it out...
06:58
<@Reiver>
Why do they suck, vornypie?
06:58
<@Vash[Maid]>
...
06:58
<@Vornicus>
Since they're not in the file, I have to use other methods to determine their distribution.
06:59
<@McMartin>
Perhaps the LP is full of tastiness in this regard?
06:59
<@McMartin>
Or GameFAQs?
06:59
<@Vornicus>
I've already looked.
06:59
<@McMartin>
(I?, Kur'bii)
07:00
<@Vornicus>
The LP is not technical enough; I need actual distribution.
07:01
<@Reiver>
The LP is bloody helpful in other respects, though
07:02
<@Vornicus>
It is.
07:02
<@Vornicus>
Now that I think about it it /did/ mention that mundane treasures are scummable.
07:05 * Vornicus finds what appears to be 88 bytes of dwelling location data, padded the same way as the monster data.
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07:16 * Vornicus finds the dwelling population data; now to find the monster type data.
07:23 * Vornicus finds that. Is slowly running low on places for things.
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15:21
<@Attilla>
What does "expected declaration specifiers or ... before <var>" mean on the gcc compiler?
15:37
<@Attilla>
Oh I see the problem now, in declaring a function and declaring the functions variables I need to note the type each time even if two or more are of the same type.
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--- Log closed Wed Oct 22 16:34:13 2008
--- Log opened Wed Oct 22 16:34:18 2008
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17:22
<@gnolam>
FREEEEEEEEDOOOOOOOOM
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21:27 * McMartin flails at the Internet
21:27
<@McMartin>
Why is the only link anywhere to WinBench a busted link on the equivalent of Download.com?
21:27
<@McMartin>
FAIL
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21:53
<@gnolam>
Hmm. Work on a project or lie comatose on the couch, that is the question.
21:54
<@gnolam>
The couch it is.
21:55 * AnnoDomini laughs.
22:19
<@ToxicFrog>
WinBench?
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23:13
<@McMartin>
TF: WinBench is a series of benchmarks for Windows systems.
23:13
<@McMartin>
That are more like "application performance" and less polygon slinging
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--- Log closed Thu Oct 23 00:00:04 2008
code logs -> 2008 -> Wed, 22 Oct 2008< code.20081021.log - code.20081023.log >