--- Log opened Fri Jan 09 00:00:19 2009 |
00:00 | | Alek|gone is now known as Alek |
00:00 | | Alek is now known as Jiminy |
00:00 | | Jiminy is now known as Alek |
00:03 | <@ToxicFrog> | 0x004DBEE6 |
00:04 | | Attilla [~The.Attil@Nightstar-9469.cdif.cable.ntl.com] has quit [Quit: <Insert Humorous and/or serious exit message here>] |
00:04 | <@McMartin> | Adbeeg? |
00:05 | < Alek> | 0xBEAD5700 |
00:05 | | Consul [~consul@Nightstar-4831.dsl.sfldmi.ameritech.net] has quit [Quit: Leaving] |
00:06 | <@ToxicFrog> | That's the memory address at which La-Mulana stores how much money you have, or at least the low byte of it. |
00:07 | <@ToxicFrog> | Learning this has allowed me to craft a savegame in which you have the Glyph Reader, Hand Scanner, and Game Master, the ruins are open, and only the two village screens have been visited. |
00:08 | <@McMartin> | Heh. |
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00:19 | <@ToxicFrog> | And now, back to the map program |
00:21 | | * ToxicFrog ponders how walls are stored |
00:32 | <@McMartin> | Are you trying to rip the map out of La-Mulana? |
00:32 | <@McMartin> | You might as well just download spoilers, man. |
00:33 | <@ToxicFrog> | Oh, no |
00:33 | <@ToxicFrog> | If that were the case I'd be raiding White Knell's La-Mulana Database |
00:33 | <@ToxicFrog> | Since he's already done all the work |
00:34 | <@ToxicFrog> | I'm trying to write a program for creating, viewing and storing sets of annotated vector maps |
00:36 | <@ToxicFrog> | At the moment, walls are just a list of ((x y) (x y)) coordinate pairpairs. |
00:36 | <@ToxicFrog> | But that means walking the entire list and checking each wall in both directions for, say, deletion. |
00:39 | <@ToxicFrog> | Aah, screw it. Performance is nothing etc etc |
00:53 | | Derakon[AFK] is now known as Derakon |
00:59 | <@Derakon> | Hm. 11FPS with ~600 bullets onscreen. |
00:59 | <@Derakon> | I think I may need to have fewer, but larger bullets. |
01:02 | <@Derakon> | Oh, yeah, that's definitely the way to go. 15x15 bullets are much easier to use than 10x10 bullets. |
01:03 | <@Consul> | Okay, Ugly Betty is on. That's when I sequester myself in my room. :-/ |
01:04 | < Alek> | with plenty of kleenex? :P |
01:04 | <@Consul> | Wha? |
01:05 | <@Consul> | No, it's called "I can't f***ing stand that show." :-P |
01:05 | | * Consul watches HIGNFY on Youtube instead. |
01:05 | < Alek> | ... just turn off the tv, then. >_> |
01:05 | < Alek> | what's that? |
01:05 | <@Consul> | Well, I live with family. |
01:05 | <@Consul> | They like it, I can't stand it. |
01:06 | <@Consul> | HIGNFY == "Have I Got News For You" |
01:06 | < Alek> | never heard of it. |
01:07 | <@Consul> | Well, technically, I'm not supposed to have heard of it, either. |
01:07 | <@ToxicFrog> | Ok. Wall drawing and deleting is now working perfectly. |
01:08 | <@ToxicFrog> | That leaves: connections, labels, markers, saving and loading, map connections, and of course all the UI stuff that goes along with them. |
01:11 | <@Consul> | It's kinda sad that I think Jeremy Clarkson is preferable to Ugly Betty. :-) |
01:13 | <@ToxicFrog> | Well, Jeremy Clarkson is awesome, especially in tandem with Hammond and May |
01:13 | <@Consul> | However, Ed Byrne is totally awesome. |
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01:14 | | You're now known as TheWatcher[T-2] |
01:17 | | You're now known as TheWatcher[zZzZ] |
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03:00 | <@ToxicFrog> | http://www.funkyhorror.net/toxicfrog/projects/mapper.png |
03:00 | <@ToxicFrog> | The first four screens of La-Mulana, showing room walls and internal geometry. Not connections or markers because I haven't implemented those yet. |
03:06 | < Alek> | Consul: how about David Byrne? >_> |
03:44 | <@McMartin> | This, TF, is honestly more work than you need assuming you have any spacial sense at all. |
03:45 | <@McMartin> | I didn't have to map the later maze levels, even, except to mark where goodies were. |
03:54 | <@Derakon> | Okay, I don't get this. http://paste.ubuntu.com/102532/ |
03:56 | <@Derakon> | Any ideas why it won't let me invoke a method on my player object? |
04:03 | <@Derakon> | ...ah. I shouldn't have a member variable named the same thing as a member function. |
04:03 | <@McMartin> | Member functions are nothing more than callable member variables. |
04:04 | <@Derakon> | Righto. |
04:09 | <@ToxicFrog> | McMartin: the true utility will be the annotations. |
04:10 | <@ToxicFrog> | That said, you're probably right. |
04:10 | <@ToxicFrog> | But what the hell, it's fun. |
04:10 | <@Derakon> | Hrm. 'self.bullets = []' doesn't appear to actually get rid of the dang things. |
04:11 | <@ToxicFrog> | And I'm less likely to lose $HOME than I am to lose dozens of sheets of handwritten notes. |
04:12 | <@McMartin> | Derakon: That's a constructor. |
04:12 | <@McMartin> | If you have references to the old one around, those will stick |
04:13 | <@Derakon> | self.bullets should be the only list of bullets. |
04:13 | <@Derakon> | More to the point, it should be the only way their update functions get called~ |
04:16 | | * Derakon confirms that in the update cycle right after running that, he has 164 bullets. |
04:16 | <@Derakon> | And my bullet pattern doesn't generate them that fast. |
04:17 | <@Derakon> | ...oh, I know what's going on here. |
04:18 | <@Derakon> | I'm trying to modify the bullets list while iterating through the bullets list. |
04:18 | <@McMartin> | Bad Derakon. |
04:18 | <@Derakon> | I know, I know! |
04:21 | <@Derakon> | Right, bombs and new lives work. |
04:21 | <@Derakon> | Bombs clear out all bullets within 150px of the point of impact (might increas that radius; it's kinda small). |
04:21 | <@Derakon> | New lives wipe the screen clear. |
04:41 | | * Derakon gapes in disbelief as his "shotgun" misfunctions. |
04:41 | <@Derakon> | Can we say "firing 12 bullets in the player's general direction every frame?" |
04:54 | <@ToxicFrog> | Yes. |
04:55 | <@Derakon> | Hm. Most annoying. |
04:56 | <@Derakon> | My spiral bullet pattern has some holes in it. I thought to patch them by firing aimed shots at the player from time to time. |
04:56 | <@Derakon> | But that resets the direction the spiral is using. |
05:08 | <@McMartin> | You know, bullet hells are *supposed* to have the occasional sweet spot. |
05:09 | <@Derakon> | I'm talking "Find the right ~10x10 spot and you don't ever have to move again. |
05:09 | <@McMartin> | Aha. |
05:10 | <@McMartin> | That's more of a problem; I suggest having the emitters translate. |
05:13 | <@Derakon> | Yeah, I'm planning on that. |
05:13 | <@Derakon> | Hadn't realized it'd fix this problem, though~ |
05:19 | <@McMartin> | Even if it doesn't, you could clear the first 14 levels of After Burner just by holding down dive/left. |
05:20 | <@Derakon> | Ahh, yes, there we go. |
05:20 | <@Derakon> | Emitters can now use the same movement logic that bullets do. |
05:20 | <@Derakon> | Given that emitters are basically just bullets you can't collide with, this was not particularly complicated. |
05:59 | <@Derakon> | Okay, I think "spiral.bml" is at a playable state. Time to start coming up with new patterns. |
06:04 | <@Derakon> | Okay, and the homing lasers are also a success. |
06:04 | <@Derakon> | At low ranks you can just run in circles, but they speed up as your rank increases... |
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06:28 | | Alek is now known as Alek|gone |
06:30 | <@Vornicus> | I wonder when they're going to come out with MINE. |
06:33 | <@Derakon> | As in, WINE for OSX? |
06:33 | <@Derakon> | Er. |
06:33 | <@Derakon> | The equivalent of what WINE does, except imitating OSX system calls instead of Windows ones? |
06:34 | <@Vornicus> | Indeed. |
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06:50 | < Alek|gone> | nah, call it DINE |
06:51 | | Derakon is now known as Derakon[AFK] |
06:55 | <@AnnoDomini> | TONIGHT. WE DINE. IN HELL! |
07:10 | <@Vornicus> | heh. Okay, that's pretty good. |
07:31 | <@McMartin> | Well, not OSX per se |
07:31 | <@McMartin> | But the name you seek is "Basilisk" |
07:33 | <@Vornicus> | Basilisk, last I knew, only did 68k. |
07:33 | <@Vornicus> | And was an actual emulator. |
07:33 | <@McMartin> | Yeah, hence not OSX. |
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15:27 | <@ToxicFrog> | SheepShaver does PowerPC, and is generally preferable to Basilisk. |
15:27 | <@ToxicFrog> | However, it won't do OSX either. |
15:27 | <@ToxicFrog> | And is an actual emulator. |
15:39 | | * MyCatVerbs twitches in Bjarne's direction. |
15:43 | <@MyCatVerbs> | No, it's wrong to blame Bjarne, really. |
15:43 | <@MyCatVerbs> | Better to blame everyone who ever went along with him, instead. |
16:06 | <@Serah> | Bjarne? |
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16:39 | <@EvilDarkLord> | Serah: Great Old One behind C, I think. |
16:40 | <@EvilDarkLord> | Sorry, C++. |
16:40 | <@EvilDarkLord> | http://en.wikipedia.org/wiki/Bjarne_Stroustrup |
16:55 | <@Serah> | Oh. |
16:55 | <@Serah> | What's wrong with the people who went with Bjarne's direction? |
17:08 | <@gnolam> | C++ is a maze of twisty little corner cases, all alike. |
17:10 | <@gnolam> | It's a useful language to have around, but that doesn't change the fact that it consists of ugly hacks piled on top of each other. |
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18:24 | <@MyCatVerbs> | In this instance, I just want actual class objects. |
18:25 | <@MyCatVerbs> | It'd be so much nicer to be able to use classes directly rather than having an enumeration that's effectively mapped to them. |
18:32 | | You're now known as TheWatcher |
18:33 | <@ToxicFrog> | Smalltalk~ |
18:33 | <@MyCatVerbs> | ToxicFrog: for videogames? I suspect I might not mind ObjC, though, since they cleverly swiped large parts of the object model wholesale. |
18:34 | <@MyCatVerbs> | ToxicFrog: alas that I am forced to hack in the same languages that my libraries are written in, however, rather than those I'd like to use. |
18:35 | <@ToxicFrog> | Aah. Hmm. |
18:36 | <@ToxicFrog> | Lua? Python? I think Python has first-class classes... |
18:38 | <@McMartin> | ObjC isn't nearly as nice as it looks |
18:38 | <@McMartin> | Python does have first-class classes |
18:39 | <@Consul> | They cost 42 cents each? |
18:40 | <@ToxicFrog> | They are values in their own right and can be assigned, returned, passed as arguments, compared, and whatnot. |
18:47 | <@MyCatVerbs> | ToxicFrog: for working with OGRE? I'm vaguely leery. |
18:50 | <@ToxicFrog> | Aah, OGRE. |
18:52 | <@ToxicFrog> | There's http://lugre.schattenkind.net/index.php/Main_Page this. |
18:55 | <@ToxicFrog> | Which appears to be a Lua binding for OGRE and some supplementary (eg, sound) libraries. |
18:56 | <@ToxicFrog> | Don't know if it comes with an object system, though~ |
18:57 | <@MyCatVerbs> | Oh cool. Thanks. ^^ |
18:58 | <@MyCatVerbs> | I don't think I can really use that here because it's a big ol' group project with six of us. |
18:59 | <@MyCatVerbs> | But I'm going to have to go play with that later. Maybe write a holy Hell of small games with it. ^^ |
19:01 | <@ToxicFrog> | Aah, group projects. |
19:01 | <@ToxicFrog> | The bane of my existence. |
19:01 | <@MyCatVerbs> | Maybe I should take up fishing. |
19:02 | <@Consul> | ToxicFrog: I was just making a horrible joke. :-) |
19:03 | <@McMartin> | Oh God OpenAL >_< |
19:03 | <@McMartin> | >_< |
19:04 | <@MyCatVerbs> | McMartin: s'wrong? Looks close enough to civilised to me. |
19:05 | <@McMartin> | We had Very Bad Experiences with it in UQM some years back, which led to reimplementing a large chunk of its API as MixSDL. |
19:05 | <@McMartin> | Like, the Linux version would regularly hard-lock people's systems. |
19:05 | <@MyCatVerbs> | ...oh. Ffff... |
19:06 | <@McMartin> | It also was not exactly the cleanest interface there, though it had all the power you'd want. |
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19:15 | | * MyCatVerbs glances at the topic. |
19:16 | <@MyCatVerbs> | Why'd Project Euler discussions get moved, anyway? |
19:16 | <@McMartin> | They were dominating the channel. |
19:16 | <@MyCatVerbs> | Oh. Oh well. |
19:19 | <@Vornicus> | And people didn't want spoilers |
19:34 | <@Consul> | And there's a #math as well, populated only with people also here. :-) |
19:34 | <@McMartin> | Eheh. I wasn't aware of that when I recommended it~ |
19:35 | <@Consul> | It's not a bad idea for a channel, especially when we start talking about differential equations. :-) |
20:00 | | Alek|gone [~omegaboot@Nightstar-23762.dsl.emhril.sbcglobal.net] has quit [Ping Timeout] |
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20:50 | <@jerith> | More the spoilers than anything else. |
20:52 | | * Vornicus can't wait to get a real computer back, so he can get back to doing euler stuff. |
20:57 | <@Vornicus> | though I did get stuck on 58. The answer I'm getting is wrong and I don't see any reason for it to be. |
20:59 | <@jerith> | I got to 52. |
21:00 | <@Vornicus> | And I also have to actually figure out 44 in a way that I can prove, and add a proper stopping point to the wildcard primes one. |
21:02 | <@jerith> | Which one's 44? |
21:02 | <@Vornicus> | 44 is the pentagonals one. |
21:03 | <@jerith> | Ah. Mine's provable, but slow. |
21:05 | <@jerith> | Oh, I did 54. |
21:05 | <@jerith> | The poker one. |
21:05 | <@jerith> | 53 was pretty trivial. |
21:05 | <@Vornicus> | yeah, proving is an incredible pain for this one, because it means you have to use a different trick. I was writing a gallop for it so it didn't take as many tests to solve. |
21:06 | <@jerith> | Oh, right. |
21:07 | <@Vornicus> | I vastly enjoyed the poker one. |
21:08 | <@jerith> | So did I. |
21:08 | <@jerith> | I got to play with binary syntax. |
21:09 | <@Vornicus> | SamW once showed me how to do the poker one in very litle assembler. |
21:10 | <@jerith> | http://www.hashrocket.com/blog <-- Epic web design fail. |
21:11 | <@Vornicus> | ;_; |
21:23 | <@Vornicus> | (his method was epic. count pairs: 1 is 1 pair, 2 is 2 pair, 3 is 3 of a kind, 4 is full house, 6 is 4 of a kind; then if none of those, you check suit and the difference between the top and bottom card, with a bit of trickery for aces.) |
21:27 | <@Vornicus> | (I didn't use his way, opting instead for a dictionary thing.) |
21:43 | <@jerith> | I grouped by value. |
21:44 | <@jerith> | Ended up with tuples of {count, value}. |
21:44 | <@jerith> | Sorted descending. |
21:44 | <@jerith> | If I had 5 tuples, checked top and bottom. |
21:44 | <@Vornicus> | Yep, that's how I did it |
21:45 | <@jerith> | If all the suits were the same (checked separately), I modified the result based on ranking. |
21:45 | <@jerith> | A royal flush isn't special, of course. |
21:46 | <@jerith> | Oh, I also gave the cards values from 2 to 14. |
21:46 | <@jerith> | So everything's numeric. :-) |
21:47 | <@Vornicus> | yep |
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--- Log closed Sat Jan 10 00:00:31 2009 |