code logs -> 2012 -> Fri, 06 Jul 2012< code.20120705.log - code.20120707.log >
--- Log opened Fri Jul 06 00:00:02 2012
00:16
<~Vornicus>
yeah. 8 frames, and the horizontal strip appears to be 6 frames but there's a step where it doesn't produce an image.
00:19
<~Vornicus>
oh, that's just "I can't see", there are 8 frames
00:20
<&McMartin>
omzgpix
00:20
<&McMartin>
Also, I'm curious about extraction and wouldn't mind having a shot at it if you have the D64
00:21
<&McMartin>
Or the .T64 or the .PRG, depending on how it's stored
00:21
<~Vornicus>
it's a d64 with half a dozen other games
00:21
<~Vornicus>
including Peanut Butter Panic, which is a silly little 2 player game, one moment
00:22
<~Vornicus>
email?
00:22
<&McMartin>
Sure, I guess
00:22
<&McMartin>
Alternately, brief webspace post
00:29 Ariii [Ariii@Nightstar-f695463f.cicril.sbcglobal.net] has joined #code
00:29
<~Vornicus>
also I appear to have gotten a steam code for batman from you once and totally forgotten about it
00:30
<~Vornicus>
or something
00:32
<&McMartin>
Yes, ISTR that you decided you didn't need it because Vash had it
00:33
<&McMartin>
I can reassign it but I apparently can't revoke it
00:33
<~Vornicus>
Ah, of course.
00:33
<&McMartin>
In other news, I have a spare Steam copy of Batman Arkham Asylum, if anyone needs it.
00:34
<~Vornicus>
heh
00:36 You're now known as TheWatcher[T-2]
00:40 You're now known as TheWatcher[zZzZ]
00:46 Geeksoldier [IceChat9@A2BA3E.CCFB1E.606164.F2A8E0] has joined #code
00:47 * ToxicFrog finds out why his test suites are failing, recursively facepalms
00:48
< ToxicFrog>
So, check this out
00:48
< ToxicFrog>
The IMAP5 compiler understands (among other things) two pragmas related to function generation: #pragma Kmp and #pragma Kinterrupt.
00:48
<~Vornicus>
But yeah, every sprite you can get would be awesome and a lot easier than pulling frames out of VLC and discovering that it's still got these border anomalies
00:48
< ToxicFrog>
The former tells it that the following function might be mapped to any core at runtime (this is an asymmetric multiprocessing architecture) and thus it should avoid using core-specific optimizations.
00:49
< ToxicFrog>
The latter tells it that the following function is an ISR, and thus should use interrupt call and return conventions and automatically mask interrupts on call and unmask them on return.
00:49
<&McMartin>
Vorn: I've never used VICE's memory debugger and I'm not sure if I can pull out the VIC-II memory window
00:49
< ToxicFrog>
...except, it turns out, it's not "the following function"
00:49
< ToxicFrog>
It
00:49
<&McMartin>
Image shots of What You Have might help to make sure I've caught them all
00:49
< ToxicFrog>
It's "everything until a #pragma Kwhatever=0"
00:50
<&McMartin>
I hope they're contiguous -_-
00:50
<&McMartin>
(There's a place you write for each sprite that is basically "write X to this location and it reads the sprite data from location X*64"
00:50
< ToxicFrog>
Turns out things get seriously screwy when it's generating half of the functions in the library with ISR call/return semantics.
00:50
<&McMartin>
Yeah, I bet
00:51
< ToxicFrog>
(this hasn't arisen with Kmp because I tend to put Kmp=1 or Kmp=0 at the start of each function just as a way of documenting where it's expected to execute)
00:52
<&McMartin>
Oooh, or I could be a jerk
00:52
<&McMartin>
Vorn, if you have some graphics caps, I can rip the .PRG and do a search of the binary for the bit patterns.
00:53
<~Vornicus>
I have a few small ones - I'll drop them at you once I've gotten dinner going properly
00:54
<&McMartin>
I won't have a chance to look at any of this for several hours anyhow
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01:00
<~Vornicus>
righto
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02:05
<~Vornicus>
Shit, need a keyboard map
02:06
<&McMartin>
For the 64?
02:06
<&Derakon>
Here you go: http://alexpb.com/notes/wp-content/uploads/2008/12/keyboard_1resized.jpg
02:08
<~Vornicus>
For the 64. found it. forgot that * was in fact unshifted~
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02:35
<~Vornicus>
To make this somewhat harder most of the sprites aren't full width.
02:38
<~Vornicus>
and of course you'd still have to permute the color mapping
02:54
<~Vornicus>
something funny is going on with this one, it's got four actual colors
02:55
<&McMartin>
4 or 3-with-transparent?
02:55
<&McMartin>
If the latter, it likely has multicolor mode on.
02:55
<~Vornicus>
4 plus transparent
02:56
<~Vornicus>
Orange (duck bill) red (gondola) white (duck) black (gondola floor)
02:56
<&McMartin>
Probably two multicolor sprites on top of one another.
02:56
<&McMartin>
It'll be more obvious if they're horizontally double-wide pixels
02:57
<~Vornicus>
All the sprites here are multicolor
02:57
<&McMartin>
That's probably "gondola sprite with a duck sprite underneath it"
02:58
<~Vornicus>
on top of, or something.
02:58
<&McMartin>
Priorities are pretty great
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03:01
<~Vornicus>
fun part is it's one of the few that's actually full width!
03:13
<~Vornicus>
....oh that /is/ cute
03:14
<~Vornicus>
I just noticed: the gondola lies lower in the water when it's loaded with ducks
03:14
<&McMartin>
Nice
03:15
<~Vornicus>
There is a lot of polish on this tiny little c64 game
03:15
<&McMartin>
I look forward to ripping apart its secrets
03:18
<~Vornicus>
there's something like 30 frames of animation for the ducks alone, then six different boat images, and that's not counting the stuff where it's colliding with ducks or the hippo.
03:21 Ariii [Ariii@Nightstar-f695463f.cicril.sbcglobal.net] has joined #code
03:23
<~Vornicus>
Should probably grab a few more that are not obviously composited. The gondola definitely got extra love.
03:35
<&McMartin>
Yeah, and I'm concerned that the sprites might be dynamically generated in part.
03:36
<~Vornicus>
That would be really scary, but so far I haven't seen evidence of it.
03:46
<&McMartin>
Oh, mean
03:46
<~Vornicus>
oh mean?
03:46 * McMartin looked at what "DUCKS AHOY PRG" actually was
03:46
<&McMartin>
A loader for two other .PRGs and a SYS.
03:46
<~Vornicus>
An assembler loader, yeah
03:47
<&McMartin>
No, that loader is in BASIC
03:47
<&McMartin>
You can LIST it
03:47
<~Vornicus>
I mean it loads some assembler
03:48
<&McMartin>
Yeah
03:49
<&McMartin>
You don't have to do it that way, and it's really weird that it does it in two parts like that.
03:55
<&McMartin>
OK, Alt-M will get me into memory mode
04:07
<@Alek>
\list
04:07
<@Alek>
hah
04:08
<&McMartin>
It is not totally obvious that this is the right way to go about this.
04:09
<&McMartin>
I think I've found A Sprite at $4480
04:11
<~Vornicus>
What's it look like?
04:11
<&McMartin>
... three lines of pixels
04:11
<&McMartin>
Which is why it's Not Totally Obvious that this is the right way to do this
04:11
<~Vornicus>
Kinda noisy?
04:11
<&McMartin>
No, lots of zeroes
04:12
<~Vornicus>
Like, the lines that have pixels - I know there's a couple of splashes.
04:12
<&McMartin>
Oh
04:12
<&McMartin>
I haven't tried to interpret it
04:12
<&McMartin>
But it also looked like there was only one sprite active.
04:13
<~Vornicus>
weird.
04:14
<&McMartin>
I'm going to look for this in the file now.
04:15
<&McMartin>
... *that* is a *bummer*
04:15
<~Vornicus>
?
04:15
<&McMartin>
The main program loads to $9000, the secondary thing (data?) loads to $C100.
04:15
<~Vornicus>
Oh, hell.
04:17
<&McMartin>
I'm either misreading the VIC-II's bank data or I'm missing something really important.
04:22
<~Vornicus>
I don't think there's enough here for the data to be actually compressed, so that's out...
04:24
<~Vornicus>
I mean even with 64 frames of animation that's still only 4kB and that's a lot less than what's going on in there, and I know the world data isn't that big either
04:25
<&McMartin>
The data *can't* be compressed
04:25
<&McMartin>
I'm looking AT THE CBM RAM
04:25
<&McMartin>
While the game is playing.
04:26
<&McMartin>
The data on the disk *might* be, though, since I don't see these bit patterns anywhere inside the code.
04:26
<~Vornicus>
Hrmng
04:26
<&McMartin>
Waaaait a minute, am I an idiot
04:27
<&McMartin>
Yup, I'm an idiot
04:27
<&McMartin>
Protip: $0900 != $9000
04:27
<~Vornicus>
Everyone's an idiot most of the t...
04:27
<~Vornicus>
...yes.
04:27
<~Vornicus>
WEnt a little overboard on the endian conversion?
04:28
<&McMartin>
Guess so
04:28
<&McMartin>
Also, I misread this part of the documentation isntead of looking at code like a good person does.
04:30
<&McMartin>
... right, the lcoation of screen memory can be reassigned to
04:30
<&McMartin>
too
04:31
<&McMartin>
:argh:
04:31 * Vornicus finds all variety of ridiculous things on the internet: 1541ultimate, apparently an attempt to make a c64 connect to a flash drive
04:31
<~Vornicus>
probably easier than poking all your setup data in.
04:33
<&McMartin>
This looks promising.
04:34
<&McMartin>
VIC-II is pointed at $4000-$7FFF, Screen memory has been moved to $7800, Sprite pointers are $7BF8-$7BFF
04:34
<&McMartin>
The values from 4c00-4cff look similar, like they were for frames of something similar.
04:34
<&McMartin>
I haven't reconstructed from the binary, but...
04:35 iospace is now known as iospacedout
04:36
<&McMartin>
The graphics are somewhere in DUCKS2.
04:36
<&McMartin>
Dinner break
04:37 * Vornicus can't even begin to keep up with McM on this, apparently
04:39
<&McMartin>
Still no guarantees.
04:39
<~Vornicus>
I know.
04:41 * McMartin will try feeding this through his sprite decoder after dinner.
04:41
<&McMartin>
This data looks similar but not identical. I think they're doing some kind of trickery.
04:42
<&McMartin>
like, say, the first 6-10 lines being blank and somehow encoding that.
04:43
<&McMartin>
Wait, I'm a dummy
04:43
<&McMartin>
I can *JUST DUMP RAM*.
04:43
<~Vornicus>
...yes you can.
04:44
<&McMartin>
However, it's not obvious that I can do so in a conveniently reconstructible form.
04:46 Kindamoody [Kindamoody@Nightstar-05577424.tbcn.telia.com] has joined #code
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04:49 * Vornicus opens a hex editor on the .vsf
04:53
<~Vornicus>
Okay that looks uncompressed but there's stuff at the beginning so I'm having trouble figuring out my offset.
04:58
<~Vornicus>
somewhere around 0x0100 I think
04:59
<~Vornicus>
I want my hex editor to have c64 bitmap decoding plugins!
05:03 * Vornicus hunts around for the actual sprite encoding format
05:04
<~Vornicus>
entirely row-major. okay.
05:08 * Vornicus convinces Python to print out sprites as grids.
05:10
<~Vornicus>
mmm, promising data (I think) in the 4e** area?
05:27 * Vornicus pokes it, thinks he's getting somewhere.
05:29
<~Vornicus>
Definitely getting somewhere. No idea where the breakpoint is because I can't tell the actual offset
05:32
<~Vornicus>
oh that's definitely stuff.
05:33
<~Vornicus>
decidedly stuff, but I can't tell exactly what I'm looking at.
05:37 Netsplit *.net <-> *.split quits: @rms, froztbyte, jerith, @PinkFreud, Reiver
05:38 Netsplit over, joins: @PinkFreud, &jerith, Reiver, froztbyte, @rms
05:38 * ToxicFrog works on the Clokure Koans
05:38
<~Vornicus>
okay. need to ask it to do padding if I want it to dump a whole lot of sprites at once.
05:47
<~Vornicus>
haha, I found them
05:47
<&McMartin>
?
05:47
<~Vornicus>
I found the sprites.
05:48
<&McMartin>
Yeah, it's somewhere in 4xxx
05:48
<&McMartin>
Vidmem is at the top of addressable RAM, so...
05:48
<~Vornicus>
...what, haha that's awesome
05:48
<&McMartin>
Colors 00, 01, and 11 are shared across all sprites, color 10 is unique to each sprite (if not multicolor, the sole color is that)
05:48
<&McMartin>
?
05:49
< celticminstrel>
What's all this discussion about?
05:49
<&McMartin>
Ripping graphics from an old C64 game
05:49
<~Vornicus>
Okay so you know how I was talking about how the 2-duck gondola sprite has four colors?
05:49
<&McMartin>
Aye?
05:49
< celticminstrel>
What sort of game?
05:49
<&McMartin>
"Classic"
05:49
<~Vornicus>
The three colors it picks for the sprite itself are white, orange, and red - the black has to come in somewhere else.
05:50
<&McMartin>
Predates handy genre convention
05:50
< celticminstrel>
That doesn't really tell me antything...?
05:50
< celticminstrel>
^anything
05:50
<&McMartin>
Yeah, there's no simple answer to the question
05:50
<~Vornicus>
celmin: this is one of those games where stuff's coming at you on a bunch of conveyors or something and you have to collect them before they hit the floor
05:50
<&McMartin>
Vorn: OK...?
05:51
< celticminstrel>
I see.
05:51
<~Vornicus>
McM: I was half expecting it to be something like "the top half and the bottom half are two different sprites"
05:51
<~Vornicus>
But now that you've described the coloring method for the sprites, I see that's not possible in the first place.
05:52
<&Derakon>
Is "don't draw anything" an option?
05:52
<&McMartin>
That's one of the three shared colors.
05:52
<~Vornicus>
you get transparent and three colors
05:52
<~Vornicus>
one of the colors is just for your sprite, the other two are shared among all sprites.
05:53
<~Vornicus>
In this particular case, it looks like white is 01 and orange is 11, leaving the other color to be red or purple depending on which thing you're looking at.
05:55
<~Vornicus>
...does it really...
05:55
<&McMartin>
Also, since you've now found it, have you found the boundaries of the sprites?
05:55
<&McMartin>
Er, of the sprite data
05:55
<~Vornicus>
I think I might have, let me see.
05:55
<&McMartin>
It looks like it might actually start at $4000 from just looking at the dump.
05:56
<&McMartin>
(It can't be anything before $4000, the VIC-II chip can't see it)
05:56
<~Vornicus>
Looks like. My dump has a bunch of stuff at the start, I can't actually tell where $4000 /is/
05:57
<&McMartin>
How'd you save the dump?
05:57
<~Vornicus>
I asked VICE to save a snapshot.
05:57
<&McMartin>
I was looking into copy-pasting from the monitor page
05:57
<&McMartin>
Ah
05:57
<&McMartin>
OK, here's 4000-401f:
05:57
<&McMartin>
>C:4000 00 00 00 00 00 00 00 00 00 00 15 00 00 15 00 00 3f 00 00 3f 00 00 04 00 00 04 00 00 15 00 00 55 ................?..?...........U
05:57
<&McMartin>
>C:4020 40 aa 55 6a aa 55 6a a0 55 4a a3 f7 fa a3 f3 fa aa aa aa aa aa aa aa aa aa 2a aa a8 00 00 00 00 @.Uj.Uj.UJ...............*......
05:57
<&McMartin>
>C:4040 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................................
05:57
<&McMartin>
>C:4060 00 00 00 00 00 00 00 01 50 00 a9 fe aa a9 fe aa a0 40 0a a5 55 0a aa aa aa aa aa aa 00 00 00 00 ........P........@..U...........
05:57
<&McMartin>
>C:4080 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 aa aa ................................
05:57
< celticminstrel>
Agh.
05:57
<&McMartin>
>C:40a0 aa aa aa aa a0 00 0a a0 00 0a a0 00 0a aa aa aa aa aa aa aa aa aa 2a aa a8 0a aa a0 00 00 00 00 ......................*.........
05:58
<&McMartin>
>C:40c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 15 00 00 15 00 00 17 f0 00 17 f0 00 04 00 ................................
05:58
< celticminstrel>
Pastebin...?
05:58
<&McMartin>
>C:40e0 00 a6 aa aa 95 aa aa 95 00 0a 95 50 0a 95 50 0a aa aa aa aa aa aa aa aa aa 2a aa a8 00 00 00 00 ...........P..P..........*......
05:58
<&McMartin>
>C:4100 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................................
05:58
<~Vornicus>
I think he overcopied.
05:58
<&McMartin>
>C:4120 00 05 40 00 05 40 00 a7 fa aa a7 fa aa a1 00 0a 95 50 0a aa aa aa aa aa aa aa aa aa 00 00 00 00 ..@..@...........P..............
05:58
<~Vornicus>
definitely.
05:58
< celticminstrel>
Heh.
05:58
<&McMartin>
>C:4140 00 00 00 00 00 00 00 00 00 00 00 00 15 00 00 15 00 00 17 f0 00 17 f0 00 04 00 00 04 00 00 95 aa ................................
05:58
<&McMartin>
>C:4160 aa 95 aa aa 95 00 0a 95 40 0a 95 40 0a aa aa aa aa aa aa aa aa aa 2a aa a8 0a aa a0 00 00 00 00 ........@..@..........*.........
05:58
<&McMartin>
>C:4180 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 15 00 00 15 00 ................................
05:58
<&McMartin>
>C:41a0 00 17 f0 00 97 fa aa a6 aa aa 95 00 0a 95 50 0a aa aa aa aa aa aa aa aa aa aa aa aa 00 00 00 00 ..............P.................
05:58
<&McMartin>
>C:41c0 aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa 55 55 55 ff ff ff ff ff ........................UUU.....
05:58 McMartin was kicked from #code by Vornicus [Vornicus]
05:58 Netsplit *.net <-> *.split quits: @rms, froztbyte, @jerith, @PinkFreud, Reiver
05:58 McMartin [mcmartin@Nightstar-c2a9aed7.pltn13.sbcglobal.net] has joined #code
05:58
< celticminstrel>
Now that's interesting timing.
05:58
< McMartin>
The fuck, VICE.
05:58
< celticminstrel>
Netsplit right after kick.
05:59
< McMartin>
When you allow higlighting text, "copy" should not mean THE ENTIRE BUFFER
05:59
<~Vornicus>
Okay, then I'm copying from exactly where I think I should be.
05:59
< McMartin>
Let's try that again, copying out of fucking Notepad.
05:59
< McMartin>
00 00 00 00 00 00 00 00 00 00 15 00 00 15 00 00 3f 00 00 3f 00 00 04 00 00 04 00 00 15 00 00 55
05:59
< McMartin>
That's $4000-$401F, and the start of VIC-II's visible memory
05:59
<~Vornicus>
Yes. That puts me where I think I am.
05:59
< McMartin>
Anyway, as I was saying before my clipboard so rudely interrupted me
06:00
< McMartin>
I don't see why they couldn't still use two sprites for this.
06:00
< McMartin>
You have one sprite that's white/red/orange
06:00
< McMartin>
And then another sprite that's nothing but black
06:00
< McMartin>
Then superimpose them.
06:00
<~Vornicus>
could do that. Not sure whether they did or not. For some reason (probably a math error on my part) my sprites seem to start shifting after some point.
06:01
< McMartin>
Like this: https://hkn.eecs.berkeley.edu/~mcmartin/retro/c64prgex.png
06:01
< McMartin>
Hrm.
06:01
< McMartin>
Every sprite *has* to be 64-byte aligned.
06:02
<~Vornicus>
right, I've got that part
06:02
< McMartin>
That should keep you on the straight and narrow unless it's playing silly buggers somehow.
06:02
<~Vornicus>
I am pretty sure it's my fault.
06:03
< McMartin>
Also, do you have a sense of where the sprites *end*
06:03
<~Vornicus>
The data goes to DEADBEEFs pretty solidly at 5980
06:05
< McMartin>
The program code ends at $3B4F, if I count this right.
06:06
<~Vornicus>
I'll look for more, but that's 51 sprites right there, if I can add properly
06:06
< McMartin>
That's pretty respectable. Most people tried to keep the total number under 64 so they wouldn't have to swap
06:07 * McMartin will try to massage this into a format his sprite editor can read.
06:09 Netsplit over, joins: @PinkFreud, &jerith, Reiver, froztbyte, @rms
06:10 mode/#code [+ao McMartin McMartin] by ChanServ
06:10
<&McMartin>
A quick look at the dump implies that the sprites shouldn't be deadbeefing until $5900
06:11
<~Vornicus>
Right, I got that too.
06:12
<~Vornicus>
wait, I can't add properly. that's 102 sprites.
06:13
<~Vornicus>
Pretty sure that's enough sprites~
06:15
<~Vornicus>
Anyway, yeah. From here it's mostly just dumping data into images. And that was fun
--- Log closed Fri Jul 06 06:21:42 2012
--- Log opened Fri Jul 06 06:21:49 2012
06:21 TheWatcher[zZzZ] [chris@Nightstar-3762b576.co.uk] has joined #code
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06:25
<&McMartin>
Yup.
06:27
<~Vornicus>
Yay!
06:28
<&McMartin>
Uploading a screencap from my little capturer.
06:28
<&McMartin>
Also, looking at some of these images that look kind of random,I think it *is* doing "black superimposed"
06:28
<~Vornicus>
(also all my ducks are ascii art and I seem to have ended up with a spurious shift somewhere)
06:29
<~Vornicus>
(BUT! I can tell what I'm looking at, after some thought)
06:33
<&McMartin>
https://hkn.eecs.berkeley.edu/~mcmartin/retro/hippo.png
06:33
<&McMartin>
I can give you my RGB palette if you want.
06:34
<~Vornicus>
that's the hippo all right
06:34
<~Vornicus>
If you can convince that thing to export the images I can probably stitch them together into insanity
06:35
<&McMartin>
Unfortunately, this is just a program that reads the bitmaps and draws them onscreen.
06:36
<&McMartin>
I think you're better off using pygame to draw to a surface and then exporting as PNG &c
06:36
<&McMartin>
(That program was designed to create and dump images *in a form for C64 programs to use*)
06:36
<&McMartin>
(Kind of the opposite of what you want here)
06:37
<&McMartin>
It sounds like you already have the 6400 bytes you need.
06:40
<~Vornicus>
It does. Now all I have to do is make sure tht I use them correctly, I'm still trying to figure out where my shift came from
06:41
<~Vornicus>
and PIL works better for image glomping, I find
06:41
<&McMartin>
Only bytes 0-63 are used; the 64th is not.
06:41
<~Vornicus>
Right, but most of the sprites are okay - after a certain point though they go bad
06:42
<~Vornicus>
you mean 0-62
06:42
<~Vornicus>
anyway slep
06:42
<~Vornicus>
I'll poke at that tomorrow.
06:42
<~Vornicus>
thank you for your help.
06:42
<&McMartin>
http://paste.ubuntu.com/1077615/
06:43
<&McMartin>
The palette
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16:39
< gnolam>
http://links.flashdance.cx/1981-computer-crime.jpg
16:42
<~Vornicus>
I think I need that helmet
16:47
<~Vornicus>
The actual text is pretty decent though
16:51
< iofficespace>
haha
17:50
< sshine>
yeah, I'm surprised how futuristic it must have sounded when they made it and how little is wrong with it now.
17:50
< iofficespace>
yeah
17:51
< froztbyte>
so I didn't know about this before: http://www.datsi.fi.upm.es/~frosal/sources/shc.html
17:51
< froztbyte>
and since you guys aren't all at the end of your friday yet, there's a bit of cringe for you
17:51
< froztbyte>
http://www.linuxjournal.com/article/8256
17:51
< froztbyte>
for details
17:51
< sshine>
"a computer casette that contains the details of his computer crimes"... it sounds like they're just prefixing. ;-)
17:51
< gnolam>
Hey, it works for US patents.
17:53
< Noah>
Haha, casette
17:53
< Noah>
cassette even
17:54
< sshine>
froztbyte, I'm amazed anyone thinks that works.
17:54
< froztbyte>
haha
17:55
< Noah>
sshine: You'd be surprised at how many people believe in magic
17:56
< sshine>
hmm
17:56
< sshine>
anyone good with java classes?
17:56 * froztbyte turns into a wisp of smoke and blows away
17:57
< sshine>
I've got JDots which is a Swing component that draws some images (sort of like 1-5 stars when grading movies)
17:58 * ToxicFrog hands sshine a revolver. Save the last bullet for yourself.
17:59
< froztbyte>
yeah, and be careful
17:59
< froztbyte>
you might empty the roller in a rage if you don't keep your head
18:01
< Noah>
What's this crap I hear about us finding the Higgs Boson
18:02
< froztbyte>
indeed
18:02
< sshine>
then I extend that class with JCircleDots and JSquareDots just as I could JTomatoDots.
18:02
< froztbyte>
Noah: http://press.web.cern.ch/press/pressreleases/Releases2012/PR17.12E.html
18:02
< sshine>
and all that's in those classes is a constructor that looks for a different image.
18:04
< ToxicFrog>
Noah: two teams at CERN have reported the detection of something "consistent with" the Higgs boson with five nines confidence.
18:04
< ToxicFrog>
Further experimentation is needed to determine if it actually is the Higgs boson.
18:04
< Noah>
99.999% then?
18:05
< Noah>
For something that's...Higgs-like?
18:05
< sshine>
my problem is that I'd like to do public JCircleDots() { try { JCircleDots.empty_static = new Image(...); ... } ...; super(empty_static, full_static); }
18:07
< froztbyte>
Noah: correct
18:07
< sshine>
i.e. in the constructor of my class: initialize static references to the image and use them. problem is: I must call super(...) as the *first* thing in the constructor.
18:07
< froztbyte>
Noah: as my physicist friend explained it to me, the Higgs rocks out under conditions that are surrouned by plenty of noise with similar traits, sizes, etc
18:07
< froztbyte>
Noah: which is what makes it so really damned hard to detect
18:08 Kindamoody|afk [Kindamoody@8027A0.2297C2.F23297.99E8EA] has quit [[NS] Quit: See you when I get home!]
18:08
< Noah>
It's like trying to find a megablox brick in a mountain of lego
18:08
< froztbyte>
sshine: my first idea is to find out if Java supports some sort of class polymorphism or merging or somesuch
18:09
< froztbyte>
sshine: but I certainly ain't a java person, so take it with a table of salt
18:09
< froztbyte>
Noah: that's a pretty capable comparison, I think
18:09
< sshine>
froztbyte, well, what I wanna do is clearly not working out with these design constraints.
18:10
< sshine>
froztbyte, Java does support polymorphism, but what I'd like to do is create a class based on another class where the main difference is two images, and on top of that I'd like to load those images only once.
18:10
<~Vornicus>
no bad wrong compose
18:12
< sshine>
froztbyte, i.e. I can do class Foo<T> { protected T foo; public void set(T val) { foo = val; } public T get() { return foo; } }, but the difference between JSquareDots and JCircleDots is two Image references, not a different type/class.
18:13
< ToxicFrog>
In that case shouldn't just both be JDots with different imageS?
18:13
<~Vornicus>
Compose, please please please, compose
18:14
< froztbyte>
I think Vornicus wants you to do function composition
18:14
< sshine>
Vornicus, is this a suggestion for doing OO differently?
18:14
<~Vornicus>
Why the hell do you need to build a whole class when the only difference is what image you use
18:15
<~Vornicus>
There's no code difference, there's no change in behavior, it's just a freaking image
18:15
< ToxicFrog>
Vornicus: he's saying pretty much what I said: the difference between JSquareDots and JCircleDots is just what Image they are composed with, so just compose JDots with a different Image, don't extend the class.
18:15
< sshine>
alright.
18:15
< sshine>
I've already got a constructor for JDots that accepts the images that are the differences.
18:15
< sshine>
I just figured I'd abstract that away.
18:16
< sshine>
so that when I need to create a component, I don't need access to the particular image references.
18:17
< sshine>
alternatively I could just make four static (class) Image references in JDots, but it doesn't extend so well when I want a third type.
18:18
<~Vornicus>
Either way you're adding things to the namespace. inheriting here just makes you have lots of classes, and in Java that means lots of files too.
18:19
<~Vornicus>
Where the only difference between the files is one word. This isn't any use.
18:20
<~Vornicus>
YOu need the image references /anyway/. You might as well use them.
18:28 Netsplit *.net <-> *.split quits: @rms, froztbyte, jerith, @PinkFreud, Reiver
18:31
<~Vornicus>
wtf
18:33
< iofficespace>
?
18:33
<~Vornicus>
I'm wtfing at the network
18:34
< iofficespace>
i figured that
18:34
< iofficespace>
what's it doing?
18:35
<~Vornicus>
well, apparently my user on kak can see this but I can't see the user on kak
18:35 Netsplit over, joins: @PinkFreud, &jerith, Reiver, froztbyte, @rms
18:35
< iofficespace>
heh
18:39
< sshine>
Vornicus, alright, I simplified it a lot. no inheritance problems now.
18:40
< sshine>
another issue I never dealt with: I can build a neat GUI and I can construct a neat data format, but how do I neatly connect the two?
18:41
<@TheWatcher>
With neatness
18:41 * TheWatcher nods sagely. And neatly.
18:41
< sshine>
;-)
18:41
< sshine>
I guess in Java it should be like how JTables do it... default to an Object[][] and allow for extending with a TableModel.
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20:13
<~Vornicus>
gnah. Okay, working with this dump here isn't doing me any good, because it's got non-RAM data in the midst of it and I can't tell where exactly.
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20:58
<~Vornicus>
gnarg! Fit, damned data
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21:07 * iofficespace eyes Vornicus
21:07
< iofficespace>
which server is being a hor today?
21:07
<~Vornicus>
That's the thing
21:07
<~Vornicus>
I can't tell!
21:07
< iofficespace>
haha
21:07
< iofficespace>
then it may just be an issue regarding the connection between the servers and not the servers themselves
21:09
<~Vornicus>
I mean we've got Milli with all of 15 people on it and as I logged in on there there's pingouts happening
21:09
<~Vornicus>
Kak's also down at like 40, so I think there's problems there too
21:09
< iofficespace>
how many people are on the network all together? o_O
21:09
<~Vornicus>
but then Deep here just pinged dozens of people all at once.
21:10
<~Vornicus>
All told we usually run about 400.
21:10
< iofficespace>
ah
21:10 * iofficespace likes it here cause it is small and quiet
21:10
<~Vornicus>
Deep's got about 300 at the moment.
21:10
< iofficespace>
ah
21:10
<~Vornicus>
Which is very strange in itself.
21:10
< iofficespace>
including me :P
21:11
< iofficespace>
why, normally it's more balanced?
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21:13
<~Vornicus>
Normally we try to keep it pretty balanced - the default domain name irc.nightstar.net is a roundrobin, giving out a different IP to consecutive requests.
21:13
<~Vornicus>
oh for
21:13 Noah [nbarr@Nightstar-e4b6966f.tn.comcast.net] has joined #code
21:13
<~Vornicus>
So usually we have 100-150 on each server, depending on conditions.
21:14
<~Vornicus>
Right now the issues are kind of widespread. I don't know if we could even do anything if we knew what the problem was.
21:14 McMartin [mcmartin@Nightstar-c2a9aed7.pltn13.sbcglobal.net] has quit [Ping timeout: 121 seconds]
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21:17
< iofficespace>
...
21:17
< iofficespace>
Vornicus: ping!
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21:18
< iofficespace>
Vornicus: ... i think i did that ._.
21:18
<~Vornicus>
and there goes another burst
21:18
< kwsn>
gnolam: ping
21:18 kwsn [Alexandria@4FC299.0D8BA9.052B15.C441F0] has quit [[NS] Quit: Reconnecting]
21:18
<~Vornicus>
wtf
21:18
< iofficespace>
... yeah
21:18
< iofficespace>
i did /motd
21:18
< iofficespace>
and then everything went to hell
21:18 himi [fow035@Nightstar-5d05bada.internode.on.net] has joined #code
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21:18 ToxicFrog [ToxicFrog@ServerAdministrator.Nightstar.Net] has joined #code
21:18 Noah [nbarr@Nightstar-e4b6966f.tn.comcast.net] has quit [Ping timeout: 121 seconds]
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21:18
< iofficespace>
or else it was just impecible timing
21:18
< iofficespace>
I DON'T KNOW HOW
21:18
< iofficespace>
BUT IT JUST DID
21:18
< iofficespace>
Dx
21:19 McMartin [mcmartin@Nightstar-c2a9aed7.pltn13.sbcglobal.net] has joined #code
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21:19 * iofficespace hangs her head in shame
21:20
< iofficespace>
Vornicus: is it stable now?
21:20 gnolam [lenin@Nightstar-202a5047.priv.bahnhof.se] has quit [Ping timeout: 121 seconds]
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21:24
<~Vornicus>
No.
21:25
< iofficespace>
:<
21:25
< iofficespace>
lame
22:00 iofficespace is now known as io|gone
23:11 * McMartin reads backscroll
23:11
<&McMartin>
five *sigma*, not five nines.
23:11
<&McMartin>
That's much, much greater confidence than five nines.
23:29 Rhamphoryncus [rhamph@Nightstar-5697f7e2.abhsia.telus.net] has joined #code
23:46
< ToxicFrog>
McMartin: what I read said, basically, "0.0003% chance of being wrong"
--- Log closed Sat Jul 07 00:00:19 2012
code logs -> 2012 -> Fri, 06 Jul 2012< code.20120705.log - code.20120707.log >

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