code logs -> 2014 -> Mon, 04 Aug 2014< code.20140803.log - code.20140805.log >
--- Log opened Mon Aug 04 00:00:51 2014
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03:02
<&McMartin>
And now, TRIPLE buffering.
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03:05
<~Vornicus>
ah ah ah
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03:48
<&McMartin>
OK.
03:48
<&McMartin>
https://dl.dropboxusercontent.com/u/63644917/mapgen.prg
03:49
<&McMartin>
Or https://hkn.eecs.berkeley.edu/~mcmartin/screenshots/coreflight_menu.png for the non-animated version
03:49
<&McMartin>
Of course, pressing the fire button now actually quits the program instead of, you know, starting a game.
03:52
<@Reiv>
That's less ideal
03:53
<&McMartin>
Well
03:53
<&McMartin>
The game is kind of, well
03:53
<@Reiv>
Query: Did the system that's coded for have an actual clock?
03:53
<&McMartin>
Not written, nor does it have any content
03:53
<&McMartin>
Define "actual clock"
03:53
<@Reiv>
A, uh, clock with a battery
03:53
<&McMartin>
No.
03:54
<@Reiv>
So one could not call SYSDATE() or equivalent then
03:54
<&McMartin>
It does have a chip that counts seconds since poweron, and it also has a programmable timer interrupt that defaults to 1/60th of a second.
03:54
<&McMartin>
And then there are the raster interrupts.
03:54
<@Reiv>
That seems a very specific thing to have
03:54
<@Reiv>
A clock to count how long it's been running
03:54
<~Vornicus>
man uptime
03:55
<&McMartin>
It's a stopwatch instead of a calendar.
03:55
<@Reiv>
And its main use would be
03:55
<&McMartin>
... anything that ever has a countdown clock
03:55
<&McMartin>
Or a count-up clock
03:56
<@Reiv>
oh, right~
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03:56
<@Reiv>
Yeah OK
03:57
<&McMartin>
It turns out the raster interrupts are the things you generally want to trigger off of for timing though.
03:57
<&McMartin>
If only because you're doing that anyway to keep the animation consistent (or, in this particular case, so as to scroll only part of the screen).
04:01
<@Reiv>
Could you trigger the chip to reset, or did you have to run [Clock] - [Seconds Since Game Start] in order to have an in-game timer
04:03
<&McMartin>
You can trigger the chip to reset.
04:03
<&McMartin>
It also does minute/hour rollovers on its own.
04:03
<&McMartin>
Or you can look at a 24-bit tick counter if you just want 60ths of a second.
04:04
<&McMartin>
(When using basic, the former is "TI$" and the latter is "TI"; the former is assignable and the latter is not)
04:05
<&McMartin>
(When using assembler, the time-of-day clock is much harder to get to than the tick counter, and I'm not sure why)
04:06
<&McMartin>
(It may be "I'm looking in the wrong chapter of my reference book"~)
04:09
<@Reiv>
haha wait
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04:09
<@Reiv>
The C64 does 60 FPS right
04:10
<~Vornicus>
on NTSC, yes
04:11
<&McMartin>
On NTSC it does 60FPS but on PAL it is 50.
04:11
<&McMartin>
Even in NTSC the clock tick system and the raster scan are not hard-synced.
04:11
<@Reiv>
While previous-gen consoles were legendary for setting their output to 30fps.
04:11
<~Vornicus>
C64 like most systems that are expected to connect to pre-HD TVs has variations for each TV standard.
04:12
<&McMartin>
By "previous gen" do you mean the XBox 360 and friends?
04:12
<~Vornicus>
Reiv: note that on standard definition NTSC TVs, 30fps *is* a whole frame
04:12
<~Vornicus>
60fps is how long it takes to get from top to bottom, but you only hit half the phosphors on the way down.
04:13
<&McMartin>
Reiv: As it happens, C64 emulators default to 50FPS (and, well, more generally PAL/SECAM emulation instead of NTSC) because Commodore won the war in Europe in ways it did not in North America or Japan (where Apple and the MSX were more influential).
04:13
<@Reiv>
McMartin: Yeah
04:13
<&McMartin>
Right, so, see Vorn's comment there.
04:14
<&McMartin>
In part
04:14
<&McMartin>
If you're hooking to an SDTV, that is the only way you get a window that's all of 480 pixels tall instead of, like, 240.
04:14
<&McMartin>
OTOH, that is still too small which is why you are hooking them to HDTVs
04:14
<&McMartin>
And, well, you aren't getting blazing speed from a $300 system when you're trying to push 1080p =P
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04:16
<&McMartin>
Because the clocks were also powered by running the AC power through a modulating transformer, the clock speed on PAL and NTSC systems was also subtly different
04:16
<&McMartin>
Which among other things will put your music out of tune even if you correct for durations.
04:16
<&McMartin>
(On the C64)
04:18
<&McMartin>
But yeah, the generation *before* the C64 and the NES actually had to command the VSYNC and such "by hand" and were thus carefully pacing their computation and I/O to the frame's event cycling.
04:19
<&McMartin>
That said
04:19
<&McMartin>
The previous gen was the point where looking nice when still was deemed more important than Updating Every Refresh Cycle, and when the framerates started tanking, AIUI
04:19
<&McMartin>
Because they started racing gaming PCs and, uh, can't really keep up~
04:20
<~Vornicus>
Note that you can probably get 60fps out of an xbox 360 but for fast-moving screens that starts to look funny; interlace is weird-looking
04:20
<&McMartin>
Vornicus: Well, that's why you normally hook an xbox 360 to an HDTV.
04:20
<&McMartin>
Or a PS3.
04:21
<&McMartin>
Mass Effect on an SDTV has unreadable text. =P
04:21
<~Vornicus>
it's true
04:21
<&McMartin>
And that's less "interlace" (though that certainly doesn't help!) but more "480 vertical pixels? What is this, 1991?"
04:22
<~Vornicus>
c64 has 200 + a little addressable vertical space
04:22
<&McMartin>
Formally it's 200
04:23
<&McMartin>
The rest is "you can set a border color"
04:23
<&McMartin>
320x200 was a common standard because you can fit a 320x200 bitmap juuust into 64Kb, and you can fit a 320x200 *paletted image* just into 64KB.
04:24
<&McMartin>
(The latter being MCGA/VGA's mode 13h, which played very nicely indeed with the 16-bit x86 memory segments)
04:24
<~Vornicus>
you might be able to --- I'm told this was a possibility -- shift the location of the corners of the character hunks -- but I'm not sure how much time you'd have to actually do it. I imagine it's frightening
04:25
<&McMartin>
You can do that thing, but I don't know of any way to get the borders larger than 40x25 8x8 blocks.
04:25
<&McMartin>
In "normal gaming operation" you dropped that to 38x24 so that you could get smooth scrolling without noticable gaps.
04:26
<~Vornicus>
Yeah
04:26
<&McMartin>
But if you show that gap with a scroll, the space is blank.
04:27
<&McMartin>
I guess you could try shifting the scroll mid-scanline
04:27
<&McMartin>
But I have evidence the VIC-II chip caches values from the registers sometimes, so it might not work, for one
04:27
<~Vornicus>
Man, every time I think of C64 I have two thoughts: 1. "I need to work on vorns ahoy" and 2. "I wonder what save new york would look like if made today"
04:27
<&McMartin>
And for two you still wouldn't have the *data* available.
04:28
<&McMartin>
... Given how people *played* Save New York, I suspect it would look a lot like Saint's Row 3.
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04:28
<~Vornicus>
hahaha
04:29
<~Vornicus>
Hey I was pretty decent at it
04:30
<~Vornicus>
My "shoot down a corridor and get away" joystick shake brought all the alien robot doom birds to the graveyard
04:30
<@Reiv>
whut
04:31
<~Vornicus>
Reiv: Save New York is a game where you shoot giant alien robot doom birds before they chew buildings to death
04:32
<~Vornicus>
(at which point said building collapses on top of them, with pretty spectacular effects for a C64 game)
04:33
<&McMartin>
There was also friendly fire
04:33
<~Vornicus>
You're in a jet (which is actually shaped like a slightly-more-swept-wing airliner) to do this. And then the doombirds lay eggs which release similarly chew-happy ground-based larva, who also get into the sewer and subway system
04:34
<&McMartin>
So pretty much everyone *I* knew played it as Landscape Destroying Simulator
04:34
<~Vornicus>
I didn't actually know anyone else with a c64 that lived in teh same town
04:36
<~Vornicus>
You could get out of your plane and wander around the sewers to kill the larva (you could not, however, reach the surface streets)
04:36
<&McMartin>
s/kill the larva/get run over by subway trains/
04:36
<&McMartin>
Yeah, you were *way* better at this game than me or any of my friends~
04:37
<~Vornicus>
I was a little better at that than -- yes
04:37
<&Derakon>
I can confirm that I just shot all the buildings down.
04:37
<&Derakon>
Going into the subways was a sucker's bet.
04:37
<&McMartin>
Slamming into buildings would also do serious structural damage to them, so I also imagine a modern remake would not quite so openly invite itself to become a 9/11 Re-Creation Simulator
04:38 Kindamoody[zZz] is now known as Kindamoody
04:38
<~Vornicus>
It's true.
04:38
<~Vornicus>
Though the whole thing was pretty 9/11-y
04:39
<~Vornicus>
I mean the buildings would collapse straight down
04:39
<~Vornicus>
Which I guess also happened in Rampage but
04:39
<&McMartin>
Ease of level design and tile-based animation
04:40
<~Vornicus>
Truth
04:40
<~Vornicus>
but it is, you know, also actually how it works~
04:44
<~Vornicus>
The title screen was pretty cool; it was attract mode, except no planes, and among other things eggs would bounce off the titles like they would buildings
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09:50
<@Zemyla>
Hey everyone. I haven't been here in a while.
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11:37
<@Azash>
Hullo
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12:01
<@Tarinaky>
Ruby: I am having trouble with code of the form: http://pastebin.com/3tvitQve
12:02
<@Tarinaky>
It gives me an error that there's a missing end token... but as far as I can see by inspection everything is neatly matched.
12:04
<@Tarinaky>
Oh wait.
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12:04
<@Tarinaky>
I think I see the issue.
12:04
<@Tarinaky>
Ignore me, I am derp.
12:05
<@Tarinaky>
(In my actual code I had 'unless ??? do')
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18:13
<@Zemyla>
Who here still plays Spacechem?
18:15
< VirusJTG>
not I
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18:31
<@ErikMesoy>
I've stopped
18:33
<@Zemyla>
Shame. I've gotten back into it now that there are new ResearchNet puzzles.
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19:46
<@celticminstrel>
I'll get back into it, eventually...
19:55
<@Zemyla>
Did any of you complete Freedom of Choice?
19:56
<@Zemyla>
Because I finally completed Pseudoethyne, but I need to do Freedom of Choice now.
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19:58
<@celticminstrel>
I don't remember how far I got, but I know I didn't finish the main sequence.
19:58
<@celticminstrel>
I'm probably at the third or fourth planet?
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20:23
<@gnolam>
I started replaying it, but didn't get as far as last time. There comes a point where the puzzles stop being fun and instead feel like work.
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22:27
<@ErikMesoy>
Wow, Twitter has turned to shit. I went to check in on two of my friends, and found that 1) tweeting multiple links to tweets makes one of the links into javascript click-here-to-open-in-this-tab and the other links become inactive, and 2) a person's twitter.com/name page does not show all their recent tweets.
22:27
<@ErikMesoy>
Clicking on one of the tweets to open it-and-its-conversation revealed new tweets that were not in the person's main feed.
22:28
<@ErikMesoy>
Who the hell thought that making links unclickable was in any way, shape, or form a good idea?
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22:38
<@Tamber>
Erik: Pah, clickable links is soooo Web2.0.
22:38
<@Tamber>
~ ¬.¬
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23:59
<@Zemyla>
So what the heck is web 3.0 then?
--- Log closed Tue Aug 05 00:00:07 2014
code logs -> 2014 -> Mon, 04 Aug 2014< code.20140803.log - code.20140805.log >

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