--- Log opened Mon Oct 17 00:00:04 2016 |
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00:44 | <~Vornicus> | things I have discovered, writing a pokemon save file editor: the list of characters includes single entries for an apostrophe followed by a letter, so the "'s" in "it's" is a single glyph. |
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05:22 | | * Vornicus gets tired of data entry, decides to see if the data he wants is uncompressed. |
05:30 | <&McMartin> | What mad scheme are you undertaking here |
05:31 | <@Alek> | sounds like something to do with a pokemon save file editor. |
05:31 | <@Alek> | probably making dropdowns filled with prefilled entries. |
05:32 | <@Alek> | like Pokemon names and moves. |
05:32 | <@Alek> | and items. |
05:33 | <~Vornicus> | Indeed. So right now I'm going into pokemon blue and seeing if I can find the pokemon data. knowing the code page helps, I've found two entries that say "BULBASAUR" in the crazy moon encoding |
05:36 | <~Vornicus> | found what appears to be a names bin. Looks like the data is parcelled out in several places. |
06:05 | <~Vornicus> | There's stat values. Other stuff in between adjacent stat values. -- this is very strange. Each pokemon has two ID numbers: the pokedex number (bulbasaur is 1, ivysaur is 2, etc etc), and the "species index" which if you've tried to do the missingno glitch you know all about |
06:05 | <~Vornicus> | and the names from what I can see are in species index order, and the stats are in pokedex order. |
06:08 | | * Vornicus finds the mapping from species index to pokedex. |
07:16 | | KiMo|autorejoin is now known as Kindamoody |
07:25 | | * Vornicus gets back to it, finds the basic data for pokemon, including base stats, catch rate (which I need to store in the savegame for some reason), TM flags, types, and other stuff -- not the by-level movelist though, that's going to be interesting to find. |
07:26 | <&McMartin> | TM? |
07:27 | <~Vornicus> | One way your Pokemon can gain powers is by using Training Machines on them |
07:27 | <&McMartin> | I bet you need to store it in the savegame because they're just blitting out all the structs |
07:27 | <&McMartin> | Aha |
07:27 | <~Vornicus> | The TM flags determine which such machines may be used on which pokemon. |
07:31 | <~Vornicus> | Doesn't look like it's actually blitted out. you have ...two pieces, one three bytes wide, one four, that come from the base stats data that enter the save. |
07:31 | <&McMartin> | Huh. |
07:32 | | * McMartin dunno then |
07:34 | <~Vornicus> | The three byte structure is fully redundant, too -- it's the primary and secondary types, and the catch rate, of the pokemon in question. I don't know why they do that at all. Later games in the series use the saved "catch rate" value as the "held item" value |
07:35 | <&McMartin> | What tools are you using to perform your vivisection? |
07:36 | <~Vornicus> | Right now I'm running hxd, but I'm putting my findings as I go into a python script. |
07:37 | <&McMartin> | emulator savestate file as the raw material? |
07:37 | <~Vornicus> | This data is actually the cartridge rom |
07:37 | <~Vornicus> | I've also got the battery save file. |
07:38 | <&McMartin> | Is this Z80 or ARMv4? |
07:38 | <~Vornicus> | z80. |
07:40 | <&McMartin> | You know I've never written z80 |
07:43 | <&McMartin> | Or 68k |
07:43 | | * McMartin wonders |
07:44 | <&McMartin> | I guess PPC's the only other chip I've used |
07:46 | <~Vornicus> | So now I'm going through and trying to build what I think the level-up moveset data should look like for bulbasaur. (each pokemon, at certain level thresholds, gains a new power; powers have IDs of course, so I'm expecting either level-power-level-power-level-power |
07:46 | <~Vornicus> | or power-level-power-level-power-level |
07:51 | | macdjord is now known as macdjord|slep |
07:56 | <~Vornicus> | (it's level-power) |
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08:24 | | * Vornicus discovers that the evolution data is interleaved. Is not yet certain how to interpret the evolution data fully. |
08:25 | | Kindamoody is now known as Kindamoody|afk |
08:36 | | * Vornicus thinks he's figured out the evolution data. Now he has: pokemon names, base stats, types, catch rates, TM flags, learnsets, evolutions... hm. move names are also needed. |
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09:07 | | * Vornicus finds move names and item names. |
09:07 | <~Vornicus> | think that's all I need. |
09:16 | <~Vornicus> | why on earth did they pick 0x50 as the string terminator anyway, that's silly. |
09:19 | <~Vornicus> | (better still, why are the pokemon names set into a constant-width array of strings that sometimes don't have terminators and the item and move names a list of terminator-separated variable-width strings.) |
09:19 | <&[R]> | Because different programmers follow different standards? |
09:28 | <~Vornicus> | all of seven programmers on the whole team. big, for a game boy game, honestly |
09:44 | <@simon> | seven programmers sounds very notorious, too. |
09:44 | <@simon> | like seven samurai. |
09:49 | <~Vornicus> | THis is the first time in a loooooong while I've used hexadecimal literals. |
09:49 | | * abudhabi feels like some sort of serious haxxor every time he connects to the home server via SSH, then SSH's from there to the laptop. |
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12:28 | <@simon> | abudhabi, I go on IRC from work like that, so it makes me feel like a slacker. |
12:36 | <@abudhabi> | simon: I've got IRC one hop less, on a public-facing shell account. |
12:50 | < catadroid> | C++17 is a very accurate example of Greenspun's tenth rule in action |
12:56 | < catadroid> | ...it's got apply(f, args) in it |
12:56 | < catadroid> | So only half of the eval/apply loop to go, then |
12:57 | <@simon> | catadroid, heh. |
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15:40 | | * abudhabi feels like he's doing surgery with a brick. |
15:40 | <@abudhabi> | Trying to get a wordpress website display nicely in different browsers and resolutions. |
15:41 | <@TheWatcher> | Welcome to my hell |
16:22 | <&ToxicFrog> | abudhabi: you are entering a nightmare world from which there is no waking |
16:29 | <@Azash> | I don't suppose you've seen any puzzle cubes around |
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18:12 | <@gnolam> | https://twitter.com/debecca/status/785955621677989888 |
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20:41 | <@gnolam> | https://pbs.twimg.com/media/Cl99BNnWEAAf4nf.jpg |
20:49 | <~Vornicus> | so there's a guy named pannenkoek on youtube. he does highly technical super mario 64 stuff. In particular, he's the guy behind the 0x A presses run attempt. But he's also got videos that describe, for instance, the different schemes critters use to *blink*. |
21:00 | | * gnolam is going to take a wild guess that that means "pancake" in Dutch. |
21:00 | <@gnolam> | ... yep |
21:00 | <@gnolam> | Ah, Dutch. |
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--- Log closed Tue Oct 18 00:00:20 2016 |