code logs -> 2019 -> Sun, 11 Aug 2019< code.20190810.log - code.20190812.log >
--- Log opened Sun Aug 11 00:00:40 2019
00:57
<@celticminstrel>
I still have my 10.7 if that helps (but not homebrew).
00:59
<&McMartin>
Probably eventually
01:00
<&McMartin>
I've started development on UQM 0.7.1
01:00
<&McMartin>
Step 1 was "get it to run with brew dependencies instead of having a 40 step build process"
01:00
<&McMartin>
So that works
01:00
<&McMartin>
And by then end I'll probably still need the 40-step process to get a proper binary out, but I'd *also* like a working brew formula too
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04:49
<@celticminstrel>
Well, I do plan to get a new computer soon, but I'll keep this one around indefinitely running 10.6.
04:49
<@celticminstrel>
So I can run PPC programs sometimes.
04:50
<@celticminstrel>
(I say programs but I'm mostly thinking of games.)
05:05
<&McMartin>
Games are programs!
05:05
<&McMartin>
It looks like I'm probably going to have to drop support for i386 completely for 0.7.1
05:05
<&McMartin>
We dropped PPC awhile ago~
05:06
<~Vornicus>
0.7.1 of what
05:07
<~Vornicus>
ah, uqm
05:11
<@celticminstrel>
Well, this machine is x64 FTR
05:11
<@celticminstrel>
Though it doesn't support the 64-bit kernel...
05:15
<&McMartin>
I guess I don't understand the "so I can run PPC games" - wasn't Rosetta long gone by then?
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05:16
<@celticminstrel>
Rosetta was removed in 10.7.
05:16
<@celticminstrel>
I'm running 10.7, but I didn't overwrite the previous 10.6 install on this computer, so I can boot into 10.6 and run PPC games.
05:17
<@celticminstrel>
Or PPC apps in general.
05:17
<@celticminstrel>
Like GameMaker.
05:19
<@celticminstrel>
Though even if I had overwritten the previous 10.6 install, I still have the install disks... in fact I still have the 10.4 install disks. So I could in theory boot back to Tiger.
05:20
<@celticminstrel>
Sadly, that won't allow me to run classic apps though. :(
05:20
<&McMartin>
Sheepshaver ftw, I guess
05:20
<@celticminstrel>
Yeah, I guess, tho I never had much luck with Sheepshaver IIRC.
05:20
<@celticminstrel>
I've managed to get a working Basilisk II, I think.
05:20
<@celticminstrel>
It's a pain mind you...
05:45 * McMartin continues poking about the Swift ecosystem
05:45
<&McMartin>
... this library is called Starscream
05:46
<&McMartin>
Presumably for when you want a fully conforming WebSockets implementation that betrays you at every possible opportunity
05:46
< Yossarian>
https://www.anandtech.com/show/14694/amd-rome-epyc-2nd-gen
05:46
<@celticminstrel>
XD
05:47
< Yossarian>
benchmarks fresh
05:50
<&McMartin>
Hahahaha
05:50 * McMartin also checks the TFWiki to make sure
05:51
<&McMartin>
Yep
05:51
<&McMartin>
The Objective-C equivalent of it is called Jetfire
05:51
<&McMartin>
For when, I suppose, you want the betrayal to actually work and possibly do some good
05:58
<&McMartin>
Also re UQM 0.7.1, the flagship upgrade is going to be "SDL2 backend" and that may punch up the minimum sysreq
07:12
<@celticminstrel>
Battle for Wesnoth did end up dropping 10.7 support, though I don't recall if SDL2 was related to the reason for it... in any case, I can try UQM on 10.7 or even 10.6 if you'd like.
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08:56 * McMartin installs Starscream, is promptly betrayed by it, Xcode, and the App Sandbox
08:56
<&McMartin>
checks out
09:00
<~Vorntastic>
Did it really
09:00
<&McMartin>
Well, none of the test code worked, and the test code also started out acting like it was a Mac application while secretly being for iOS and confusing Xcode terribly
09:01
<&McMartin>
And then it turns out that it didn't work because my actual Mac code defaulted to "not allowed to be a network client", which is kind of a bummer when, like Starscream, your whole reason for existence is to implement a networking protocol
09:01
<&McMartin>
So now I've gotten that sorted out and the test programs run.
09:08
<&McMartin>
I suppose this *also* checks out, in that its feeble treachery was swiftly dealt with
09:12
<&McMartin>
celticminstrel: Now that I check it, apparently SDL2 will *run* on anything back to 10.5, but it can only be *built* on the 10.7 or later SDKs.
09:13 * McMartin is pretty firm on 10.8 being the oldest acceptable SDK at this point, since that was when Objective-C took its final form, and also its final form was the first where ObjC becomes a minimally acceptable application development language.
09:22
<&McMartin>
Also I have decided. The Consummate Vs will be all the various third-party packages I'm experimenting with
09:29
<~Vorntastic>
And the chiaroscuro?
09:30
<&McMartin>
Burninatino
09:30
<&McMartin>
Also burnination
09:30
<~Vorntastic>
Trogdor strikes again!
09:30
<&McMartin>
It also occurs to me that we have a lot of dragon imagery in our codebase anyway
09:31
<&McMartin>
So this is "in character" for a throwaway project
09:31
<&McMartin>
Also Swift starts with an S
09:31
<&McMartin>
And then has a more different S
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16:34 * Vornicus eyes this bit of code
16:36
<~Vornicus>
it's in the init routine, but it's skipped over: for each of the 50 initialized elements of this array, it compares against 0xff and if it's different it jumps further on... but the elements are in the range [0..3]
16:50 Kindamoody|afk is now known as Kindamoody
16:52
<~Vornicus>
cmp $#18 bcs (somewhere) --- that's ...carry is set on a subtraction A - B if B > A, approximately, and in this case it's accumulator - listed value, which means this is if A < 0x18
18:50
<&McMartin>
Might just be dead code
18:51
<~Vornicus>
might be, but it does the check 50 times
18:54
<&McMartin>
"but it's skipped over"?
18:54
<&McMartin>
Also yes, BCS/BCC is unsigned compare, BMI/BPL is signed compare
18:59
<~Vornicus>
it goes: ldx #$31; loopstart: lda $2500, X; cmp $#$ff; bne later; ... later ... dex; bpl loopstart;
19:00
<~Vornicus>
Which should mean that this index's page-25 byte should be -1 for the code between the jump and later to run
19:01
<&McMartin>
Page 37~
19:01
<~Vornicus>
yes yes
19:02
<~Vornicus>
But this is in the init code and page 37 is filled with nonnegative numbers
19:02
<&McMartin>
I'd say "OK, skip as no op for now, move on
19:02
<&McMartin>
Maybe it will make sense later
19:03
<&McMartin>
Maybe it once made sense and then got skipped
19:03
<&McMartin>
Maybe it's useless defensive coding
19:03
<~Vornicus>
Maybe.
19:04
<~Vornicus>
Yeah I've just translated it into non-assembler in my notes and moved on figuring if i end up back there it will be more obvious what it's doing
19:04
<&McMartin>
Zanac has a *lot* of dead code
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19:22
<&McMartin>
To the extent that I suspect they licensed or prewrote an engine and then just bunged it in
19:22
<&McMartin>
Oh yeah, that's the other thing that might be relevant
19:23
<&McMartin>
If this was written with an older tool he would basically be assembling code directly into memory, where it would then sit
19:23
<&McMartin>
If he had to modify it later, it wouldn
19:23
<&McMartin>
't "back up" everything else to cover the gap
19:23
<&McMartin>
So then it would be simpler to skip/delete or cheat a test
19:49
<~Vornicus>
Truth
19:49
<~Vornicus>
mmm. do jump back to just before this segment at the end of this hunk
19:50
<&McMartin>
Ooh maybe it's a periodic map scan
19:50
<~Vornicus>
Perhaps.
19:50
<&McMartin>
would definitely recommend "first identify puzzle pieces, then knit them together"
19:51
<&McMartin>
Sadly no C64 emulator has the kind of interactive monitor that's actually worth using to watch stuff evolve.
19:51
<~Vornicus>
Yeah, I'm doing that. So far it's only used three subroutines, which I've called "wild page writer" and "wild page reader" and "get two noise bits"
19:54
<~Vornicus>
why are they called ASL and LSR
19:54
<~Vornicus>
(shift left and right respectively)
19:56
<~Vornicus>
I've gotten what I need so far from vice's monitor
20:09
<~Vornicus>
Aha
20:09
<~Vornicus>
dec $2500,x
20:11
<~Vornicus>
I think I figured it out: this is an updater loop of some sort, 2500 is the countdown between updating individual entities; 2400 is the size of that countdown (some things update faster, some slower?); 2300 and 2200 are direction vectors; 2100 and 2000 are locations
20:29
<~Vornicus>
While it's doing that it has a thing where it... okay - it... it's doing something to the wildcard space repeatedly
20:36
<~Vornicus>
Okay . lda $0b4b the wildcard low byte, compare to ---hahaha! Okay! Now we are in *business*! I think i know what this whole thing does now.
20:38
<~Vornicus>
So, mcm, you know how in the game, when you kill something, it explodes in a shower of particles?
20:38
<~Vornicus>
*the particle sprite is generated randomly on game init*
21:29
<~Vornicus>
Yeah, here it goes: it generates 50 particles in a 4x4 area at the center of the sprite; each particle has a random position, direction, and inverse velocity. It then runs 22 frames of animation, updating each particle and placing it on the sprite.
21:31
<~Vornicus>
...it does this 4 times.
21:31
<~Vornicus>
so there are ...apparently 4 distinct explosion sprites.
21:31
<~Vornicus>
sprite sequences.
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23:21
<&McMartin>
Arithmetic Shift Left, Logical Shift Right
23:22
<~Vornicus>
weirdly there isn't an ASR
23:25
<&McMartin>
Yeah, generally you end up wanting ROR instead
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--- Log closed Mon Aug 12 00:00:42 2019
code logs -> 2019 -> Sun, 11 Aug 2019< code.20190810.log - code.20190812.log >

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