code logs -> 2009 -> Fri, 09 Jan 2009< code.20090108.log - code.20090110.log >
--- 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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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...
06:10 GeekSoldier [~Rob@Nightstar-8573.midstate.ip.cablemo.net] has quit [Ping Timeout]
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.
06:42 AnnoDomini [~farkoff@Nightstar-6909.neoplus.adsl.tpnet.pl] has joined #Code
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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. :-)
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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
23:48 GeekSoldier [~Rob@Nightstar-8573.midstate.ip.cablemo.net] has joined #code
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--- Log closed Sat Jan 10 00:00:31 2009
code logs -> 2009 -> Fri, 09 Jan 2009< code.20090108.log - code.20090110.log >