code logs -> 2012 -> Thu, 05 Jul 2012< code.20120704.log - code.20120706.log >
--- Log opened Thu Jul 05 00:00:16 2012
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00:21
< ToxicFrog_>
Yay, ZNC working
00:22 ToxicFrog_ is now known as ToxicFrog
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00:29
<&McMartin>
Woo
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00:30
<&McMartin>
celticminstrel: As for death to sliding block puzzles, my first major Haskell application I wrote to automatically solve the Klotski variants in Professor Layton and the Diabolical Box, because seriously, fuck that noise
00:31
<@ToxicFrog>
15-puzzles and their kin somehow perfectly hit that spot where they're incredibly tedious and frustrating, but not challenging in any way.
00:33
<&McMartin>
These are Klotski and their kin, not the 15-puzzle.
00:33
<&McMartin>
They're markedly different genera.
00:34
<&McMartin>
Klotski's cousins are like Traffic Jam.
00:34
< celticminstrel>
Oh hey, Rush Hour fits this definition.
00:34
<&McMartin>
In particular, their success condition tends to be based on the location of *one specific* block instead of all blocks, so it's more, hm. Spacial?
00:34
<@ToxicFrog>
Aah
00:34
<&McMartin>
Yeah, it has many names.
00:34
<@ToxicFrog>
I know Klotski as Traffic Jam, yeah
00:35
<@ToxicFrog>
Both Klotski and 15 are "sliding block puzzles" but I usually take it to mean just the latter
00:35
< celticminstrel>
I made one of these in Graphics class.
00:35
<&jerith>
I can use Klotski and friends as an occupy-my-hands-and-eyes-while-leaving-my-brain-mostly-free activity.
00:35
<&jerith>
N-puzzles... not so much.
00:35
<&McMartin>
Yeah, I've never actually learned the algorithm for the latter.
00:36
<&McMartin>
Klotski falls to a simple breadth-first search, but actually making that *happen* is an interesting enough question that it's one of my stock interview questions for algorithm/data structure design.
00:36
<&jerith>
I should try that sometime, actually.
00:36
<&McMartin>
It's not much harder than a Sudoku solver but it's IMO a lot more fun to do.
00:37
<&jerith>
The final project in my AI class a while back was to write a 4x4x4 tic-tac-toe variant AI.
00:38
<&jerith>
The interesting bit was normalising the board layout to (vastly!) reduce the problem space.
00:41 * McMartin actually looks up his Haskell program for this.
00:41
<&McMartin>
87 lines, apparently, and 18 of those were for hardcoding the specific puzzles.
00:42
<&McMartin>
However, it's making some assumptions that hold for Klotski specifically but not for some of the expansions they did later (multiple target blocks, non-rectangular pieces, non-rectangular boards)
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03:43 * ToxicFrog sads at Clojure
03:43
<@ToxicFrog>
McMartin: have you done any parsing in Clojure, and if so, what would you recommend?
03:44
<@ToxicFrog>
It doesn't come with any sort of parsing library of its own, and of the three third-party ones I can find, fnparse is unmaintained and doesn't work on 1.3+, parsley is way overkill for my needs (it's a high-performance incremental reparser for use in syntax-hilighting editors), and parser is not just unmaintained but entirely missing.
03:47
<&McMartin>
I haven't made any attempts at it, no
03:48
<~Vornicus>
Also the rest of the bug bin there is a wretched hive
03:49
<&McMartin>
Yes, though some of that is due to a bug system reset
03:49
<&McMartin>
It looked better during the beta for GMHTML5
03:50
<~Vornicus>
I feel like a god among slime molds, describing exactly what went wrong and how and posting a working example.
03:50
<@ToxicFrog>
Hmm. There's Parsatron, which has an entertaining README and is actively maintained.
03:51
<@ToxicFrog>
"The choice, char, between and many functions you see are themselves combinators, provided gratis by the library. Some, like choice, many, and between, take parsers as arguments and return you a new one, wholly different, but exhibiting eerily familiar behavior. Some, like char, take less exotic input (in this case, a humble character) and return more basic parsers, that perform what is asked of them without hestitation or spite."
03:52
<~Vornicus>
That took me too many retries to read, as I resolved symbols
03:53
<@ToxicFrog>
It's very, very minimalist, though.
03:54
<&McMartin>
Parser combinators are kind of the shiznit though
03:55
<@ToxicFrog>
This is true
03:59 * Vornicus considers. I wonder...
03:59
<@ToxicFrog>
I am however used to having slightly more to work with
03:59
<@ToxicFrog>
Ie, not having to implement (token) in terms of (char)
04:00
<~Vornicus>
...nope, gondola goes to the moon if I use absolute.
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04:00
<~Vornicus>
er, relative
04:01
<&McMartin>
TO THE MOON
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04:11
<~Vornicus>
Which is also befuddling because technically the paths run right into each other. I suspect the bugs with negative path speeds go further than I went looking.
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--- Log closed Thu Jul 05 13:58:40 2012
--- Log opened Thu Jul 05 13:58:44 2012
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14:26
< gnolam>
... that was fast
14:26
< gnolam>
First batch of parts has arrived.
14:31
<@TheWatcher>
What're you making?
14:31
< gnolam>
Still a helicopter.
14:32
<@TheWatcher>
Ah, either I missed that, or my swiss-cheese brain lost it >.<
14:33
< gnolam>
(Or, well, the actual helicopter is built by someone else. I'm building the payload.)
14:47
< Noah>
gnolam: Lego? Or, like, fo' really realz?
14:49
< gnolam>
Noah: For real. An RC drone that has to be operational at the end of September.
14:50
< Noah>
Controlled by traditional RC equipment, or by something cool like an android device with live cam feed?
14:51
< gnolam>
Live cam and sensor feed yes, android no. We can't assume working 3G/4G coverage.
14:52
< Noah>
I figured it could be ad-hoc
14:53
< Noah>
But that would be a lot of extra programming for something that I'm sure already exists pretty standard in the RC flight market
14:54
< gnolam>
In a real situation, you can probably assume that the phone networks are either down, swamped or just plain not available (too far out in the field).
14:54 Kindamoody is now known as Kindamoody|out
14:56
< gnolam>
(We're figuring the last one of those for the exercise in September)
14:59
< Noah>
Being swamped would be enough, I get like over 1000ms ping in Knoxville
14:59
< Noah>
Around 180 here in Kodak, but even that is kinda high for flying a big expensive helicopter
15:00 * TheWatcher vaguely wonders whether it'd actually be possible to make a working lego 'copter or similar device
15:01
< Noah>
You might have to glue some pieces to a frame of sorts, then build of that. I'm sure it's possible
15:02
< Noah>
But not in pure lego, you could make something with rotors that spin fairly slowly I think, but it wouldn'y fly
15:03
< Noah>
http://www.youtube.com/watch?v=DO2y29_Lank
15:04
< Noah>
I think that's pure lego, that's pretty fast rotation for lego motors, but not nearly fast enough for flight obviously
15:05
< Noah>
http://www.youtube.com/watch?v=OUOySOWqTZc - Actually has some flight controlls, but still pure lego, and can't fly
15:09
< Noah>
http://www.youtube.com/watch?v=mlgQzGO3gwg - Flies, but with actually RC copter parts
15:12
<@TheWatcher>
Yeah, unsurprisingly seems to struggle a bit
15:12
<@TheWatcher>
Lego's probably just too heavy for that, really
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15:24
<~Vornicus>
If you need something with high strength or low weight, lego isn't the way to go.
15:40
< iospace>
knex? :P
15:40
< iospace>
or however it's spelt
16:10
<~Vornicus>
Still. You don't build strong stuff out of toy plastic.
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16:12
< iospace>
:P
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16:44
<@Alek>
k'nex but yeah
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17:47 * Vornicus floons
17:50 * ToxicFrog combinates Vornicus
17:50
<~Vornicus>
halp
17:54
< ToxicFrog>
Clojure is kind of giving me the Lua not-enough-libraries feeling.
17:54
< ToxicFrog>
And calling into Java isn't nearly as seamless as it is in Scala.
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18:08
<~Vornicus>
This freaking path bug has stonewalled me
18:14 * Vornicus fights with it a bit, gets a workaround: manually set the path position and speed after using path_start, and make sure that path_start uses a positive value.
18:15 Number3 is now known as ShellNinja
18:26 * Vornicus should see if he can get the gondola to cross path endings without pausing now.
18:27
<~Vornicus>
Well, okay, no, that's more polish.
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18:36
<~Vornicus>
but making sure that the gondola is always on the screen would be good and that I need to art a bit fore
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--- Log closed Thu Jul 05 18:51:32 2012
--- Log opened Thu Jul 05 18:51:36 2012
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19:50
<~Vornicus>
Right. Art corrected, now I need to build the duck paths.
19:55
<~Vornicus>
Which I don't think need to be paths
21:32 * Vornicus fiddles with stuff for ducks.
21:41 * Vornicus can't seem to get art off it very easily
21:49
<~Vornicus>
if I could, like, find a way to read the sprite sheets that'd be really nice.
21:50
<&Derakon>
What are you trying to read?
21:51
<~Vornicus>
I've got a commodore 64 game "ducks ahoy", and I'm trying to get sprites out of it so I can use them for art
21:51
<&Derakon>
Ah.
21:51
<&Derakon>
I doubt there's a "sprite sheet" as such, then.
21:52
<~Vornicus>
well no, I'll get individual sprites as 64-byte chunks, but I don't know how to get at them.
21:54
<~Vornicus>
or rather how to find them among the memory. But that's probably harder than making my own art.
21:55
<&Derakon>
Yeah.
22:00
<~Vornicus>
but that's a pain in the ass too, especially because of my pickiness
22:08
<&McMartin>
It's probably easier to get the sprites from screencaps/recordings tbqh
22:09
<~Vornicus>
screencaps freeze the video on my emulator.
22:10
<&McMartin>
Mmm
22:10
<&McMartin>
Does the emulator have a memory-dump mode?
22:10
<&McMartin>
You might be able to find the VIC-II's sprite pointers. ISTR those are in a fixed location.
22:11
<~Vornicus>
I found a video record move
22:12
<~Vornicus>
Now I have a 335MB video that lasts maybe two minutes.
22:12 * ToxicFrog pokes McMartin until server-socket falls out
22:12
<&McMartin>
?
22:12
< ToxicFrog>
Oh, I'm just having clojure library woes
22:12
<~Vornicus>
One minute six seconds.
22:12
< ToxicFrog>
Nothing I actually want to use has been updated since 1.2
22:12
<~Vornicus>
...that vlc thinks has no video in it. FAILCANNON
22:12
<~Vornicus>
(seriously it's black)
22:12
<&McMartin>
Try WMP
22:13
<&McMartin>
But VLC is unusable for me anyway -_-
22:13
<~Vornicus>
I busted WMP trying to update it
22:13 iospace is now known as io|gone
22:13
<~Vornicus>
because I have a pirate version of winxp, because none of the three CDs and five CD keys worked together.
22:13
<&McMartin>
Aha
22:13
<&McMartin>
Did you capture with FRAPS?
22:13
< ToxicFrog>
Vornicus: what does VLC say that the codec information is?
22:13
<~Vornicus>
the internal video record button for the emulator
22:14
< ToxicFrog>
Odds are it's some custom lossless format that needs to be converted.
22:14
<~Vornicus>
codec "8 bits greyscale"
22:14
< ToxicFrog>
Er
22:15
< ToxicFrog>
What's the fourcc?
22:15
<~Vornicus>
GREY
22:15
<~Vornicus>
Which is befuddling as the emulator is in color.
22:15
< ToxicFrog>
McMartin: specifically, I want to use fnparse for parsing and server-socket for TCP serverizing, neither of which is actually maintained anymore.
22:15
<&McMartin>
Is this VICE you're using here?
22:15
<~Vornicus>
ccs64
22:15
<&McMartin>
CCS64 *does* have a memory monitor mode
22:15
<&McMartin>
But you should consider using VICE and FRAPS >_>
22:22 * Vornicus tries to figure out if VICE is actually working
22:23
<~Vornicus>
it does not appear to be actually running the program. It's just sitting there after "RUN"
22:23
<~Vornicus>
oh there it goes
22:26
<&McMartin>
VICE correctly models the C1541 disk speed -_-
22:26
<&McMartin>
(This is important because that disk drive is also a CPU co-processor of equal power to the main board)
22:27 * TheWatcher finally gets around to plotting out the stations that project releases have taken so far in his mornington crescent game
--- Log closed Thu Jul 05 22:29:23 2012
--- Log opened Thu Jul 05 22:29:38 2012
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22:31
<~Vornicus>
colors are different.
--- Log closed Thu Jul 05 22:32:46 2012
--- Log opened Thu Jul 05 22:33:08 2012
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22:34
<&McMartin>
That's configurable, but bear in mind that these things were transmitted phase shifts to a phosphor screen, not RGB values.
22:34
<~Vornicus>
There is a surprisingly large number of sprites, if my eyes don't fool me
22:35
<&McMartin>
I'm now kind of curious
22:35
<&McMartin>
Do you mean frames or "active at once"?
22:35
<&McMartin>
Remember, the C64 did have a true bitmapped background, but it was hard to use
22:39
<~Vornicus>
different frames
22:39
<~Vornicus>
Sorry, I should have said "a surprisingly long sprite strip" to be more accurate
22:39
<&McMartin>
Ah, yeah
22:40
<&McMartin>
Only 8 sprites at once, but you can do jackassery with scanline interrupts to display more
22:42
<~Vornicus>
I don't think I've seen more than like 6 at once in this game
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22:48 * Vornicus pokes at fraps. Actually start recording, please
22:49
<&McMartin>
Make sure VICE is in OpenGL displaymore or w/e
22:49
<~Vornicus>
RIght, got that
22:49
<~Vornicus>
fraps knows that that window has a video context in it and has applied its fps overlay
22:50
<~Vornicus>
But I haven't managed to get it to save a movie.
22:51
<~Vornicus>
ther it goes.
22:53
<~Vornicus>
oh that's lovely.
22:53
<&McMartin>
Success?
22:54
<~Vornicus>
victoly
22:55
<~Vornicus>
Now let's see what I can extract from this
23:15 * Vornicus pokes vlc, give me frame advance toys.
23:16
< sshine>
hmm... some spambots analyse website content and Markov-generate spam based on it... that's pretty neat.
23:25
<~Vornicus>
but yeah, the full vertical movement strip for ducks is /8 frames/
23:28
<&McMartin>
O<
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--- Log closed Fri Jul 06 00:00:02 2012
code logs -> 2012 -> Thu, 05 Jul 2012< code.20120704.log - code.20120706.log >

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