#exult@irc.freenode.net logs for 2 Feb 2011 (GMT)

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[05:41:07] <eviltar> just in trying to think about what I could contribute back after workign in exult the last few months,
[05:42:04] <eviltar> I think the only things that may be worth offering is the big endian sound packs i made, perhaps a patch for rifx headers to allow them to play, might be nice for ppc systems
[05:42:45] <eviltar> and maybe a patch that should map the controls in exult to an SDL gamepad pretty well
[05:43:12] <eviltar> unless I missed those and theyre already available :P
[05:44:18] <eviltar> ^^ i only converted the roland packs for the two games
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[05:45:44] <Malignant_Manor> The endianess of the files shouldn't matter.
[05:45:57] <eviltar> well
[05:46:00] <eviltar> it doesnt
[05:46:08] <eviltar> but if you want/need more speed
[05:46:28] <eviltar> isnt it faster not to have to byteswap?
[05:47:18] <eviltar> it did end up mattering in my port tho, so that was my work-around
[05:47:19] <Malignant_Manor> I have no idea the speed increase but you would probably have to add detection.
[05:47:28] <eviltar> yes i did have to
[05:48:02] <Malignant_Manor> /audio/conv.cc has some sfx conversion but I have no idea how accurate it is.
[05:48:31] <Malignant_Manor> You still needed it after the upgrade to current svn?
[05:48:36] <eviltar> i found a bunch of ways to byteswap
[05:48:40] <eviltar> i did
[05:48:46] <eviltar> im at 1.5 something now
[05:49:21] <eviltar> _bytswap_ushort & ulong, ntohs & ntohl
[05:49:41] <eviltar> were the best methods i tried
[05:50:09] <Malignant_Manor> That's strange since no other big endian has needed it.
[05:50:27] <eviltar> its the buffer for the 360
[05:50:38] <eviltar> when you create a soudn buffer
[05:50:47] <eviltar> it fills it with static
[05:51:12] <eviltar> and if you dont completly oevr write it, or make your buffer the right size you get noise
[05:51:59] <eviltar> idk why byteswapping makes crappy sounds on it, and just converting the files works, but i went with the path of least resistance
[05:52:22] <Malignant_Manor> We probably don't want to use different sfx packages unless there is a need on more common systems than hacked 360s.
[05:52:31] <eviltar> haha yeah
[05:52:45] <eviltar> i just wish i had something to share back
[05:52:47] <Malignant_Manor> Normal users would be too confused.
[05:53:17] <eviltar> i guess you could take the sfx and the header detection as a mac patch
[05:53:24] <eviltar> but if their build works fine
[05:53:29] <eviltar> dont fix it
[05:53:31] <eviltar> :)
[05:53:59] <Malignant_Manor> PPC Macs are deprecated too.
[05:53:59] <eviltar> the sdl gamepad patch?
[05:54:14] <Malignant_Manor> That I don't know.
[05:54:23] <Malignant_Manor> You could always put it on the tracker.
[05:54:35] <eviltar> i recently added most of the cheats too
[05:55:04] <eviltar> so you can do *almost* all teh keyboard commands in exult on a gamepad
[05:55:11] <eviltar> and not need a mouse
[05:56:37] <Malignant_Manor> Is there any code that would make it different than using something like Xpadder or joytokeys to map keyboard and/or mouse functions to a joystick/gamepad?
[05:57:04] <eviltar> idk
[05:57:17] <eviltar> let me pastebin some of it
[05:58:09] <eviltar> i guess it would be different in the sense that sdl has gamepad support
[05:58:25] <eviltar> and all youd have to do was have one plugged in when you started exult
[05:59:18] <Malignant_Manor> Are the keys currently configurable?
[05:59:27] <eviltar> nope
[05:59:32] <eviltar> but there's a help screen
[05:59:38] <eviltar> that shows you the mapping
[05:59:49] <eviltar> like in the CE build
[06:00:34] <Malignant_Manor> Shouldn't you be able to do something like default_keys.txt but map joypad numbers
[06:01:15] <eviltar> that would be nice
[06:01:36] <eviltar> but exult doesnt have any gamepad interface
[06:01:40] <eviltar> that I saw
[06:01:52] <eviltar> http://pastebin.com/SL9SGWdk
[06:03:47] <eviltar> turning a 12 button gamepad into a mouse and a 104 key keyboard wasnt that esay :P
[06:04:55] <Malignant_Manor> You didn't just cheat and do up and down to change characters in the new game menu?
[06:05:10] <eviltar> no
[06:05:25] <eviltar> you can use the mouse
[06:05:54] <Malignant_Manor> Virtual keyboard like the Pocket PC?
[06:06:05] <eviltar> no
[06:06:19] <eviltar> you can plug a usb keyboard in
[06:06:27] <eviltar> but i gave the avatar a default name
[06:06:34] <eviltar> for the impatient
[06:06:51] <eviltar> and gave the savegames a default name too
[06:09:09] <Malignant_Manor> Default name currently is Avatar.
[06:09:21] <eviltar> well i mean when you start a new game
[06:09:24] <eviltar> its blank
[06:10:04] <Malignant_Manor> If you keep going without selecting a name, it chooses Avatar.
[06:10:11] <eviltar> ah
[06:10:36] <eviltar> i'm not 100% sure that was workign in the branch i started with
[06:10:45] <Malignant_Manor> Or probably more appropriately, the name of shape 721.
[06:11:47] <eviltar> turning on fudge sample rates is good for a laugh with the french and german U7's
[06:12:20] <eviltar> it makes the guardian sound, differernt
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[06:15:05] <eviltar> is there a pre-built version of sourceforge island somewhere? or woudl i have to build it myself from the content folder?
[06:15:54] <Malignant_Manor> There might be an option to build it in MSVC
[06:16:33] <Malignant_Manor> There's some mod building in the GNU makefiles but I don't know if that makes it either.
[06:17:05] <Malignant_Manor> I'm not sure if it is up to date either.
[06:17:28] <eviltar> are any of these fan patches merged in?
[06:17:36] <eviltar> like keyring
[06:17:54] <eviltar> the SI fixes
[06:18:22] <Malignant_Manor> Sourceforge Island just has talking to one or a few people. (I think.)
[06:18:47] <eviltar> i was looking at the source to it a little
[06:18:50] <Malignant_Manor> I don't think I've done anything except glance at the code and the Dominus portrait.
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[06:37:18] <eviltar> they all seem to build fine in windows witht eh batch file in teh sifixes directory
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