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[01:36:22] <Yuv422> hi SB-X
[01:36:25] <SB-X> hi
[01:37:25] * SB-X had to manually "undelete" a file he accidentally removed. :|
[01:37:38] <Yuv422> Ouch!
[01:37:48] <Yuv422> what sort of filesystem?
[01:37:51] <SB-X> ext2
[01:38:03] <SB-X> i said brb yesterday to do that but i didnt finish until now :)
[01:38:21] <SB-X> because i had no idea where the file data was
[01:38:28] <SB-X> and had to find it
[01:38:44] <Yuv422> cat /dev/hda1 | grep somedata ;)
[01:39:02] <SB-X> /dev/hda7 is 9GB
[01:39:21] <Yuv422> was is text data?
[01:39:26] <Yuv422> is=it
[01:39:30] <SB-X> yeah
[01:39:41] <SB-X> i typed "rm assembler.c" instead of "rm assembler.o" :\
[01:40:00] <Yuv422> hehe I've done that sort of thing in the past.
[01:40:00] <SB-X> i did that once before too :P
[01:40:30] <Yuv422> hehe maybe you should 'make clean' instead?
[01:40:44] <SB-X> that would be wise
[01:41:12] * Yuv422 is working on scaling for Nuvie ATM.
[01:41:22] <SB-X> scale2x?
[01:41:31] <Yuv422> 2xSaI
[01:41:38] <Yuv422> all the usual scalers
[01:41:55] <Yuv422> I think I might use the scummvm version.
[01:42:42] <SB-X> i was thinking the other day, in the snes version of u6 the dungeons are not too spoiled with the larger map area
[01:43:02] <Yuv422> snes version?
[01:43:03] <SB-X> so i dont see a problem with having a full screen game area too
[01:43:12] <SB-X> as an option if you want
[01:43:12] <SB-X> yes
[01:43:15] <Yuv422> cool
[01:43:41] <SB-X> it is full screen, and smooth graphics, and has sound effects
[01:43:47] <Yuv422> yeah I think I'll get mobed if I don't provide a full mapwindow option. *g*
[01:43:49] <SB-X> thats about the only good things about it
[01:43:54] <SB-X> heh
[01:53:28] <Yuv422> problem with the scummvm 2xSaI is it's limited to 16bit colour.
[01:57:06] <SB-X> is that a problem for nuvie?
[01:57:15] <Yuv422> no not really.
[01:57:37] <Yuv422> well the game window is currently drawn onto an 8 bit surface
[01:57:57] <Yuv422> so I guess I can just blit that onto a 16 bit surface then scale that up. ;)
[01:58:57] <Yuv422> 16 bit is a bit hard to work with too. as it is 555 or 565
[01:59:32] <SB-X> i dont know anything about the scalers
[01:59:42] <SB-X> just that scale2x screens look nice for videogames like this
[02:00:32] <Yuv422> I can go purely 8 bit on the game side but then I can't do nice shading for the night and dungeon bits
[02:01:03] <SB-X> you are going to change the colors like u7?
[02:02:00] <Yuv422> sort of. I was going to selectivly light areas. under street lamps etc.
[02:02:47] <Yuv422> which is what they do in Exult I guess ;)
[02:03:23] <SB-X> in u7 the lights seem to be separate objects
[02:03:34] <SB-X> you can move the light away from the lamp
[02:03:45] <SB-X> with hackmover
[02:04:06] <Yuv422> in U6 an object can be a lightsource.
[02:04:30] <Yuv422> so a lava tile would obviously emit light.
[02:04:51] <SB-X> and u6 just draws a black circle over the game where there isnt light sources
[02:05:10] <Yuv422> yeah. that's one area of the game I really want to change.
[02:05:17] <Yuv422> oh and sleeping in beds
[02:05:34] <Yuv422> it was always a hassle finding wilderness to setup camp.
[02:05:36] <SB-X> great :)
[02:05:51] <SB-X> Camp ... Not in town!
[02:05:55] <SB-X> Camp ... Foes are too near!
[02:05:58] <SB-X> :S
[02:06:11] <Yuv422> yeah they really made it hard to rest.
[02:08:41] <Yuv422> http://www17.big.or.jp/~kitaji/ultima/jultima/u6_snes.jpg
[02:09:34] <SB-X> hmm
[02:09:43] <SB-X> its nice that the avatar is multilingual
[02:09:52] <Yuv422> *g*
[02:10:08] <Yuv422> don't forget he can read britannian too.
[02:10:54] <SB-X> hmm
[02:10:58] <SB-X> did you decode signposts yet?
[02:11:07] <SB-X> books?
[02:11:10] <SB-X> i think you did
[02:11:39] <SB-X> are the runic signposts just written in normal characters in the code?
[02:11:47] <Yuv422> I haven't done books or signs yet
[02:11:53] <SB-X> aw
[02:11:54] <SB-X> ok
[02:11:57] <Yuv422> I've done the other objects though
[02:12:06] <Yuv422> yes
[02:12:23] <Yuv422> as the charaters match.
[02:13:11] <SB-X> do you still have all your "development" screenshots? i noticed you only have 1 screenshot now on your new site
[02:13:36] <Yuv422> hmm let me check. Jeremy might have deleted them.
[02:15:18] <Yuv422> I can put them up if you want to see somthing?
[02:19:18] <SB-X> i cant think of any particular picture
[02:19:31] <SB-X> i think i saw them all
[02:20:49] <SB-X> but other people might be interested in seeing how it looked at first
[02:21:30] <Yuv422> :)
[02:45:27] <Kirben> hmm should nuvie cvs been crashing ?
[02:45:50] <Yuv422> I don't think so
[02:45:56] <Yuv422> where is it crashing?
[02:46:03] <Yuv422> it was crashing on exit yesterday
[02:46:52] <Kirben> Crashes just after moving up or down a few times.
[02:47:06] <Kirben> stout.txt is just:
[02:47:07] <Kirben> surface pitch = 320
[02:47:07] <Kirben> ......
[02:47:16] <Yuv422> hmm. that's not good.
[02:47:20] <Kirben> stderr.txt:
[02:47:21] <Kirben> Fatal signal: Segmentation Fault (SDL Parachute Deployed)
[02:47:36] <Yuv422> is this from the current CVS?
[02:47:41] <Kirben> yes
[02:48:35] <Yuv422> hmm my copy is a mess right now. let me checkout a fresh one and I'll check.
[02:53:12] <Yuv422> hmm no crash for me
[02:53:56] <Yuv422> could you tell where it crashes?
[02:54:55] <Kirben> according to gdb:
[02:54:56] <Kirben> Program received signal SIGSEGV, Segmentation fault.
[02:54:57] <Kirben> 0x0040c0e9 in MapWindow::tmpBufTileIsWall(unsigned short, unsigned short) ()
[02:54:57] <Kirben> (gdb) bt
[02:54:57] <Kirben> #0 0x0040c0e9 in MapWindow::tmpBufTileIsWall(unsigned short, unsigned short)
[02:54:57] <Kirben> ()
[02:54:58] <Kirben> #1 0x0040be15 in MapWindow::reshapeBoundary() ()
[02:55:00] <Kirben> #2 0x0040af69 in MapWindow::moveMapRelative(short, short) ()
[02:55:02] <Kirben> #3 0x00409498 in Event::move(short, short) ()
[02:55:04] <Kirben> #4 0x0040938b in Event::update() ()
[02:55:06] <Kirben> #5 0x00409ae3 in Game::play() ()
[02:55:08] <Kirben> #6 0x0040f430 in Nuvie::init() ()
[02:55:10] <Kirben> #7 0x0040f1f1 in SDL_main ()
[02:55:12] <Kirben> #8 0x0040f9eb in console_main (argc=1, argv=0x22feb0) at SDL_main.c:227
[02:55:14] <Kirben> #9 0x0040fb5d in WinMain (hInst=0x400000, hPrev=0x0, szCmdLine=0x241ef5 "",
[02:55:16] <Kirben> sw=10) at SDL_main.c:326
[02:55:18] <Kirben> #10 0x0040f563 in main ()
[02:55:22] <SB-X> wall reshaping? :)
[02:55:57] <Yuv422> looks like it
[02:55:58] <Yuv422> brb
[03:10:06] * SB-X upgrades autoconf and automake.
[03:22:19] <Yuv422> Kirben: where about in tmpBufTileIsWall() does it break?
[03:23:41] <Kirben> not sure, how to check ?
[03:25:12] <Yuv422> hmm if you are using gdb it should position the list at the crash point. do if you type 'l' it should be where it crashed. (I think) ;)
[03:25:27] <Yuv422> do = so
[03:26:06] <Kirben> (gdb) l
[03:26:06] <Kirben> in SDL_main.c
[03:26:06] <Kirben> (gdb) 1 SDL_main.c: No such file or directory.
[03:26:20] <Yuv422> hmm maybe not then. :(
[03:26:46] <SB-X> you could try up and then list
[03:29:09] <SB-X> nm thats what i do if it stops in libc
[03:30:23] <Yuv422> hmm I might have found the problem
[03:30:31] <SB-X> maybe list *0x0040c0e9
[03:30:33] <SB-X> oh ok
[03:32:59] <Yuv422> ah k think I've got it
[03:34:13] <Yuv422> Kirben: can you try removing the +1 from line 520 in MapWindow.cpp
[03:34:34] <Yuv422> and line from line 522 too
[03:34:44] <Yuv422> line = +1
[03:45:28] <SB-X> Yuv422: my gcc wont compile lzw.c
[03:45:43] <SB-X> g++ will but make runs gcc instead
[03:46:05] <Yuv422> lzw.c isn't used anymore.
[03:46:12] <Yuv422> well not for nuvie at leasty.
[03:46:14] <Yuv422> -y
[03:46:28] <SB-X> i didnt think so, is there a configure switch to not build tools?
[03:47:02] <SB-X> this is the first time im building it with make
[03:47:02] <Yuv422> hmm not too sure. wjp setup the autoconf/automake scripts.
[03:47:19] <SB-X> previously i compiled all the files and linked them
[03:47:25] <Yuv422> Ouch!
[03:47:29] <Yuv422> ;)
[03:47:34] <SB-X> but i just now upgraded autoconf and automake
[03:48:11] <SB-X> how are you going to handle Party control?
[03:48:45] <Yuv422> from a programming perspective? or in game?
[03:49:23] <SB-X> is it going to be hardcoded the character being controlled and the party
[03:49:28] <SB-X> or will it be possible to change them in the game
[03:50:30] <Yuv422> it will be like the original. when in party mode you control the avatar.
[03:50:51] <Yuv422> or if the avatar is dead or unfit for command you control the next in line.
[03:50:55] <Kirben> Yuv422: that fixes the crashes.
[03:51:08] <Yuv422> based on their NPC number
[03:51:11] <SB-X> is the avatar a normal Actor, without a schedule?
[03:51:14] <Yuv422> excellent.
[03:51:22] <Yuv422> yes
[03:51:31] <Yuv422> he is actor number 1
[03:51:51] <Yuv422> there are 256 actors in U6
[03:51:56] <Yuv422> 0 to 255
[03:52:17] <Yuv422> some of the upper slots are for temporary actors and monsters etc.
[03:52:37] <Yuv422> I think there are about 180 perm actors IIRC.
[03:53:27] <Yuv422> Kirben: could you commit that change to MapWindow.cpp for me? My source is in a bit of a mess at the moment.
[03:53:32] <Kirben> ok
[03:53:35] <SB-X> what if someone asks "how can i make LB my avatar in nuvie?"
[03:53:37] <Yuv422> thanks
[03:54:09] <Yuv422> hmm I guess we could handle that. ;)
[03:54:22] <Yuv422> but you wouldn't be able to talk to people.
[03:54:30] <Yuv422> it would be like solo mode.
[03:55:13] <SB-X> well you could make it so control is tied to a certain Actor, the other members of the party just follow him
[03:55:31] <SB-X> when control is set to that actor you control his movement and see his inventory
[03:55:37] <Yuv422> yeah that is what I plan to do.
[03:55:56] <Yuv422> the player class just takes control of an actor. :)
[03:56:08] <SB-X> coolio
[03:56:16] <SB-X> thats what i was asking :)
[03:58:35] * Yuv422 thinks SB-X just wants to go on a killing spree with LB!
[03:59:06] <SB-X> i may
[04:06:31] <SB-X> built
[04:06:34] <SB-X> conf/misc.h needed "#include <cstdio>"
[04:07:05] <Yuv422> what system are you building for?
[04:08:40] <SB-X> slackware linux 8.0 i586
[04:09:15] <Yuv422> ah k, cool. my fav linux distro. :)
[04:10:46] <SB-X> i havnt tried many others
[04:11:23] <SB-X> wow
[04:11:32] <SB-X> it loads my savegame now
[04:11:40] <SB-X> and i can move the avatar!
[04:11:41] <SB-X> hehe
[04:12:00] <Yuv422> where were you in your savegame?
[04:12:03] <SB-X> oops
[04:12:05] <SB-X> Fatal signal: Segmentation Fault (SDL Parachute Deployed)
[04:12:11] <SB-X> buccaneer's den
[04:12:16] <Yuv422> cool
[04:13:05] <Yuv422> did you get the latest cvs with the mapwindow patch?
[04:13:21] <SB-X> youve developed this fast
[04:13:23] <SB-X> i have the latest cvs
[04:13:33] <Yuv422> as of three minutes ago?
[04:13:55] <SB-X> hmm... nope
[04:13:57] <SB-X> 30 minutes
[04:14:14] <Yuv422> hehe. you've got to be in the bleeding edge. ;)
[04:14:17] <Yuv422> in = on
[04:17:37] <SB-X> updated
[04:17:44] <SB-X> what does that do?
[04:17:50] <SB-X> fix the crash?
[04:18:06] <Yuv422> I was overflowing the tmp_buf map.
[04:18:13] <Yuv422> when doing the wall reshaping.
[04:18:32] <SB-X> so using the door is hardcoded?
[04:19:21] <Yuv422> yes
[04:19:44] <SB-X> Thou doth see 30 oaken door :)
[04:19:52] <SB-X> what do you think of auto-open doors?
[04:19:58] <SB-X> if you take 2 steps into them
[04:20:13] <Yuv422> hmm yeah i was thinking about that
[04:21:09] <Yuv422> i've got to find the stackable switch
[04:21:37] <Yuv422> that's why some objects look like they have qty > 1
[04:27:02] <Yuv422> hehe ATM you'll be stuck on Buccaneers den.
[04:27:12] <Yuv422> as you can't cross water yet.
[04:47:21] <SB-X> moving an actor besides 1 doesnt make them change frames
[04:51:14] <SB-X> the walk frames must not be in the same position as the avatar's
[04:52:57] <Yuv422> what do you mean?
[04:53:22] <SB-X> except they are
[04:54:05] <Yuv422> how are you moving the actors?
[04:54:53] <SB-X> changed the actor that player is initialized with in Game.cpp
[04:55:00] <SB-X> actor_manager->get_actor(2)
[04:55:05] <SB-X> dupre
[04:55:08] <Yuv422> ah k
[04:55:11] <Yuv422> what happened?
[04:55:28] <SB-X> the actor moved around but didnt change frames
[04:55:39] <Yuv422> hmm
[04:56:13] <SB-X> facing left
[04:58:34] <SB-X> that is one way to get off buc's den :)
[04:58:39] * SB-X controls Geoffrey.
[04:59:16] <Yuv422> LB is #5
[05:00:11] <SB-X> ooh
[05:00:12] <SB-X> thanks
[05:00:29] * SB-X controls Lord British.
[05:00:48] <SB-X> he disappears behind chuckles :)
[05:01:31] <SB-X> if you hold the movement key down the screen freezes until you release it, and the location is updated
[05:02:00] <Yuv422> yeah got to fix that too.
[05:02:19] <Yuv422> oh I;ve found out why other actors don't move properly.
[05:02:19] <SB-X> the items in the museum do not show a description
[05:02:28] <SB-X> ?
[05:02:38] <Yuv422> I haven't setup their frames correctly yet.
[05:02:47] <SB-X> hmm
[05:02:48] <SB-X> i see
[05:02:53] <Yuv422> if you look in ActorManager::drawActors()
[05:02:56] <SB-X> i guess you wouldnt have since npc's dont move yet
[05:02:58] <Yuv422> you'll see my hack.
[05:03:49] <SB-X> yes :)
[05:03:58] <Yuv422> change i == 1 to i == 5 and you should be in business.
[05:04:13] <Yuv422> till I get around to fixing the walk_direction upon actor loading :)
[05:04:14] <SB-X> what is level?
[05:04:40] <Yuv422> level 0 == surface level 1 - 4 == dungeon level 5 == gargoyle world
[05:05:29] <SB-X> oh right
[05:05:35] * Yuv422 wanders around as LB. You're right this is quite fun!
[05:06:26] <SB-X> hehe
[05:07:48] <SB-X> the bones of zog are not visible on the pedestal
[05:07:59] <SB-X> but if you look at the pedestal it says Thou doth see a pile of bones
[05:08:16] <Yuv422> yeah that's a tile drawing issue I've got to fix.
[05:08:39] <Yuv422> the pedestal is drawing over them.
[05:50:16] <SB-X> Yuv422: do you communicate with Galleon Dragon?
[06:01:14] <Yuv422> no I haven't contacted him yet.
[06:08:08] <SB-X> if u6o is a clone he wouldve only needed the tileset graphics
[06:40:19] <Yuv422> His website doesn't give much detail.
[07:02:16] <Yuv422> hmm I have to wonder how he has written his engine. In one of the posts on that message forum he said he wasn't able to decompress the datafiles!?
[07:06:17] <SB-X> he wouldve only needed the tileset graphics
[07:06:22] <SB-X> like from that picture
[07:06:57] <SB-X> or got the graphics some other way
[07:07:10] <SB-X> if its not really a u6-data driven engine
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[07:28:26] <wjp> hi
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[07:28:44] <SB-X> yo Darke wjp
[07:28:44] * Darke yawnstretchies. Hiya!
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[07:28:51] <wjp> #0 0x0040c0e9 in MapWindow::tmpBufTileIsWall(unsigned short, unsigned short) () <-- no line number info there, so 'list' won't work
[07:29:05] <wjp> (apparently nuvie was compiled without debugging info)
[07:29:23] <Kirben> should I compile with -g ?
[07:29:35] <wjp> if you want to be able to use gdb
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[07:30:47] <Yuv422> hi wjp, darke
[07:34:37] <Matt_O> hi
[07:34:42] <Matt_O> YUV 4:2:0 !
[07:35:07] <Yuv422> hehe 4:2:2
[07:35:10] * SB-X gives Matt_O a jar of flies.
[07:35:27] <Matt_O> alice in chains?
[07:35:27] * Yuv422 wants more colour
[07:53:07] <Yuv422> I'm going for a bit.
[07:53:08] <Yuv422> cya
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[08:10:29] <SB-X> hi Dark-Star
[08:15:31] <Dark-Star> hi
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[10:19:31] <wjp|work> wow, someone on the forum says he had a 386 running at 40Mhz
[10:20:40] * wjp|work could've sworn the fastest 386 was quite a bit slower than that
[10:20:57] <Darke> Yeah. They were Cirics (spelling?) weren't they?
[10:21:27] <wjp|work> hm, no idea
[10:21:51] <Darke> Fastest 386 I saw was 33Mhz.
[10:22:27] <Darke> Cyrics? Can't remember. Bitrot due to the passage of ages. *grin*
[10:22:32] <SB-X> Cyrix?
[10:22:40] <Darke> That was it!
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[13:02:12] <Colourless> hi
[13:02:21] <wjp|work> hi
[13:02:28] <Colourless> [10:21:51] <Darke> Fastest 386 I saw was 33Mhz.
[13:02:39] <Colourless> there were 40 MHz 386s
[13:02:42] <Colourless> I had one myself
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[13:37:08] <Yuv422> hi
[13:37:19] <Colourless> hi\
[13:38:05] <Yuv422> was there an english fm-towns U6?
[13:38:09] <Yuv422> anyone know?
[13:38:33] <Colourless> huh what?
[13:38:55] <Yuv422> the U6 with spoken dialog.
[13:39:37] <Colourless> no
[13:39:44] <Colourless> there wasn't
[13:39:51] <Kirben> it was english I think
[13:40:21] <Kirben> at least the sample from fm towns version someone posted awhile back was english.
[13:40:37] <Yuv422> was it well done?
[13:40:54] <Kirben> yes seemed quite good.
[13:41:12] <Colourless> eh, so much for what i know :-)
[13:41:37] <Yuv422> http://www17.big.or.jp/~kitaji/ultima/jultima/ultima6.htm
[13:41:52] <Yuv422> this site seems to indicate an english version.
[13:42:22] <Yuv422> hey what do you want to see in Nuvie next?
[13:42:58] <Yuv422> scaling, conversations, actor schedules?
[13:42:59] <Colourless> heh, i thought it was only japanese
[13:43:32] <Kirben> conversations
[13:44:02] <Colourless> for scaling, you might find pentagrams scaling code reasonably easy to integrate into nuvie, assuming you are using 16bit/32bit buffers.
[13:44:40] <Yuv422> I'll take a look.
[13:44:41] <Colourless> i completely reworked it sometime ago so it's a lot easier to work with, compared to say, exult :-)
[13:44:56] <Yuv422> yeah I was looking at exult today :(
[13:45:07] <Yuv422> I turned to scummvm's version instead.
[13:45:18] <Yuv422> I might take the pent option if it is easier.
[13:45:38] <Colourless> you want Scale.cc Scale.h and Scale.inl
[13:45:48] <Yuv422> do you prefer 16 or 32bpp?
[13:45:56] <Yuv422> Scale.inl?
[13:46:30] <Colourless> both if possible, limiting to either one, is well, limiting ;-)
[13:46:34] <Colourless> yes Scale.inl
[13:46:49] <Colourless> it contains all of the actual scaler code
[13:47:38] <Yuv422> [g4:~/Apps/CVS/pentagram] eric% find . | grep Scale
[13:47:40] <Yuv422> [g4:~/Apps/CVS/pentagram] eric%
[13:48:42] <Colourless> just make sure you are using the sources from the old module in cvs.pentagram.sourceforge.net
[13:49:17] <Yuv422> ah
[13:52:10] <Colourless> you'll also need some stuff from RenderSurface (plus it includes an idea of how the scaler system works)
[13:52:32] <Yuv422> ok.
[13:52:41] <Colourless> void RenderSurface::set_format(const SDL_PixelFormat *fmt)
[13:52:46] <Colourless> is something you'll want to look at
[13:52:56] <Yuv422> are you planning to use this in the new pent sources
[13:53:15] <Colourless> probably not exactly what you see there, but something pretty similar
[13:54:22] <SB-X> what is fm towns?
[13:54:28] <Colourless> also around lines 175 and 635 of Application.cc you'll find some useful code
[13:55:23] <Colourless> and then at line 715 is some more code you'll probably want to check out
[13:55:29] <Colourless> that be bool Application::try_scaler(int w, int h, uint32 flags, int hwdepth)
[13:55:35] <SB-X> a FAQ link anyone? :)
[13:56:00] <SB-X> or anything?
[13:56:05] <Yuv422> I think FM-Towns was a 386 console like computer system released in japan.
[13:56:15] <Yuv422> I could be wrong though
[13:56:29] <Yuv422> just checking it all out now Colourless.
[13:56:30] <SB-X> so there probably is not much english information?
[13:57:34] <Yuv422> I see you've updated the old/ code base in the last 46 hours Colourless?!
[13:57:43] <Colourless> yes
[13:57:56] <Colourless> i 'play' with old\
[13:58:04] <Yuv422> :)
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[13:58:20] <Colourless> experiments on how you shouldn't and should write code in places it seems like
[13:59:18] <Colourless> generally things starts off being a bit ugly, and don't support all the features i want, then i gradually improve and fix things, till I get to a point of where I then know how exactly I want to do things in pentagram 'new' :-)
[13:59:38] <Yuv422> sounds like a good idea
[14:01:49] <Yuv422> so around line 635 screen is an SDl_Surface?
[14:02:11] <Yuv422> the destination surface?
[14:02:23] <Colourless> no, it's a RenderSurface object
[14:02:53] <Colourless> it is where everything has been drawn
[14:02:59] <Colourless> it's the 'unscaled' surface
[14:03:17] <Colourless> sdl_surf is the 'scaled' destination surface, it's obviously a SDL_Surface
[14:04:00] <Colourless> there isn't a great deal of difference between RenderSurface and SDL_Surface
[14:05:57] <Yuv422> what is it doing on line 991?
[14:06:04] <Yuv422> are they bit shifts?
[14:06:14] <Yuv422> or some overloaded C++ goodness.
[14:06:52] <Colourless> that converts the 256 Colour palette into a format that is native to the current 'screen' mode
[14:07:21] <Colourless> i duplicate all of the SDL bit shifting info and put them into static vars in RenderSurface
[14:07:39] <Colourless> they are also incidently used by the scalers
[14:08:15] <Yuv422> so the RenderSurface:: tells the compiler you want to access a static var from the RenderSurface namespace?
[14:10:00] <Colourless> yes
[14:10:18] <Yuv422> lerp_factor ;) now that sounds interesting.
[14:10:59] <Colourless> (linear) interpolation... smooth scrolling
[14:12:54] <Yuv422> are your pixel format values endian independant?
[14:13:42] <Colourless> yes they are, since the are just the SDL format, which are endian independant
[14:16:33] <Colourless> oops. i just wheeled my chair over a cd... oh well, it wasn't anything important :-)
[14:17:02] <Yuv422> hehe but wheely chairs are fun.
[14:17:17] * Yuv422 spins around on his chair
[14:17:45] <Darke> Colourless: Just Visual Studio.net then? (Originally subconsciously typed that as "Visual Stupido.net" ironically enough.)
[14:18:10] <Colourless> actually, it was a 120 day trial version of Microsoft Project 2000 :-)
[14:18:30] <Colourless> it's now in 120 pieces or something
[14:18:38] * Darke snerks.
[14:19:12] * Darke has enough copies of VS.NET to wallpaper his bedroom sloped roof all shiny-like.
[14:19:31] <Colourless> care to give me one
[14:19:40] <Colourless> poor colourless only has VS6
[14:19:41] <Yuv422> do you live in the attic Darke?
[14:19:47] <Colourless> that be VS98
[14:20:46] <Darke> Colourless: Erm... no. Sorry, can't. *grin* They're academic copies. One looney lecturer ordered something like 300 copies with associated licence keys and licencing. Except of course said lecturer *forgot* that we're only allowed to have 50 of them under the MSDNAA.
[14:23:43] <Darke> Which means we've got 250, 5 CD sets of MS VC.NET sitting around, with licence keys, that we can't legally use, nor legally have. Even though MS quite happily sold them to us. *grin*
[14:24:16] <Colourless> so what's the problem giving one to me ;-)
[14:24:44] <Yuv422> hmm, time for bed I think.
[14:24:47] <Yuv422> cya
[14:24:51] <Colourless> cya
[14:24:54] <-- Yuv422 has left IRC ("BitchX: sanitized for your protection")
[14:24:58] <Darke> Umm... err... well... ok, so, fine, it's *already* illegal as it is, so giving one to you wouldn't really be more illegal, but still. *grin*
[14:41:27] * Darke yawns. Sleep. Night!
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[14:41:39] <Colourless> cya
[14:41:52] <wjp|work> night
[14:53:09] <Colourless> later
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[20:58:42] <Dominus> hi
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