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[11:49:09] <SB-X> Hi, Eric.
[11:49:51] <Yuv422> hey Joseph
[11:49:55] <Yuv422> How's things?
[11:50:20] <SB-X> im pretty tired, going to go to sleep soon
[11:50:28] <Yuv422> ah k
[11:50:30] <Yuv422> me too
[11:51:19] <Yuv422> I spent a bit of time getting all the string referenced in IDA Pro
[11:51:23] <Yuv422> strings
[11:51:27] <Yuv422> as offsets
[11:51:30] <SB-X> hmm
[11:51:41] <Yuv422> so I can easily see what's happening in different functions
[11:52:00] <SB-X> you have IDA pro?
[11:52:04] <SB-X> what version?
[11:52:10] <Yuv422> 5.1
[11:52:23] <SB-X> ah k
[11:52:31] <SB-X> that sounds familiar, identifying strings
[11:52:33] <Yuv422> with it's great graph view
[11:52:43] <SB-X> cool
[11:52:44] <Yuv422> push ds
[11:52:50] <SB-X> can you check the chance of failure for pushing an actor?
[11:52:52] <Yuv422> mov ax someoffset
[11:52:56] <Yuv422> call print_func
[11:53:15] <Yuv422> I think we need a list
[11:53:18] <SB-X> it should automatically name someoffset based on the string
[11:53:24] <Yuv422> of things to check from game.exe
[11:53:36] <SB-X> well i assume you've been documenting things. you can turn that into a checklist
[11:53:54] <Yuv422> I'm documenting in the disassembly at the moment
[11:53:58] <Yuv422> naming functions
[11:54:00] <SB-X> ok
[11:54:02] <Yuv422> and variables
[11:54:03] <SB-X> comments?
[11:54:08] <Yuv422> yes
[11:54:11] <SB-X> that's good
[11:54:13] <Yuv422> basic comments
[11:54:21] <Yuv422> like , I think this is combat related.
[11:54:55] <Yuv422> and I've been condensing known logic down to pseudocode
[11:54:59] <Yuv422> in the graph mode
[11:55:10] <Yuv422> to make the logic clearer
[11:55:17] <SB-X> that's what I do
[11:55:25] <SB-X> i'd like to know the chance that it will say "Failed." even if the actor has moves left
[11:55:32] <SB-X> i'd also like to know what some of the missing data in objlist is
[11:55:52] <SB-X> like some of the bytes i think are related to actors and pathfinding
[11:56:13] <SB-X> or possibly moves left (probably found that already)
[11:56:39] <Yuv422> I've renamed the stuff we already know in objlist
[11:56:41] <SB-X> Oh yeah, movement points is 0x14f1. We've had that for a while.
[11:56:45] <SB-X> ok
[11:56:53] <Yuv422> I'll rename the unknowns and follow them around the code
[11:57:07] <Yuv422> see what comes out
[11:57:35] <Yuv422> It's surprising to see all the detail spill out when you get a few of the key variables defined
[11:57:43] <SB-X> like what?
[11:59:51] <Yuv422> I mean the logic is easily readable when you've got info from objlist properly referenced
[12:00:04] <Yuv422> if poisoned and not protected
[12:00:10] <SB-X> yeah
[12:00:15] <Yuv422> random 1 in 8 chance of getting 1 point of damage
[12:00:45] <Yuv422> for some reason I though the logic would be more obvficated
[12:01:04] <SB-X> that's better than random offsets
[12:01:12] <SB-X> did we have to unpack the exe?
[12:01:50] <Yuv422> yes
[12:02:52] <Yuv422> It's a shame you don't have IDA. It's great fun digging around in the exe
[12:02:58] <Yuv422> well I find it fun. ;-)
[12:03:06] <Yuv422> maybe I'm strange
[12:03:31] <SB-X> I think it's... interesting, too.
[12:03:39] <SB-X> im too busy working on nuvie though
[12:03:48] <Yuv422> hehe
[12:04:02] <Yuv422> well hopefully my research will benefit nuviee
[12:04:04] <SB-X> so I don't mind letting you have all the fun with ida
[12:04:07] <SB-X> im sure it will
[12:05:54] <Yuv422> just for fun I was going to run nuvie in CGA mode with the gameboy palette
[12:06:08] <Yuv422> didn't get a chance tonight
[12:06:12] <Yuv422> maybe tomorrow
[12:06:22] <SB-X> lol, please do
[12:06:49] <SB-X> luteijn said it was just a limited palette like cga
[12:07:04] <Yuv422> yeah I think it should look quite good
[12:08:03] <SB-X> i much prefer those monochrome-ish colors over cga, like gruck posted on the forum,
[12:08:30] <Yuv422> yeah cga isn't for the faint hearted
[12:08:36] <Yuv422> only nostalga.
[12:13:46] <Yuv422> right, I'm off to bed now
[12:13:47] <Yuv422> cya
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