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[08:59:07] <SB-X> :-)
[11:29:04] <Yuv422> hey SB-X
[11:29:19] <Yuv422> sorry I was afk
[12:15:08] <SB-X> hey Yuv422
[12:15:17] <SB-X> np
[12:15:18] <Yuv422> hello
[12:15:30] <Yuv422> how's things?
[12:15:48] <SB-X> i'm a little sick but otherwise fine
[12:16:01] <Yuv422> that's no good
[12:16:16] <SB-X> I'm now caught up completely on all your changes in the scripting branch.
[12:16:26] <SB-X> nah im ok, was just watching another jdrama :)
[12:16:44] <Yuv422> what do you think ok the scripting stuff?
[12:16:51] <Yuv422> which jdrama?
[12:17:15] <SB-X> i like it, i wrote some notes down to ask you about, but i dont have them at hand :p
[12:17:25] <Yuv422> hehe
[12:17:31] <SB-X> When did you want to merge to the main cvs?
[12:17:32] <Yuv422> I might not remember the answers
[12:17:58] <Yuv422> maybe after we get map target selection happening
[12:18:53] <SB-X> i can probably figure out most of what i was wondering by looking through the code more thouroughly, but doesnt look like there are any problems at a glance; there were a few things I noticed that might cause a conflict in the earlier stages of scripting support, but you cleaned it up since then
[12:19:22] <Yuv422> :)
[12:19:51] <Yuv422> might still be some issues with containers
[12:20:02] <Yuv422> I can't quite remember where I left that
[12:20:10] <SB-X> im working on my todo list now, i cant believe it's been a year since you started work on the scripting
[12:20:51] <SB-X> yeah that's about it, and I hope the change from Actor::in_party to is_in_party() didn't cause any problems where something assumes everyone in the party list is alive
[12:21:13] <SB-X> there is a small fix to do in ConverseInterpret
[12:21:17] <Yuv422> I went through it
[12:21:28] <Yuv422> but I might have missed some things
[12:22:18] <SB-X> I'm sure you did a thorough job making sure it works. Besides that I'm mainly concerned that new changes to the main branch can be merged succesfully without getting reverted.
[12:22:41] <Yuv422> ah k
[12:22:55] <SB-X> we can do it manually
[12:23:08] <SB-X> (well maybe we have to, im not sure how a merge like that normally works)
[12:23:09] <Yuv422> we've got a few spells in already. :)
[12:23:27] <SB-X> yep those look cool, im learning more lua as i read them
[12:23:28] <Yuv422> it's mainly changes to the event system that we need to focus on
[12:24:44] <SB-X> what with getting removed from the U6 wikipedia page, i'm afraid people think nuvie is vaporware, at least if we don't have obvious development soon
[12:25:02] <SB-X> but CGA & EGA modes are certainly obvious updates
[12:25:08] <Yuv422> hehe my thoughts exactly
[12:25:20] <Yuv422> about vaporware
[12:25:30] <SB-X> seeing the PocketPC port of Exult makes me want to hurry and finish nuvie too
[12:27:04] <SB-X> On the topic of CGA/EGA graphics, what did you mean by "dithering algorithms"? I thought U6 stored all the different versions of its graphics in compressed form?
[12:27:32] <Yuv422> nope it only stores the vga
[12:27:44] <Yuv422> then it converts them with the file dither
[12:28:10] <SB-X> oh, i see, didnt know that obviously
[12:28:14] <Yuv422> which is two 256 lookup tables
[12:28:26] <Yuv422> which dither to 16 colour ega
[12:28:28] <SB-X> stored where?
[12:28:41] <Yuv422> in the file 'dither'
[12:28:53] <SB-X> oh haha, ok
[12:29:04] <SB-X> that's pretty obvious
[12:29:12] <Yuv422> then it further converts to cga from a 16 byte cga dither table in t2cga.exe
[12:29:22] <Yuv422> one interesting fact
[12:29:46] <SB-X> thought you were calling something "the file dither" besides a file named dither :)
[12:29:48] <Yuv422> if you play from disk and convert to another graphics mode if removes the original vga files
[12:29:57] <Yuv422> hehe
[12:30:04] <Yuv422> if=it
[12:30:34] <Yuv422> which would be bad if you played off your master disks
[12:30:43] <SB-X> it removes them from the original disks?!
[12:30:49] <Yuv422> yes
[12:31:00] <Yuv422> because it doesn't have enough room for both sets of files
[12:31:01] <SB-X> you tested this?
[12:31:04] <Yuv422> yes
[12:31:19] <SB-X> ah k
[12:31:27] <Yuv422> try running t2cga with the argument 'A"
[12:31:31] <Yuv422> A
[12:31:36] <SB-X> what are you doing playing with EGA mode if you have a VGA monitor?
[12:31:37] <Yuv422> it will wipe all your vga files
[12:31:41] <SB-X> heh
[12:31:50] <SB-X> no thanks
[12:31:56] <Yuv422> hehe
[12:32:02] <Yuv422> retroing
[12:32:07] <SB-X> i have several copies on my HD though
[12:32:16] <Yuv422> I wiped my vga files
[12:32:23] <Yuv422> needed to restore from a backup
[12:32:23] <SB-X> can you put them back?
[12:32:28] <SB-X> ah k
[12:32:45] <SB-X> great work anyways :)
[12:32:59] <Yuv422> I actually used my IDA debugger
[12:33:15] <Yuv422> :) so I was quite pleased
[12:33:29] <SB-X> the custom version?
[12:33:38] <SB-X> which hooks into dosbox
[12:34:09] <Yuv422> yes
[12:34:14] <SB-X> excellent :)
[12:34:38] <SB-X> what do the CGA graphics look like anyway? not like on that screenshot, do they?
[12:34:43] <Yuv422> I think game.exe might have dither inline
[12:35:02] <Yuv422> I haven't corrected the palette yet
[12:35:11] <SB-X> that looks quite unplayable
[12:35:19] <Yuv422> so that was using the original vga palette
[12:35:23] <Yuv422> yeah
[12:35:24] <SB-X> ah k
[12:35:45] <Yuv422> just dithering the paper.bmp now
[12:35:51] <Yuv422> it works nicely
[12:36:15] <SB-X> I was thinking we could wait another month to update the front page news, and then it would be exactly a year since the previous report, and we can title it "Yearly Update".
[12:36:28] <Yuv422> hehe
[12:36:42] <Yuv422> we might have merged back into the main branch by then too
[12:36:58] <SB-X> i hope so
[12:37:21] <SB-X> there will definately be some additions before then
[12:37:42] <SB-X> what did you mean by "dither inline"?
[12:37:47] <Yuv422> I might simulate the ega pal in the cga pal
[12:38:02] <Yuv422> game.exe doesn't open dither
[12:38:07] <Yuv422> the file
[12:38:17] <Yuv422> but it dithers paper.bmp on the fly
[12:38:25] <Yuv422> so it must have the dither data inline
[12:38:38] <SB-X> oh i see, for the other graphics at least
[12:38:42] <SB-X> besides tiles
[12:38:45] <Yuv422> or it opens dither from the gfx driver
[12:38:49] <SB-X> does it open dither normally?
[12:38:53] <SB-X> ever
[12:38:57] <Yuv422> which I haven't reveresed
[12:39:10] <Yuv422> not that I can see
[12:39:16] <Yuv422> only in the tile conversion app
[12:39:23] <SB-X> isn't there something about the gfx driver in one of the old tech docs, like u6notes.txt?
[12:39:41] <SB-X> i'm sure you looked already
[12:39:58] <Yuv422> it works using dither
[12:40:08] <Yuv422> I just hacked up the bmp loader to dither
[12:40:21] <Yuv422> so I might rig it up that way
[12:40:26] <SB-X> i know, but i thought you would have seen if there's anything written about it anyway
[12:40:35] <Yuv422> ah k no
[12:40:38] <Yuv422> let me check
[12:41:06] <SB-X> there probably isn't but worth a try to check anyway
[12:41:16] <SB-X> hmm
[12:41:24] <SB-X> can you complete the game now?
[12:41:37] <Yuv422> you can't pickpocket
[12:41:40] <SB-X> except for seeing the endgame script
[12:41:43] <SB-X> oh
[12:41:49] <Yuv422> but that isn't requirted
[12:41:55] <SB-X> yeah you can kill her >;)
[12:41:56] <Yuv422> I'm not too sure
[12:42:12] <Yuv422> the balloon is a bit hacky
[12:42:27] <SB-X> hacktacular
[12:42:40] <SB-X> i recall adding targeting ability for pickpocket though
[12:42:49] <Yuv422> cool
[12:42:50] <SB-X> or at least "investigating" it
[12:43:14] <SB-X> if that's not in Event, i'm not sure what I'm recalling :p
[12:43:48] <SB-X> i had tested pickpocketing a troll dozens of times, both "manually" and with the spell
[12:43:56] <SB-X> 'por ylem'
[12:49:52] <Yuv422> do you think the dithering should go in Screen
[12:50:01] <Yuv422> or a separate class?
[12:50:03] <SB-X> i have no opinion on that
[12:50:07] <Yuv422> :P
[12:50:55] <SB-X> i really dont know...
[12:51:10] <Yuv422> it is screen related
[12:51:13] <SB-X> no reason to make a new class for it, however
[12:51:16] <Yuv422> but u6 specific
[12:51:26] <SB-X> it is u6 specific?
[12:51:40] <SB-X> don't the other games do the same thing?
[12:51:54] <Yuv422> I don't think SE or MD supported non vga modes
[12:52:03] <SB-X> well, now they can!
[12:52:13] <SB-X> if someone makes a dithering file for them
[12:52:18] <Yuv422> true
[12:57:20] <Yuv422> it's pretty cool seeing servus's blended darkness in cga mode
[12:57:25] <SB-X> lol
[12:57:40] <SB-X> sounds like an interesting screenshot for the website
[12:57:56] <Yuv422> yeah old meets new
[13:12:55] <SB-X> after fixing glaring bugs, I plan to work on the gui this week, specifically floating dialogs and fullscreen map
[13:13:02] <SB-X> if you don't have any objections
[13:13:10] <Yuv422> sounds good
[13:13:25] <SB-X> cool :)
[13:14:09] <SB-X> ok
[13:14:26] <SB-X> did you have any ideas for that?
[13:14:33] <SB-X> if you do, send them my way
[13:14:56] <Yuv422> double clicking a bag would open a mini object window
[13:15:23] <Yuv422> similar to the inventory item widget
[13:15:52] <Yuv422> double clicking a party member would open a window containing their paper doll
[13:15:54] <Yuv422> etc
[13:17:12] <Yuv422> we might want to fix event first
[13:17:21] <Yuv422> as that will be key to any gui changes
[13:17:37] <SB-X> yeah, U7 has a model to follow
[13:17:39] <SB-X> that's true
[13:17:45] <SB-X> good model to follow*
[13:17:52] <Yuv422> yeah
[13:17:56] <SB-X> what kinds of fixes are needed?
[13:18:02] <SB-X> i forgot :(
[13:18:13] <Yuv422> I think it needs to be simplified
[13:18:20] <Yuv422> it's still to complex
[13:21:42] <SB-X> ok, I'll look into that first
[13:21:52] <SB-X> i have notes on it actually :)
[13:23:01] <SB-X> somewhere... (besides the progress report on the website)
[13:41:53] <Yuv422> ok I have the portraits converted
[13:41:57] <Yuv422> and the background
[13:42:29] <Yuv422> just got to convert the upper palette entries to map to valid ega,cga colours
[13:42:38] <SB-X> oh, for ega?
[13:42:38] <SB-X> nice
[13:42:38] <Yuv422> and add the config variables
[13:42:50] <SB-X> is this in Screen?
[13:42:54] <Yuv422> yes
[13:43:01] <Yuv422> ditherbitmap_egaq
[13:43:10] <Yuv422> ditherbitmap_ega()
[13:43:18] <Yuv422> and ditherbitmap_cga()
[13:43:25] <SB-X> did you need a different table for portraits?
[13:43:36] <Yuv422> nope
[13:43:44] <Yuv422> I use dither for all dithering
[13:44:14] <SB-X> oh, so you didn't find an another table in game.exe?
[13:44:26] <Yuv422> I didn't look
[13:44:32] <Yuv422> I might look for the data later
[13:45:46] <SB-X> np, i just forgot if you'd said you found one or only thought there was one because game didn't read dither
[13:47:00] <SB-X> looking forward to more screenshots too
[13:47:34] <SB-X> hmm, could you convert the output surface as it's blitted?
[13:50:03] <SB-X> theoretically
[13:51:44] <Yuv422> that might be a bit slow
[13:51:58] <Yuv422> inefficient
[13:53:34] <Yuv422> it would be alot easier to manage
[13:53:36] <Yuv422> code wise
[13:53:50] <Yuv422> I'm off to bed now
[13:54:19] <Yuv422> cya
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[13:55:25] <SB-X> oops, cya
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