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[04:20:10] <maku> hello, sbx
[04:20:39] <maku> I am trying to get original U6 running under bochs and freedos
[04:20:48] <SB-X> hi
[04:20:52] <SB-X> i use dosbox
[04:20:54] <Sakura-chan> got MT-32?
[04:20:55] <Sakura-chan> muhahaha
[04:21:02] <Sakura-chan> the mt-32 music version is AWSOM
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[04:22:09] <SB-X> i have never owned mt-32 and didn't know u6 sounded better with one
[04:22:16] <giggle> it DOES
[04:22:21] <giggle> you can't beat it ;P)
[04:22:32] <maku> but the musics are adlib files
[04:22:37] <giggle> hehe
[04:22:53] * giggle
[04:23:02] <SB-X> :P
[04:23:31] <maku> have you tried adplay? it's an OPL2 emulator and it can play U6 music files
[04:23:54] <giggle> I have oggs :)
[04:24:05] <giggle> it's LAP-1 (can't spell)
[04:24:10] <giggle> but it's still quite good :
[04:24:12] <giggle> :)
[04:24:24] <maku> :)
[04:24:26] <SB-X> i have adplug for xmms but i dont think i figured out how to use it
[04:24:40] <maku> I have that too
[04:24:40] <SB-X> does adplug play u6 music?
[04:24:56] <maku> yes. and does brilliant job in it
[04:25:11] <maku> I thought we might use it to play ultima's musics
[04:25:13] <giggle> I am playing opening [1:48]
[04:25:17] <giggle> urrr....
[04:26:22] <maku> hornpipe.m - just like in ye olde days!
[04:26:29] <giggle> I should do some ogg recording of MT-32 and U6
[04:26:40] <giggle> though... the LAP-1 is dammed good
[04:27:25] <maku> sbx, do you know what I am doing wrong with dosbox? every time I try to run ultima it says "Illegal command"
[04:27:36] <giggle> ultima6
[04:27:38] <giggle> not ultima :)
[04:27:49] <giggle> iirc the exec is ultima6.exe
[04:27:55] <SB-X> or GAME.EXE
[04:28:00] <giggle> yeah
[04:28:09] <giggle> I am playing [Card Captor Sakura/Original Soundtrack 1] 15. Anato to Ireba (Tange Sakura & Iwao Junko) [4:41]
[04:28:14] <giggle> ahh... BACK to the anime :P)
[04:28:15] * giggle
[04:28:28] <maku> I am sure I have tried ultima6.exe... wait a sec
[04:28:30] <SB-X> Sakura-chan
[04:28:42] <giggle> hai SB-X
[04:28:45] <giggle> yes?
[04:28:56] * SB-X shrugs.
[04:29:06] <SB-X> just saying random name
[04:29:10] <giggle> heh
[04:29:25] <SB-X> maku: i use "dosbox ultima6/GAME.EXE"
[04:29:37] <giggle> I think you need to be in pwd
[04:29:46] <giggle> I THINK your pwd needs to be the same as the exec
[04:30:05] <SB-X> it mounts ultima6 as C:
[04:30:14] <SB-X> whatever dir is before the exe
[04:30:24] <giggle> wouldn't know
[04:30:34] <giggle> if I played U6 I'd play in REAL DOS :)
[04:30:55] <giggle> until a dos emulator can access REAL MPU-401
[04:31:02] <maku> at least this line fails miserably: dosbox -c "mount c /home/maku/games" -c "c:" -c "ultima6/game.exe"
[04:31:04] <SB-X> i would use real dos if i had another pc
[04:31:17] <giggle> hehe
[04:31:24] * giggle thinks of using her old P133
[04:31:32] <maku> not so long time ago I had both FreeDOS and FreeBSD on this very computer
[04:31:59] <SB-X> maku you try dosbox /home/maku/games/ultima6/game.exe?
[04:32:41] <maku> Illegal command: game.exe
[04:32:50] <SB-X> you have to run upcase on the game dir
[04:32:56] <SB-X> i mean on the ultima6 dir
[04:33:00] <SB-X> and run it twice
[04:33:07] <SB-X> at least thats what i had to do
[04:33:13] <maku> all filenames in dir are lowercase
[04:33:24] <SB-X> mine are all uppercase
[04:33:30] <SB-X> but if you convert them then you cant use them in nuvie
[04:34:04] <maku> at least my files work with nuvie
[04:34:11] <SB-X> hehe
[04:34:29] <SB-X> i dont know if theres a way to use dosbox without converting them
[04:34:45] <SB-X> but the cmd is upcase
[04:34:51] <SB-X> upcase ultima6
[04:35:12] <maku> that might be the problem... I'll try it
[04:38:02] <maku> btw, have some one had look at the eggs?
[04:38:27] <maku> I got containers working yesterday
[04:38:41] <SB-X> no
[04:38:52] <SB-X> thats great :)
[04:38:59] <maku> there is an effect object in LB's chest. dunno what that does
[04:39:01] <SB-X> i get a now segfault when i run nuvie
[04:39:13] <maku> do you have backtrace?
[04:39:39] <SB-X> #0 0x4017770f in _IO_ftell (fp=0x0) at ioftell.c:37
[04:39:39] <SB-X> #1 0x8055082 in U6File::filesize (this=0xbffff7f4) at files/U6File.cpp:182
[04:39:39] <SB-X> #2 0x806b8d4 in TileManager::loadTiles (this=0x403eb008) at TileManager.cpp:76
[04:39:52] <SB-X> i dont know what the 0xbffff7f4 is
[04:40:08] <maku> check your nuvie.cfg
[04:40:08] <SB-X> it shows that for argv in main also
[04:40:13] <SB-X> oh!
[04:40:28] <SB-X> heh heh
[04:40:34] <SB-X> <gamedir>/home/maku/ultima6/</gamedir>
[04:40:59] <SB-X> it was sbx when i accidentally committed my cfg ;)
[04:41:13] <maku> yep. I commited (by accident) nuvie.cfg also. I don't how reverse that. ;)
[04:41:20] <SB-X> works now
[04:41:58] <SB-X> maybe the effect in LB's chest is for the clue hunt
[04:42:54] <maku> in original U6, when you use the chest in avatar's room, what is the item that becomes out last?
[04:43:03] <maku> first item you can get
[04:43:31] <giggle> BAG iirc
[04:43:39] <maku> I am not sure about the order of objects in containers
[04:44:18] <maku> my implementation pops bottle first
[04:44:19] <SB-X> ukk cgec
[04:44:21] <SB-X> ill check*
[04:44:32] <maku> :)
[04:46:59] <SB-X> Searching here you find 6 torches, ale, 6 loaves of bread, 8 portions of meat, a red potion, a bag, 5 lock picks, a wooden shield, leather boots, and a chain coif.
[04:47:16] <giggle> ahh...
[04:47:20] <SB-X> and they are stacked in that order
[04:47:28] <SB-X> so chain coif is on the top
[04:47:47] <maku> first item you can get?
[04:47:51] <SB-X> yeah
[04:48:27] <maku> okay. so I have to reverse the order. Should I commit this? It needs a bit cleaning
[04:48:44] <SB-X> yes please do :)
[04:48:46] <maku> I got dosbox working. It indeed needs uppercase filenames
[04:48:51] <maku> wait a sec
[04:48:57] <SB-X> ok
[04:49:13] <SB-X> hope you didn't use the same dir you use for nuvie
[04:50:02] <maku> no. I did a whole new directory
[04:50:26] <maku> does dosbox support scaling? the window is terribly small
[04:51:34] <SB-X> in dosbox.conf
[04:51:40] <SB-X> [render]
[04:51:44] <SB-X> keepsmall=false
[04:51:49] <maku> have to check it out
[04:54:24] <maku> okay. now the chain coif is the first
[04:54:44] <maku> avatar can open drawers, crates, bags and barrels also
[04:54:59] <SB-X> so its last out of the chest
[04:55:12] <maku> yes. first item to be got
[04:55:28] <maku> I'll commit now
[04:56:56] <SB-X> we are thinking of a usecode class to include all the code for using objects (like open chest) and handle interaction between objects and triggers when an actor goes on a certain tile
[04:57:20] <SB-X> that will simplify things and they will be in one place for the most part
[04:59:47] <maku> good idea
[05:00:05] <maku> any way -- the code is in the tree now. please have a look
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[05:05:32] <maku> do you know how levers work? like that one which opens the drawbrigde
[05:06:23] <SB-X> no
[05:06:52] <SB-X> i guess the lever has a quality and a hardcoded function
[05:07:37] <maku> probably. scripts would be cooler ;)
[05:08:23] <SB-X> yeah very much so
[05:08:35] <SB-X> but a usecode class and object usecode subclasses or function table would be a compromise
[05:09:33] <maku> we have to create different classes for SE and MD
[05:09:37] <SB-X> heh, containers are nice thanks
[05:09:41] <maku> np
[05:09:58] <SB-X> now they just need to print message
[05:10:10] <SB-X> and have a way to put them back in the containers
[05:10:21] <SB-X> [M]ove
[05:10:47] <maku> I thought of implementing move but I don't remember how it's done in the original
[05:12:34] <SB-X> if you move to a container and it will fit inside, it puts it there, else it stacks it
[05:25:38] <maku> now I have an overall idea about the intro scene. I'll begin to work with it.
[05:26:03] <maku> I'll start implementing move also.
[05:27:19] <maku> but now I have to go. bye!
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[12:04:11] <Yuv422> hi maku
[12:04:46] <Yuv422> I'm just tweaking your container code a bit. ;)
[12:05:53] <maku> cool
[12:06:04] <maku> what have you found?
[12:10:44] <Yuv422> the correspondance between obj->x and container isn't important at that tage
[12:10:46] <Yuv422> stage
[12:11:16] <Yuv422> also we need to handle unusual containers
[12:11:24] <maku> like eggs?
[12:11:24] <Yuv422> like the lion in LB's castle
[12:11:47] <Yuv422> eggs will be handled seperatly
[12:11:53] <Yuv422> y an egg handler ;)
[12:11:55] <Yuv422> by
[12:12:10] <maku> of course. I'd like to have a look at eggs.
[12:12:28] <Yuv422> have you read Jim's nots on eggs
[12:12:28] <Yuv422> ?
[12:12:30] <maku> I think I have seen some docs concerning eggs somewhere
[12:12:41] <maku> lag...
[12:13:56] <Yuv422> are you on dailup?
[12:14:01] <Yuv422> dialup
[12:14:03] <maku> nope. why?
[12:14:15] <Yuv422> lag?
[12:14:38] <maku> IRC lag
[12:14:45] <Yuv422> did the AVL tree speed up the game?
[12:14:57] <maku> at least on my computer, yes.
[12:15:02] <Yuv422> :)
[12:15:11] <maku> but fountains are gone :(
[12:15:14] <Yuv422> yes
[12:15:17] <Yuv422> some issues
[12:15:21] <Yuv422> with object order
[12:15:25] <maku> oh
[12:15:35] <Yuv422> I might take some time to fix all the object order issues
[12:15:58] <Yuv422> and the walls while I'm at it.
[12:16:22] <maku> true. I got dosbox and The Only True Original Ultima VI working
[12:16:35] <maku> now I am able to start doing some intro stuff
[12:16:50] <Yuv422> In the original you looked at the drawers to get the items well have to add that to nuvie
[12:16:51] <Yuv422> cool
[12:17:11] <Yuv422> does the intro playout out in dosbox?
[12:17:32] <Yuv422> argh, my typing is off tonight. ;)
[12:17:53] <maku> ;) All your typos etc.
[12:18:10] <maku> yes. intro works right in dosbox.
[12:18:31] <maku> and slow enough to check things carefully out
[12:18:42] <Yuv422> did I tell you I got my second original copy of U6 in the mail yesterday?
[12:18:56] <Yuv422> bought it on ebay
[12:19:09] <maku> nope. but I read the IRC logs. great! I want that too
[12:19:15] <Yuv422> it came with a compendium with two! covers? ;)
[12:19:45] <Yuv422> they go pretty cheap on eay
[12:19:47] <Yuv422> ebay ;)
[12:19:59] <Yuv422> the postage is the killer :(
[12:20:10] <maku> he
[12:20:32] <Yuv422> I paid $20 US for the game
[12:20:46] <maku> including postage?
[12:20:46] <Yuv422> then $15 for postage and money change. :(
[12:20:57] <maku> ouch...
[12:21:12] <Yuv422> it's in great condition though
[12:21:37] <maku> I once ordered SIBO toolkit for my Psion Series 3A from Canada.
[12:21:59] <Yuv422> ah k
[12:22:18] <Yuv422> the Canadian dollar is a bit better against the Australian dollar
[12:22:22] <Yuv422> but not much.
[12:22:30] <maku> I think I paid something like 20 euros for the toolkit, but postage cost pretty dear
[12:23:32] <maku> problem of mine is that neither I, my parents or anyone else I know have a credit card
[12:23:48] <maku> almost all e-shoppes require credit card
[12:23:54] <Yuv422> that would make buy online quite hard.
[12:24:00] <Yuv422> buying
[12:24:09] <maku> it indeed does
[12:24:31] <maku> credit cards are something that doesn't belong to Finnish culture
[12:24:50] <maku> only very wealthy bisnesmen have them
[12:25:02] <Yuv422> I must admit I don't like the idea of buying with credit!
[12:25:35] <maku> me neither
[12:25:40] <maku> cash rules ;)
[12:26:48] <Yuv422> I think it is probably time to take the use/functionality out of ObjManager
[12:27:11] <maku> U6Objects.cpp
[12:27:30] <Yuv422> so we can better handle the three different games
[12:27:54] <maku> yep. and ObjManager is cleaner
[12:28:16] <Yuv422> yes to many magic numbers at the moment ;)
[12:28:32] <maku> ;)
[12:29:13] <Yuv422> hehe that's another thing. you need to preserve the stealing flag in status
[12:29:37] <maku> oops... ;)
[12:29:42] <Yuv422> as you might not be able to take some items. ;)
[12:29:51] <Yuv422> but we aren't handling stealing yet.
[12:29:59] <maku> should have XORed the 0x08 out
[12:32:43] <maku> does nuvie support Advance MAME scaler?
[12:32:48] <Yuv422> nope
[12:32:58] <Yuv422> feel free to add it if you want. ;)
[12:33:25] <Yuv422> I just borrowed colourlesses scaler code from the pentagram source. :)
[12:33:33] <Yuv422> and hacked it into nuvie
[12:33:38] <maku> I'll try. I think AM is the best ;)
[12:33:47] <maku> after point, of course
[12:33:53] * Yuv422 uses point
[12:33:59] <maku> me too!
[12:34:02] <Yuv422> x2
[12:34:07] <maku> x2
[12:34:36] <Yuv422> I'll commit my changes now
[12:34:47] <Yuv422> I've also got a small change to the move code
[12:34:55] <maku> ok
[12:35:00] <Yuv422> to fix pass_throughs
[12:35:49] <maku> does this fix the claver in castles kitchen? you can walk through it
[12:35:56] <Yuv422> nope
[12:36:07] <Yuv422> I've still got to look into that.
[12:36:18] <maku> so you don't have idea what's wrong?
[12:36:48] <Yuv422> it has to do with multi-tile objects and object draw order
[12:37:00] <Yuv422> same with teh fountains and clocks
[12:37:10] <Yuv422> the
[12:37:12] <maku> :)
[12:38:44] <Yuv422> ok that code is in now
[12:39:02] <maku> I'll update my tree and give it a try
[12:40:21] <maku> what changes you have made to U6LList?
[12:44:40] <Yuv422> just added a removeAll method
[12:44:54] <Yuv422> save you calling remove for each entry
[12:45:21] <maku> ok
[12:46:13] <Yuv422> I think I might rework game aswell so we can handle different games
[12:46:51] <Yuv422> I've got my copy of MD unpacked now so we can start to provide multi game support
[12:47:05] <maku> please make it support loading different *Bootup.cpp classes for U6, MD and SE
[12:47:21] <Yuv422> or at least put the foundations in place
[12:47:30] <maku> I have MD too
[12:47:32] <Yuv422> so Bootup calls the intro class?
[12:48:06] <Yuv422> what do you see Bootup doing?
[12:48:22] <maku> yes. I thought bootup would be a better name than intro because the same class handles intro, menu and character creation
[12:48:59] <Yuv422> hmm are you sure you want to handle all that in the one class?
[12:49:14] <Yuv422> maybe character creation could be in a seperate class?
[12:49:42] <maku> probably. bootup could provide some kind of front end for it
[12:49:50] <maku> at least intro class will be huge
[12:50:00] <maku> menu is a lot easier one
[12:50:26] <Yuv422> so bootup could be the controller class for intro, menu, credits, creation etc.
[12:50:26] <maku> MD's character creation should be an easy one, also
[12:50:36] <Yuv422> why's that?
[12:50:41] <maku> yes that's what I have in mind
[12:50:50] <maku> there is very little animation
[12:50:59] <maku> IIRC
[12:51:09] <Yuv422> just freud taking a bit ;)
[12:51:18] <maku> :) he's always talking
[12:51:52] <Yuv422> hehe yes
[12:52:10] <maku> Lenin is the best
[12:52:27] <Yuv422> do you have SE?
[12:53:27] <maku> I don't have ... well I don't have bought SE but I think there might be an aw version somewhere...
[12:53:54] <Yuv422> I'm looking for a copy on ebay.
[12:54:14] <maku> I once tried SE -- didn't like it too much
[12:54:21] <Yuv422> I'm still knicking myself for not buying it when I had the chance.
[12:54:29] <Yuv422> yeah it looks a bit average. ;)
[12:54:33] <maku> you should be ;)
[12:54:40] <Yuv422> I liked MD.
[12:55:01] <Yuv422> and it's crazy dream machine :)
[12:55:05] <Yuv422> its
[12:55:18] <maku> SE is so messy. I liked MD too. Maybe even more than U6... Who knows?
[12:55:35] <maku> I like the story
[12:55:59] <maku> and the characters (Freud & co)
[12:56:21] <Yuv422> I hope nuvie will fully support U6 and MD one day.
[12:56:32] <maku> it will
[12:56:39] <Yuv422> we are making good progress ATM
[12:56:42] <maku> much is already done
[12:57:00] <Yuv422> sbx did a great job decoding the converse files
[12:57:16] <Yuv422> we've still got alot to do though
[12:57:28] <maku> yes he did. I think this project probably won't take four years, like exult
[12:58:00] <maku> I've always been itrested in compilers and assemblers
[12:58:05] <Yuv422> well Nuvie has only been going for about 2 months.
[12:58:07] <Yuv422> me too.
[12:58:22] <maku> I might program an assembler and a dissassembler for conversations
[12:58:23] <Yuv422> I studied compiler theory at uni.
[12:58:45] <Yuv422> we had to write a little compiler in yacc/flex
[12:58:49] <maku> oh... I have studied compiler theory at home -- on the net :)
[12:58:55] <maku> I've done that before
[12:59:09] <Yuv422> you might like talking to Darke
[12:59:28] <Yuv422> he's working on the U8 usecode asm for pentagram
[12:59:50] <maku> I once created pascal compiler, assembler, linker, relocator and bytecode VM for our little U6 style game
[13:00:00] <maku> with lexx+yacc
[13:00:05] <Yuv422> cool
[13:00:16] <maku> the whole system was called The LegendSYSTEM.
[13:00:34] <Yuv422> is it availible online?
[13:00:47] <maku> nope. it's frozen now, but I have plans to start working on it again.
[13:01:06] <Yuv422> hehe not before we finish nuvie!? ;)
[13:01:09] <Yuv422> *g*
[13:01:21] <maku> just watch out :)
[13:01:25] <Yuv422> :P
[13:01:30] <Yuv422> ;)
[13:01:42] <maku> earlier version I wrote for my psion, called LegendAssembler, should be somewhere
[13:02:23] <maku> LASM had a nice programming scheme: the VM was neither stack nor registed based
[13:02:24] <Yuv422> if we get an disasm/compiler for nuvie we can provide translations!
[13:02:38] <maku> and own games based on U6 engine!
[13:02:45] <Yuv422> yes
[13:02:51] <Yuv422> have you seen pu6e
[13:02:52] <Yuv422> ?
[13:03:11] <maku> Purify Ultima 6 - Egg? ;)
[13:03:17] <maku> no
[13:03:21] <Yuv422> http://3e8.org/hacks/ultima6/
[13:03:30] <Yuv422> an editor for U6
[13:03:43] <maku> oh... yes. I have. You meant that one.
[13:03:52] <Yuv422> written by the guy that did u6notes.txt
[13:04:40] <maku> writing an assembler for conversion would probably take less than a day
[13:05:07] <Yuv422> yeah the language isn't very complicated
[13:05:16] <maku> but that's probably not priority no 1
[13:05:26] <Yuv422> I was trying to get sbx to write the description up in BNF. ;)
[13:05:36] <maku> BNF?
[13:05:37] <Yuv422> no that can wait for now :)
[13:06:21] <Yuv422> Backus Naur Form
[13:06:36] <Yuv422> http://www.cs.man.ac.uk/~pjj/bnf/bnf.html
[13:07:12] <Yuv422> it's just a formal way of writing up a context free grammer.
[13:07:17] <Yuv422> grammar. ;)
[13:07:31] <maku> I've seen something like this before
[13:08:28] <Yuv422> yes it is quite common
[13:09:52] <Yuv422> well I'll see about getting the Bootup framework in tomorrow
[13:10:31] <maku> great. I'll start doing some menu stuff
[13:11:24] <Yuv422> I guess all the menu graphics are shape objects too?
[13:11:48] <maku> yes they are.
[13:12:31] <maku> stored in mainmenu.shp, titles.shp and vellum.shp or montage.shp
[13:12:50] <maku> the other contains the Many Faces of the Avatar
[13:13:28] <Yuv422> how about the numerous dialog screens
[13:13:45] <maku> in character creation?
[13:13:51] <Yuv422> in the intro
[13:14:06] <maku> oh you mean the text areas
[13:14:09] <Yuv422> yes
[13:14:23] <maku> they are in blocks.shp
[13:14:52] <Yuv422> is th text in the shape or just the background area?
[13:15:04] <maku> just the background
[13:15:16] <maku> texts are in u.exe
[13:15:32] <Yuv422> how about the tv animation?
[13:15:52] <maku> in intro_1.shp, iirc
[13:16:14] <Yuv422> I just noticed the avatar's finger moves when he changes channels
[13:16:25] <Yuv422> and the clock updates
[13:16:48] <maku> yup. more work for me :)
[13:17:07] <Yuv422> I can give you a hand.
[13:17:15] <Yuv422> if you want
[13:17:28] <maku> that would be nice
[13:18:24] <maku> I have all the shapes decoded, if you are intrested
[13:18:43] <Yuv422> yes I'd like to see that.
[13:19:03] <maku> they are only grayscale but one can figure them out
[13:19:12] <Yuv422> :)
[13:19:33] <maku> I have to do the palette stuff
[13:20:04] <Yuv422> maybe we should make a generic palette class
[13:20:11] <maku> all shapes are in 371KB tarball
[13:20:17] <Yuv422> then subclass it for game and intro palettes
[13:20:25] <maku> I think we should do that
[13:20:39] <Yuv422> do you think there will be palette rotation in the intro sequence?
[13:20:53] <maku> there is -- in the moongate
[13:21:01] <Yuv422> ah yes
[13:21:11] <Yuv422> silly me I forgot that. ;)
[13:21:14] <maku> and we'll need palette shading
[13:21:21] <maku> sorry fading
[13:21:34] <Yuv422> nuvie uses a 32 or 16 bit surface
[13:21:44] <Yuv422> so we can handle fades
[13:22:12] <Yuv422> unless you want to go for the original look.
[13:22:23] <maku> same for me
[13:22:45] <maku> oh, we'll need this "filling" effect also
[13:23:04] <maku> you know -- pixels randomly appear little by little
[13:23:13] <maku> filling the whole picture
[13:23:26] <Yuv422> yes
[13:23:39] <Yuv422> we'll need that effect ingame too at some stage
[13:23:57] <Yuv422> I guess it could be replaced by a straight fade.
[13:25:03] <maku> like when one loads a game
[13:25:16] <maku> probably goes to screen class
[13:25:39] <Yuv422> yeah
[13:26:09] <maku> do you know any good album software for *nix?
[13:26:27] <Yuv422> image magic?
[13:26:30] <maku> opening all those shapes with gimp on my slow lappy is real pain
[13:26:39] <Yuv422> I can imagine
[13:26:44] <Yuv422> xv?
[13:27:11] <maku> xv is crappy. yes it's faster than gimp, but still
[13:27:19] <maku> and it needs linux emulation layer
[13:27:40] <maku> but ImageMagic sounds promising. have to check that one out
[13:29:09] <maku> intro.shp contains that gargoyle scene
[13:29:30] <maku> intro_1.shp is Avatar's home
[13:29:45] <maku> with all the little rain drops
[13:30:13] <Yuv422> :)
[13:30:18] <maku> intro_2.shp is the moongate scene
[13:30:34] <maku> like intro_3.shp
[13:30:42] <Yuv422> I'm just looking at the gypsy file
[13:30:53] <maku> it's a tough one :)
[13:31:26] <Yuv422> maybe we should start a desciption file
[13:31:41] <Yuv422> and put it in the docs repositry
[13:32:00] <maku> that would be great. could you help with it?
[13:32:10] <maku> let's share the files
[13:32:18] <Yuv422> sure np
[13:32:32] <Yuv422> it might be good to get some colour happening first. ;)
[13:32:41] <maku> might be :)
[13:32:52] * Yuv422 looks at lots of white rectangles.
[13:33:14] <Yuv422> I'm sure there's some info in there someware.
[13:33:26] <Yuv422> intro-10.bmp
[13:33:42] <Yuv422> arrow through the gargolyes head
[13:34:00] <maku> what about it?
[13:34:11] <Yuv422> just saying
[13:34:21] <maku> there is his body somewhere
[13:34:30] <Yuv422> #8
[13:34:38] <maku> yep
[13:34:41] <Yuv422> avatar is #9
[13:34:48] <maku> altar #10
[13:35:07] <maku> no
[13:35:28] <Yuv422> I'm just looking at the TV animations
[13:35:52] <maku> need to find the avatar's moving finger
[13:36:12] <Yuv422> intro1-14?
[13:36:32] <maku> can't tell
[13:36:38] <Yuv422> 13 is the avatar
[13:36:42] <maku> we DO need colors
[13:36:47] <Yuv422> heh yes
[13:37:35] <Yuv422> intro1-69 is origin presents
[13:37:53] <Yuv422> 70 a lord british production
[13:38:13] <maku> there it all starts 69 - 70
[13:38:33] <maku> there is eight palettes in palettes.int
[13:38:36] <maku> are
[13:39:27] <maku> how many "scenes" there is?
[13:40:07] <maku> origin logo -> lord british logo -> avatars room -> moon gate -> main menu -> gypsy -> gargoyles?
[13:40:20] <maku> one more?
[13:40:54] <maku> oh! the sagas of Ultima IV and Ultima V blah-blah etc.
[13:40:56] <Yuv422> maybe the moongate is 2
[13:41:11] <maku> you mean 2 scenes
[13:41:13] <maku> ?
[13:41:22] <Yuv422> yes
[13:41:51] <maku> room->path at least is continuous
[13:42:11] <maku> "avartar walking into light" might be separate
[13:42:18] <maku> can't remember that
[13:43:35] <Yuv422> it changes when the moongate appears
[13:46:58] <maku> how should the Palette class be structured?
[13:47:19] <maku> it should be able to load MD and SE palettes as well
[13:47:28] <Yuv422> yes
[13:52:29] <Yuv422> I guess it could be similar to the GamePalette
[13:53:22] <Yuv422> maybe it should know about Screen so it can set itself as the default palettte
[13:53:59] <maku> GamePalette knows about Screen
[13:54:13] <maku> maybe we'll just add method change_palette(int index)
[13:54:14] <Yuv422> yes
[13:54:34] <maku> index 0 is gamepal 1 - 8 intro palettes
[13:54:51] <Yuv422> that sounds good
[13:55:24] <maku> but we have to find out, which colors are rotated in intros
[13:55:24] <Yuv422> and rotate palette will need to be expanded so the caller can specify what should be rotated.
[13:55:30] <Yuv422> hehe
[13:55:31] <maku> ;)
[13:56:19] <maku> pass the palette index for rotatePalette()?
[13:56:31] <Yuv422> how about a range
[13:56:38] <maku> even better
[13:57:13] <maku> Game class could have it's own rotateWholePalette and Intro class its own rotatePalette
[13:57:17] <maku> its
[13:58:07] <Yuv422> how about just rotatepalette
[13:58:25] <maku> but in Game not in GamePalette?
[13:58:39] <Yuv422> yes
[13:58:44] <maku> for me name doesn't matter much
[13:58:59] <Yuv422> maybe two palettes
[13:59:07] <Yuv422> game and bootup
[13:59:47] <Yuv422> the palette rotation will change in MD and SE anyway
[14:00:02] <maku> sound reasonable
[14:01:37] <maku> void GamePalette::select_palette(uint8 index);
[14:01:44] <maku> void GamePalette::rotatePalette(uint8 index, uint8 length);
[14:02:53] <Yuv422> the palette class calls the screen class to do the actuall palette rotation from memory.
[14:03:17] <Yuv422> bool Screen::rotate_palette(uint8 pos, uint8 length)
[14:04:29] <maku> select_palette might also be bool returning false if index is out of bounds
[14:08:48] <Yuv422> yes
[14:08:59] <Yuv422> or if the files can't be found/opened.
[14:09:56] <maku> nuvie has bad habit of crashing when it cannor find it's files
[14:10:12] <Yuv422> hehe yes
[14:10:24] <Yuv422> that's part of being alpha software I guess. ;)
[14:10:29] <maku> :)
[14:11:06] <maku> some function doesn't check it's return values
[14:11:55] <Yuv422> it's actually better than it was
[14:12:13] <maku> TileManager::loadTiles() is an usual one
[14:12:31] <maku> it crashes, if path is set wrong in nuvie.cfg
[14:16:22] * maku is away: eating...
[14:28:14] * maku is back (gone 00:11:52)
[14:36:33] <Yuv422> I'm off to bed now
[14:37:51] <Yuv422> cya
[14:37:55] <maku> cya
[14:37:57] <maku> bye
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