#nuvie@irc.freenode.net logs for 2 May 2003 (GMT)

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[00:21:31] <servus> wonders if it'd be possible to use an .h file as a sort of makefile... can i #include .c 's?
[00:21:54] <Yuv422> you should be able to do that
[00:22:08] <Yuv422> include is just a preprocessor directive
[00:23:41] <servus> yes, thatd solve the makefile problem handily, but if its doable, wouldnt it be common practice by now? personally, i have no way of compiling MAKEFILEs on my system right now..
[00:53:15] --> Kirben has joined #nuvie
[02:27:55] <servus> Boo.
[02:28:02] <Yuv422> Argh!
[02:29:00] <servus> Argh? Whats wrong?
[02:29:13] <Yuv422> you sacred me. ;)
[02:29:19] <servus> so when is Nuvie-3d coming out? :-)
[02:29:43] <Yuv422> Actually I'm planning to rewrite Nuvie in VRML
[02:29:57] <Yuv422> with live action video sequences for conversations
[02:30:07] <Yuv422> using A-list actors
[02:30:48] <Yuv422> seriously have any of the Ultima 3d remakes got off the ground?
[02:31:23] <servus> uwadv & low? :-) I havent heard anything about ultima1 forever...
[02:32:06] <Yuv422> hmm pu6e is stiing at a white screen
[02:32:16] <Yuv422> Generating font texture...
[02:32:27] <Yuv422> hey it works
[02:32:30] <Yuv422> Yay!
[02:33:39] <Yuv422> but it doesn't appear to have input focus
[02:33:52] <servus> pu6e? is that different from nuvie?
[02:34:32] <Yuv422> it is an ultima6 mapeditor written in Python
[02:34:39] <servus> ah, cool
[02:36:12] <Yuv422> but major input issues
[02:36:25] <Yuv422> it looks like it is using X11 not native Aqua
[02:37:17] <servus> strange, i wouldnt imagine a python program to be sophisticated enough to have
[02:37:35] <servus> input discreprancies like that :-)
[02:37:48] <Yuv422> it uses wxPython
[02:37:52] <Yuv422> as the gui
[02:38:01] <Yuv422> maybe some of the other windows are missing
[02:41:26] <Yuv422> it might be an issue with my X11 server
[02:41:34] <Yuv422> I can't seem to bring the window into focus
[02:41:45] <Yuv422> and when it is in focus it is white
[02:42:36] <Yuv422> so close
[02:42:51] <Yuv422> yet so far
[02:43:28] <servus> use windows for it >:-)
[02:43:37] <Yuv422> hehe I might have too. :(
[02:43:56] <servus> trying to decide how the underworld2 first door should look :-)
[02:44:19] <Yuv422> what's this for?
[02:44:33] <servus> uwadv/low projects
[02:44:39] <Yuv422> ah k.
[03:07:59] <servus> alright here's my "faithful reproduction" of the first door visible in uw2:low , what do you think?
[03:08:56] <Yuv422> looks good
[03:09:16] <Yuv422> the metal bars stand out a bit
[03:09:18] <servus> thats not very critical of you :-p
[03:09:35] <servus> thats how the original door looked... what exactly do you mean?
[03:09:53] <Yuv422> maybe to much shadow on the wood panels
[03:10:02] <servus> hm
[03:11:17] <servus> refresh it and look again
[03:11:41] <Yuv422> yes that's better
[03:11:58] <Yuv422> before it looked like they weren't joined together
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[03:12:30] <Yuv422> hi sbx
[03:12:31] <servus> alrighty then, guess ill do a few more doors and see if vividos/coren actually want to use new ones :-)
[03:12:35] <sbx> hello
[03:12:59] <sbx> Yuv422: are you sure the npc flags in objlist are at 0x800?
[03:13:08] <Yuv422> hehe no
[03:13:29] <sbx> i looked at it a little while ago and in my file they seem to be at another location
[03:13:35] <sbx> maybe a couple of weeks ago
[03:13:38] <sbx> i wrote it down...
[03:13:45] <Yuv422> maybe I wrote it down wrong in my notes
[03:14:00] <sbx> objlist:17f2
[03:14:05] <sbx> that is the avatar's flags (1)
[03:14:13] <sbx> so i guess if theres a 0 flag its 17f1
[03:14:24] <Yuv422> let me check
[03:15:33] <Yuv422> 0x17f2 is 0
[03:15:37] <Yuv422> is that correct?
[03:15:42] <sbx> no 1
[03:15:45] <sbx> 1 is the avatar right?
[03:16:03] <Yuv422> 0x17f3
[03:16:25] <Yuv422> 00 01 00 01 A1 81
[03:16:50] <Yuv422> from 0x1f2
[03:16:55] <Yuv422> whoops
[03:17:00] <sbx> right
[03:17:03] <sbx> the avatar's flags are unset
[03:17:12] <sbx> is the avatar npc 1?
[03:17:16] <Yuv422> yes
[03:17:20] <sbx> ok
[03:17:26] <sbx> so 0x17f2 is 1 :)
[03:17:35] <sbx> if im correct that thats the flags
[03:17:47] <Yuv422> 0x17f2 is 0
[03:18:03] <Yuv422> 0x17f3 is 1
[03:18:58] <sbx> okay
[03:18:59] <sbx> bbl
[03:19:01] --- sbx is now known as sbx|afk
[03:19:07] <Yuv422> magic points start from 0x13f1
[03:19:16] <Yuv422> want me to change the flag location?
[03:19:39] <Yuv422> I'll double check it with the original
[03:37:16] <Yuv422> looks like you are right sbx
[03:37:29] <Yuv422> npc flags seem to start at 0x17f1
[03:38:56] <Yuv422> I'll change the code
[03:56:13] --- sbx|afk is now known as SB-X
[03:56:14] <SB-X> back
[03:56:36] <Yuv422> proper flag handling is in cvs now
[03:56:59] <SB-X> great
[03:57:05] <SB-X> i still don't understand how ladders work
[03:57:07] <SB-X> but glad they do :)
[03:57:23] <Yuv422> let me explain
[03:57:33] <Yuv422> it is all chunk based
[03:57:54] <Yuv422> four surface chunks map to 1 dungeon chunk
[03:58:34] <Yuv422> the position in the chunk is the same from surface to dungeon
[03:58:46] <Yuv422> a chunk is 8x8 tiles
[03:58:49] <SB-X> isnt this something you suspected?
[03:58:53] <Yuv422> yes
[03:58:58] <Yuv422> but I was slightly off
[03:59:09] <Yuv422> I was trying to to it on a single chunk
[03:59:21] <Yuv422> not the required 4x4 chunks. ;)
[03:59:34] <Yuv422> when going from the dungeon back to the surface
[03:59:36] <SB-X> oh
[03:59:51] <Yuv422> you work out which chunk you'll come up in by obj->quality
[03:59:55] <SB-X> what is quality on a ladder?
[03:59:56] <SB-X> heh
[04:00:05] <SB-X> ok that was my next question :)
[04:00:24] <Yuv422> 2bits each for x,y chunk offset
[04:00:40] <servus> pleh :-p
[04:00:49] <servus> the code shifts bits, 1 by 1, back and forth so many times i thought it was 4 :-)
[04:01:29] <Yuv422> I'm going to put in the game clock soon
[04:01:38] <Yuv422> so we can implement actor schedules
[04:01:47] <Yuv422> and time of day in converse
[04:02:47] <Yuv422> I think we should have a Party class too
[04:02:51] <Yuv422> what do ytou think?
[04:02:54] <SB-X> hehe
[04:03:00] <SB-X> Good TimeOfDay, Nuvie!
[04:03:11] <Yuv422> and the avatars name
[04:03:11] <SB-X> how i put it now
[04:03:29] <Yuv422> did you see the sherry crash bug :)
[04:03:34] <SB-X> yeah
[04:03:36] <SB-X> i didnt even notice it
[04:03:48] <SB-X> i think it changed when i took the newlines off if !ifinparty
[04:04:01] <SB-X> it used to be \n-!ifinparty-\n
[04:04:04] <Yuv422> yeah
[04:04:08] <Yuv422> brb phone
[04:04:13] <SB-X> ok
[04:04:23] <SB-X> where i put -!something- means something is not implemented yet
[04:05:53] <SB-X> paintings dont work
[04:06:14] <SB-X> when you look at the painting in Lord British's throne room it should say its a painting of the Avatar
[04:06:30] <SB-X> i assumed that was related to books
[04:06:52] <Yuv422> ah yes
[04:07:10] <Yuv422> just need to hook up painting objects I'd say
[04:07:17] <Yuv422> let me check.
[04:07:43] <SB-X> maybe there should be a Usecode class
[04:07:55] <SB-X> to handle the specifics of objects
[04:08:05] <Yuv422> that could be a good idea
[04:08:21] <Yuv422> picture is #143
[04:08:27] <Yuv422> let me add it in
[04:09:07] <SB-X> what about looking at an object? should that be customized in a new class for certain objects?
[04:09:20] <SB-X> like, to the Usecode class instance you can send a look event
[04:09:52] <SB-X> and if an object doesnt do something special it just shows its look string
[04:09:53] <SB-X> not sure
[04:11:05] <Yuv422> books etc are a special case in Event::look() at the moment
[04:11:14] <Yuv422> but a usecode class would probably be nice
[04:11:42] <Yuv422> we will need to handle differences in the games usecode too.
[04:12:04] <Yuv422> that might start getting ugly if we continue with the current design
[04:12:32] <SB-X> you could customize it somehow
[04:12:36] <SB-X> like hardcoded usecode
[04:13:00] <Yuv422> have scripts for each game?
[04:13:12] <SB-X> have mini-scripts for each object ty[e
[04:13:14] <SB-X> type*
[04:13:19] <SB-X> in a table of objects
[04:13:23] <SB-X> a table for each game
[04:13:27] <Yuv422> there will be big differences in parts though
[04:13:32] <Yuv422> like use balloon
[04:13:43] <Yuv422> is very specific to U6
[04:13:56] <SB-X> that wont be in MD usecode table then
[04:14:56] <Yuv422> so what info would this table contain?
[04:15:56] <SB-X> object-type number/id, use-function pointer, mask of allowed events, and some reference to object numbers/frames that are part of that type?
[04:16:22] <SB-X> alternatively there could be inherited classes for different object types
[04:16:40] <SB-X> class U6_Balloon : Usecode_Object
[04:17:33] <SB-X> members use, look ...
[04:17:46] <SB-X> base classes look would just show look string
[04:18:04] <SB-X> i dunno im just thinking of this now :)
[04:18:17] <SB-X> right now actor schedules are more important imo
[04:19:00] <Yuv422> I was thinking of locking actors to their positions again
[04:19:22] <Yuv422> and changing their locations as per their schedule data
[04:19:30] <Yuv422> then we can start thinking about worktypes
[04:19:44] <SB-X> like making lb walk to the sundial and back :)
[04:20:01] <Yuv422> so the clock class will be updated after each player move
[04:20:10] <SB-X> hmm
[04:20:13] <SB-X> maybe that should be simulated
[04:20:17] <Yuv422> hehe yeah that was great, watching lb sprint to the sundial
[04:20:21] <SB-X> in the event that you want to include a real-time mode
[04:21:19] <SB-X> oh in real-time mode you could just update it every two seconds
[04:21:24] <SB-X> if you had such a mode
[04:22:35] <SB-X> ooh ooh, we need avatar sex
[04:22:35] <Yuv422> ok well keep that in mind
[04:22:44] <SB-X> and i dont mean what you can do with the gypsies
[04:22:56] <Yuv422> I think that's going in the quotes!!!!!
[04:23:00] <SB-X> i mean so certain npc conversations will be customized
[04:23:02] <SB-X> lol
[04:23:02] <SB-X> sure
[04:23:11] <SB-X> i didnt even know there were quotes
[04:23:12] <SB-X> o_O
[04:23:18] <Yuv422> heheh there are now
[04:24:00] <Yuv422> I guess the avatars sex is determined by which portrait is selected
[04:24:15] <SB-X> the game creation screen allows you to choose that
[04:24:22] <SB-X> and that changes what portraits are available
[04:24:59] <SB-X> i think it adds NUM_PORTRAITS to the portrait number if sex is female
[04:24:59] <SB-X> or male
[04:24:59] <SB-X> depending on whether male or female portraits are first
[04:25:12] <SB-X> NUM_PORTRAITS = number of avatar portraits of 1 sex available
[04:25:35] <servus> didnt martian dreams have a balloon?
[04:25:50] <SB-X> a black male avatar changes to a red-haired white female avatar when you toggle sex
[04:25:57] * SB-X didn't play through martian dreams.
[04:26:04] <Yuv422> I can't remember the MD charater creation sequence to well
[04:26:26] <servus> just check the character creation menu
[04:27:00] <SB-X> didnt MD have well known historical figures?
[04:27:03] <Yuv422> I remember you talk to freud a bit
[04:27:10] <SB-X> hehe
[04:27:46] <Yuv422> I've just noticed, my MD box is in quite bad condition. :(
[04:28:37] <Yuv422> what would you like to see first, a portrait manager or a game clock?
[04:28:54] <SB-X> game clock
[04:28:58] <Yuv422> right
[04:29:06] <Yuv422> GameClock.cpp??
[04:29:22] <servus> yes, its like riverworld meets martian chronicles
[04:29:36] <SB-X> Yuv422: whatever works
[04:29:45] <Yuv422> I hate nameing classes. ;)
[04:30:01] <SB-X> i probably wouldve just wrote Clock but GameClock is more descriptive
[04:30:17] <SB-X> Clock could mean anything
[04:30:20] <Yuv422> I thought we might have some other time related clases
[04:30:35] <Yuv422> ok GameClock it is
[04:30:50] <Yuv422> oh pictures are working
[04:31:02] <Yuv422> let me commit it
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[04:32:36] <-- SB-X has left IRC (Killed (NickServ (Ghost: EsBee-Eks!~sbx@
[04:32:38] --- EsBee-Eks is now known as SB-X
[04:34:02] <servus> make it like ultima1 where a day is every tile you move :P
[04:34:29] <Yuv422> that's one slow avatar!
[04:34:51] <SB-X> did you have to constantly find food?
[04:34:56] <servus> god yes
[04:35:11] <servus> you went from 5,000 food to starving to death before lord british's castle went outta the screen
[04:36:40] <SB-X> i barely remember
[04:36:42] <Yuv422> ok look picture is in cvs
[04:36:58] <SB-X> that was fast
[04:37:03] <SB-X> im updating cvs now
[04:37:07] <Yuv422> along with the ChangeLog for ladders which I forgot to add yesterday. ;)
[04:37:51] <SB-X> what would Party class do?
[04:37:57] <SB-X> same thing that Exult's Party class is doing?
[04:38:14] <Yuv422> mangage party formation
[04:38:24] <Yuv422> who's in the party
[04:38:41] <Yuv422> maybe we don't need it
[04:38:57] <SB-X> it could be part of the Player code
[04:39:23] <Yuv422> I was thinking of some new party formations.
[04:39:24] <servus> bsr ax, 2 is ax / 4... hmph...
[04:39:36] <Yuv422> like single file, avatar shield etc. ;)
[04:39:47] <SB-X> heh
[04:39:55] <SB-X> i wanted that when i played the original
[04:40:00] <Yuv422> still looking at the asm Servus?
[04:40:00] <servus> mov bx, 4; mov ax, byte ptr [ebe6]; div bx;... oi!
[04:40:04] <SB-X> yes
[04:40:06] <SB-X> hehe
[04:40:49] <servus> yes i figured it out now
[04:41:01] <servus> i have absolutely no respect for borland c 2.0 now
[04:41:04] <Yuv422> SB-X: me too especially when your party walked through swamp and got sick
[04:41:17] <servus> ultima UW was written in borland turboc++ 2.0 too *eeeeep!*
[04:41:36] <SB-X> is that optimization or unintentional obfuscation?
[04:41:44] <servus> remember you even got sick when in a magic carpet? i think they just didnt want to program the flying_carpet() check :-)
[04:41:55] <servus> unintentional obfuscation im sure
[04:42:00] <SB-X> magic carpet was u5
[04:42:04] <servus> it did all bit shifts in increments of 1
[04:42:40] <servus> the asm ijust gave is very simplified... i wish i had just seen that, but it kept adding and subtracting the same numbers over and over.. das blinkenlites are not for die mittengrabben und fingerpoken!
[04:43:05] <SB-X> i could probably write code like that without realizing its bad
[04:43:07] <Yuv422> it's easy when you know what you're looking for.
[04:43:51] <Yuv422> do all the right pictures show descriptions for you SB-X?
[04:44:04] <SB-X> compiling now
[04:44:12] <Yuv422> ah k
[04:44:14] <SB-X> for some reason cvs freezes
[04:44:26] <SB-X> after its finished it doesnt go back to the shell
[04:44:29] <SB-X> i have to ctrl-c it
[04:44:30] <Yuv422> maybe cvs.sf.net is overloaded
[04:44:39] <Yuv422> ah k
[04:44:44] <SB-X> it is already done with network activitiy
[04:44:44] <servus> i dunno why i did it in softice tho :-P, if i were smarter id have lined up the world map with the dungeon map, and plotted all the ladders, and try to line them up
[04:44:53] <SB-X> lol
[04:44:57] <SB-X> i thought of that
[04:44:57] <servus> in photoshop
[04:45:03] <SB-X> with a program
[04:45:11] <servus> photoshop is my favourite hex editor
[04:45:14] <SB-X> but i figured you guys would figure it out sooner :)
[04:45:15] <SB-X> hehe
[04:45:27] <Yuv422> jim was probably about to work it out as he's got it all there with his map program
[04:45:39] <SB-X> he didnt work it out completely
[04:45:40] <SB-X> ?
[04:45:41] <Yuv422> about/able
[04:45:47] <SB-X> oh
[04:45:55] <Yuv422> damn brain. ;)
[04:45:56] <servus> well if you run into more problems i can try to work smarter, not harder, next time :-)
[04:45:59] <SB-X> it still says Thou dost see a picture.
[04:46:21] <Yuv422> servus: thanks for your help.
[04:46:31] <Yuv422> servus: I'll put you in the credits
[04:47:11] <Yuv422> which picture SB-X?
[04:47:21] <SB-X> the one in lord british's throne room
[04:47:39] <Yuv422> hmm it seems to work for me
[04:47:47] <Yuv422> did you do a clean compile?
[04:47:51] <SB-X> no
[04:47:56] <servus> credits? me? im not a legal resident of earth, i cant allow you to do that =:)
[04:48:23] <Yuv422> where are you from originally servus? ;)
[04:48:32] <Yuv422> Britannia?
[04:48:34] <SB-X> i noticed im credited as a developer
[04:48:36] <SB-X> thats really cool
[04:48:40] <SB-X> :D
[04:48:53] <SB-X> but my name is wrong
[04:48:58] <Yuv422> well you're developing. :)
[04:49:08] <SB-X> heh heh
[04:49:08] <Yuv422> did I miss spell it?
[04:49:09] <SB-X> okay
[04:49:15] <SB-X> my name is Joseph
[04:49:21] <SB-X> and it doesnt have a period at the end
[04:49:21] <Yuv422> what did I put?
[04:49:23] <SB-X> i can fix it
[04:49:27] <Yuv422> ok
[04:49:30] <SB-X> Joesph.
[04:49:37] <Yuv422> hehe silly me.
[04:50:14] <servus> i am from the planet Zortigon, I am a Zorg, I was once a Talorid but I was Skupped by Blor Ductosnore
[04:50:26] <SB-X> i thought you said were a dweeb?
[04:50:43] <servus> Dweeb is not main funktionz. This one is avatar. Destroy.
[04:50:51] <Yuv422> as long as you're not related to Mork!
[04:50:53] <SB-X> =|
[04:51:04] <servus> (im referencing ultima, jeez!) :P
[04:51:27] <SB-X> zuh
[04:51:40] <servus> got a string unpacker for underworld? :)
[04:51:58] * Yuv422 knows nothing about this so called "ultima".
[04:51:58] <SB-X> buh
[04:52:10] <servus> Goodnight, Austin Texas, whereever you are!
[04:52:22] <SB-X> is that a Mork reference?
[04:52:34] <servus> frank zappa
[04:52:41] <SB-X> aww
[04:52:52] * SB-X smiles and nods.
[04:53:02] <Yuv422> what's his kid called? moonbeam?
[04:53:12] <servus> sounds right
[04:53:21] <Yuv422> hehe crazy
[04:53:30] <Yuv422> did you guys every watch duckman?
[04:53:35] <Yuv422> ever
[04:53:53] <servus> yea!
[04:53:59] <SB-X> no
[04:54:00] <servus> <- cornfed
[04:54:05] <SB-X> oh wait
[04:54:05] <SB-X> yeah
[04:54:06] <servus> sb-x can be Ajax
[04:54:12] <SB-X> no
[04:54:18] <servus> c'mon, ajax is a poetic *genius*
[04:54:40] <Yuv422> ajax was voiced by dweezil zappa
[04:54:45] <SB-X> ah ok
[04:54:48] <Yuv422> frank's son.
[04:55:45] <servus> wow, what a coeenkeedink :-p
[04:56:43] <servus> a cutism of coincidence.
[04:57:01] <servus> oh stupid, i just thought i asked myself what a coeenkeedink was.
[04:57:16] * servus floats away to be skupped for funktionz reazzinement
[04:57:43] <SB-X> see you cornfed
[04:57:53] * Yuv422 wonders if too long infront of the U6 ASM has rotten Servus's brain. ;)
[04:58:21] <SB-X> something similiar happened to DrCode of Exult
[04:58:25] <SB-X> so i have heard
[05:00:02] <servus> it was interesting stuff, but uglyyyy... msvc++ doesnt do much better
[05:00:23] <servus> ok if youre an optimizing compiler, and you see a = a; in C, how would you put that in assembly?
[05:00:54] <Yuv422> nop
[05:01:15] <SB-X> not if its borland c 2.0
[05:01:48] <servus> well thats not bad, but the suggested answer is [nothing]... msvc6 puts mov eax, byte ptr[a]; mov byte ptr[a], eax;
[05:07:26] <servus> i dont see joseph's name on nuvie's website
[05:07:46] <Yuv422> hehe why should he be in there!?
[05:07:55] * SB-X sits in the corner.
[05:07:59] <Yuv422> He's in the AUTHORS file :)
[05:08:25] <Yuv422> where all the serious work is done. :P
[05:09:06] <SB-X> the painting is described now
[05:09:12] <SB-X> i hadnt updated completely :\
[05:09:28] <SB-X> but it is gramatically incorrect
[05:09:48] <SB-X> it says "This is a a very fancy portrait of you...."
[05:09:50] <servus> oh, a file, getting tricky on me
[05:11:06] <Yuv422> hmm is that in the original?
[05:11:16] <-- Kirben has left IRC (Read error: 104 (Connection reset by peer))
[05:12:07] <Yuv422> hehe yeah that's in the original too. :)
[05:12:47] <Yuv422> jim has found object weights too. :)
[05:12:55] <Yuv422> in tileflag
[05:13:56] <servus> who is this mysterious jim anyways?
[05:13:59] <servus> ?seen jim
[05:13:59] <exultbot> I haven't seen jim lately
[05:15:23] <SB-X> u6edit master
[05:15:52] <servus> oh yes, im still mentally slow from softice's psychic thrashing :-)
[05:16:24] <Eclair> HAHA
[05:16:26] <Eclair> yeay
[05:17:16] <Yuv422> hi Eclair
[05:17:22] <Eclair> hey
[05:20:30] <Yuv422> did you change your name in AUTHORS SB-X?
[05:21:43] <Yuv422> servus: role - SoftIce Operator. ;)
[05:21:59] <servus> eek.
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[05:24:15] <Yuv422> I don't know if this link will translate correctly, but here goes.
[05:24:18] <Yuv422> http://groups.google.com/groups?q=nuvie&hl=en&lr=&ie=UTF-8&oe=UTF-8&safe=off&selm=3eb0f084%40e-post.inode.at&rnum=3
[05:24:39] <SB-X> Yuv422: changed it but didnt commit yet
[05:25:24] <SB-X> wow
[05:25:31] <SB-X> its not even an ultima specific group
[05:25:34] <SB-X> but still mentioned :)
[05:26:37] <servus> heh cool
[05:28:25] <Yuv422> word soon spreads.
[05:28:47] <Yuv422> I think we should post an update on the website.
[05:29:05] <Yuv422> so people see there is activity on the project.
[05:31:14] <servus> anything you need me to do? no art i guess :P
[05:31:58] <servus> google says: NUVIE (New-vee) MH Mam. Torch bearer. Daughter of Tarnec and Tronie. Granddaughter of Manuv. Ayla’s first Heimlich Manuver.
[05:32:30] <Yuv422> I just hope nuvie isn't an offensive word in another language
[05:32:39] <Yuv422> I think it might be a common name
[05:32:41] <servus> http://googlism.com/index.htm?ism=nuvie&type=2
[05:33:19] <servus> exult is available at all leading stores in delicate eau de toilette in 30ml for rs
[05:33:52] <Eclair> hehe
[05:34:23] <Yuv422> hehe we need someone to write a FAQ.
[05:36:40] <servus> heres the new avatar!
[05:38:40] <Yuv422> ;)
[05:38:55] <Yuv422> is that your work servus?
[05:40:04] <servus> yeah, but no one likes it; it looks better on paper i swear :-p
[05:40:34] <Eclair> haha
[05:41:36] <servus> she lives! dis is mozzt optimal, don't you think? Bzzzt.
[05:44:53] <Eclair> got anything for me to test yet? :)
[05:45:20] <servus> is there some sort of ultima underworld conversation depacker tool floating around somewhere?
[05:45:47] <Yuv422> vividos would be the one to ask about that.
[05:47:00] <servus> his code scares me, but not as bad as coren's *hides*
[05:47:27] <Yuv422> does my code scare you Servus?
[05:47:37] <servus> i havent seen any of it, let me see :-)
[05:48:32] <servus> nah your formatting is similar to mine, the biggest difference is my use of tabs instead of spaces
[05:49:07] <Yuv422> yeah I'm not a big fan of tabs
[05:49:37] <servus> well msvc6 is my IDE, and it handles tabs admirably...
[05:50:05] <servus> have you considered using a main.h for each .cpp to #include, then the main.h will #include everything else? i found that that made things easier for me
[05:50:53] <Yuv422> then you don't know what needs what in each file?
[05:51:12] <SB-X> class interfaces included in main.h?
[05:51:30] <SB-X> #include'ed
[05:52:26] <servus> everything always tries to include everything.
[05:52:31] <SB-X> wont everything have to be updated when a single class changes?
[05:52:40] <servus> you had #ifndef FILE_CPP #define FILE_CPP at the beginning of every file..
[05:53:02] <servus> nah, only if you change main.h, which is very rare... *shrugs*, personal preference, i suppose:-p
[05:54:47] * servus digresses :-)
[05:56:07] <Yuv422> is the original U6 4 moves a minute?
[05:56:39] <servus> ill check...
[05:58:01] <servus> wheres that darn watch? :-)
[05:58:29] <Yuv422> or you're nearest sundial.
[05:59:11] <servus> each move is a minute
[05:59:26] <servus> youre right, slooow avatar
[05:59:31] <Eclair> hehe
[05:59:57] <servus> no... each *pass* is a minute, each *step* is .25 minutes
[06:00:51] <SB-X> soo
[06:00:54] <SB-X> 4 moves a minute?
[06:00:57] <servus> 4 moves a minute
[06:01:10] <servus> i dont see how you can program that without saying .25 minutes a step though :-P *hides*
[06:02:50] <Yuv422> you only increment the minutes after 4 clock ticks
[06:02:59] <Yuv422> or a pass
[06:03:40] <servus> that requires the introduction of a new variable to count seconds, as well as minutes...
[06:03:50] <Yuv422> not really
[06:03:56] <Yuv422> you just % 4
[06:04:03] <Yuv422> for pass
[06:04:12] <Yuv422> and / 4 when working out minutes
[06:04:33] <servus> hah, complicated! well i wont stop you, just saying how id do it... minutes += .25 for step, minutes++ for pass
[06:05:10] <Yuv422> we only ever need minutes for clocks
[06:05:25] <Yuv422> everything else is measured in clock ticks
[06:07:26] <Yuv422> we'll need to find where the move count is stored in objlist too
[06:08:07] <Yuv422> could you find that for me servus?
[06:08:20] <Yuv422> as my copy won't let me use the alt-cheat
[06:08:24] <Yuv422> to get the move count
[06:08:31] <Yuv422> damn Bochs
[06:08:49] <servus> lol! i just found a neat bug in the real game :-)
[06:09:07] <servus> soon as the game starts, kill iolo... talk to nystul, and nystul starts a seance and iolo's corpse cant find the book :-)
[06:09:26] <Yuv422> hehe cool
[06:09:43] <servus> alt-chaet?
[06:10:32] <Yuv422> alt-213
[06:11:02] <Yuv422> the first 6 numbers should be your move count
[06:11:54] <Yuv422> then 7 digits for your position
[06:12:52] <servus> 76HHMM.... and then the second to last is the move count (packs of 15 seconds each)
[06:13:03] <servus> whats the 76? day i guess...
[06:13:50] <Yuv422> what number did you get?
[06:14:07] <servus> 76121812B1620
[06:14:22] <servus> ??HHMMPPPT?
[06:14:35] <servus> T is ticks into this minute
[06:15:14] <servus> err silly me, no... im not too good at this am i? :-)
[06:15:42] <Yuv422> the last 7 digits are your position
[06:15:49] <Yuv422> the last being the level
[06:15:54] <Yuv422> 0 == surface
[06:16:11] <Yuv422> (0x12b,0x162)
[06:16:40] <Yuv422> the game must start with a move count of 760000
[06:17:13] <SB-X> or he just walked around 76 times already
[06:17:14] <servus> the ticks isnt in there... if im at the beginning of a minute, and i checked altcheat, and i walk up then down, then check it again, i get an identical number
[06:17:45] <Yuv422> ah k so it isn't a move counter like this doc says.
[06:17:49] <servus> digits 3 and 4 are hour, 5 and 6 are minute
[06:18:01] <servus> most definitely, it always matches the clock
[06:18:02] <Yuv422> ah k
[06:18:31] <Yuv422> first 2 digits are karma
[06:19:14] <servus> karma huh? heh... let me see how it keeps days, sleeping for a bit now...
[06:20:06] <servus> i got poisoned by a rat and died while sleeping from ~150 hp to 0
[06:20:29] <Yuv422> you can check your karma via spam.
[06:21:24] <SB-X> does that work in nuvie?
[06:21:43] <Yuv422> what's that?
[06:21:47] <SB-X> edit/check karma
[06:22:12] <Yuv422> no I haven't even checked where karma is stored
[06:22:22] <SB-X> oh ok
[06:22:30] <SB-X> it should change the numbers :)
[06:22:36] <SB-X> i tested some of the other spam cheat items
[06:22:58] <SB-X> and put -!something- where it doesnt work yet
[06:23:02] <Yuv422> I need a dos hex diff program
[06:23:10] <servus> ive got one...
[06:23:26] <servus> well its for windows, but it works on anything, does it need to run on dos?
[06:24:07] <Yuv422> hehe yeah
[06:24:16] <Yuv422> I've only got dos going in the emulator
[06:24:36] <Yuv422> otherwise I have to mount the image and copy the two files back to my mac partition
[06:24:52] <servus> http://www.qsm.co.il/Software/jdif.htm
[06:25:42] <Yuv422> thanks servus
[06:25:52] <SB-X> in nuvie you can do Edit player, and Add karma or Subtract karma and it will show your changes in realtime but it just doesnt save them between conversations :)
[06:26:09] <Yuv422> really! cool
[06:26:21] <servus> well either way, alt-213 doesnt show seconds :-)
[06:26:32] <Yuv422> I couldn't get it past spam spam
[06:26:47] <SB-X> maybe you put spaces in front of spam
[06:27:05] <Yuv422> let me check
[06:27:25] <SB-X> i had to check it just now to see how it handled that situation (edit/check karma)
[06:27:54] <Yuv422> two spams -EOF-
[06:28:11] <SB-X> hmm
[06:28:28] <Yuv422> how do you get past the page break?
[06:28:48] <SB-X> what page break?
[06:29:01] <SB-X> im confused why it doesnt work for you
[06:29:04] <Yuv422> after Iolo's intro
[06:29:11] <Yuv422> when I talk to Iolo
[06:29:17] <Yuv422> I say spam
[06:29:20] <Yuv422> spam
[06:29:25] <Yuv422> then it says -EOF-
[06:29:28] <servus> lol
[06:30:25] <SB-X> maybe another platform specific issue?
[06:30:48] <Yuv422> it does that after one command for every Actor.
[06:30:54] <Yuv422> should it be looping?
[06:31:20] <SB-X> ouch
[06:31:27] <Yuv422> maybe it is an endian issue?
[06:31:32] <SB-X> oh!
[06:31:34] <SB-X> maybe
[06:31:46] <SB-X> it should be going back to a pre-recorded offset
[06:32:02] <SB-X> that i cast between char * and Uint32 :\
[06:32:03] <Yuv422> hehe I just thought that was what it was currently doing these days. ;)
[06:32:14] <Yuv422> could be a problem.
[06:32:32] <SB-X> so after you say two things to any person it says -EOF- ?
[06:32:46] <Yuv422> normally it is after just one
[06:32:53] <Yuv422> but it is two with Iolo
[06:34:16] <SB-X> does it show their response?
[06:34:21] <SB-X> like if you say name to dupre
[06:34:26] <Yuv422> yes
[06:35:24] <servus> does it actually read files during gameplay, or does it preload everything at the beginning and keep it all open til its closed? or close it right at the beginning after everything is loaded up?
[06:35:46] <SB-X> Yuv422: does it show the "you say: " prompt again?
[06:35:55] <Yuv422> let me check
[06:36:10] <SB-X> nuvie opens every actor script when you talk to someone
[06:36:19] <SB-X> i mean opens an actor script when you talk to them
[06:36:39] <SB-X> it reads it from the file then
[06:37:17] <servus> these are actual separate files and not a wad of some sort?
[06:37:18] <Yuv422> nope
[06:37:34] <SB-X> its all from two files
[06:37:45] <SB-X> the actor conversations anyway
[06:37:47] <Yuv422> sounds like dew pray, remeber?"\n-EOF-\nAvatar:
[06:37:53] <SB-X> heh
[06:38:02] <Yuv422> that's what I get
[06:38:25] <SB-X> it isnt breaking scope correctly i guess
[06:38:55] <SB-X> i have a dumb non-understandable scope check to see if commands are skipped or executed
[06:39:22] <SB-X> that or its jumping to the wrong spot
[06:39:58] <SB-X> can you uncomment //#define CONVERSE_DEBUG at the top of Converse.cpp and see what it says on the console?
[06:40:25] <Yuv422> does that jdif program have a hex mode?
[06:40:30] <Yuv422> SB-X: ok
[06:40:44] <Yuv422> brb phone
[06:41:22] <servus> dunno yuv, ill look...
[06:42:57] <servus> no it doesnt look like it does have hex output
[06:43:27] <Yuv422> :(
[06:45:20] <servus> http://ftp.funet.fi/pub/mirrors/ftp.simtel.net/pub//simtelnet/msdos/fileutil/fcmp200.zip 14K File compare, ASCII/hex, auto/manual search
[06:45:33] <servus> http://ftp.funet.fi/pub/mirrors/ftp.simtel.net/pub//simtelnet/msdos/fileutil/fcomp12.zip 18K File comparison,split screen binary/ascii disp
[06:45:56] <Yuv422> aslong as it has offsets and hex dump
[06:45:59] <servus> http://ftp.funet.fi/mirrors/simtel.net/msdos/fileutil-pre.html plenty more, search the page for "compar"
[06:46:05] <Yuv422> let me check converse for SB-X
[06:46:48] <Yuv422> SB-X: who do you want me to talk to?
[06:47:04] <SB-X> Dupre
[06:47:22] <SB-X> he has the simplest script
[06:47:30] <Yuv422> which section of the output are you interested in?
[06:47:43] <SB-X> several lines before it stops
[06:47:57] <Yuv422> Converse: cmd=0xf6
[06:47:58] <Yuv422> Converse: ...enter 2...
[06:47:58] <Yuv422> Converse: print ""It's Dupre - sounds like dew pray, remember?""
[06:47:58] <Yuv422> Converse: cmd=0xb0
[06:47:58] <Yuv422> Converse: args: ((0x00)0x55000000)
[06:47:59] <Yuv422> Converse: ...leave 2...
[06:48:00] <Yuv422> Converse: ...leave 1...
[06:48:02] <Yuv422> Converse: print "
[06:48:04] <Yuv422> -EOF-
[06:48:10] <Yuv422> "
[06:48:27] <Yuv422> Converse: script is stopped
[06:49:01] <SB-X> what are the three lines before that?
[06:49:14] <SB-X> or just 1 even
[06:49:18] <Yuv422> Converse: cmd=0xf7
[06:49:19] <Yuv422> Converse: cmd=0xef
[06:49:19] <Yuv422> Converse: ...enter 1...
[06:49:22] <SB-X> okay
[06:49:26] <servus> i think ultima underworld has a built in editor
[06:49:32] <servus> =-/
[06:49:36] <Yuv422> :P
[06:50:42] <servus>
[06:50:44] <servus> lookit that
[06:51:34] <Yuv422> hmm
[06:51:38] <Yuv422> what is all this?
[06:51:43] <servus> my text dump of UW.exe
[06:51:49] <Yuv422> looks like a string searh of the exe
[06:51:52] <Yuv422> ah k ;)
[06:52:13] <servus> softice time! :-p
[06:52:34] <servus> i need a C-enabled disassembler, i wanna see what it does with argc and argv :-)
[06:52:58] <Yuv422> watch out Servus is going into softice mode again!
[06:54:04] <servus> it freezes my winamp and system clock :_(
[06:55:42] <SB-X> oh
[06:55:47] * SB-X feels stupid.
[06:56:04] <SB-X> 0x55000000 should be just 0x55
[06:56:29] <Yuv422> hehe
[06:56:31] <SB-X> even though i saw the strange number i was reading it in little endian mode so it didnt register in my mind :)
[06:56:35] <Yuv422> that's a bit of a difference. :)
[06:56:38] <SB-X> yeah
[06:58:17] <SB-X> so how do you copy 4 bytes without worrying about endianness?
[06:58:42] <Yuv422> as long as it's not comming off the disk you're right
[06:58:51] <SB-X> its not
[06:58:57] <Yuv422> as it will be correct endianess in memory
[06:59:01] <Yuv422> just a memcpy
[06:59:06] <Yuv422> or somesuch
[06:59:11] <SB-X> then why is it 55000000?
[07:00:21] <Yuv422> where in the code is this?
[07:00:28] <SB-X> memcpy(&val, script_pt, 4)
[07:00:39] <SB-X> Converse.h:194
[07:00:50] <SB-X> pop4
[07:01:13] <Yuv422> what is script_pt?
[07:01:28] <SB-X> char* to current script location
[07:01:36] <Yuv422> this is looking at data that has been read from converse.a/b right?
[07:01:41] <SB-X> yeah
[07:01:48] <Yuv422> then it will have endian issues
[07:02:08] <SB-X> when it was read its read one byte at a time
[07:02:14] <SB-X> in U6File
[07:02:37] <SB-X> so it will look the same as it does on disk
[07:02:47] <Yuv422> all u6 data is little endian on disk
[07:02:47] <servus> rebooting...
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[07:02:57] <SB-X> ah
[07:03:09] <Yuv422> so you need to convert it when working on big endian systems
[07:03:09] <SB-X> so memcpy assumes 4 bytes at script_pt is in big endian for you
[07:03:17] <SB-X> so how do you copy 4 bytes without worrying about endianness?
[07:03:37] <Yuv422> write a function that handles the endian issue if required
[07:03:58] <Yuv422> maybe we need a buffer class like pentagram
[07:04:03] <SB-X> is there a single way to handle it that works for everyone or do you need a #ifdef for different endianness
[07:04:07] <Yuv422> which could handle endian issues
[07:04:17] <Yuv422> BIG_ENDIAN
[07:04:27] <Yuv422> SDL also has some endian checking defines.
[07:04:57] <SB-X> hmm i see
[07:04:59] <SB-X> good
[07:05:06] <SB-X> SDL_byteorder.h
[07:05:20] <Yuv422> that sounds like the ticket. :)
[07:05:31] <SB-X> oh wait
[07:05:36] <SB-X> i can just copy like we do in U6File
[07:05:51] <SB-X> the same way it reads words, always in LSB
[07:05:59] <SB-X> i can copy it from the buffer that way too
[07:06:19] <Yuv422> yes
[07:06:55] <SB-X> or just 4 memcpys
[07:07:21] <Yuv422> hehe that wouldn't look to good. ;)
[07:07:43] <Yuv422> bit shifting the bytes in would be best
[07:08:21] <SB-X> ok
[07:08:27] <SB-X> changing it now
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[07:17:41] <servus> ow, i crashed hard :-)
[07:17:43] <Yuv422> wb servus
[07:17:45] <servus> ty
[07:20:58] <SB-X> updated
[07:21:00] <SB-X> Yuv422: now try it
[07:21:07] <Yuv422> righto
[07:21:17] <SB-X> it works for me same as it did before
[07:21:33] <SB-X> for Dupre at least
[07:24:03] <Yuv422> )
[07:24:03] <Yuv422> :)
[07:24:07] <Yuv422> that works now
[07:24:13] <SB-X> great
[07:24:15] <SB-X> :)
[07:24:18] <SB-X> forgot to undefine CONVERSE_DEBUG
[07:25:00] <Yuv422> Yay! secret cheaters menu.
[07:25:49] <SB-X> comment the #define CONVERSE_DEBUG (or update again) to get all the -if X == X- crap off the scroller
[07:26:04] <Yuv422> hehe
[07:26:31] <Yuv422> I would have thought the cheat menu was hardcoded into the game
[07:27:34] <Yuv422> nice work SB-X
[07:27:40] <Yuv422> It's looking good
[07:27:48] <SB-X> heh
[07:27:50] <SB-X> ok thx
[07:27:57] <SB-X> havnt worked on it for a little while :)
[07:27:58] <Yuv422> I'll have to fix that small rendering bug on text input.
[07:28:01] <SB-X> been busy
[07:28:02] <SB-X> ok
[07:28:30] <Yuv422> probably an issue with cursor placement
[07:28:35] <Yuv422> I'll fix it soon
[07:30:25] <Yuv422> are flags in cheat menu connected to Actor flags?
[07:30:29] <SB-X> yes
[07:30:33] <Yuv422> cool
[07:33:00] <SB-X> thats how it saves them between conversations
[07:33:09] <SB-X> you can tell by talking to someone who has a different response after youve met them
[07:33:19] <SB-X> or doing the compendium quiz with lb
[07:34:12] <Yuv422> is the compendium quiz completable?
[07:34:25] <SB-X> yep
[07:34:56] <SB-X> once i got the basic ops done it Just Worked :)
[07:35:12] <SB-X> had to guess a couple of expression types i didn't know yet
[07:35:21] <Yuv422> hehe I didn't know any of this was in as I could only ever ask one command. :)
[07:36:01] <SB-X> kind of a nice surprise then
[07:36:09] <Yuv422> yes
[07:36:14] <SB-X> but i need more experience with platform independant programming
[07:36:22] <SB-X> so i dont get stupid memcpy errors again
[07:36:34] <Yuv422> hehe you've just got experience. :)
[07:36:42] <SB-X> oh yeah :)
[07:36:46] <SB-X> with that anyway
[07:37:55] <SB-X> i might not have updated the ChangeLog enough
[07:38:07] <SB-X> to make it obvious what was implemented
[07:38:44] <Yuv422> I might have found the karma byte
[07:42:00] <SB-X> its not with the others?
[07:42:34] <Yuv422> does each actor have karma?
[07:43:19] <SB-X> no
[07:43:32] <SB-X> its in Edit player
[07:43:36] <SB-X> on the cheat screen
[07:43:50] <Yuv422> have a look at 0x1bf9 in objlist
[07:43:50] <SB-X> so it can be part of Player
[07:44:13] <Yuv422> this should be your karma
[07:46:02] <SB-X> yup
[07:46:03] <SB-X> thats it :)
[07:46:09] <SB-X> neat
[07:46:37] <SB-X> i added 10 to it with dosbox
[07:46:38] <Yuv422> uint16?
[07:46:48] <Yuv422> cool
[07:47:08] <SB-X> and it changed from 4b(75) to 55(85)
[07:47:09] <Yuv422> is there a max karma?
[07:47:24] <SB-X> ill add a large number
[07:48:29] <SB-X> it just seems to be one byte
[07:48:31] <Yuv422> I suspect that these last few bytes are all the one off stuf player released and such.
[07:48:44] <Yuv422> related
[07:48:51] <SB-X> one off?
[07:48:59] <Yuv422> just for the player
[07:49:03] <SB-X> oh
[07:49:04] <SB-X> right
[07:49:07] <Yuv422> not for every actor
[07:49:13] <SB-X> to end of file?
[07:49:18] <Yuv422> me speak english good.
[07:49:28] <Yuv422> probably from 0x1bf1
[07:49:31] <SB-X> me fail english? thats umpossible
[07:50:48] <Yuv422> so does karma max out at 255?
[07:51:11] <Yuv422> can you have neg karma?
[07:51:19] <SB-X> i think i remember you can
[07:51:43] <SB-X> quest flag looks like its before 1bf1
[07:51:51] <SB-X> oops
[07:51:53] <SB-X> before karma
[07:51:57] <Yuv422> ah k
[07:51:59] <SB-X> at 1bf1 exactly
[07:52:07] <Yuv422> right
[07:52:14] <Yuv422> what does that do anyway?
[07:52:32] <SB-X> tell guardian's at shrine of the codex that you are on a sacred quest
[07:52:42] <SB-X> i dont know the possible values
[07:52:45] <Yuv422> ah k
[07:53:03] <Yuv422> let me write these things in the objlist doc
[07:53:51] <SB-X> if i set karma to 128 it changes to 99
[07:54:25] <Yuv422> is 130 -1
[07:55:15] <SB-X> no its 2
[07:55:20] <SB-X> :?
[07:55:48] <Yuv422> strange
[07:56:02] <SB-X> it cant be negative
[07:56:09] <SB-X> if i change it to -50 it changes to
[07:56:10] <SB-X> 0
[07:56:18] <SB-X> and 99 is the max
[07:56:24] <SB-X> i dont understand the other things it changes too
[07:56:54] <SB-X> another weird thing i did once was change flags for npc's above 255
[07:57:00] <SB-X> it started messing up the world
[07:57:11] <SB-X> invisible walls
[07:57:15] <SB-X> blacking out some areas
[07:57:17] <SB-X> O_o
[07:57:21] <Yuv422> cool
[07:57:40] <Yuv422> but a flag is 1 byte
[07:57:47] <Yuv422> you can't go over 255
[07:58:06] <SB-X> actor numbers above 255
[07:58:11] <Yuv422> ah k
[07:58:19] <Yuv422> maybe that is an overflow in the app
[07:58:31] <SB-X> the changes were there when i reloaded
[07:58:43] <SB-X> but gone if i changed the flags back
[07:58:50] <SB-X> like there was no overflow check for npc number
[07:58:58] <Yuv422> weird
[07:58:58] <SB-X> and it just wrote at the file +actornumber or something
[07:58:59] <SB-X> heh
[07:59:22] <SB-X> do you know whats after the flags?
[07:59:29] <Yuv422> just checking
[07:59:40] <Yuv422> nope that's blank for now
[08:00:17] <SB-X> can i upload the strings list for u6?
[08:00:28] <SB-X> for reference
[08:00:39] <Yuv422> hmm
[08:00:42] <SB-X> so you know how some messages will look in nuvie
[08:01:06] <Yuv422> How do they look?
[08:01:16] <SB-X> i sent it to you
[08:01:16] <Yuv422> I guess that would be ok
[08:01:19] <SB-X> You dig a hole.
[08:01:26] <SB-X> Not in solo mode!
[08:01:33] <Yuv422> I remeber now
[08:01:35] <SB-X> Sherry says: "Eeek!!! I'm afraid of horses!"
[08:02:15] <Yuv422> ok upload it. I guess it wouldn't really hurt
[08:02:54] <SB-X> once you put the file in cvs you cant get rid of it >:)
[08:03:08] <Yuv422> you can but it is a bit tricky
[08:03:30] <Yuv422> and you can't get rid of it all together.
[08:03:38] <Yuv422> from the history
[08:04:25] <SB-X> gamestrings.txt
[08:04:35] <SB-X> (game.exe)
[08:04:56] <Yuv422> ?
[08:05:04] <SB-X> thats the name of the file
[08:05:10] <SB-X> gamestrings.txt because its strings from game.exe
[08:05:22] <Yuv422> ah k
[08:05:31] <Yuv422> I thought (game.exe) was part of the name. ;)
[08:07:20] <SB-X> that would be a little too lengthy
[08:07:25] <SB-X> and parenthesisy
[08:07:38] <Yuv422> that's what I thought.
[08:08:40] <Yuv422> any idea what the data at 0x14f1 does?
[08:08:51] <Yuv422> looks like it is a byte per actor again.
[08:10:22] <Yuv422> maybe it has somthing to do with temp actors?
[08:10:42] <Yuv422> it seems to be active around the end of the 0x100 block
[08:11:24] <SB-X> those values have some meaning
[08:11:33] <SB-X> the same ones are repetative
[08:11:40] <Yuv422> really!?...
[08:11:40] <SB-X> 0f, 14, 17, 1a, 1e, 0c
[08:11:44] <Yuv422> *g*
[08:11:47] <SB-X> heh
[08:12:11] <SB-X> i mean each of those numbers has more meaning than just a normal value
[08:12:19] <SB-X> like a worktype
[08:12:22] <SB-X> but we already know where that is
[08:13:08] <Yuv422> it is a bit different for me
[08:13:18] <SB-X> really
[08:13:21] <SB-X> ?
[08:13:24] <Yuv422> 0F 0E 14 17 1A 00 00 00 00 00 11 00 00 00 00 00
[08:13:24] <Yuv422> 00 00 00 0F 00 00 00 00 00 00 00 00 00 00 00 00
[08:13:24] <Yuv422> 0A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
[08:13:24] <Yuv422> 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
[08:13:24] <Yuv422> 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
[08:13:25] <Yuv422> 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
[08:13:27] <Yuv422> 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
[08:13:27] <SB-X> woah
[08:13:29] <Yuv422> 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
[08:13:31] <Yuv422> 00 00 0F 15 00 00 00 00 00 00 00 00 00 00 00 00
[08:13:33] <Yuv422> 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
[08:13:35] <Yuv422> 00 00 00 00 18 0F 0F 18 0F 0F 0F 0F 17 0F 0F 16
[08:13:37] <Yuv422> 0F 0F 00 00 00 00 1E 10 0F 0F 00 00 1E 0F 0F 0F
[08:13:39] <Yuv422> 0F 0F 0F 0F 0F 0F 0F 0F 01 01 01 01 01 01 01 01
[08:13:41] <Yuv422> 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01
[08:13:43] <Yuv422> 15 19 19 1D 23 0E 13 0C 0C 1B 01 01 01 01 01 01
[08:13:45] <Yuv422> 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01
[08:13:55] <SB-X> 14f0?
[08:14:03] <Yuv422> 14f1
[08:14:16] <SB-X> how did you align it so nicely?
[08:14:27] <SB-X> how many values is that ? 256?
[08:14:41] <SB-X> yeah
[08:14:44] <Yuv422> my hexeditor.
[08:14:52] <SB-X> oh ok
[08:14:53] <Yuv422> just a copy and paste
[08:15:28] <Yuv422> I must admit it looks nice. :)
[08:15:31] <SB-X> 00014f0 000f 1414 171a 1e17 170f 1b18 0f0f 0f0f ................
[08:15:31] <SB-X> 0001500 0e10 0f10 0f0f 1210 0b12 0f10 1218 1310 ................
[08:15:31] <SB-X> 0001510 120f 170f 0f13 0c12 100c 0f0d 120d 1515 ................
[08:15:31] <SB-X> 0001520 0d0d 0d12 1210 0f0f 0c0c 1014 1010 1015 ................
[08:15:31] <SB-X> 0001530 0c16 1215 120f 0f10 0f0f 0f10 0f0f 0f10 ................
[08:15:32] <SB-X> 0001540 0f13 0f0f 100c 0f12 100f 120f 1715 0f13 ................
[08:15:34] <SB-X> 0001550 0f0f 100f 1513 0f12 0f0f 140f 0f0f 0c11 ................
[08:15:37] <SB-X> 0001560 0f0f 130f 190f 1213 0f0f 0f0f 0f0f 130f ................
[08:15:41] <SB-X> 0001570 120f 0f0f 150f 150f 0f0f 1514 0f0f 1510 ................
[08:15:41] <SB-X> 0001580 1817 0f0c 0f0f 0f0f 0e0f 0f12 0f0f 0f17 ................
[08:15:42] <SB-X> 0001590 0f0f 1615 1718 0f0f 180f 0f0f 0f17 0f0f ................
[08:15:44] <SB-X> 00015a0 160f 0f0f 1516 0f1e 100f 0f12 0f1e 0f0f ................
[08:15:46] <SB-X> 00015b0 0f0f 0f0f 0f0f 0f0f 0f01 0101 0101 0101 ................
[08:15:48] <SB-X> 00015c0 0101 0101 0101 0101 0101 0101 0101 0101 ................
[08:15:50] <SB-X> 00015d0 010f 1316 0101 0101 0101 0101 0101 0101 ................
[08:15:52] <SB-X> 00015e0 0101 0101 0101 0101 0101 0101 0101 0101 ................
[08:16:25] <SB-X> maybe its animation frame?
[08:16:25] <Yuv422> wow your data is alot different to mine.
[08:16:43] <SB-X> still repetative
[08:16:49] <SB-X> you just have more 0s
[08:17:00] <SB-X> we both have 1s at the end
[08:17:25] <Yuv422> How far through is your savegame?
[08:17:31] <SB-X> just near the start
[08:17:33] <Yuv422> mine is relatively new
[08:17:35] <Yuv422> ok
[08:17:38] <SB-X> after beating the gargoyles
[08:17:46] <SB-X> and lowering the drawbridge
[08:17:50] <SB-X> and opening the portcullis
[08:17:55] <SB-X> and thats it
[08:18:47] <Yuv422> does your data under that block look like the actor object number data at 0x400?
[08:20:47] <SB-X> no
[08:20:55] <SB-X> but i got it to change by walking a few steps
[08:21:03] <Yuv422> mine is almost identical
[08:22:27] <SB-X> ok now they really changed
[08:22:35] <SB-X> ok
[08:22:49] <Yuv422> which block are you talking about?
[08:23:11] <SB-X> 14f0
[08:23:21] <SB-X> half of them changed to 0
[08:23:37] <SB-X> ok
[08:25:08] <SB-X> i can Pass, and all the numbers will change
[08:25:16] <SB-X> all except the first one
[08:25:26] <SB-X> and the last numbers stay 01
[08:25:46] <Yuv422> I wonder what they mean?
[08:25:59] <SB-X> when i passed my party members moved
[08:26:06] <SB-X> i will compare when they dont move
[08:27:32] <SB-X> if they dont move there is no noticable change in the first few numbers
[08:27:37] <SB-X> but an 0d changes to 0e
[08:27:53] <SB-X> its like animation frame or location
[08:28:08] <SB-X> and the 0d->0e is a nearby actor that isnt in my party
[08:29:06] <Yuv422> which block are you looking at?
[08:29:10] <SB-X> 14f0
[08:29:14] <Yuv422> right
[08:29:19] <SB-X> -15e0
[08:29:34] <SB-X> 15ef
[08:30:10] <SB-X> ill try it in solo mode and see how the first number changes
[08:32:35] <SB-X> heh
[08:32:42] <SB-X> the second number changes when i change direction
[08:34:02] <SB-X> north = 0x0d, south = 0x0b, east = 0x12, west = 0x06
[08:34:08] <SB-X> for the avatar
[08:34:21] <SB-X> the first and third numbers dont change
[08:35:00] <SB-X> oops, forget that
[08:35:04] <SB-X> changed to 0x04
[08:35:06] * SB-X shrugs.
[08:36:13] <SB-X> could still be frames
[08:36:35] <Yuv422> how about wind direction?
[08:37:20] <SB-X> the number changes and wind direction is still NE
[08:39:31] <Yuv422> I bet wind direction is around karma and quest flag.
[08:40:18] <Yuv422> is there 8 wind directions?
[08:40:28] <SB-X> 8 or 9
[08:40:43] <SB-X> there could be a no wind
[08:42:57] <SB-X> maybe its like you suggested, temp. npc info at 14f1
[08:46:08] <SB-X> wth
[08:46:42] <SB-X> in solo mode, that block at 14f1 can have all kinds of numbers, then walk forward one step, save, and it fills with 0's
[08:46:51] <SB-X> pass a couple times, its filled with other data again
[08:47:46] <Yuv422> right
[08:49:33] <Yuv422> I did a heap of passing and nothing really changed in 0x14f1
[08:49:48] <Yuv422> 1 byte changed
[08:49:51] <SB-X> when i just kept passing it didnt change any more than once
[08:50:04] <Yuv422> actually two bytes
[08:54:02] <SB-X> no! gremlins!
[08:54:33] <Yuv422> ?
[08:54:54] <SB-X> i rested just outside britain so i could see those values when everyone is asleep
[08:55:03] <SB-X> but gremlins came to steal our food
[08:55:11] <SB-X> buts thats not a problem now
[08:59:44] <Yuv422> I'm off for a bit
[08:59:54] <Yuv422> be back later
[09:01:37] <SB-X> i need to go to sleep
[09:01:38] <SB-X> cya
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[09:06:50] <servus> Kill all your party members.
[09:07:01] <servus> it might help debugging, but its fun too
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[10:51:07] <Yuv422> I've found the game clock
[10:51:28] <servus> heh, found it? i thought you were building it :-)
[10:51:40] <Yuv422> in the original
[10:51:41] <servus> what you need is Game Wizard
[10:51:51] <Yuv422> in objlist
[10:52:19] <Yuv422> just seeing if it stores minutes, seconds or ticks
[10:55:06] <Yuv422> minutes, hours,
[10:55:36] <Yuv422> doesn't look like it stores anything less than a minute
[10:57:00] <Yuv422> hehe the time is 13:02 P.M.
[10:58:48] <servus> http://www.pc-cheats.de/d/ct/gw300.zip Game Wizard, Cheat-Programm für DOS inkl. Speicherbetrachter
[10:59:08] <servus> its like softice, but meant for games, easier, menu-driven, and has a *really* nice memory comparison function
[10:59:48] <Yuv422> getting it now
[10:59:57] <servus> wait til your ticks is 0, search all memory for all bytes that are 0, then resume game, step once so ticks = 1, then search all memory that used to have 0 in it for 1... it will narrow it down a _lot_, do it again and tada, thats thememory location
[11:00:39] <Yuv422> can it edit memory?
[11:00:59] <servus> yes
[11:01:07] <servus> or just prevent it from changing a certain spot of memory
[11:01:31] <servus> it wont work under windows... but i believe it has a full memory dump and flagging system
[11:06:15] <servus> the windows version seems to... suck... maybe i dont know how to use it
[11:13:39] <servus> think maybe i found it?
[11:13:48] <Yuv422> ?
[11:14:38] <servus> hah, i did
[11:14:51] <servus> i crashed the game with this information that is damaging to the game :-)
[11:15:05] <Yuv422> hehe neat I just changed the date while the app was running
[11:15:07] <Yuv422> ?
[11:15:24] <servus> are you searching for something, then changing it, then searching again in the first search's results, etc?
[11:15:39] <servus> cool program huh? like softice but better in some ways
[11:16:11] <servus> moving diaganol counts for twomovements
[11:17:16] <Yuv422> were do you see the move count?
[11:17:30] <servus> i check the clock every step i take
[11:17:31] <servus> :)
[11:17:38] <servus> two diaganol walks in a minute
[11:17:43] <servus> 4 horizontal walks is a minute...
[11:21:36] <servus> you have softice installed?
[11:21:53] <Yuv422> on dos but it doesn't work with freedos / bochs
[11:22:01] <Yuv422> I haven't install win32 softice
[11:22:06] <Yuv422> +ed
[11:23:07] <servus> i have successfully frozen time.
[11:23:19] <Yuv422> how so?
[11:23:36] <servus> i found what byte minutes are in, and froze it with gamewizard :P
[11:24:07] <servus> now all i have to do is load up softice and unfreeze the minutes, and break when minutes gets modified
[11:24:13] <servus> BPM [minutes_address]
[11:27:17] <Yuv422> minutes are at 0x1bf3 in objlist
[11:27:23] <Yuv422> hours follows
[11:27:35] <servus> 3e59c in relative memory :)
[11:27:43] <Yuv422> then day, month and two bytes for year
[11:27:43] <servus> in windows xp's ntvdm at least
[11:41:54] <servus> how very queer -- the memory address changed, and i cant find it anymore
[11:43:13] <Yuv422> I wonnder if Britannia has a standard calendar?
[11:43:33] <servus> 30 days per month i believe
[11:43:43] <Yuv422> every month?
[11:43:47] <servus> though... when does it ever mention days or months in u6?
[11:43:53] <servus> but yes, in most games its 30 days per month
[11:44:00] <Yuv422> under the map window
[11:44:04] <servus> i need sleep
[11:44:17] <Yuv422> what time is it for you now?
[11:44:19] <servus> how do you know what that 76 means for sure? i think i slept and it ddint change
[11:44:22] <servus> 4:40am
[11:44:33] <Yuv422> Ouch! that is early
[11:44:55] <Yuv422> 76 is karma
[11:45:24] <Yuv422> I've finished with date research now
[11:45:33] <Yuv422> next thing is wind direction. :)
[11:45:57] <servus> oh yeah, karma
[11:46:34] <servus> zzzzl, goodnight, sorry, try gamewizard to help with softice, i found minutes location... try searching for "win32 game wizard also"... its on my server too, goodnight
[11:46:47] <Yuv422> night
[12:05:23] <Yuv422> found wind direction!
[14:47:15] <Yuv422> time for bed
[14:47:18] <Yuv422> cya
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