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[02:42:09] <Sheng_Gradilla> good evening :)
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[12:45:56] <ElleVeeDee> mornin, people.
[12:46:22] <wjp> hi
[12:46:40] <ElleVeeDee> I wanted to thank you (and the colorless one?) for the info yesterday.
[12:47:05] <ElleVeeDee> I got the animations extracted (without sound of course. Grr!) from U8 now.
[12:47:22] <ElleVeeDee> Always something, when drawing the full maps and stuff doesnt work. ;-)
[12:47:42] <ElleVeeDee> By animations, I mean the intro and the endgame sequence.
[12:47:46] <wjp> ooh, cool
[12:48:09] <ElleVeeDee> Tho, its not the same without the speech.
[12:48:25] * ElleVeeDee wants to hear that he's being banished to PAGAN!
[12:49:31] <ElleVeeDee> I'll try to figure out this map drawing thing later today... but it messes with my head. And Im discouraged from my U7 non-success.
[12:49:52] <wjp> so this means you decoded the .skf format?
[12:50:07] <ElleVeeDee> well... it was pretty much done. I read your u8skf.txt
[12:50:20] <ElleVeeDee> the animations are stored as a FLIC, basically.
[12:50:38] <ElleVeeDee> when ever you encounter a palette, start using it (until the next one comes along).
[12:50:43] <ElleVeeDee> the first image is a 320x200 image.
[12:50:59] <ElleVeeDee> every image after that is what has changed in the frame since the previous one.
[12:51:15] <ElleVeeDee> and you have the OffsetX and the OffsetY to tell you were on the 320x200 to draw.
[12:51:26] <ElleVeeDee> so that the guardians hand dont show up at 0,0. ;-)
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[12:52:18] <ElleVeeDee> then there are subtitles. And sounds, which I wont bother with after your SONARC comments. ;-)
[12:52:24] <ElleVeeDee> and, thats it.
[12:53:04] <wjp> there's a free DOS sonarc decoder around somewhere, IIRC, although I can't remember if we managed to decompress u8's sfx with it
[12:53:23] <Colourless> we didn't :-)
[12:53:28] <ElleVeeDee> oh? that would be great.
[12:53:31] <ElleVeeDee> or not. :-(
[12:53:35] <wjp> hi Ryan
[12:54:12] <Colourless> ElleVeeDee so it's that simple?
[12:54:22] <ElleVeeDee> yes, for the animation.
[12:54:28] <Colourless> how is the timing?
[12:54:30] <ElleVeeDee> as for different FPS during...
[12:54:38] <ElleVeeDee> hehee, right.
[12:55:09] <ElleVeeDee> I havent bothered. I just made it into AVIs, and for the endgame it looks good to run at a steady fps.
[12:55:18] <ElleVeeDee> for the intro, it needs to be slower in places.
[12:55:33] <Colourless> i'm assuming you are ignoring index 0
[12:55:39] <ElleVeeDee> yes.
[12:56:06] <ElleVeeDee> all the images, and all the palettes come in order. so if you dont bother with timings, fades and sounds - you dont need it.
[12:56:07] <Colourless> as far as I know, that contains the timing info
[12:56:22] <Colourless> plus when to play sounds
[12:56:38] <ElleVeeDee> correct... which I cant, anyway. :-(
[12:56:39] <Colourless> and probably everything else
[12:57:16] <Colourless> i'll have it figured out eventually. it's pretty simple. I 'think' i have all of the codes correct in the u8skf.txt file
[12:58:16] <ElleVeeDee> yes, it seems like it. I looked a little at index 0...
[12:58:34] <ElleVeeDee> and, i mean, the sounds are stored at the end of the flex along with a subtitle to go with it.
[12:58:51] <ElleVeeDee> and the indexes of those seem to correspond to your value of "playing a sound" etc.
[12:59:14] <ElleVeeDee> why couldnt they just stick to .VOCs, huh?
[12:59:33] <wjp> hm, logs indicate we may actually have succeeded in getting sonarcx.exe to decompress u8 sounds
[12:59:45] <ElleVeeDee> oh? oooh?
[12:59:48] <wjp> apart from some distortion
[13:00:06] <ElleVeeDee> and sonarcx.exe is... exactly what? by whom?
[13:02:16] <ElleVeeDee> oh, and by the way, you were right Colourless. I wish I had looked into your pentagram docs folder weeks ago... ;-)
[13:02:41] <Colourless> it's possible that sonarcx could be used to decompress the sounds but it would be awkward
[13:03:11] <Colourless> each chunk would need to be made into a separate file
[13:05:50] <ElleVeeDee> hehee, whenever I google these days, there are always a bunch of exult logs in my results. I wonder why...
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[13:49:48] <Darke> That's becoming a rather annoying problem with pentagram logs as well. I do a regular "hunt down niche information" search about once every month or two for u8/crusader information that's scattered around the 'net, and I find less and less stuff, and more pentagram logs with every passing month. *grin*
[13:50:24] <Colourless> we suck!
[13:50:40] <Colourless> but we are popular on Google, so we are the best!
[13:50:47] <ElleVeeDee> heh
[13:50:53] <Darke> Yeah! It's not fair! We're hoarding all the u8/crusader information and distributing it free too the entire 'net!
[13:55:31] <ElleVeeDee> Makes me think of Saxon.
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[19:58:41] * wjp has actually written some new config code tonight :-)
[19:59:07] <Colourless> OH NO! End of the world coming perhaps?
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[20:04:10] <ElleVeeDee> g'aftnoon, gents.
[20:08:06] <ElleVeeDee> say, this .family you "code about", stored in bit12-15 of typeflags... what does that do?
[20:08:54] <Colourless> family is kind a way of grouping sets of shapes
[20:09:34] <Colourless> each shape with the same family is similar
[20:09:39] <ElleVeeDee> ok.
[20:09:41] <Colourless> (in function)
[20:10:14] <ElleVeeDee> and is there a way of deciding wether a shape is a "ground-tile" or not...?
[20:10:39] <ElleVeeDee> Im workin on GLOBs right now... or tryin, rather.
[20:10:50] <Colourless> zsize = 0 :-)
[20:11:05] <Colourless> xsize = 32, ysize = 32
[20:11:32] <ElleVeeDee> eeh... I'm lost.
[20:11:33] <Colourless> that is game units. You need to multiply the values in Typeflag.dat to get game size
[20:11:37] <ElleVeeDee> arent there larger ground tiles too?=
[20:13:32] <Colourless> uh, make that xsize = 128 and yxize = 128
[20:13:51] <Colourless> any 'tile' that is not 128x128 is not a standard ground tile
[20:14:13] <Colourless> they can be considered to be ground 'decals'
[20:14:33] <ElleVeeDee> an example?
[20:14:50] * ElleVeeDee tries to figure out what the word decals means...
[20:14:50] <Colourless> as such any tile that isn't 32x32 must be rendered over the 32x32 tiles (whether it is bigger or smaller)
[20:15:05] <ElleVeeDee> ok, like mushrooms and crap?
[20:15:18] <Colourless> no. :-)
[20:15:23] <ElleVeeDee> great. :-(
[20:15:26] <Colourless> mushrooms have a z height :-)
[20:15:36] <Colourless> things like the pentagrams
[20:15:48] <ElleVeeDee> ah, ok. yes, i saw that. The "hat" of the mushroom wouldnt display at first...
[20:15:59] <Colourless> water puddles
[20:16:18] <ElleVeeDee> ok, so any shape with z=0, that is of this "magical size", is a ground tile - it makes up the world floor.
[20:16:31] <ElleVeeDee> And any other shape with z=0, should be drawn AFTER the floor.
[20:16:31] <Colourless> yeah pretty much
[20:16:37] <ElleVeeDee> ah, good.
[20:17:02] <Colourless> assuming it is at the same or higher z height
[20:18:07] <Colourless> if this is for sorting, the function inline bool SortItem::operator<(const SortItem& si2) const
[20:18:18] <Colourless> has comments explaining how things work in pentagarm
[20:18:39] <ElleVeeDee> I was reading it, but didnt get it... ;-)
[20:19:25] <ElleVeeDee> What scares me is that Im still only trying to draw the GLOBs, havent even started on the real maps yet.
[20:19:33] <ElleVeeDee> And ALREADY Im messed up.
[20:21:03] <Colourless> make sure you do NOT attempt to do the less than for shapes that do not overlap
[20:21:26] <Colourless> you'll get infinte loops, or incorrect draw orders
[20:21:42] <Colourless> and by overlapping, you need to check for overlapping 3d bounding boxes :-)
[20:22:00] <Colourless> which is what SortItem::overlap() does
[20:22:37] <ElleVeeDee> Something tells me I'll have a few headaches in the next couple of days...
[20:23:52] <ElleVeeDee> but anyhow, I dont need .family to figure out wether a shape is a "ground tile", correct?
[20:26:34] <Colourless> yes
[20:26:39] * ElleVeeDee thinks it wouldve been brilliant with one bit in the typeflags saying groundtile on/off.
[20:27:45] <Colourless> there may be some combination of flags to do it, but i don't know what it is
[20:28:17] <Colourless> it only matters for rendering, and that's it
[20:28:31] <ElleVeeDee> ok. but thanks for the info. Goin back to the drawing board. Ta taa.
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[21:55:42] <Colourless> going
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