#pentagram@irc.freenode.net logs for 5 Oct 2002 (GMT)

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[02:02:44] --- Darke|zzZ is now known as Darke
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[12:11:28] <Darke> Hmm... is there any particular use for a file that lists all the opcodes used in each game/version (and only the opcodes used in that game/version), with counts of the number of times the opcode is used?
[12:12:04] <wjp> not AFAIK
[12:12:07] <Darke> Just for reference the most used 'real' opcode in Remorse1.21 is 0x0A 'push a byte onto the stack'. *grin*
[12:12:20] <wjp> :-)
[12:14:47] <Darke> 0x0F (call a usecode intrinsic) is 4th with 8389 occurances, and the number one with 18558 is the opcode 0x5B which... *drumroll* tells you the current source code line number is xxxx. *grin*
[12:15:09] <Darke> Considering that debugging had only been turned on in some of the functions, that's a surprisingly large overhead. *grin*
[12:15:50] <wjp> hm, can you deduce the number of lines of source code from that? :-)
[12:16:59] <wjp> (something like 18558 * (total number of functions) / (number of functions with debugging info))
[12:17:13] <Darke> *ponder* Umm... yeah, you could. *grin* But not from that.
[12:19:05] <Darke> For each class, find the highest value attached to a 0x5B opcode, then divide the number of lines of opcodes in that class to get a number. Average the numbers out from all the classes, then multiply the number of opcodes in total by that number, and you'll get an average LOC. I think. *grin*
[12:19:55] <wjp> :-)
[12:19:59] <Darke> For reference, Regret1.21 has 130669 opcodes in total used. *grin*
[12:20:38] <Darke> One of these days I'll get around to writing a perl script to calculate all these numbers for me, until then, I'm to lazy to calculate them all by paw. *grin*
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