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[12:23:55] <Darke> Colourless: Just a thought, but does the name 'OBufferDataSource' actually parse correctly to you? I mean, an _output_ _source_? *grin* It it too late to think of a more logical namings?
[12:24:20] <Darke> Colourless: For that matter, what exactly would the name be? DataStream?
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[12:56:32] * Darke decides to try out u8 now, since pentagram is apparently supporting it. *innocentlook*
[12:57:11] <Colourless> explain
[12:57:22] <Colourless> this is news to me
[12:59:19] * Darke ooooohs at the title screen font that reads 'PAGAN'. He thinks we should do the 'Pentagram' logo with a similar font style. *grin*
[12:59:23] * Darke snickers.
[13:00:03] <Colourless> just make sure you are using 2.12 when you play :-)
[13:00:18] <Colourless> you'll kill yourself before completing the game if you are using 2.10 :-)
[13:01:03] <Colourless> if you can draw all the missing characters for the font... :-;)
[13:01:19] <Colourless> s/:-;)/:-)/
[13:01:44] <Darke> BTW, it looks like there's 2-3 'cycles' of the engine between when you click on something, and you see the name of it barked. I suspect we can probably guess the timings of when usecode is scheduled for execution (is it started in the same cycle, or scheduled for exeucting in the next?) by syncing between the original and pentagram when we get that far. *grin*
[13:01:56] * Darke uses 2.13, just 'cause. *grin*
[13:02:38] <Darke> Not really, it'd have to be hand drawn since all the characters are of different height appropriate to the 'curve' of the top/bottom of the font.
[13:02:48] <Colourless> that is why i want to create an unliker and assembler so we can write simple test code for the ops
[13:03:06] <Colourless> s/unliker/unlinker/
[13:06:49] <Colourless> i guess the easiest way would be to create some ungodly recursive process that calls Item::Bark() a number of times
[13:07:34] <Colourless> doesn't actually have to be recursive a recursive func, but that might be the easiest way (i.e. we'd hijack one of the globals)
[13:07:50] * Darke laughs. Sounds fun.
[13:08:07] <Colourless> we'd probably also get an idea of exactly how the execution works
[13:08:20] <Darke> Yep.
[13:08:39] <Colourless> we'd see exactly how process suspending works
[13:08:52] <Colourless> and under what situations a process is suspended
[13:09:29] * Darke thinks the u8 font is almost unreadable. Probably worth cleaning it up and making a high res version sometime.
[13:09:35] * Darke nods.
[13:11:27] * Darke goes to watch u8's credits, hopeing they're a little more interesting then crusader's. *grin*
[13:11:57] <Colourless> well you'll get the quotes once you have finished watching them
[13:12:47] <Darke> Yep. *grin*
[13:16:29] <Darke> Gah, they're also incredibly long. The first part is interesting, but it gets dull once you get into the 'yet another translator/voice actor for $language' section near the end.
[13:16:56] <Colourless> yeah
[13:27:36] * Darke ROFLs! So many good quotes! *giggle*
[13:27:57] * Darke quite liked the last one too: "mkdir U9 -- Unknown" *grin*
[13:28:14] <Colourless> :-)
[13:35:34] <Darke> We haven't worked out the encoding they used to obfusicate the quotes/credits have we?
[13:36:26] <Colourless> no idea
[13:36:44] <Colourless> odd think the crudemo doesn't have encriped quote, but the full version does
[13:36:56] <Colourless> s/quote/credits/
[13:37:30] <Colourless> i think...
[13:37:46] <Colourless> i am wrong
[13:38:24] <Colourless> the credits are very much encripted/compressed in all the games
[13:38:53] * Darke blinks. They're not in his regret/remorse's.
[13:39:13] <Darke> They're certainly not raw text, but at least there's text. *grin*
[13:39:37] <Colourless> ah, must not have looked at enough of the file :-)
[13:39:42] <Darke> "DIRECTED BY^@$TONY ZUROVEC" (The '^@' is a control character.)
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[17:13:48] --- Topic for #pentagram is: Pentagram... more than just a game engine, it's an Action RPG operating system
[17:13:48] --- Topic for #pentagram set by Colourless at Mon Oct 7 14:31:52 2002
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