00:00:00 | amiconn | That Win32 sim is really a bizarre thing - now it compiled without error, but uisw32.exe still shows the same behaviour as in my first try. |
00:00:20 | BC | it's dying in either CreateThread() or app_main() |
00:00:30 | diddystar5 | i am having problems also |
00:00:36 | diddystar5 | on 2 machines i have tried it |
00:00:54 | BC | anyone know if this death has happened in the last few days? |
00:01:02 | diddystar5 | BC, yes |
00:01:09 | BC | can you be more precise? |
00:01:17 | BC | we can check the builds :) |
00:01:21 | diddystar5 | i used a older source tarball, and it worked fine ( iused the oldest on the list) |
00:01:42 | BC | so we have the offending code in tarballs - that's a damn good start |
00:01:51 | amiconn | Don't know, this is my first try to get the sim running. |
00:02:13 | diddystar5 | rockbox-daily-20040406 is what worked fine for me |
00:03:18 | BC | okay - I'll take 0410 - diddy, you take 0409, and ami, you take 0408 - cool? |
00:04:40 | amiconn | Will give it a try. |
00:04:41 | | Quit AciD (Read error: 104 (Connection reset by peer)) |
00:04:42 | diddystar5 | ermm o ne sec |
00:04:47 | diddystar5 | i have no cygwin |
00:04:54 | diddystar5 | give me 5 minutes to get cygwin setup |
00:05:02 | BC | so how do you know todays source fails? |
00:06:29 | diddystar5 | because i was at hme when i tried it |
00:06:32 | diddystar5 | *home |
00:06:37 | BC | ahaaa |
00:06:38 | diddystar5 | at in a library now |
00:07:39 | amiconn | Compiling... |
00:07:54 | BC | noticed "making an sim directory" when I typed make - wonder if the other fixes were implemented? |
00:08:06 | BC | s/make/configure/g |
00:08:51 | amiconn | 20040408 gives the same behaviour (for me). I am wondering if I'm doing something wrong? |
00:09:05 | | Join ILuvit [0] (ILuvit@ool-18bc45af.dyn.optonline.net) |
00:09:29 | amiconn | Trying 20040406 (which worked for diddystar5) |
00:09:30 | BC | Hmmm, problem is I am using a different dev kit from others :( |
00:09:46 | deadite66 | 0406 worked for me also |
00:09:55 | BC | ami, is your source code in the right dir? |
00:09:56 | diddystar5 | my cygwin install done 1 sec |
00:10:12 | BC | your local lib lets you install cygwin - coooooool |
00:10:37 | BC | 0410 GPFs |
00:11:11 | BC | trying 0407... |
00:11:12 | diddystar5 | well i'm not supposed to, but i found a linux boot cd that lets you remove the admin password :) |
00:11:18 | deadite66 | 0407 GPF's for me |
00:11:21 | diddystar5 | ohh you are the one that told about that BC |
00:11:49 | diddystar5 | arghh forgot to get the make package |
00:11:51 | diddystar5 | one sec |
00:12:02 | BC | LOL - you bad bad bad boy - LOL |
00:12:23 | BC | solution is disable "boot from floppy" and then password the BIOS |
00:12:26 | amiconn | 20040406 works for me - so at least I'm not doing something wrong :) |
00:12:37 | BC | cool |
00:12:50 | diddystar5 | compiling... |
00:12:50 | amiconn | Trying 20040407.. |
00:13:06 | BC | just typed "make" for 0407 |
00:14:28 | diddystar5 | 09 is bad |
00:14:43 | BC | we're down to three |
00:14:44 | BC | :) |
00:15:10 | | Quit methangas (" HydraIRC -> http://www.hydrairc.com <- irc client ownage!") |
00:16:17 | amiconn | 20040407 is bad for me - so some change from '06 to '07 apparently broke the Win32 sim. |
00:16:32 | BC | need a faster machine - lol |
00:17:00 | amiconn | It's merely a 1.5 GHz Centrino notebook... |
00:17:05 | BC | yep 0407 is dead for me too |
00:17:08 | deadite66 | same for me 0406 works, 0407 GPF's |
00:17:10 | BC | i have a duron 600 |
00:17:14 | diddystar5 | this libray has nice machines :) 2.4 ghx and 19" monitors |
00:17:34 | | Join hardeep [0] (1098@208.247.65.237) |
00:18:32 | amiconn | Hmm, only 2 changes on 6 April: convbdf.c and lcd-player-charset.c |
00:18:38 | hardeep | all the sims (not just win32) are broken because of the convbdf.c change |
00:19:07 | amiconn | Since changing lcd-player-charset.c should influence a recorder sim at all, it's probably convbdf.c |
00:19:30 | hardeep | the structures are now being declared const and then we're trying to memcpy to them |
00:20:05 | amiconn | hardeep: The strange thing is: Win32 sim is broken since 20040407, but X11 sim is working for me from current CVS!? |
00:20:13 | diddystar5 | amiconn, it crashed before the convbdf thing i think |
00:20:37 | hardeep | amiconn: hmmm, X11 sim just crashed on me |
00:20:39 | hardeep | latest cvs |
00:20:53 | amiconn | Btw: trying X11 under cygwin's X11 |
00:20:55 | hardeep | diddystar5: it's the convbdf thing, i just debugged it |
00:20:58 | hardeep | me too |
00:22:36 | diddystar5 | i tried debugging in my msvc++, didnt show me anything |
00:23:00 | BC | I went the "printf" route - lol |
00:23:12 | hardeep | you need to use gdb if you build using mingw |
00:23:23 | hardeep | or you can build the msvc project with which you can debug from msvc |
00:23:29 | amiconn | hardeep: Why does the sim mecpy() to the font structures while the target doesn't? |
00:23:43 | amiconn | *memcpy() |
00:24:02 | hardeep | amiconn: target does too |
00:24:06 | diddystar5 | ohh |
00:25:05 | hardeep | amiconn: but, according to Linus' comment, the const flag just moves the data to .rodata from .data, where I guess you're still allowed to memcpy into |
00:25:06 | amiconn | If the target also memcpy()'s to structures declared 'const', then 2 questions arise |
00:26:02 | amiconn | (1) Why does the target not crash on it (well, maybe because it has no memory protection) |
00:26:30 | amiconn | (2) Why are these structures declared const in the first place, since they are not really const? |
00:26:56 | hardeep | amiconn: 1 is just like you said, no memory protection |
00:27:11 | hardeep | and 2 is the reason described in Linus' comment: move to .rodata on the target |
00:27:47 | amiconn | Doest this have any advantages? I cannot imagine what it should be... |
00:28:17 | amiconn | ..only that it adds confusion... |
00:28:22 | hardeep | I have no idea either... maybe to save .data space? |
00:28:42 | BC | plugins and sound settings is still broken :( |
00:29:32 | BC | is->are |
00:33:13 | amiconn | Did compile the X11 sim again from current CVS - still works for me (no crash) |
00:35:04 | amiconn | Is it correct that the sim does not save settings? |
00:35:25 | diddystar5 | the sim does save settings |
00:35:33 | diddystar5 | on x11 and win32 |
00:35:57 | diddystar5 | i think the save files is sector32.bin or so |
00:36:54 | hardeep | amiconn: stramge, it's crashing on my system at the font location |
00:37:11 | hardeep | amiconn: did you rebuild the latest version of convbdf? |
00:37:24 | amiconn | Oops .. maybe I deleted that sector3D.bin file after trying to compile the Win32 sim. |
00:37:44 | amiconn | hardeep: yes I did. |
00:38:23 | hardeep | must be the position of the Sun or something then. :) |
00:38:57 | diddystar5 | how do i debug using gdb? (i just got it now) |
00:39:01 | amiconn | It's still running ... on Win XP pro |
00:39:21 | hardeep | yep, same for me |
00:39:28 | hardeep | (os that is) |
00:40:01 | amiconn | The X11 sim is really ugly to use with cygwin, especially since I am using a laptop (which has no separate numeric keypad) |
00:40:48 | diddystar5 | amiconn, to use x11 sim on cygwin, do you need the xfree86 stuff? |
00:41:13 | hardeep | amiconn: yeah, I only use it to make sure I didn't break anything on it. I much prefer the msvc project for debugging |
00:42:27 | amiconn | I don't have msvc, so I tried building the Win32 sim with cygwin (that works for 20040406, but not for newer source). |
00:43:27 | BC | ami - careful, although it runs on 0406, you will still need to patch it up a bit to get the features on it going |
00:44:16 | hardeep | er, not really... which features don't work on the win32 sim? |
00:44:19 | amiconn | diddystar5: yes (xfree86) |
00:44:28 | BC | mas3587 |
00:44:31 | BC | plugins |
00:44:37 | hardeep | uhm, plugins work |
00:44:41 | BC | maybe still some others also - I did not try them |
00:45:06 | BC | what do I have to do to make them work after I type "make"? |
00:45:28 | hardeep | they don't compile for you? |
00:45:44 | BC | select plugins on the menu and <nothing at all> (tm) happens |
00:45:58 | BC | I will check if they were compiled now... |
00:46:13 | hardeep | well, that's different... the plugins are not in the expected location. however, if you browse to them and select PLAY they'll still work |
00:46:35 | diddystar5 | BC goota move thoise to .rockbox/rockcks for that you know? |
00:47:16 | BC | wonder why MAKE can't do that? |
00:47:37 | BC | only about 50 keypresses to get to the plugins :) |
00:47:53 | hardeep | sure, make can be modified to copy them to the correct location |
00:48:10 | hardeep | but you were saying they weren't working which is incorrect |
00:48:15 | BC | Yes, but it is not allowed to be included in the CVS |
00:48:19 | amiconn | How do I set the "virtual root" for the Win32 sim. It sees the root of my C drive as its root.. |
00:48:42 | BC | you can't - the mod was rejected |
00:49:23 | amiconn | But the X11 sim uses that "archos" dir as its root... |
00:49:57 | elinenbe | amiconn: how is "minesweeper" coming? |
00:50:14 | diddystar5 | i think the simulators need to be made the same (or close) |
00:50:23 | diddystar5 | they are way to differnen't |
00:50:48 | BC | I think getting them both working would be a good start :D |
00:51:14 | diddystar5 | i wonder if we can make 1 source tree for both the x11 and win sim's |
00:51:19 | diddystar5 | that would be best |
00:51:26 | midk | hhahahahaha |
00:51:53 | BC | certain core routines need to be diffferent |
00:52:22 | amiconn | elinenbe: Did not even start to write it .. I have to find a way to squeeze as much "cells" on the display as possible. |
00:52:52 | | Nick c0utta{breakfast is now known as c0utta (~c0utta@200.cust47.nsw.dsl.ozemail.com.au) |
00:53:41 | elinenbe | amiconn: scrolling display :) |
00:53:54 | amiconn | elinenbe: With too few cells it would be too easy to solve, while scrolling would be very confusing. |
00:55:14 | BC | magnify the cells around the one which is currently in view |
00:55:55 | | Nick BC is now known as BC|NeedsFood (~bluechip@cpc3-colc1-3-0-cust61.colc.cable.ntl.com) |
00:56:17 | amiconn | If I use 7x7 pixel cells I can fit 8x16 cells (one status line), which is just between "easy" (8x8) and "intermediate" (16x16) level of the original. |
00:56:57 | amiconn | If I play the original, I mostly use the "hard" level, which has 16x30 cells. |
00:57:42 | c0utta | so you guys reckon it's convbdf.c that's caused the issues with the sim builds ? |
00:58:01 | hardeep | c0utta: yeah, just about to submit a fix |
00:58:04 | midk | haha bc |
00:58:29 | diddystar5 | goody |
00:58:33 | c0utta | wierd - i have source as of 31-Mar abd have been "cvs update" every day |
00:58:43 | c0utta | s/abd/and |
00:58:49 | c0utta | no problems here |
00:59:05 | hardeep | c0utta: you're probably not rebuilding the tools (convbdf specifically) |
00:59:09 | amiconn | c0utta: the tools are not recompiled automatically. |
00:59:24 | c0utta | true - i'm not building the tools |
00:59:30 | c0utta | should i ? |
00:59:43 | hardeep | if you want the sim to crash :) |
00:59:59 | midk | hahahahahahahahahahaha |
01:00 |
01:00:01 | amiconn | try "make clean" then "make" in the tools dir - then rebuild the sim -> crash. |
01:00:02 | c0utta | a "feature" |
01:00:02 | diddystar5 | if i leave, its because windows crashed brb |
01:00:23 | midk | LOLACCCCCCCCCCCCS |
01:00:37 | diddystar5 | ok, windwos didnt crash :) |
01:01:13 | midk | windows* |
01:01:39 | diddystar5 | s/windwos/windows/ |
01:01:48 | midk | took long enough |
01:03:26 | amiconn | elinenbe: Maybe I take the scrolling approach, then I have some use for the scrolling routines I built into the framwork... |
01:03:33 | amiconn | *framework |
01:04:57 | amiconn | I just will have to make sure that the cursor never reaches the display border unless it is also the playfield border. |
01:21:48 | diddystar5 | hardeep, got that fix out yet? |
01:24:40 | deadite66 | hah @ mini ipod sound problems, poorly enginered headphone jack may lead to static and crackling after 35-40 days |
01:25:09 | diddystar5 | haha! |
01:25:27 | diddystar5 | apple cant even make a headphone jack right... |
01:25:30 | BC|NeedsFood | I did the same thing with my maze game |
01:25:33 | | Nick BC|NeedsFood is now known as BC (~bluechip@cpc3-colc1-3-0-cust61.colc.cable.ntl.com) |
01:26:40 | amiconn | BC: Should I know it? Didn't see that anywhere... |
01:26:52 | midk | apple didn't make the jack dipshit |
01:27:36 | deadite66 | apple fanboy alert |
01:27:37 | midk | off for a small bit |
01:27:40 | midk | heh no |
01:27:42 | BC | I am still waiting for the win32sim to work before I try to finish it |
01:27:50 | BC | still wanna go first person too |
01:27:52 | midk | just don't enjoy ppl hating apple for the wrong reasons |
01:28:42 | amiconn | BC: Will your maze game feature grayscale? |
01:28:53 | BC | LOL - It will now :) |
01:29:19 | amiconn | So you cannot test it on the sim, even the sim would be working. |
01:29:33 | amiconn | *if the sim would be working. |
01:30:04 | | Quit midk () |
01:30:08 | BC | When the sim is working, maybe I will patch it up to support greyscale?? |
01:30:22 | BC | not like a PC cannot emulate greyscale :) |
01:30:29 | | Quit hardeep (Read error: 104 (Connection reset by peer)) |
01:31:14 | amiconn | Sure a PC should be able to show grayscale, it's just the way grayscale is working on the target: it uses a timer interrupt. |
01:31:17 | BC | either way, the graphics need to be beta's on a real unit - but a real unit is a pain to dev on |
01:32:07 | BC | i dont think it would be worth bothering to emulate to interrupt level - so long as the result looks smilliar, that should be good enough |
01:33:25 | diddystar5 | amiconn, there is thatrockbox video player for computers, so maybe code could be borrowed from that to make grayscae on the sim? |
01:33:32 | amiconn | There are no api functions for grayscale that could be emulated (yet): my grayscale code is banging the hardware to set the timer interrupt. |
01:34:05 | BC | YOUR greyscale code - didn't realise - well done dude :) |
01:34:22 | BC | I will be running your demo just as soon as my jbr has a charge |
01:34:51 | BC | at some point it does a "plot" in some manner - that'll be the point to catch it |
01:35:02 | amiconn | Well, the idea (using a timer to flip between several bitmaps) is from [IDC]Dragon's video plugin, but the framework is written by me. |
01:35:12 | BC | however, core changes are rarely accepted, so perhaps best I don't use it |
01:35:33 | BC | aha - how many z buffers? |
01:36:06 | BC | I was thinking about writing a games dev kit - z buffers would be handy |
01:36:37 | amiconn | z buffers? |
01:36:43 | BC | frame buffers? |
01:36:54 | BC | (showing my age) |
01:37:35 | amiconn | well, you can have anything from 1 to 32 bitmaps (yielding 2 to 33 shades of gray). 1 bitmap isn't that useful though. |
01:37:59 | BC | freeeeeeeeeeoooowwwwwwwwwww |
01:38:38 | amiconn | It does "graceful degradation": if the memory you supply to it isn't enough to store the requested number of bitmaps, it automatically uses fewer bitmaps. |
01:40:09 | BC | interesting |
01:40:40 | BC | so if I give enuf memory for 20 bitplanes i may still have 30 shades? |
01:40:56 | BC | hmm, suppose it's not a "bitplane" really |
01:41:12 | BC | (must look at code before settling on nomenclature) |
01:42:29 | amiconn | No, but if you request 32 bitplanes but only 20 of them fit into the memory you give it, then it allocates 20 bitmaps - you get only 21 shades then, but it still works. |
01:43:10 | BC | hmmm, does it tell me how many shades I have? |
01:43:27 | BC | (kettle) brb |
01:43:38 | amiconn | Yes - this is the return value of gray_get_buffer() |
01:45:31 | amiconn | You don't need to know this value for your code to work, since you set the brightness (of a pixel, line, whatever) with values from 0 to 255 regardless of the number of existing shades. |
01:45:58 | BC | ooh, well done :) |
01:46:11 | BC | although maybe 0..255 is overkill? |
01:47:05 | BC | makes "shade++" impossible |
01:47:29 | amiconn | I though this is the easiest solution since it allows to take arbitrary grayscale bitmaps (e.g. in a picture viewer) and hand it over. |
01:47:43 | BC | fair call |
01:48:32 | BC | maybe a "scale mode" switch on it? |
01:48:37 | *** | Saving seen data "./dancer.seen" |
01:49:40 | amiconn | Hmm, should be possible, but would add quite some complexity. |
01:50:00 | BC | hmm, maybe costly option in an interrupt |
01:51:04 | amiconn | All these calculations are done outside the interrupt. The interrupt routine only copies the next bitplane to the LCD every time it is called. |
01:51:33 | BC | phew |
01:52:41 | BC | first thing should be to write a 64x64 id3 image viewer |
01:53:01 | amiconn | The problem would be the speed: the core routines are heavily optimized (the pixel setting is now written completely in assembler), but it still takes ~1 s to set a full-screen grayscale overlay with 32 bitplanes to a specific shade when then interrupt is running. |
01:53:23 | BC | OW! |
01:53:52 | amiconn | It will be faster if (1) you use fewer shades, (2) if you use a partial overlay |
01:54:28 | amiconn | It will also render faster while the interrupt is not running |
01:54:43 | BC | anyone say "FAST" mode - LOL |
01:54:58 | BC | (if you remember the ZX81 (US=TSR80)) |
01:55:17 | amiconn | I know that, as well as the ZX Spectrum. |
01:55:32 | BC | "FAST" disabled the screen refresh |
01:56:22 | BC | So if I do "clear_to_grey(20); clear_to_grey(10);" ...that would take about 2 seconds to complete? |
01:56:45 | amiconn | The problem is that every "gray" pixel corresponds to one bit in each of the <n> bitplanes, so setting a pixel involves a lot of bit shifting and masking. |
01:56:55 | BC | hmmmm |
01:57:03 | BC | how have you oriented the screen? |
01:57:09 | BC | on the X or Y axis? |
01:58:04 | amiconn | The screen data is oriented the same way as the internal LCD layout, all other layouts would be impossible to handle within the interrupt (way too slow). |
01:58:26 | BC | so 1 byte does a single X and 8 Y's? |
01:58:52 | BC | scuse me, i've not dug too deep in that bit before |
01:59:02 | amiconn | Yes, but there is one byte for a single X and 8 Y's _in each bitplane_. |
01:59:31 | BC | understood just trying to understand it all so I can think ahead |
02:00 |
02:00:21 | amiconn | Even this layout takes ~50% CPU power for full-screen solely for the interrupt.. |
02:01:33 | BC | can i have a greyscale window? |
02:02:03 | BC | does cpu useage go down with bitplane count? |
02:02:10 | amiconn | Yes, the grayscale framework works like an overlay. See my comments within the source. |
02:02:31 | BC | yes, sorry, i glimpsed the source, but should read it properly |
02:02:37 | amiconn | CPU usage varies only with overlay size, not with bitplane count. |
02:02:48 | BC | okay |
02:02:54 | BC | seems weird |
02:03:13 | BC | sure if there were only 16 bitplanes then the interrupt could do_nothing() 50% of the time |
02:03:19 | BC | surely... |
02:04:16 | amiconn | It is in no way weird. I told you that the interrupt routine only copies the next bitplane over to the LCD every time it is called. If it reaches the last bitplane, it starts over in the next call. |
02:04:43 | BC | how often does the interrupt fire? |
02:04:54 | | Join AciD [0] (~acid@longchamp44-1-82-67-133-87.fbx.proxad.net) |
02:05:32 | amiconn | The repeat frequency is choses to approximate the internal scan rate of the LCD controller to minimize flicker. It is set to 67 Hz currently. |
02:05:38 | amiconn | *chosen |
02:06:12 | BC | I wonder if a less frequent update would help CPU overhead? |
02:06:48 | amiconn | Yes it would, but then you wouldn't get smooth grayscale, only flickering grains. |
02:07:29 | BC | surely 33.5 (if you get my drift) FPS would be beyond the human eye to detect? |
02:08:07 | BC | (hope you don't mind me chatting about this) |
02:08:35 | amiconn | No, because the total repeat frequency is 67 Hz / <number_of_bitplanes>. |
02:09:36 | BC | <brain whirring> |
02:09:57 | amiconn | Even with the current parameters the gray areas look a bit "grainy" when using 32 bitplanes. |
02:10:34 | BC | yes, I think I am getting it - just installing the demo now |
02:10:41 | BC | does it work with 2.2 native? |
02:10:50 | amiconn | This is more noticeable if the display is warm, because the LCD is faster then. |
02:11:16 | amiconn | Should work with 2.2 since it does not use esoteric new features. |
02:11:57 | BC | "esoteric" ...love that word :) |
02:14:29 | BC | very nice :) |
02:14:43 | BC | but it IS slow...hmmm |
02:15:06 | BC | some carful though will need to be given to screen updates |
02:15:51 | amiconn | Tried using the "cursor" buttons? |
02:16:00 | BC | yes, they're VERY smooth :) |
02:16:19 | BC | loses data that goes off the screen tho - guess that's just implementation |
02:16:52 | amiconn | Yes, it is scrolling, not rolling. |
02:17:21 | BC | need to rethink my ideas tho |
02:17:48 | amiconn | scrolling l/r can be done by any pixel amount with the same speed, scrolling u/d by 1 pixel (slow) and by 8 pixels (significantly faster; not shown in the demo) |
02:18:06 | BC | fer sure |
02:18:23 | amiconn | If you hold l/r in the demo, it scrolls by 3 pixels. |
02:18:37 | BC | right, yes I did |
02:18:42 | BC | that makes sense |
02:20:07 | amiconn | The usage differs from the b & w api functions in a way that there is no dedicated update() function. |
02:20:48 | amiconn | Every graphics primitive you call writes to the various bitplanes, the interrupt does "automate" the update. |
02:20:49 | BC | I find update() quite annoying anyway, so that's no bad thing |
02:21:02 | BC | cool |
02:21:11 | diddystar5 | i need to get busy on that poker game iwas goign to make... |
02:21:44 | BC | AI? |
02:21:45 | amiconn | The fastest graphics primitive (for larger screenn areas) is inverting a rectangle. |
02:22:14 | diddystar5 | BC, you mean for the poker game? |
02:22:26 | BC | diddy: yes |
02:22:55 | diddystar5 | BC: yes maybe, but i will most likly start with a simple "get as many points as you can" version |
02:23:42 | diddystar5 | i was thinking about making the cards in grayscale, but i haven't looked at the framework yet to see how hard that would be |
02:25:26 | BC | ami: in first person the whole screen updates every time - so i guess that's out of the question? |
02:25:27 | amiconn | diddystar5: shouldn't be that hard if you read the comments in it - usage doesn't differ that much from the api functions for b & w. |
02:25:46 | BC | gray_drawgraymap |
02:25:54 | diddystar5 | amiconn, ok, i will look at it now, and get started on making the graphics |
02:26:17 | amiconn | BC: "first person" ? |
02:26:26 | BC | doom |
02:26:30 | BC | (for example) |
02:26:49 | amiconn | Ah ok. Guess this would be too slow. |
02:27:13 | BC | can I demand X bitplanes? |
02:27:58 | amiconn | Yes, you can: int gray_init_buffer(unsigned char *gbuf, int gbuf_size, int width, int bheight, int depth); |
02:28:08 | diddystar5 | i have a doom game written in assembly for my ti83+ |
02:28:31 | BC | porting asm in an arse! |
02:28:36 | BC | in->is |
02:28:43 | diddystar5 | the graphics in it are awsome (for a calcultor) |
02:28:59 | BC | so the update will be quicker if I deman only 8 bitplanes ....hmmm |
02:30:58 | diddystar5 | what should be the resolution for the spade (or any suite) bitmap? i'm bad at guessing maybe 8x8? |
02:31:54 | amiconn | diddystar5: You can use any size that looks good and fits in the display. There are no speed advantages in choosing powers of 2. |
02:32:16 | diddystar5 | amiconn, ok, i will go with 12x12 to start |
02:32:30 | BC | YOU NEED 7X7 FOR A SPADE |
02:32:33 | BC | sorry for shouting |
02:32:44 | BC | +1 pixel space all around it |
02:32:48 | BC | ==9x9 |
02:33:01 | BC | or maybe only one pixel above and to the left = 8x8 |
02:33:14 | diddystar5 | ? |
02:34:03 | BC | you ...that means not me |
02:34:04 | BC | need ...as in what is required |
02:34:04 | BC | lol |
02:34:16 | diddystar5 | umm ok lol |
02:34:20 | amiconn | BC: The speed of the rendering depends linearly on the width, height and number of bitplanes. However, you will gain more speed from using a smaller screen area, since the the interrupt "steals" less CPU time. |
02:34:21 | BC | gimme a clue on where you got lost? |
02:34:51 | diddystar5 | why 8x8? |
02:34:56 | | Quit Ka_ ("* poof *") |
02:35:08 | BC | ami: yes, thinking of how to get back time for the 3d calculations |
02:35:25 | | Nick c0utta is now known as c0utta{afk} (~c0utta@200.cust47.nsw.dsl.ozemail.com.au) |
02:35:45 | BC | diddy: maybe just 7x7, but all your grphics will be butted right up to each other |
02:35:57 | amiconn | BC: You really want to give *3D* a try? WOW! |
02:36:11 | BC | it's not that hard really |
02:36:27 | BC | I'm just wondering if we have the power to do it in grey |
02:36:56 | BC | al the maze algorithms etc are already written |
02:37:42 | amiconn | A possible way to speed up the grayscale rendering significantly (already suggested by [IDC]Dragon) would be to place it into IRAM. |
02:38:01 | BC | i'm working on a variation on the bressenhams to produce a fast bitmapping algorithm |
02:38:12 | amiconn | This would require it to be in the core, though. |
02:38:19 | BC | yes, read about that - didn't really understand it |
02:38:44 | BC | not sure what the IRAM is -didn't look it up |
02:39:15 | amiconn | The SH1 has an internal ram which it can access without RAS/CAS delays and with 32bit width - this is the IRAM. |
02:39:33 | BC | righty - L1 RAM :) |
02:39:44 | BC | makes sense |
02:39:56 | amiconn | Unfortunately it is rather small (only 4096 bytes) and only usable from within the main firmware. |
02:40:30 | amiconn | It would give around 60% speedup (from my calculations - not tested that) |
02:40:37 | BC | shit! |
02:40:40 | BC | WOW! |
02:40:40 | diddystar5 | geeze its hard to put a spade in a 7x7 spot |
02:40:50 | | Join Ka_ [0] (~tkirk@pcp261336pcs.howard01.md.comcast.net) |
02:41:01 | amiconn | diddystar5: I suggest |
02:41:06 | amiconn | ooops |
02:41:37 | BC | −−-x−−-, −−xxx−−, -x-x-x-, xxx-xxx, -x-x-x-, −−-x−−-, −−xxx−− |
02:42:12 | amiconn | diddystar5: Please bear in mind that the pixels on the LCD aren't square - they are taller than wide. |
02:42:26 | BC | will look even better then :) |
02:42:43 | diddystar5 | one sec... |
02:43:20 | amiconn | Another suggestion: If you use a real grayscale bitmap, you can do anti-aliasing. |
02:43:26 | BC | fwiw - they were sent to me by a friend who write games for nokia ;) |
02:45:03 | diddystar5 | BC, didnt turn out nice, but one sec, i think i cna make it nice |
02:51:35 | BC | sorry :( it all looked cool on the test screen he sent me :( |
02:53:39 | | Quit AciD ("indent -kr -nbad -bap -nbbb -nsc -br -nce -cdw -ss -cli2 -npcs -ncs -i6 -ts6 -saf -sai -saw -di0 -nbc -npsl -brs -lp -ip6 -pp) |
02:55:50 | diddystar5 | −−-x−−- −−xxx−− −−xxx−− xxxxxxx xxxxxxx −−-x−−- |
02:55:53 | amiconn | Perhaps I will try to put the grayscale pixel routine into IRAM to get real-world speedup figures. Then we'll have to convince the core developers that we need grayscale in the main core to get BC's super-duper 3D game running. |
02:55:55 | diddystar5 | thats the best i could do |
02:56:33 | BC | diddy: that's 7x6 |
02:56:44 | diddystar5 | actually, on line 4, -xxxxx- ooks better |
02:57:01 | BC | ami: well, don't rest it on me, the game is unlikely to undergo any more dev until the sims are working again |
02:57:14 | diddystar5 | whoops, make a copy of line 2 as 3 |
02:57:17 | diddystar5 | thats what it was |
02:57:36 | BC | diddy: yes that makes sense |
02:59:53 | diddystar5 | the diamond was easy :) |
03:00 |
03:00:01 | BC | ami: still need to get around the frame redraw tho ...hmmm |
03:00:05 | BC | lol |
03:01:39 | BC | a heart is a diamond with bobbles on the top |
03:01:55 | diddystar5 | haha yay, i just finished the heart now |
03:02:12 | BC | a spade is the top half of a diamond with the bottom half of a club |
03:02:14 | diddystar5 | now for the hardest one.... |
03:02:53 | diddystar5 | i also found some source to the linux poker game, so i dont have to work out all the logic |
03:03:15 | BC | cheat |
03:03:19 | BC | lol |
03:03:38 | | Join midk [0] (mk@ACA29BF3.ipt.aol.com) |
03:03:48 | BC | think I might have to nasty ways to cheat on the 3d maths |
03:04:10 | midk | yo all. |
03:05:02 | diddystar5 | hey the club wasnt all that hard |
03:05:18 | BC | LOL |
03:05:24 | BC | that's what I sent you!? |
03:05:45 | diddystar5 | it was? well it didnt look like one lol |
03:05:58 | BC | now a set of numbers... |
03:06:12 | diddystar5 | yep |
03:06:16 | BC | i have drawsprite routines to help print all this stuff on the screen |
03:06:26 | BC | in fact I have a set of numbers done already |
03:06:35 | BC | for the new audio screen |
03:06:35 | diddystar5 | cool |
03:06:43 | BC | use them :) |
03:06:46 | diddystar5 | could you send them? |
03:06:47 | BC | if you like |
03:06:48 | amiconn | BC: You will have to use integer maths to get it reasonably fast. If you want it even faster, you can use 16bit precision, but this requires assember (I do this in my pixel routines). |
03:06:52 | BC | they're on sourceforge |
03:07:07 | diddystar5 | BC: in your audio patch? |
03:07:15 | BC | ami: yes, int's all the way |
03:07:55 | BC | if I limit the animation step sizes I can strip the tables down to virtually nothing |
03:08:17 | amiconn | The bad thing when using C multiplication / division is that it uses subroutine calls. |
03:08:30 | BC | thinking maybe 15^ rotational steps |
03:08:34 | BC | OUCH! |
03:08:46 | midk | animation? |
03:08:47 | midk | what |
03:08:50 | midk | d i miss |
03:09:09 | BC | bc rolling a fag |
03:09:43 | midk | dids |
03:09:45 | midk | <diddystar5> amiconn, there is thatrockbox video player for computers, so maybe code could be borrowed from that to make grayscae on the sim? |
03:09:47 | diddystar5 | BC, in you audio3597 patch or not? |
03:09:48 | midk | where at? |
03:10:13 | amiconn | The good thing is that the SH1 has a hardware multiplier that takes only 3 clocks, but it does 16 x 16 bits only, so C uses a subroutine with several 16 bit multiplies to allow for 32 x 32 bits. |
03:10:30 | diddystar5 | midk, look at the documentation at rockbox, and i think there is a link to mp3/archos related stuff and its in there |
03:10:49 | midk | k ty |
03:11:06 | midk | "useful mp3 and jukebox related tools"? |
03:11:15 | diddystar5 | BC: found them |
03:11:20 | midk | aha |
03:11:21 | amiconn | That PC .rvf player is written in Java and does only play .rvfs without audio. |
03:11:22 | midk | got it |
03:11:22 | midk | thanks! |
03:11:35 | midk | booo :D |
03:11:47 | BC | replace "plot_across_bitplanes" with "stuff value in buffer |
03:11:50 | BC | for sim |
03:12:00 | amiconn | It also causes 100% cpu load while playing. |
03:13:11 | midk | hey it works |
03:13:14 | midk | yay |
03:13:43 | amiconn | BC: If you really want to try 3d - try to avoid divisions whenever possible - these are really costly. |
03:14:25 | BC | thanks for the heads up - i will botch them all with shifts |
03:15:42 | BC | diddy: do you have the source yet? |
03:16:01 | BC | mk: talking about cpu power for 3d AND grey together |
03:16:21 | midk | yeah sounds interesting |
03:16:31 | midk | that maze would be cool :) |
03:16:39 | BC | need to beg the "guy who can" to fix the sim |
03:16:43 | BC | guyS |
03:16:59 | midk | you mean to merge your patch? |
03:17:02 | | Nick orange_away is now known as _orange_ (~mdw@orange.active.supporter.pdpc) |
03:17:06 | BC | no, to make it work |
03:17:25 | midk | what's wrong with it? |
03:17:36 | BC | take a look at what my sim patch fixes :) |
03:17:45 | BC | it doesn't apply any more :( |
03:18:45 | midk | oh the comments on the patch? |
03:19:12 | BC | it has a list of what I fixed |
03:19:23 | BC | then a debate about how it should be done |
03:19:28 | midk | i know |
03:20:47 | midk | i read that yeah |
03:20:49 | diddystar5 | BC, huh what source? |
03:20:51 | midk | so .. |
03:21:07 | midk | you want your patch merged is what you mean when you say it needs to be fixed? |
03:21:12 | BC | diddy: with the number font |
03:21:26 | BC | no my patch was broken jan 2nd |
03:21:32 | diddystar5 | BC: ohh yeah, i'm hacking at itn ow |
03:21:47 | BC | all work was rejected, so the sim remains broken |
03:23:37 | diddystar5 | you sim patch was regected? |
03:23:41 | diddystar5 | i thought it was great |
03:23:49 | midk | poker game interesting |
03:24:06 | diddystar5 | midk, stay away! |
03:24:12 | BC | yeah - bummer hey - that's why I've stopped developing |
03:24:13 | midk | aww |
03:24:19 | midk | *wanted to design logos and graphics |
03:24:27 | BC | Suppose SOME good came of it then - LOL |
03:24:35 | diddystar5 | midk, nah, you can mess with it, just dont go adding stuff like logogs etc :) |
03:24:47 | midk | heh don't worry i won't touch it |
03:24:50 | midk | not worth it |
03:24:55 | diddystar5 | haha |
03:25:14 | midk | well this is based on the assumption that it gets farther than "case BUTTON_OFF:" |
03:25:27 | BC | LOL |
03:26:19 | diddystar5 | :P |
03:26:45 | diddystar5 | have you seen the patch mid made for the clock? its crazy 4 logos... |
03:26:51 | midk | lol bc |
03:26:57 | midk | <BC> YOU NEED 7X7 FOR A SPADE |
03:27:03 | midk | dids: don't hate yo |
03:27:49 | diddystar5 | now i need to maek graphics for ace, jack, queen, and king |
03:27:55 | diddystar5 | want take very long |
03:28:07 | BC | go with J Q K |
03:28:12 | midk | i'm good at gfx yo |
03:28:20 | midk | what's the size? |
03:28:24 | diddystar5 | BC, how big were those numbers you made? |
03:28:34 | diddystar5 | midk: i can handle it :) |
03:28:45 | BC | errr, 7x5? |
03:28:51 | midk | dids i know |
03:28:57 | midk | just wanna play around with what's possible |
03:29:02 | midk | what's the size? |
03:29:56 | diddystar5 | BC: is it 7x5 or 5x7? |
03:30:05 | diddystar5 | ______ |
03:30:06 | midk | dids come on |
03:30:08 | diddystar5 | | | |
03:30:20 | BC | take a butchers at the source :) |
03:30:31 | diddystar5 | | |) |
03:30:32 | diddystar5 | |__| |
03:30:39 | diddystar5 | my coffee mug :) |
03:30:53 | BC | B−− |
03:31:13 | midk | dids not gonna tell me? |
03:32:04 | diddystar5 | size of what? |
03:32:15 | midk | the. icons. duh. |
03:32:31 | diddystar5 | 7x7 |
03:32:37 | diddystar5 | i have already made them |
03:32:44 | midk | um ow lol |
03:33:47 | midk | ok |
03:34:08 | scott666 | whats all this about poker now? |
03:34:20 | midk | scott666: did's writing a poker game |
03:34:24 | scott666 | ahh |
03:34:25 | scott666 | fun |
03:34:33 | midk | lol |
03:34:39 | midk | i'm betting it won't get far |
03:34:51 | diddystar5 | midk is just jealous |
03:34:56 | scott666 | we need a standard 'cards' library |
03:35:01 | midk | haha |
03:35:07 | scott666 | so we can easily do blackjack and solitaire and stuff |
03:35:16 | scott666 | i have one written in python |
03:35:17 | scott666 | heh |
03:35:26 | scott666 | least i used to... |
03:37:04 | diddystar5 | i need to go home i like 8 minutes :( |
03:37:07 | diddystar5 | *in |
03:37:16 | diddystar5 | nah i will stay longer i think |
03:37:19 | BC | bed time? |
03:37:23 | | Part BC |
03:37:38 | diddystar5 | no, i'm just "supposed" to be home by 7 today |
03:37:38 | | Join BC [0] (~bluechip@cpc3-colc1-3-0-cust61.colc.cable.ntl.com) |
03:37:49 | midk | dids why? |
03:38:00 | diddystar5 | i don't know |
03:38:02 | BC | his jimmy jams are folded an waiting |
03:38:05 | BC | LOL |
03:38:09 | midk | not good to ignore mom/dad |
03:38:10 | diddystar5 | i might be doing drugs or something :P |
03:38:12 | midk | LOL |
03:38:14 | midk | LOOOOOOLL |
03:38:17 | midk | omfg lol |
03:38:32 | midk | oh god |
03:38:33 | BC | i found out what "indo" was the other week |
03:38:34 | diddystar5 | haha |
03:38:42 | | Part amiconn |
03:38:51 | BC | holy sh!7 some people do some dumb things |
03:38:53 | diddystar5 | tie to bmp3rb all my pics :) |
03:38:58 | scott666 | rockbox = drugs |
03:39:10 | diddystar5 | s/tie/time/ |
03:39:24 | midk | bmp2rb* |
03:39:44 | diddystar5 | damn |
03:39:48 | diddystar5 | missed one lol |
03:39:54 | midk | oh noo |
03:40:43 | BC | so, are we gonna pool resources and write a card game engine? |
03:41:13 | scott666 | i want in, its been too long since ive coded anything |
03:41:46 | scott666 | and if i can use my archos for a solitaire gaming machine all through school it'll be worth it to me |
03:42:15 | diddystar5 | just have a set of bitmaps, the suites and numbers which i have just made, and its fine |
03:42:51 | diddystar5 | i can send you guys what i have right now if you want |
03:43:11 | BC | if you define them in the same way I did for my previous games, we can use all my gfx libs :) |
03:44:20 | scott666 | BC: try again |
03:44:58 | scott666 | hmmm |
03:45:15 | BC | maybe diddy can send it to you? |
03:45:39 | diddystar5 | sure one sec |
03:46:06 | scott666 | there we go |
03:48:13 | scott666 | crazy |
03:48:23 | midk | crazy is right yo |
03:48:31 | midk | dids dont leave me out |
03:48:33 | midk | do i get to see too? |
03:48:38 | *** | Saving seen data "./dancer.seen" |
03:49:21 | diddystar5 | yeah i guess, but i dont have them all sorted out nice yet |
03:49:42 | diddystar5 | i would rather wait untill i have them all bmp2rb'ed and have them all in one file |
03:49:44 | midk | yay ty |
03:49:48 | scott666 | someone have a suggestion for a good win32 C compiler? |
03:49:59 | diddystar5 | mscv++ |
03:50:02 | BC | what destination? |
03:50:04 | diddystar5 | *msvc++ |
03:50:06 | midk | MSVC++ |
03:50:06 | BC | what to write? |
03:50:40 | BC | windoze appz is either vc++ or cygwin really |
03:50:54 | diddystar5 | and cygwin isnt good for plain windows stuff |
03:50:57 | diddystar5 | imo |
03:51:01 | midk | no it sucks |
03:51:07 | BC | command line utils; you can add djgpp+rhide to that list |
03:51:19 | BC | presuming you are targetting a pc |
03:51:27 | diddystar5 | what is rhide? |
03:51:37 | diddystar5 | i gave used djgpp before |
03:51:41 | BC | rob hoene's integrated development environment |
03:51:53 | diddystar5 | but that would be dos apps only right? |
03:52:00 | BC | yep |
03:53:02 | diddystar5 | im going home guys, i will try to get back on when i get home and have these bmp2rb'ed |
03:53:20 | diddystar5 | if i can get on the puter, it would probably be about 20 mins |
03:53:29 | diddystar5 | (from now) |
03:53:30 | BC | good luck! |
03:53:40 | diddystar5 | :) |
03:53:42 | diddystar5 | see you |
03:54:17 | scott666 | l8er |
03:54:32 | scott666 | midk: no results on kazaa for MSVC++ |
03:54:43 | midk | search for "visual c++ |
03:54:49 | diddystar5 | scott666, miscrosoft visual c++ |
03:54:52 | diddystar5 | try that |
03:54:57 | diddystar5 | byw |
03:54:58 | midk | microsoft* |
03:55:00 | midk | bye* |
03:55:03 | | Quit diddystar5 ("Leaving") |
03:55:18 | scott666 | about how much should it be? |
03:55:21 | scott666 | *big |
03:55:28 | midk | i think it was 77mb or so |
03:55:34 | midk | what sizes do you see? |
03:55:39 | midk | 70mb maybe |
03:56:19 | midk | 69mb yo! |
03:56:21 | midk | that must be it |
03:56:26 | scott666 | from 1.6gB to 1.6Kb |
03:56:26 | midk | or 73 |
03:56:33 | midk | holy shit 1.6gb? |
03:56:52 | midk | heh try "microsoft visual c++" |
03:56:56 | midk | that could narrow it down |
03:57:39 | scott666 | *M |
03:57:40 | scott666 | heh |
03:57:41 | scott666 | read it wrong |
03:57:57 | scott666 | 300MB to 16k |
03:57:58 | midk | the largest is 1.6mb? |
03:58:03 | midk | what are most of them |
03:58:06 | midk | what's the average yo |
03:58:28 | scott666 | im getting onces that s about 70mb |
03:58:37 | midk | yup its about that afaik |
03:58:43 | scott666 | the difference between standard edition and enterprise edition |
03:59:00 | midk | i have standard |
03:59:05 | midk | enterprise is probably better |
03:59:27 | scott666 | yeah |
03:59:30 | scott666 | but bigger too |
03:59:34 | scott666 | and probably all stuff i dont need |
03:59:39 | midk | yeh ok standard |
03:59:59 | midk | bc what text editor do you use |
04:00 |
04:00:02 | scott666 | plus its already goin at 50kBps |
04:00:06 | BC | ultraedit |
04:00:06 | midk | shit its 7pm! |
04:00:11 | midk | *gets hw |
04:00:11 | BC | bed time |
04:00:20 | midk | fror bc? |
04:00:32 | BC | nah |
04:00:35 | midk | not for me |
04:00:36 | BC | bored time for bc |
04:01:04 | midk | *gets out hw |
04:01:15 | BC | never heard it called that before |
04:01:27 | BC | it'll make you go blind! |
04:01:30 | midk | heh "factor x^2-11x+30 |
04:01:44 | midk | cant concentrate |
04:02:11 | midk | i'll compromise by coding some useless rockbox feature such as an alternate logo and telling my teacher that he should grade my clock update instead |
04:02:18 | midk | *planned out yo |
04:02:31 | BC | you just want a value for x yeah? |
04:02:43 | midk | no factor it |
04:02:54 | midk | its like (x+1)(x-3) or something |
04:03:05 | scott666 | (x-5)(x-6) |
04:03:16 | BC | naughty scott! |
04:03:18 | midk | n.... |
04:03:20 | midk | yes! |
04:03:21 | scott666 | heh |
04:03:22 | midk | what |
04:03:25 | midk | how do you know scott |
04:03:32 | midk | cheater |
04:03:38 | BC | 6*5=30 |
04:03:38 | * | scott666 is in pre-calc, not pre-algebra |
04:03:42 | BC | 6+5=11 |
04:03:47 | midk | its not pre algebra |
04:03:51 | midk | bc really omfg |
04:04:13 | midk | hey hes RIGHT |
04:04:30 | midk | what about x^2 - 13x - 30 |
04:04:40 | BC | hehehehe |
04:04:53 | scott666 | -10 -3 |
04:04:57 | * | midk brushes hands together |
04:05:04 | scott666 | wait, no |
04:05:05 | midk | HEY |
04:05:08 | midk | yes it is! |
04:05:15 | scott666 | no it isnt |
04:05:18 | midk | no? |
04:05:20 | BC | no its not |
04:05:23 | scott666 | thats -13 +30 |
04:05:25 | midk | its on here |
04:05:33 | scott666 | not - |
04:05:39 | BC | -10 * -3 = -30 |
04:05:43 | BC | +30 |
04:05:47 | BC | d'oh |
04:05:52 | midk | not on here |
04:05:58 | scott666 | you typed the problem wrong? |
04:06:11 | midk | nope |
04:06:17 | midk | er |
04:06:19 | midk | yeah |
04:06:26 | midk | :D i was um testing you |
04:06:27 | BC | -15 +2 |
04:06:39 | midk | oh wait |
04:06:41 | midk | no i didnt |
04:06:44 | midk | i wasnt testing you |
04:06:46 | midk | i did type it right |
04:06:49 | scott666 | yeah. thats right |
04:06:50 | scott666 | heh |
04:06:50 | BC | -15 +2 |
04:06:53 | | Part deadite66 |
04:06:56 | midk | hey bcs right |
04:06:59 | midk | hmm |
04:07:11 | midk | x62 0 13x + 30\ |
04:07:12 | midk | er |
04:07:19 | midk | x^2 x 13x + 30 |
04:07:21 | midk | er |
04:07:27 | midk | x^2 + 13x + 30 |
04:07:39 | scott666 | +10 +3 |
04:07:45 | BC | +3 +10 |
04:08:15 | midk | i have -10 -3 here |
04:08:24 | BC | also good |
04:08:31 | midk | shit its |
04:08:36 | midk | x^2 - 13x + 30 |
04:08:37 | midk | gah |
04:08:40 | scott666 | there you go |
04:08:40 | midk | typing them in wrong |
04:08:43 | BC | no, what am i talkinng about |
04:08:45 | midk | -10 -3? |
04:08:51 | scott666 | yeah |
04:08:54 | midk | OH YES! YES!! |
04:08:57 | midk | ok how about this one |
04:09:06 | BC | +5 -7 |
04:09:13 | midk | x^2 - 2/3x + 1 |
04:09:18 | BC | (the tarrot told me - lol) |
04:09:29 | midk | LOL |
04:10:08 | midk | wait |
04:10:12 | midk | x^2 - 2/3x + 1/9 |
04:10:27 | scott666 | -1/3 -1/3 |
04:10:38 | scott666 | heh |
04:10:49 | BC | not had this much fun in ages |
04:10:59 | midk | omf |
04:11:00 | BC | actually feel like i have a grasp on maths |
04:11:01 | midk | omfg* |
04:11:02 | midk | hes right |
04:11:06 | midk | bc you're fired |
04:11:07 | BC | course he is |
04:11:09 | midk | scott you're hired |
04:11:13 | midk | ill scan in the page |
04:11:15 | midk | you can do the work |
04:11:28 | | Quit ILuvit () |
04:12:16 | scott666 | ha |
04:12:45 | BC | we gonna support multiple decks? |
04:12:54 | midk | hey bx |
04:12:55 | midk | bc* |
04:12:57 | scott666 | yes |
04:12:59 | scott666 | yes we are |
04:13:06 | scott666 | im sure midk will want to |
04:13:14 | midk | ?? |
04:13:18 | midk | hey i got an idea |
04:13:19 | scott666 | decks |
04:13:24 | scott666 | like logos but smaller |
04:13:26 | BC | i think it will be easier to hold ONE stack of cards and track where they are |
04:13:26 | midk | lets make a like math thing |
04:13:29 | midk | that does it for you |
04:13:42 | scott666 | oh wait |
04:13:52 | scott666 | like the pattern on the cards or like poker with 3 decks? |
04:14:12 | BC | as in 3 decks |
04:14:18 | scott666 | ok |
04:14:20 | BC | for casino blackjack etc |
04:14:32 | BC | backs - whatever |
04:14:32 | scott666 | id say no then, unless its really easy to implement |
04:14:40 | BC | easy enough |
04:14:53 | midk | are we making poker without diddy? |
04:14:54 | midk | YAY |
04:15:05 | scott666 | heh |
04:15:08 | BC | no, just continuing while he is on sabatacle |
04:15:26 | midk | nooooo |
04:15:28 | midk | boo |
04:15:33 | midk | hey lets finish it tonight |
04:15:39 | BC | you would need to specify max-decks in your code cos we have no malloc |
04:15:47 | scott666 | 44MB of MSVC++ downloaded... |
04:15:52 | scott666 | damn slow kazaa |
04:16:03 | midk | heh i'd take 50kb/s any day |
04:16:07 | midk | well at mom's house |
04:16:11 | midk | at dad's no way |
04:16:33 | scott666 | so youd take 50kB/s every other day? |
04:16:42 | BC | lol |
04:16:48 | midk | yes |
04:16:49 | midk | YES |
04:20:27 | BC | other than JOKER ...what special cards? |
04:20:38 | midk | lets do some more math with mid! |
04:20:51 | midk | 3x^2 + 5x - 2 |
04:21:03 | scott666 | old maid? |
04:21:08 | midk | OH |
04:21:09 | midk | yES |
04:21:09 | midk | YES |
04:21:10 | DBUG | Enqueued KICK midk |
04:21:10 | midk | YES |
04:21:11 | *** | Alert Mode level 1 |
04:21:11 | midk | YES |
04:21:11 | *** | Alert Mode level 2 |
04:21:11 | *** | Alert Mode level 3 |
04:21:11 | midk | YES |
04:21:12 | *** | Alert Mode level 4 |
04:21:12 | midk | yES |
04:21:12 | BC | yep |
04:21:13 | *** | Alert Mode level 5 |
04:21:13 | midk | yES |
04:21:15 | *** | Alert Mode level 6 |
04:21:15 | midk | yES |
04:21:20 | midk | and lets make the computer always pick the maid |
04:21:22 | midk | so you always win |
04:21:37 | BC | we MIGHT have room for ONE more card |
04:21:54 | BC | Knight? |
04:21:55 | scott666 | (3x - 1)(x + 2) |
04:21:56 | BC | LOL |
04:24:30 | scott666 | i cant think of any other cards |
04:24:37 | scott666 | unless we want 2 different jokers? |
04:24:45 | midk | scott show me how to do it |
04:24:52 | BC | change the suit |
04:25:25 | scott666 | foil |
04:25:30 | scott666 | do you have foil there? |
04:25:34 | midk | yes |
04:25:35 | scott666 | first outer inner last? |
04:25:35 | midk | duhh |
04:25:40 | midk | foil yo |
04:25:45 | midk | i wrote it on the top of the paper |
04:27:21 | scott666 | the only way you can get 3x^2 is 3x*x |
04:27:28 | scott666 | only way you can get 2 is 1*2 |
04:27:29 | midk | duh |
04:27:33 | midk | no shit |
04:27:37 | midk | ooh really |
04:27:37 | scott666 | then you just have to mix with placment and signs |
04:27:38 | midk | duhh |
04:27:47 | midk | not stupid here scott |
04:27:56 | scott666 | 09:27 PM> <midk> scott show me how to do it |
04:28:12 | midk | how does that affect any previous statements? |
04:28:24 | scott666 | i was showing you |
04:28:41 | midk | surre |
04:30:13 | midk | ok show me how to do |
04:30:25 | midk | 24y^2 + 52y + 24 |
04:31:03 | scott666 | *grabs graphing calculator |
04:31:16 | *** | Alert Mode OFF |
04:31:34 | midk | show me please |
04:32:12 | scott666 | (y - 1.5)(y - 2/3) |
04:32:29 | scott666 | hmmm |
04:32:33 | midk | uh? lol |
04:32:39 | BC | surely not |
04:32:53 | midk | *mid has an unsigned short attentionspan[]; |
04:32:57 | scott666 | divide everything by 4 |
04:33:13 | scott666 | then its 4(6x^2 + 13 + 6) |
04:33:32 | midk | no thats too coommmmplicatedddddd |
04:33:46 | scott666 | (6x + 6)(x + 1) |
04:33:57 | scott666 | youre sure it isnt 28? |
04:34:00 | scott666 | *48 |
04:34:11 | midk | what isn't? |
04:34:17 | scott666 | (24x + 24)(x + 1) |
04:34:35 | scott666 | thats 24x^2 + 48x + 24 |
04:34:44 | midk | wrong |
04:34:45 | midk | its |
04:35:06 | midk | (12y+8)(2y+3) |
04:35:08 | BC | how many card players max? |
04:35:16 | scott666 | 8? |
04:35:20 | scott666 | 4? |
04:35:21 | BC | 7? |
04:35:26 | midk | 4. |
04:35:35 | midk | scott please helpsors |
04:35:55 | BC | 7+dealer or 3+dealer? |
04:36:03 | midk | 3+dealer |
04:36:08 | midk | 7 is way too much |
04:36:11 | scott666 | yeah |
04:36:22 | midk | scoot show me plese |
04:36:23 | BC | but is 4+dealer too much? |
04:36:35 | midk | not really but 3+d seems more logical |
04:36:40 | scott666 | 4 is the standard number of players i think |
04:36:50 | scott666 | in most computer games theres 3+d |
04:36:51 | midk | 4 including dealr |
04:37:01 | midk | woohoo and i was just guessing! |
04:37:02 | BC | I'm just considering jamming it at 4 and then someone say "we want 5" |
04:37:11 | midk | hahah |
04:37:13 | midk | actually bc |
04:37:20 | midk | just make it to like 7 |
04:37:23 | BC | and 7 is the next logical step after 3 |
04:37:25 | midk | then an option to lower it duh |
04:37:31 | BC | MAX players |
04:37:32 | midk | so you dont have to expand it ever |
04:37:39 | midk | yes |
04:37:41 | scott666 | max should be 7+d |
04:37:43 | midk | 7+d max |
04:37:53 | midk | scott show me or no |
04:38:00 | scott666 | show you what? |
04:38:10 | midk | how to do it |
04:38:28 | scott666 | trial and error |
04:38:33 | midk | asdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff yo |
04:38:34 | scott666 | or the quadratic formula |
04:38:38 | BC | just thinkning, in a game of solitaire there are effectively 11 or 18 card positions |
04:38:49 | | Part _orange_ |
04:38:56 | BC | trial and error is easier |
04:39:13 | midk | bc can you show me how to do a problem begging to end? |
04:39:17 | BC | maybe a different approach is necessary |
04:39:17 | midk | just want to ensure i can do this |
04:39:28 | scott666 | 7 columns, 4 stacks, dealt cards, discard pile? |
04:39:39 | BC | 11+2=13 |
04:39:57 | midk | 5, 4, dealt, discard |
04:39:58 | BC | or 14 columns, some face up, some face down |
04:39:59 | midk | tada |
04:40:00 | midk | now help |
04:40:13 | midk | hhaha jk |
04:40:22 | scott666 | yeah |
04:40:23 | BC | made me laugh |
04:40:29 | midk | sry |
04:41:17 | scott666 | and then the face down dealt cards |
04:41:44 | BC | yes, i think my first approach is faulty |
04:43:22 | midk | bc cool |
04:43:32 | scott666 | VC++ finished |
04:43:36 | scott666 | yay |
04:43:41 | midk | yay omfg we'll live! |
04:46:57 | scott666 | installing... |
04:48:09 | | Join deadite66 [0] (~Miranda@cpc1-yarm1-5-0-cust53.pete.cable.ntl.com) |
04:48:46 | BC | yarmouth? |
04:49:15 | deadite66 | great yarmouth, UK |
04:49:25 | BC | i'm colc.ntl.com |
04:49:48 | scott666 | it works |
04:49:54 | scott666 | woot |
04:57:49 | midk | yoi yo yo |
04:57:51 | midk | yo yo yo* |
05:00 |
05:00:05 | midk | OMFG |
05:00:08 | midk | its 8pm |
05:00:10 | midk | and i didnt do any |
05:03:10 | scott666 | lol |
05:03:19 | Ctcp | Ignored 1 channel CTCP requests in 0 seconds at the last flood |
05:03:19 | * | scott666 doesn't have school tomorrow |
05:03:23 | BC | hey scott which bit of this card thingy do you fancy? |
05:03:26 | midk | and i have another assignment i forgot |
05:03:34 | midk | what i wanna help you all hate me or what |
05:03:49 | scott666 | im not sure−−whats already done and what needs doing? |
05:04:05 | BC | I'm working on some way to store where all the cards are |
05:04:19 | BC | we need artwork |
05:04:24 | BC | front and back |
05:04:35 | scott666 | how big? |
05:04:43 | BC | good Q |
05:04:58 | BC | you have 64x112 to play with :) |
05:05:04 | scott666 | hmmm |
05:05:07 | midk | 112x64 you mean |
05:05:09 | scott666 | ok |
05:05:13 | midk | BC |
05:05:16 | midk | i am the graphics guy |
05:05:21 | midk | i am super graphix man |
05:05:27 | midk | did you see my ggb |
05:05:54 | BC | given that the cards are held in a fixed array, we need a shuffling algorithm |
05:06:12 | midk | got dayumit nm mid |
05:06:24 | scott666 | what about the normal rockbox shuffling algorithm? |
05:06:42 | BC | you could clone that if you wish |
05:06:44 | midk | mercenne twister |
05:06:48 | midk | you could resume a game |
05:06:50 | midk | that way |
05:09:49 | BC | you still there scott? |
05:10:28 | scott666 | yes |
05:11:14 | BC | you went quiet - i dont mind what you do - nothing is done, so all the jobs are open to anybody who wants in |
05:11:34 | scott666 | ok |
05:11:50 | BC | I have a strcut and a chunk of #defines |
05:11:51 | scott666 | i think ill start with graphics |
05:12:25 | BC | if you code the gfx the same as my other games, we have libs ready built |
05:12:51 | BC | or we can recode them in a new and better way |
05:13:02 | midk | code gfx |
05:13:07 | midk | how do you code gfx |
05:13:25 | scott666 | im not sure how to actually _code_ gfx with rockbox, i was just gonna mess with paint |
05:13:27 | BC | take a look at my audio plugin for example |
05:13:37 | midk | paint is good |
05:13:39 | BC | yeah, a bmp is no use to us |
05:13:42 | midk | set zoom 800% |
05:13:43 | midk | grid on |
05:13:47 | scott666 | ok |
05:13:48 | midk | thumb on |
05:13:59 | midk | image - attributes to set size |
05:14:04 | midk | that thing is what i use |
05:14:06 | midk | best ever |
05:14:17 | BC | set to 9 grey scales? |
05:14:37 | midk | um i just use b and w |
05:14:47 | BC | oh the old rockbax way eh? |
05:14:47 | midk | right click for w, click for b |
05:14:53 | midk | ? |
05:15:01 | BC | when it used to be black & white |
05:15:04 | midk | well to do gray you have to have 2 frames at least |
05:15:10 | midk | still only b and w |
05:15:17 | midk | its just alternating the two b and w images |
05:15:26 | BC | you're just a tad out of date there |
05:15:31 | midk | uh oh |
05:15:33 | midk | am i? |
05:15:34 | midk | :/ |
05:17:31 | midk | how does it work now |
05:17:48 | BC | take a look at the greyscale plugin or tonights irc log |
05:18:00 | BC | and/or |
05:18:15 | midk | die die die |
05:18:15 | midk | jk |
05:18:41 | BC | life will be good one day ;) |
05:18:42 | BC | brb |
05:18:51 | midk | lol i was jking |
05:18:52 | midk | !! |
05:19:55 | midk | of all |
05:19:56 | midk | nite |
05:19:57 | midk | off* |
05:20:07 | | Quit midk () |
05:30:52 | | Nick c0utta{afk} is now known as c0utta (~c0utta@200.cust47.nsw.dsl.ozemail.com.au) |
05:48:40 | *** | Saving seen data "./dancer.seen" |
05:53:23 | BC | hows it going scott? |
06:00 |
06:04:47 | scott666 | i got distracted by /. |
06:04:53 | BC | oh |
06:04:57 | scott666 | heh |
06:05:18 | BC | well, if the spark comes back, count me in :) |
06:05:49 | scott666 | got a suggestion for what to do? |
06:06:41 | BC | tell me if this makes sense (file incoming) |
06:07:11 | scott666 | i think we need an intermediary again |
06:07:19 | BC | Blx |
06:07:30 | BC | you on icq or aim or anything? |
06:07:36 | scott666 | yeah |
06:07:41 | BC | pick one |
06:07:47 | scott666 | aim |
06:07:55 | BC | and you are... |
06:07:59 | scott666 | puddintaine420 |
06:08:18 | BC | no comment - lol |
06:08:51 | BC | incoming |
06:08:59 | BC | that's better :) |
06:08:59 | scott666 | song title + number |
06:09:04 | scott666 | heh |
06:10:32 | scott666 | whats group? |
06:10:39 | BC | your hand |
06:10:42 | BC | the stock pile |
06:10:44 | scott666 | ahh |
06:10:46 | scott666 | gotcha |
06:10:47 | BC | the discard pile |
06:10:55 | BC | the 7's on the tabe in front of you |
06:11:06 | BC | the 8's on the table in front of you |
06:11:22 | scott666 | how about display? |
06:11:27 | BC | and you MAY own a card in the 9's on the table in front of me |
06:11:38 | BC | see display settings |
06:11:43 | scott666 | ok |
06:11:56 | BC | which need numbering properly |
06:13:51 | BC | change "group" for "pile" |
06:14:18 | | Join diddystar5 [0] (Lee@ACC5D1B9.ipt.aol.com) |
06:15:31 | scott666 | diddy! |
06:16:04 | diddystar5 | hey scotty |
06:17:37 | scott666 | whats the purpose of newstock()? |
06:18:23 | BC | to create the stockpile at the start of the game |
06:18:41 | scott666 | ahh, i see |
06:18:54 | BC | just writing AddCard to add jokers an' stuff |
06:18:54 | scott666 | just a brittish/american terminology difference sort of thing |
06:19:17 | BC | the new cards are called the Stock Pile in Hoyles iirc |
06:19:50 | scott666 | ill take your word for it, it just isnt the word used locally |
06:19:57 | | Quit Ka_ (truong.freenode.net irc.freenode.net) |
06:19:57 | NSplit | truong.freenode.net irc.freenode.net |
06:19:57 | | Quit adi|home (truong.freenode.net irc.freenode.net) |
06:20:01 | scott666 | hence confusion |
06:20:03 | NHeal | truong.freenode.net irc.freenode.net |
06:20:03 | NJoin | Ka_ [0] (~tkirk@pcp261336pcs.howard01.md.comcast.net) |
06:20:03 | NJoin | adi|home [0] (~adi|home@as5300-9.216-194-23-110.nyc.ny.metconnect.net) |
06:20:29 | BC | that's fair |
06:20:37 | BC | what is the local word? |
06:20:51 | diddystar5 | BC: can you send you the code you made? |
06:21:27 | | Quit diddystar5 (truong.freenode.net irc.freenode.net) |
06:21:27 | | Quit deadite66 (truong.freenode.net irc.freenode.net) |
06:21:27 | | Quit scott666 (truong.freenode.net irc.freenode.net) |
06:21:32 | BC | gimme a mo, I will just finish this bit and fwd to you both |
06:21:44 | NJoin | diddystar5 [0] (Lee@ACC5D1B9.ipt.aol.com) |
06:21:44 | NJoin | deadite66 [0] (~Miranda@cpc1-yarm1-5-0-cust53.pete.cable.ntl.com) |
06:21:44 | NJoin | scott666 [0] (scott666@c-24-245-58-245.mn.client2.attbi.com) |
06:21:57 | diddystar5 | net splits :P |
06:22:04 | scott666 | lets try again |
06:22:06 | scott666 | the funny think is i cant think of it off hand, i just know it isn't stock pile |
06:22:16 | BC | lol |
06:22:33 | BC | i hate it when that happens |
06:22:41 | BC | like when you forget the next lne of a song |
06:23:10 | scott666 | yeah |
06:23:21 | c0utta | scott666, what about "pack" |
06:23:31 | BC | that works too |
06:23:45 | BC | we tend to keep those in boxes, not on the table |
06:23:52 | scott666 | or just 'deck' maybe |
06:23:59 | c0utta | deck is good |
06:24:10 | BC | yeah, deck kinda covers it all quite well :) |
06:24:20 | scott666 | and its shorter |
06:24:26 | BC | lol |
06:24:32 | BC | pack, deck, pile |
06:24:58 | BC | we're gonna get logbotted for too many four letter words in a mo |
06:25:53 | c0utta | scott666, were you downloading vc++ for rockbox coding ? |
06:26:03 | scott666 | yeah |
06:26:21 | c0utta | have you got it running ? |
06:26:25 | scott666 | yup |
06:26:38 | scott666 | why? |
06:26:52 | c0utta | i am not a fan of cygwin |
06:26:55 | * | c0utta ducks |
06:26:59 | scott666 | heh |
06:27:12 | c0utta | hardeep uses vc++ iirc |
06:27:41 | scott666 | im a little to ignorant with everything *nix |
06:27:53 | scott666 | i keep meaning to get around to learning more, but im lazy |
06:27:55 | diddystar5 | how can i build rockbox sim with msvc++? |
06:28:04 | c0utta | me too |
06:28:09 | diddystar5 | i have never learned to use vc++ that well |
06:28:23 | scott666 | its what i used when i took C++ at school last year |
06:28:34 | scott666 | but they wouldnt let me borrow the install CDs |
06:28:59 | diddystar5 | i have to go |
06:29:25 | BC | not even gonna comment :( |
06:29:28 | diddystar5 | bye BC and scott666 an c0utta |
06:29:32 | BC | byeee |
06:29:32 | c0utta | ciao diddy |
06:29:38 | | Quit diddystar5 ("Leaving") |
06:30:00 | c0utta | i'm also downloading vc++ |
06:30:26 | c0utta | 71.38MB? |
06:30:50 | scott666 | mine was 73 |
06:31:22 | scott666 | nevermind |
06:31:27 | scott666 | explorer lies |
06:31:39 | BC | try powerdesk or opus |
06:31:40 | scott666 | i checked the proporties, its 71.3 |
06:32:14 | c0utta | emule says 71.38 |
06:35:19 | BC | do you fancy the shuffle routine then scott? |
06:36:06 | scott666 | no, im clueless as to how to code a randomizer |
06:36:21 | BC | you know there are CardCnt cards |
06:36:33 | BC | in an array numbered zero through CardCnt-1 |
06:36:35 | BC | yes? |
06:36:38 | scott666 | yeah |
06:37:16 | BC | all you need to do is go through and put a unique number in that range against each card |
06:37:36 | BC | the cards do not move in this system |
06:37:52 | scott666 | where am i getting the unique number from though? |
06:37:56 | BC | they will always be in manufacturers sequence in memory |
06:38:10 | BC | there are lots of ways |
06:38:18 | BC | use the rnd() function |
06:38:45 | BC | "rb->rand()" is it? |
06:39:09 | BC | or you can number them all sequentially and then jiggle the numbers around |
06:39:20 | BC | (that's how the play list does it) |
06:39:33 | scott666 | hmmm |
06:39:39 | BC | or you could write algorithms to simulate what a human would do |
06:39:46 | scott666 | thats what i was thinkg about |
06:40:06 | BC | that's gonna be difficult, but it would be cool |
06:40:13 | scott666 | butting hte deck, then putting them in one after another |
06:40:16 | scott666 | *cutting |
06:40:35 | BC | a perfect riffle is a BAD shuffle |
06:41:03 | scott666 | even if you do it 3 or 4 times? |
06:41:15 | BC | if you do it 7 times the deck returns to where you started |
06:41:45 | scott666 | heh, right |
06:42:03 | scott666 | so we'd have to vary how many cards get intermixed somehow |
06:42:22 | BC | yeah |
06:42:37 | BC | drop a random number from 1..3 perhaps? |
06:43:36 | BC | 1,2 27,28, 3, 29,30,31, 4, 32,33, 5,6,7 ... |
06:43:48 | scott666 | yeah |
06:43:53 | BC | where 27 = CardCnt/2 +1 |
06:44:43 | BC | I think I will also write GetPile(Player) |
06:45:11 | BC | then you can "shuffle" just the cards in your hand |
06:45:20 | BC | like when playing scrabble and your mind goes blank |
06:46:14 | scott666 | why would you want to shuffle your hand though? |
06:46:49 | BC | there are games where when the stock pile exhausts you shuffle the discard pile and turn it over |
06:47:15 | scott666 | oh, i see. you just want to be able to shuffle _any_ pile? |
06:47:19 | BC | yes |
06:47:38 | BC | but the cards in your hand a just "another pile" as far as the engine is concerned |
06:47:39 | scott666 | and hte initial pile could be hhe whole stack |
06:47:43 | BC | yes |
06:49:50 | scott666 | so how do we send the shuffle function a pile? have we defined that yet? |
06:50:02 | BC | new source incoming... |
06:53:11 | scott666 | ok |
06:55:45 | scott666 | my C is de-rusting... |
06:55:47 | scott666 | heh |
06:56:36 | scott666 | why would we add a card to the _top_ of the stock pile? are we dealing from the bottom? |
06:57:04 | deadite66 | nite all, bed time |
06:57:11 | BC | nite dude |
06:57:17 | | Quit deadite66 ("Miranda IM! Smaller, Faster, Easier. http://miranda-im.org") |
06:57:52 | BC | i just though that as you draw (graphics) the cards you will draw card 1 first |
06:58:36 | BC | when you pick up a new card it will be given the next "position" in your hand |
06:59:01 | scott666 | so if you have 5 card the one is is 6? |
06:59:12 | scott666 | and not 1 and the rest shift up |
06:59:15 | BC | AddCard will probably only be used when creating a "special" deck |
06:59:22 | BC | that is correct |
06:59:26 | scott666 | ok |
06:59:37 | BC | also you remove card 52 from the stock pile |
06:59:52 | BC | leaving card 51 on the top - and there are 51 cards left :) |
07:00 |
07:00:13 | scott666 | right |
07:00:46 | BC | MoveCard(from-pile, from-position, to-pile, to-position) |
07:01:01 | BC | if to-position is 0, it will be added to the stop of the existing pile |
07:01:28 | BC | if to-pile is 0, a new pile will be made? |
07:01:39 | BC | just thinking out loud here - feel free to shout no at any point |
07:01:53 | scott666 | that sounds pretty good |
07:02:04 | scott666 | except how do we name the new pile? |
07:02:23 | scott666 | does anyone own it? |
07:02:24 | BC | There will be a PileCnt |
07:02:31 | BC | hmm, yes owner |
07:03:09 | scott666 | can you think of a situation where we would need to create a new pile? |
07:03:25 | scott666 | every player has a hand, stock and discard piles will already exist |
07:03:40 | BC | in rummy when I declare I have three fours and put them on the table |
07:04:31 | scott666 | what happens after that? im unfarmiliar with rummy |
07:04:42 | BC | what games do you play? |
07:04:47 | BC | canasta? |
07:04:55 | scott666 | never played canasta |
07:05:08 | BC | It'll be a pleasure taking your money |
07:05:14 | scott666 | heh |
07:05:14 | BC | LOL |
07:05:22 | BC | errrr shithead? |
07:05:38 | BC | whicst? |
07:05:40 | BC | whist? |
07:05:40 | scott666 | that the game thats all about bluffing? |
07:05:55 | BC | no, that's "cheat" |
07:06:12 | scott666 | cause ive played bullshit |
07:06:15 | BC | shithead is follow suit or number and three blind cards |
07:06:24 | BC | bullshit is prbably cheat |
07:06:24 | scott666 | but im not sure if thats anything similar |
07:06:48 | scott666 | that sounds like uno kindof |
07:06:49 | BC | I put down three Q's face down and say "two sevens" |
07:06:56 | scott666 | nevermind |
07:07:07 | BC | blackjack? |
07:07:11 | scott666 | yeah |
07:07:17 | BC | when you split |
07:07:23 | scott666 | right |
07:08:53 | scott666 | so in blackjack the new owner will always be the same as the old owner |
07:09:14 | scott666 | will that be the same for every game? |
07:09:36 | BC | the first discard would create a discard pile i guess |
07:09:47 | BC | owned by the dealer |
07:10:45 | scott666 | can we have piles with 0 cards? |
07:11:04 | BC | that's another option, yes |
07:13:08 | scott666 | do we have discard() and deal() fuctions yet? |
07:13:16 | BC | no |
07:13:25 | BC | discard will be movecard I think |
07:13:40 | BC | maybe add a friendly macro for it :) |
07:13:46 | scott666 | yeah |
07:14:06 | scott666 | and have it automatically move it to the discard pile |
07:14:48 | BC | #define discard(pile, position) MoveCard(pile, position, DISCARD, 0) |
07:15:44 | scott666 | right |
07:16:19 | BC | we may need to add new-owner to MoveCard |
07:16:36 | DBUG | Enqueued KICK BC |
07:16:36 | BC | #define discard(pile, position) MoveCard(pile, position, DISCARD, 0, DEALER) |
07:16:56 | scott666 | wont it always be the owner of the new pile? |
07:17:34 | scott666 | discard will always be owned by the dealer |
07:17:47 | scott666 | your hand will always be yours |
07:17:48 | scott666 | etc. |
07:17:49 | BC | hence hard coding it for #define discard |
07:18:05 | BC | some games you can put cards on those in front of other players |
07:18:21 | BC | you should read up on the rules of basic rummy :) |
07:18:41 | scott666 | wouldnt to to-pile still be owned by the same person? |
07:19:04 | BC | yhmmmmmm |
07:19:35 | scott666 | it isnt your card in someone elses hand, is it? |
07:19:57 | BC | yes, i think you're right - the new-owner is the person who owns the pile to which you are adding |
07:20:22 | BC | I cant think of any games where I can get the card back just because it USED to be mine |
07:20:33 | scott666 | yeah |
07:21:05 | BC | I think given the current construct we cannot have piles of 0 cards |
07:21:42 | BC | because we do not have malloc, i used a weird systen |
07:21:47 | scott666 | so do we create DISCARD when it's first used? |
07:21:50 | BC | system |
07:22:00 | BC | i think we have to, yes |
07:22:12 | BC | we also create a hand when the first card is deat |
07:22:13 | BC | dealt |
07:23:07 | scott666 | is CardCnt just for the stock? for all the cards in the game? |
07:23:17 | BC | CardCnt is for all cards |
07:24:42 | | Nick c0utta is now known as c0utta{afk} (~c0utta@200.cust47.nsw.dsl.ozemail.com.au) |
07:25:30 | scott666 | damn, i forgot my next question |
07:26:22 | scott666 | oh yeah |
07:26:53 | scott666 | wait, no |
07:26:53 | scott666 | damn |
07:26:54 | scott666 | heh |
07:27:27 | BC | heh |
07:27:37 | BC | less drugs dude ;) |
07:27:52 | scott666 | heh |
07:28:31 | scott666 | im trying to figure out addcard |
07:28:50 | BC | incoming |
07:29:20 | scott666 | ok |
07:29:23 | BC | if no more room in memory, return(false) |
07:29:49 | BC | the loop goes throught each card in the game |
07:30:23 | BC | if the card is on the stock pile and it has a higher position in the pile than what we have seen before, put the new card after it |
07:31:08 | scott666 | why card[CardCnt] though? |
07:31:29 | BC | which line? |
07:31:50 | BC | line 140? |
07:31:55 | scott666 | most of them in addcard() |
07:32:06 | BC | We have CardCnt cards already |
07:32:13 | scott666 | right |
07:32:29 | BC | numbered 0...CardCnt-1 |
07:32:40 | BC | :) |
07:32:50 | scott666 | ahh |
07:32:55 | BC | C arrays! |
07:33:00 | scott666 | thats why i was confused |
07:33:00 | BC | number from ZERO |
07:33:19 | scott666 | i was wondering what this card 53 was |
07:33:27 | BC | lol |
07:33:46 | BC | well if we were adding a Joker, it WOULD be card 53 |
07:34:06 | scott666 | so the loop figures out what the _real_ position |
07:34:09 | scott666 | is |
07:34:11 | BC | yes |
07:34:14 | scott666 | ok |
07:34:25 | scott666 | got it |
07:34:31 | BC | :) |
07:35:20 | BC | we could keep the array BSORTed, but I think it is un-necessary for this application |
07:35:45 | scott666 | when will setvalue() be used? |
07:35:58 | BC | set ACE to 11 |
07:36:05 | BC | Joker = 50 |
07:36:09 | scott666 | ok |
07:36:18 | BC | In Canasta Red 3's are worth 100 and black ones are worth 5 |
07:36:43 | scott666 | and the queen of spades is worth 13 in hearts |
07:36:58 | BC | WHAT!? LOL |
07:37:05 | BC | oh right |
07:37:06 | BC | sorry |
07:37:10 | BC | misread that LOL |
07:37:25 | scott666 | heh |
07:48:44 | *** | Saving seen data "./dancer.seen" |
07:51:30 | scott666 | did position change to posn in the struct but not in the functions? |
07:51:39 | BC | oh yeah - whoops |
07:52:43 | BC | fixed |
07:52:47 | BC | posn eveyrwhere |
07:53:10 | BC | are you trying to compile it? |
07:53:17 | scott666 | no |
07:53:21 | BC | phew |
07:53:25 | BC | cos it wont - lol |
07:53:37 | scott666 | and even if it did it wouldnt do much of anything |
07:53:39 | BC | scott666 the human debugger :D |
07:53:49 | scott666 | lol |
07:55:13 | scott666 | i decided to start trying to write the shuffle and got confused by the inconsistencies |
07:55:34 | BC | now I'm all ashamed :( |
07:55:35 | BC | LOL |
07:55:41 | scott666 | i didnt get very far |
07:55:53 | scott666 | for (i = 0; i<CardCnt; i++) |
07:55:53 | scott666 | { |
07:55:53 | scott666 | card[i].posn = |
07:56:11 | BC | well it's a DAMN good start :) |
07:56:23 | scott666 | heh |
07:56:42 | scott666 | what the useage of rb->rand()? |
07:56:52 | BC | errr, check the othelo source |
07:57:04 | scott666 | bah |
07:57:25 | BC | just grep in othelo.c for rand() ? |
07:57:39 | BC | easier than hunting thru libs |
07:57:42 | scott666 | but then i have to go get othelo.c |
07:57:44 | scott666 | heh |
07:57:52 | BC | you have no rockbox source on your machine? |
07:58:07 | scott666 | i probably do |
07:58:12 | scott666 | i just dont know where it is |
07:59:03 | BC | rb->rand() returns an int in the range |
07:59:07 | BC | 0...something |
07:59:39 | scott666 | ok, i have source now |
08:00 |
08:00:33 | BC | 0...2^32 -1 |
08:00:40 | BC | yes, it is a 31bit int |
08:00:54 | scott666 | lol |
08:01:51 | scott666 | ahh, so ill have to figure out what to do with this random number too |
08:02:08 | scott666 | python spoiled me |
08:02:20 | BC | %limit |
08:02:49 | scott666 | so rb->rand() %CardCnt? |
08:02:58 | BC | that'll work |
08:03:09 | BC | give you 0...CardCnt-1 |
08:03:24 | BC | (like you couldnt work that out on your own - lol) |
08:04:13 | scott666 | now i gotta figure out how to make sure theres no repeats |
08:04:17 | BC | before you go too far, did you want to shuffle a Pile - I've just added Piles |
08:04:34 | scott666 | yeah, i did |
08:04:42 | BC | i thought you were simulating a riffle |
08:05:35 | scott666 | im not doing much of anything yet |
08:05:37 | scott666 | heh |
08:05:42 | BC | hehe |
08:07:02 | BC | We can have a bunch of sort options for the Piles |
08:07:28 | BC | i suppose shuffle is a special kind of sort |
08:07:48 | scott666 | i like my hands sorted by number and suit personally, so yes, thatd be good |
08:10:43 | scott666 | pile[i] will refer to a card, right? |
08:11:00 | BC | yes, there will only ever be ONE "Pile" |
08:11:29 | | Join methangas [0] (methangas@0x50a46197.virnxx10.adsl-dhcp.tele.dk) |
08:12:20 | scott666 | is PileCnt the total number of piles? |
08:12:34 | BC | no, the number of cards in the currently selected pile |
08:12:45 | scott666 | ok |
08:12:47 | BC | actually you are right |
08:12:52 | scott666 | damn |
08:12:55 | BC | PileCnt SHOULD be the number of piles |
08:13:19 | scott666 | and PileNum is which pile it is? |
08:13:25 | BC | the currently non-existing PileCardCnt should be the count of cards in the pile |
08:13:30 | BC | yes |
08:15:32 | scott666 | does this make any sense at all? |
08:15:32 | scott666 | bool Shuffle(Pile* pile) |
08:15:32 | scott666 | { |
08:15:32 | DBUG | Enqueued KICK scott666 |
08:15:32 | scott666 | for (i = 0; i<PileCardCnt; i++) |
08:15:32 | scott666 | { |
08:15:33 | *** | Alert Mode level 1 |
08:15:33 | scott666 | pile[i].posn = rb->rand() %PileCardCnt; |
08:15:35 | scott666 | } |
08:15:37 | scott666 | } |
08:16:17 | BC | kinda |
08:16:28 | BC | Pile will be global, so dont worry about passing it |
08:16:42 | scott666 | but wont there be many piles? |
08:16:50 | BC | only working on ONE pile at a time |
08:16:59 | scott666 | i thought i wanted to shuffle A pile |
08:17:01 | BC | to have many piles we would need malloc |
08:17:12 | scott666 | i see |
08:17:32 | BC | so we grab the pile we want, tweak it, and put it back in the big all-knowing array |
08:17:41 | scott666 | so... what happens the the piles when they arent being used? |
08:17:42 | scott666 | ok |
08:17:44 | scott666 | nevermind |
08:17:55 | BC | s'okay :) |
08:18:02 | BC | my telepathy is playing up again |
08:18:34 | BC | of course, your loop may put two or more cards in a single position |
08:18:42 | scott666 | yeah |
08:19:01 | scott666 | any ideas on that? |
08:19:10 | BC | well the one I though of earlier |
08:19:23 | BC | or clone the playlist algorithm -thats quite cute |
08:19:37 | scott666 | theres an idea |
08:19:40 | scott666 | where would that be? |
08:19:46 | scott666 | playlist.c? |
08:19:48 | BC | <shrugs> |
08:19:50 | BC | prolly |
08:20:01 | BC | thought you were going to clone a human riffle |
08:20:34 | scott666 | i havnt figure out how im gonna do that yet though |
08:21:04 | BC | we worked it out earlier did we not? |
08:21:20 | scott666 | the idea, not the implementation |
08:21:33 | scott666 | *rusty C* |
08:21:49 | BC | write it in pseudo-code and convert it :) |
08:25:34 | *** | Alert Mode OFF |
08:31:21 | scott666 | pseudo-code: |
08:31:21 | scott666 | { |
08:31:21 | scott666 | pile[0:PileCardCnt/2] = cut1; |
08:31:21 | scott666 | pile[(PileCardCnt/2)+1:PileCardCnt-1] = cut2; |
08:31:21 | scott666 | for (i = 0; i<PileCardCnt; i++) |
08:31:22 | *** | Alert Mode level 1 |
08:31:22 | scott666 | { |
08:31:24 | scott666 | if (i % 2 == 0) |
08:31:26 | scott666 | { |
08:31:28 | scott666 | x = rand(1-3); |
08:31:30 | scott666 | pile[i:i+x] = cut1[i/2:i+x]; |
08:31:32 | scott666 | } |
08:31:34 | scott666 | else |
08:31:36 | scott666 | { |
08:31:38 | scott666 | x = rand(1-3); |
08:31:40 | scott666 | pile[i:i+x] = cut2[i/2:i+x]; |
08:31:42 | scott666 | } |
08:31:44 | scott666 | } |
08:31:46 | scott666 | } |
08:34:13 | BC | well first hit is x = (rb->rand()%3)+1 |
08:35:13 | scott666 | does C have ranges like the way i used them? |
08:35:28 | BC | ahhhhh right - that's what you're doing |
08:35:30 | BC | no |
08:35:31 | scott666 | those were from my experience with python |
08:35:32 | BC | lol |
08:35:44 | BC | okay - presume the "pile" is in "position" order |
08:36:01 | BC | so the first time you will get the cards in manufacturers order |
08:37:00 | BC | so if you think of it as "card 0, you will move to positon 23" |
08:37:40 | scott666 | ok |
08:37:45 | scott666 | lemme work with that |
08:37:45 | BC | start1 = 0; start2=27 |
08:37:59 | BC | for i=0 to 52 |
08:38:06 | BC | card[i]=start1 |
08:38:44 | BC | card[i].newposition = start1 |
08:38:54 | scott666 | start2 is really (pileCardCnt/2)+1. right? |
08:39:11 | BC | almost |
08:39:20 | BC | we do not need to add 1 because we start counting from 0 |
08:39:53 | BC | and the .5 will round down |
08:40:04 | scott666 | ok |
08:40:18 | BC | you could always miss the cut by rand() |
08:40:19 | scott666 | that was my next question...rounding |
08:40:35 | BC | int(1.9) = 1 |
08:41:23 | *** | Alert Mode OFF |
08:44:53 | BC | 3.9 / 2 = 1 |
08:45:21 | scott666 | how about this |
09:00 |
09:21:05 | | Join amiconn [0] (~jens@pD95D18A2.dip.t-dialin.net) |
09:48:47 | *** | No seen item changed, no save performed. |
10:00 |
10:17:44 | | Quit scott666 ("i'll be back...eventually...") |
10:18:19 | | Join chimaza [0] (chimaza@69.145.213.9) |
10:19:01 | chimaza | can RockBox 2.2 be used on the MMJB20??? |
10:19:35 | chimaza | Any help would be greatly appericated... |
10:19:49 | BC | sorry, no |
10:20:45 | | Join AjM|OggY [0] (~oggyhaha@gate1.sheab.net) |
10:21:17 | | Nick AjM|OggY is now known as Andreas^ (~oggyhaha@gate1.sheab.net) |
10:23:37 | | Quit Andreas^ (Client Quit) |
10:23:58 | chimaza | any ideas where I can get a Open Source OS for this paticular unit |
10:24:34 | BC | maybe avos is for the mm units? |
10:24:43 | BC | avos.sourceforge |
10:26:48 | chimaza | thx.. |
10:26:55 | BC | welcome dude |
10:31:48 | | Quit chimaza () |
10:45:31 | | Part BC |
10:46:03 | amiconn | BC: I've got an idea to get the grayscale rendering significantly faster (estimation: by 50%) and wonder if I should try to implement that (code size would be larger). |
11:00 |
11:22:17 | | Join [IDC]Dragon|lunc [0] (~idc-drago@pD9512B17.dip.t-dialin.net) |
11:23:25 | | Nick [IDC]Dragon|lunc is now known as [IDC]Dragon (~idc-drago@pD9512B17.dip.t-dialin.net) |
11:26:29 | [IDC]Dragon | Hi amiconn, active? |
11:32:23 | amiconn | Just thinking about how I can make grayscale even faster (did you notice my latest improvement?). |
11:32:49 | [IDC]Dragon | frankly, I haven't downloaded it |
11:33:24 | [IDC]Dragon | what's the link? |
11:33:29 | amiconn | The latest one no longer uses rand(), but a simple but very fast random number generator. |
11:33:46 | amiconn | You can find it in the patch tracker as usual. |
11:33:52 | [IDC]Dragon | I've read that, nice! |
11:34:07 | [IDC]Dragon | is patch tracker working again? |
11:34:45 | amiconn | Yes it is. |
11:35:37 | amiconn | The new rng only takes 8 cpu instructions including bit munging |
11:36:09 | [IDC]Dragon | whow |
11:37:13 | [IDC]Dragon | I'd like to use your framework for my JPEG viewer |
11:37:27 | amiconn | You are encouraged to do so. |
11:37:33 | [IDC]Dragon | ;-) |
11:38:18 | amiconn | For use in a picture viewer you can throw out most graphics primitives. |
11:39:26 | [IDC]Dragon | could your rand() utilize the coords maybe? |
11:40:07 | amiconn | Why should it do that? |
11:40:30 | [IDC]Dragon | I thought it may contribute to some seeding |
11:41:21 | [IDC]Dragon | I'm still thinking that some mangling of the coords might also work |
11:41:47 | amiconn | Imo the visual result shows no "quality compromise" for using that simple generator. |
11:42:09 | [IDC]Dragon | OK |
11:42:19 | [IDC]Dragon | what's your new plan? |
11:42:21 | amiconn | Mangling the coordinates wouldn't get faster, I think. You will see if you have a look at it. |
11:42:26 | amiconn | I've got an idea to speed up the rendering even further. Unfortunately this would increase code size by a few hundred bytes. |
11:42:42 | [IDC]Dragon | how and why that? |
11:43:09 | amiconn | Loop unrolling & a calculated jump into it. |
11:46:09 | amiconn | Sorry, gotta leave. |
11:46:39 | | Part amiconn |
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12:00:21 | | Quit [IDC]Dragon () |
13:00 |
13:19:45 | | Join DJBaz [0] (~baz@80.229.144.229) |
13:19:56 | DJBaz | hi, i have debian, which package contains 'sh-elf-gcc' |
13:20:01 | DJBaz | have have gcc etc compiled |
13:24:07 | webmind | morning |
13:24:42 | webmind | does anyone know -why- 2.6.5 keeps incremening my scsi host id everytime i reconnect my archos ? |
13:27:54 | | Quit DJBaz ("My damn controlling terminal disappeared!") |
13:35:56 | | Join Galik [0] (~galik@195.137.1.152) |
13:48:18 | | Join AciD [0] (~acid@longchamp44-1-82-67-133-87.fbx.proxad.net) |
13:48:49 | *** | Saving seen data "./dancer.seen" |
14:00 |
14:17:12 | | Join thekiller [0] (~thekiller@pD955E709.dip.t-dialin.net) |
14:17:44 | thekiller | hi... anyone there? (wave) |
14:18:19 | c0utta{afk} | hello there |
14:18:27 | | Nick c0utta{afk} is now known as c0utta (~c0utta@200.cust47.nsw.dsl.ozemail.com.au) |
14:18:36 | thekiller | hi |
14:19:09 | thekiller | I asked I question yesterday... it was about the *.voice File - How does it work? |
14:20:04 | c0utta | you really need to read the mailing list - i don't have much interest in voice so haven't really taken notice |
14:20:28 | thekiller | I didn't find anything about this issue |
14:21:20 | c0utta | i'm not much help to you then |
14:21:33 | thekiller | ok.. where can I find the Mailing list? |
14:22:44 | c0utta | http://rockbox.haxx.se/mail/archive/rockbox-archive-2004-04 |
14:22:56 | thekiller | ok, thx |
14:23:04 | c0utta | that is for the month of april |
14:23:17 | c0utta | there's a lot of activity related to voice |
14:23:29 | thekiller | ok... :) |
14:37:46 | | Quit AciD (Read error: 104 (Connection reset by peer)) |
14:39:10 | thekiller | I really don't see anything about using the voice files with Archos Jukebox 6000... does anyone know, whether it works? |
14:39:54 | | Join AciD [0] (~acid@longchamp44-1-82-67-133-87.fbx.proxad.net) |
14:40:17 | thekiller | for AciD again ;) : I really don't see anything about using the voice files with Archos Jukebox 6000... does anyone know, whether it works? |
14:40:26 | c0utta | the Archos Jukebox 6000 is a recorder ? |
14:40:29 | AciD | nop |
14:40:32 | AciD | and hi |
14:40:36 | thekiller | hi |
14:40:44 | thekiller | nop = doesn't work? |
14:40:54 | thekiller | no, 6000 is player |
14:41:07 | | Join gon [0] (Gon165@ALyon-209-1-19-94.w81-50.abo.wanadoo.fr) |
14:41:15 | gon | hi |
14:41:19 | thekiller | hi |
14:41:36 | gon | can i ask u some questions? |
14:41:50 | thekiller | me? I don't know much... ;) |
14:41:57 | gon | reaaly? |
14:42:11 | thekiller | I'm here for one question 2... :D |
14:42:24 | gon | oh |
14:42:33 | gon | is anybody else here? |
14:42:52 | thekiller | but simply ask, maybe anyone isn't away. :) |
14:43:20 | gon | i wanna flash my archos |
14:43:30 | thekiller | (nod) |
14:43:33 | gon | and i wanna know if it work on 6go |
14:43:47 | thekiller | 6go? |
14:43:56 | gon | yes |
14:44:04 | thekiller | what is it? |
14:44:12 | gon | archos recorder 6go |
14:44:25 | c0utta | 6gb |
14:44:34 | c0utta | ? |
14:44:35 | thekiller | ah, don't know it... |
14:44:46 | gon | oh 6gb |
14:44:52 | thekiller | ah |
14:44:53 | thekiller | LOL |
14:44:59 | c0utta | gon, do you have an original recorder 6gb ? |
14:45:09 | gon | yes |
14:45:11 | gon | why? |
14:45:21 | thekiller | It works with all recorders I think |
14:45:34 | gon | enve older? |
14:45:35 | c0utta | gon: just checking |
14:45:57 | c0utta | i have a 6gb and i've been flashed since the beginning |
14:46:09 | gon | i hope it gonna work |
14:46:24 | c0utta | have you read and reread the instructions ? |
14:46:28 | thekiller | me 2, but not an Recorder. I've a Jukebox 6000 (player) |
14:46:42 | gon | i have already read it |
14:46:54 | c0utta | thekiller: i can't see anything that says that voice is recorder only |
14:47:01 | c0utta | gon: you have a compatible flash ? |
14:47:36 | gon | the one which is on the rockboxx site |
14:47:51 | thekiller | @c0utta: But my Player does not know the *.voice files. |
14:48:00 | c0utta | thekiller: i have even read the code and can't see anything that says "recorder only" |
14:48:18 | c0utta | thekiller: you have a daily build ? |
14:48:29 | thekiller | no, version 2.2 |
14:48:34 | gon | i read somewhere that its only for recorder |
14:49:06 | c0utta | thekiller: all voice functionality is only available with the daily build |
14:49:13 | thekiller | ok... |
14:49:19 | thekiller | then I must flash... |
14:49:23 | c0utta | 2.2 doesn't support voice |
14:49:33 | c0utta | thekiller: no need to flash |
14:49:47 | c0utta | just download the build and run the ajz |
14:49:55 | c0utta | see if it works first |
14:49:59 | Ctcp | Ignored 2 channel CTCP requests in 58 minutes and 56 seconds at the last flood |
14:49:59 | * | thekiller takes his archos and connects it with pc |
14:50:24 | c0utta | gon: you must have a compatible flash. if you don't know then read the docs again |
14:50:48 | c0utta | follow the instructions - if you have a compatible flash then it's simple |
14:51:20 | thekiller | I love this sound when connecting an usb device :D |
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14:51:33 | c0utta | bing bong |
14:51:37 | thekiller | yeah |
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14:51:43 | c0utta | xp? |
14:51:48 | thekiller | yes |
14:53:26 | gon | how can i know if i have a compatible flash? |
14:54:06 | c0utta | seriously, if you've read the documentation then you would know the answer to that question |
14:54:22 | thekiller | :D |
14:54:45 | gon | oh sorry |
14:54:57 | gon | i'm french so i dont understand all |
14:55:33 | thekiller | Je peux parler un peut francais |
14:55:41 | gon | pour de vrai? |
14:57:51 | c0utta | gon: do you have rockbox installed |
14:57:52 | c0utta | ? |
14:58:10 | gon | yes |
14:58:15 | c0utta | 2.2 ? |
14:58:50 | gon | dayli build |
14:59:05 | c0utta | ok. start your jukebox |
14:59:16 | c0utta | press f1 to get to the menu |
14:59:24 | c0utta | (i am doing the same on my jukebox) |
14:59:33 | gon | hw info? |
14:59:39 | c0utta | yes |
14:59:57 | gon | i tell u what i see? |
14:59:59 | c0utta | actually, "Info" |
15:00 |
15:00:07 | thekiller | this daily build is a little bit strange.. :D |
15:00:17 | c0utta | no, i'll guide you |
15:00:28 | c0utta | do you see "Info" afte pressing F1 ? |
15:00:45 | gon | where? |
15:01:06 | gon | oki |
15:01:08 | c0utta | restart your jukebox |
15:01:12 | gon | im in the hw info |
15:01:12 | c0utta | press F1 |
15:01:42 | c0utta | what does it say next to "Flash:" ? |
15:01:52 | thekiller | I can't see the "rockbox" folder with the daily build... :( |
15:02:05 | c0utta | mine says M=BF D=D6 |
15:02:08 | gon | thekiller: press f2 |
15:02:12 | thekiller | and I cant find an option to change the view... |
15:02:13 | gon | me too |
15:02:22 | thekiller | I don't have "F2" |
15:02:35 | gon | oh yes u have a player only |
15:02:39 | thekiller | I only have ON, MENU, play etc. |
15:03:03 | thekiller | :P |
15:03:27 | gon | there is a .pdf on rhe site |
15:04:04 | gon | http://rockbox.haxx.se/manual/manual.pdf |
15:04:26 | c0utta | so gon: you have Flash: M=BF D=D6 ? |
15:04:34 | gon | yes |
15:04:48 | c0utta | ok - you can flash |
15:04:59 | gon | thx |
15:05:02 | c0utta | you have a daily build ? |
15:05:59 | gon | i download a daly build every week |
15:06:04 | thekiller | me yes |
15:06:55 | c0utta | gon: in your .rockbox folder you will have a file called rockbox.ucl |
15:07:57 | gon | i see it |
15:08:30 | c0utta | if you want to take the risk, then run it |
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15:08:46 | gon | what does it make? |
15:09:01 | c0utta | it flashes your jukebox |
15:09:52 | gon | firmware_flash.rock <= it's not this? |
15:11:47 | c0utta | ok. running firmware_flash.rock is the best way in the beginning |
15:12:12 | c0utta | you have downloaded flash_rec.zip ? |
15:12:44 | gon | yes and i put it in arecorder |
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15:13:41 | c0utta | and you have "firmware_rec.bin" in the root ? |
15:14:03 | gon | yes |
15:14:59 | c0utta | ok, if you run firmware_flash.rock the process will start |
15:15:07 | c0utta | remember, this is at your own risk |
15:15:59 | gon | flie chek:ok |
15:16:02 | gon | its good? |
15:16:20 | c0utta | so far ok |
15:16:27 | gon | so f2? |
15:16:32 | c0utta | yes |
15:16:52 | gon | so f3? |
15:17:23 | c0utta | remember, if you proceed don't power off your jukebox |
15:17:28 | c0utta | f3 is the final step |
15:17:45 | gon | verify ok |
15:17:48 | gon | good? |
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15:17:58 | c0utta | you've flashed |
15:18:06 | gon | :) |
15:18:07 | c0utta | restart |
15:18:09 | thekiller | shit... now nothing works.. i hate it... :( |
15:18:42 | thekiller | when connecting the jukebox to my pc, there is a blue screen with an error (irq not less or equal) |
15:18:58 | thekiller | :'S |
15:19:08 | gon | ooh its too fast |
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15:19:42 | thekiller | any idea what i could do now? |
15:19:53 | c0utta | gon: sorry to be very "official" but we like to play it safe with flashing |
15:20:28 | gon | i dont understand what do u mean? |
15:20:48 | c0utta | gon: i didn't say "flash it and it will always work" |
15:21:24 | c0utta | you can't be given any guarantees about flashing |
15:21:43 | gon | my archos have 4years |
15:22:10 | c0utta | 4 years! mine only 3 |
15:22:37 | c0utta | thekiller: i don't know, sorry :( |
15:23:13 | gon | oh sh*** |
15:23:18 | gon | only 3years |
15:23:25 | thekiller | super... can I delete the daily build from my archos without an access from pc? |
15:23:26 | c0utta | gon: now all you have to do is run rockbox.ucl on the daily build when you want to update |
15:23:54 | c0utta | thekiller: you've flashed the daily build ? |
15:24:06 | thekiller | yes |
15:24:24 | gon | there is no risk with rockbox.ucl? |
15:24:54 | c0utta | gon: not as much as firmware_flash.rock! |
15:25:05 | c0utta | i have flashed 50 times - no problems |
15:25:20 | c0utta | thekiller: do you still have your original bin files ? |
15:25:34 | gon | i make a back up |
15:25:39 | gon | oops not me |
15:26:14 | gon | but i still can DL the daily buils and just put it in root? |
15:26:23 | thekiller | if I had, I couldnt see them because the new firmware does only show the folders with mp3s |
15:27:14 | c0utta | gon: i think so. i only flash, but having ajbrec.ajz in the root should be OK |
15:27:43 | c0utta | thekiller: you need bjorn - he is the only one i know with a player |
15:28:08 | thekiller | :( And where is he? |
15:28:21 | c0utta | haven't seen him since before easter |
15:28:56 | c0utta | unlikely your blue screen is related to rockbox tho |
15:29:33 | thekiller | ? |
15:29:49 | c0utta | <thekiller> when connecting the jukebox to my pc, there is a blue screen with an error (irq not less or equal) |
15:29:57 | thekiller | yes |
15:30:07 | thekiller | dont understand what you mean |
15:30:15 | c0utta | unlikely your blue screen is related to rockbox, but to xp |
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15:34:16 | gon | somebody knwo where i can found .rvf? |
15:35:55 | c0utta | gon: Jörg has some on his site |
15:36:25 | gon | oh |
15:36:38 | gon | i have made some too |
15:36:56 | gon | can u give me his adress? |
15:37:52 | gon | if u have it |
15:38:54 | c0utta | he has removed them - he only had demos |
15:39:35 | gon | i have HEY MAMA from Black eyed peas |
15:40:57 | gon | i see it there on ly he prog for rvf |
15:41:11 | c0utta | Linus, |
15:41:13 | c0utta | Haven't had much time to work on the configurable menus in the last few weeks, but I have got the core of the functionality working quite well. I have used it on my Jukebox with no issues. |
15:41:13 | c0utta | I have only converted volume change, plugin load and shuffle so far. I have also done CFG loading, but I have struck a problem. If the CFG contains a change in font size AND the user is in tree view then the screen won't update correctly. The tree browser wasn't written with this type of functionality in mind so I might review tree view at some stage. |
15:41:13 | c0utta | There are lots of requests for playlist functionality so I'm trying to unravel that code at the moment. I personally don't use the playlist functionality so am trying to get more familiar with the code before I decide how to approach it. Once again, the tree browser wasn't written with this type of functionality in mind which makes it difficult at this stage. |
15:41:17 | c0utta | In any case, do you want me to start submitting my patch ? |
15:41:19 | c0utta | Cheers, |
15:41:21 | c0utta | Brent |
15:41:23 | c0utta | whoops |
15:42:06 | c0utta | just sending a mail to linus |
15:42:47 | c0utta | gon: you're correct - Jörg has written the functionality |
15:43:26 | c0utta | he doesn't have any files available, probably because of copyright |
15:43:51 | gon | it become perfect if somebody make a GUI |
15:44:01 | c0utta | there is talk of a gui |
15:44:22 | gon | its a little bit boring to convert |
15:44:45 | c0utta | yes, people want new functionality and plugins |
15:44:57 | c0utta | gui on a small screen is difficult anyway |
15:45:09 | gon | i think |
15:45:49 | gon | are u in the rockboxx crew? |
15:46:08 | c0utta | only recently |
15:47:12 | gon | "<c0utta> I have only converted volume change" it will like archos firmware? |
15:47:45 | c0utta | correct. i'm working on f2/f3 functionality |
15:48:00 | gon | tres tres bien |
15:48:10 | c0utta | enabling users to have their own favourites |
15:48:20 | c0utta | tres tres bien in english ? |
15:48:34 | gon | really really good |
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15:48:55 | c0utta | 25 years since i studied french :) |
15:49:34 | gon | where do u study? :) |
15:49:54 | c0utta | i studied at primary school at age 10 |
15:50:06 | c0utta | no more french since then |
15:50:59 | gon | at 10?woooa we learn english at high school a11 |
15:51:03 | gon | at 11 |
15:51:48 | c0utta | when i went to school (here in australia) there was only french and german foreign languages |
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15:52:17 | c0utta | so we started very young |
15:52:23 | gon | ok i thnk u come from england |
15:53:28 | c0utta | it is 23:23 here in aust so i must go to bed |
15:53:40 | c0utta | i must work tomorrow |
15:53:53 | gon | have a good night here its 15:53 |
15:53:56 | gon | @+ |
15:54:12 | c0utta | cheers |
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15:56:20 | gon | now u must re-flash at all update |
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20:03:19 | Nando | Hi folks |
20:04:32 | Nando | Is there somebody who'd like to help me to go and install Rockbox on my JB FM recorder ? |
20:05:05 | Nando | Please, I spent a few hours there, and it really rocks |
20:05:20 | Nando | but I still have some troubles with the voice |
20:07:09 | Nando | Is there anybody here ?????????? |
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20:47:51 | Nando | So, Can somebody help me ???? |
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20:58:25 | methangas | with? |
21:00 |
21:14:20 | Nando | with the installation of the rockbox's voice function on my jb fm recorder |
21:16:03 | Nando | I 've successfully installed the language, but I do not succeed in obtaining any sound, in the menu from my JB |
21:16:45 | Nando | Have you any idea about the cause of it ? |
21:20:46 | methangas | sorry no i haven't tried the voice pack myself and i don't own a fm version |
21:22:51 | Nando | Thanks |
21:23:45 | Nando | It doesn't matter : I may find the answer later !!!! |
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21:39:09 | Nando | Hi pfavr ! |
21:39:22 | pfavr | Hi |
21:39:50 | Nando | I have a small problem with the rockbox |
21:40:26 | Nando | Have you managed to install the voice function with the rockbox |
21:40:29 | Nando | ? |
21:41:24 | pfavr | Well, haven't tried (what _is_ the voice function anyway?) |
21:42:22 | Nando | Normally, your JB would speak as soon as you press a key |
21:44:13 | pfavr | ok, cool. Is it real speech synthesis or pre-recorded samples? |
21:45:11 | Nando | Think it should be speech synthesis ... |
21:46:29 | pfavr | so it can e.g. read the title of the songs? |
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23:31:17 | BC | Hey Badger, thanks for the reply :) |
23:31:17 | BC | Maybe we could work on fixing the win32sim one bit at a time rather than all in one go? |
23:31:53 | Bagder | I think that's a good idea and approach |
23:32:27 | BC | problem is, i think that some of it is BASH and MAKEFILEs, which I am no good at :( |
23:33:40 | Bagder | I can volounteer to do those parts |
23:34:59 | BC | The first thing I see is that we need to copy the ROCKs to the ARCHOS-ROOT-SIM directory |
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23:50:44 | BC | then I think number 2 is make the SIM-DIR the default for the browser |
23:50:44 | BC | this would make it appear more like a rockbox IN a pc rather than ON a pc :) |
23:51:30 | Bagder | the local dir named archos should be default already |
23:52:07 | BC | not unless it has been done in the last few days ....ooohhh, the winsim GPF should be fixed in todays tarball :) |
23:52:21 | BC | thanks to Hardeep :) |
23:52:50 | Bagder | if it doesn't work like that, it should be fixed |
23:52:56 | Bagder | it works like that on *nix |
23:53:00 | BC | let me check now... |
23:53:19 | amiconn | Bagder: It is default for the X11 sim, but not for the Win32 sim. |
23:53:34 | Bagder | we should fix that |
23:53:59 | amiconn | On the Win32 sim the root for the browser is the root of the drive the sim is installed on. |
23:54:16 | Bagder | oh |
23:54:24 | Bagder | that's lame |
23:55:22 | amiconn | Of course this should be fixed, I would appreciate it. Unfortunately I did net (yet) deal with the simulator code, yesterday I just tried to build the sim for the first time. |
23:55:30 | amiconn | *not |
23:55:34 | BC | lol |
23:55:53 | BC | did you get Hardeeps patch yet? |
23:57:37 | amiconn | I did have a look at it, unfortunately it does not really fix the issue with the not-runnable Win32 sim _if_ you build for the sim and for the target from the same source tree. |
23:58:02 | BC | !? |
23:58:30 | amiconn | In order for his patch to work, you would have to build 2 different versions of convbdf. |
23:58:33 | BC | you mean, it will now do SIM but *not* AJZ??? |
23:58:42 | BC | ah |
23:58:58 | BC | that could be a pain |