--- Log for 12.04.104 Server: truong.freenode.net Channel: #rockbox --- Nick: logbot_ Version: Dancer V4.16p1 Started: 1 month and 29 days ago 00.00.00 # 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 # it's dying in either CreateThread() or app_main() 00.00.30 # i am having problems also 00.00.36 # on 2 machines i have tried it 00.00.54 # anyone know if this death has happened in the last few days? 00.01.02 # BC, yes 00.01.09 # can you be more precise? 00.01.17 # we can check the builds :) 00.01.21 # i used a older source tarball, and it worked fine ( iused the oldest on the list) 00.01.42 # so we have the offending code in tarballs - that's a damn good start 00.01.51 # Don't know, this is my first try to get the sim running. 00.02.13 # rockbox-daily-20040406 is what worked fine for me 00.03.18 # okay - I'll take 0410 - diddy, you take 0409, and ami, you take 0408 - cool? 00.04.40 # Will give it a try. 00.04.41 Quit AciD (Read error: 104 (Connection reset by peer)) 00.04.42 # ermm o ne sec 00.04.47 # i have no cygwin 00.04.54 # give me 5 minutes to get cygwin setup 00.05.02 # so how do you know todays source fails? 00.06.29 # because i was at hme when i tried it 00.06.32 # *home 00.06.37 # ahaaa 00.06.38 # at in a library now 00.07.39 # Compiling... 00.07.54 # noticed "making an sim directory" when I typed make - wonder if the other fixes were implemented? 00.08.06 # s/make/configure/g 00.08.51 # 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 # Trying 20040406 (which worked for diddystar5) 00.09.30 # Hmmm, problem is I am using a different dev kit from others :( 00.09.46 # 0406 worked for me also 00.09.55 # ami, is your source code in the right dir? 00.09.56 # my cygwin install done 1 sec 00.10.12 # your local lib lets you install cygwin - coooooool 00.10.37 # 0410 GPFs 00.11.11 # trying 0407... 00.11.12 # well i'm not supposed to, but i found a linux boot cd that lets you remove the admin password :) 00.11.18 # 0407 GPF's for me 00.11.21 # ohh you are the one that told about that BC 00.11.49 # arghh forgot to get the make package 00.11.51 # one sec 00.12.02 # LOL - you bad bad bad boy - LOL 00.12.23 # solution is disable "boot from floppy" and then password the BIOS 00.12.26 # 20040406 works for me - so at least I'm not doing something wrong :) 00.12.37 # cool 00.12.50 # compiling... 00.12.50 # Trying 20040407.. 00.13.06 # just typed "make" for 0407 00.14.28 # 09 is bad 00.14.43 # we're down to three 00.14.44 # :) 00.15.10 Quit methangas (" HydraIRC -> http://www.hydrairc.com <- irc client ownage!") 00.16.17 # 20040407 is bad for me - so some change from '06 to '07 apparently broke the Win32 sim. 00.16.32 # need a faster machine - lol 00.17.00 # It's merely a 1.5 GHz Centrino notebook... 00.17.05 # yep 0407 is dead for me too 00.17.08 # same for me 0406 works, 0407 GPF's 00.17.10 # i have a duron 600 00.17.14 # 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 # Hmm, only 2 changes on 6 April: convbdf.c and lcd-player-charset.c 00.18.38 # all the sims (not just win32) are broken because of the convbdf.c change 00.19.07 # Since changing lcd-player-charset.c should influence a recorder sim at all, it's probably convbdf.c 00.19.30 # the structures are now being declared const and then we're trying to memcpy to them 00.20.05 # hardeep: The strange thing is: Win32 sim is broken since 20040407, but X11 sim is working for me from current CVS!? 00.20.13 # amiconn, it crashed before the convbdf thing i think 00.20.37 # amiconn: hmmm, X11 sim just crashed on me 00.20.39 # latest cvs 00.20.53 # Btw: trying X11 under cygwin's X11 00.20.55 # diddystar5: it's the convbdf thing, i just debugged it 00.20.58 # me too 00.22.36 # i tried debugging in my msvc++, didnt show me anything 00.23.00 # I went the "printf" route - lol 00.23.12 # you need to use gdb if you build using mingw 00.23.23 # or you can build the msvc project with which you can debug from msvc 00.23.29 # hardeep: Why does the sim mecpy() to the font structures while the target doesn't? 00.23.43 # *memcpy() 00.24.02 # amiconn: target does too 00.24.06 # ohh 00.25.05 # 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 # If the target also memcpy()'s to structures declared 'const', then 2 questions arise 00.26.02 # (1) Why does the target not crash on it (well, maybe because it has no memory protection) 00.26.30 # (2) Why are these structures declared const in the first place, since they are not really const? 00.26.56 # amiconn: 1 is just like you said, no memory protection 00.27.11 # and 2 is the reason described in Linus' comment: move to .rodata on the target 00.27.47 # Doest this have any advantages? I cannot imagine what it should be... 00.28.17 # ..only that it adds confusion... 00.28.22 # I have no idea either... maybe to save .data space? 00.28.42 # plugins and sound settings is still broken :( 00.29.32 # is->are 00.33.13 # Did compile the X11 sim again from current CVS - still works for me (no crash) 00.35.04 # Is it correct that the sim does not save settings? 00.35.25 # the sim does save settings 00.35.33 # on x11 and win32 00.35.57 # i think the save files is sector32.bin or so 00.36.54 # amiconn: stramge, it's crashing on my system at the font location 00.37.11 # amiconn: did you rebuild the latest version of convbdf? 00.37.24 # Oops .. maybe I deleted that sector3D.bin file after trying to compile the Win32 sim. 00.37.44 # hardeep: yes I did. 00.38.23 # must be the position of the Sun or something then. :) 00.38.57 # how do i debug using gdb? (i just got it now) 00.39.01 # It's still running ... on Win XP pro 00.39.21 # yep, same for me 00.39.28 # (os that is) 00.40.01 # 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 # amiconn, to use x11 sim on cygwin, do you need the xfree86 stuff? 00.41.13 # 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 # 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 # 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 # er, not really... which features don't work on the win32 sim? 00.44.19 # diddystar5: yes (xfree86) 00.44.28 # mas3587 00.44.31 # plugins 00.44.37 # uhm, plugins work 00.44.41 # maybe still some others also - I did not try them 00.45.06 # what do I have to do to make them work after I type "make"? 00.45.28 # they don't compile for you? 00.45.44 # select plugins on the menu and (tm) happens 00.45.58 # I will check if they were compiled now... 00.46.13 # 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 # BC goota move thoise to .rockbox/rockcks for that you know? 00.47.16 # wonder why MAKE can't do that? 00.47.37 # only about 50 keypresses to get to the plugins :) 00.47.53 # sure, make can be modified to copy them to the correct location 00.48.10 # but you were saying they weren't working which is incorrect 00.48.15 # Yes, but it is not allowed to be included in the CVS 00.48.19 # 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 # you can't - the mod was rejected 00.49.23 # But the X11 sim uses that "archos" dir as its root... 00.49.57 # amiconn: how is "minesweeper" coming? 00.50.14 # i think the simulators need to be made the same (or close) 00.50.23 # they are way to differnen't 00.50.48 # I think getting them both working would be a good start :D 00.51.14 # i wonder if we can make 1 source tree for both the x11 and win sim's 00.51.19 # that would be best 00.51.26 # hhahahahaha 00.51.53 # certain core routines need to be diffferent 00.52.22 # 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 # amiconn: scrolling display :) 00.53.54 # elinenbe: With too few cells it would be too easy to solve, while scrolling would be very confusing. 00.55.14 # 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 # 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 # If I play the original, I mostly use the "hard" level, which has 16x30 cells. 00.57.42 # so you guys reckon it's convbdf.c that's caused the issues with the sim builds ? 00.58.01 # c0utta: yeah, just about to submit a fix 00.58.04 # haha bc 00.58.29 # goody 00.58.33 # wierd - i have source as of 31-Mar abd have been "cvs update" every day 00.58.43 # s/abd/and 00.58.49 # no problems here 00.59.05 # c0utta: you're probably not rebuilding the tools (convbdf specifically) 00.59.09 # c0utta: the tools are not recompiled automatically. 00.59.24 # true - i'm not building the tools 00.59.30 # should i ? 00.59.43 # if you want the sim to crash :) 00.59.59 # hahahahahahahahahahaha 01.00.01 # try "make clean" then "make" in the tools dir - then rebuild the sim -> crash. 01.00.02 # a "feature" 01.00.02 # if i leave, its because windows crashed brb 01.00.23 # LOLACCCCCCCCCCCCS 01.00.37 # ok, windwos didnt crash :) 01.01.13 # windows* 01.01.39 # s/windwos/windows/ 01.01.48 # took long enough 01.03.26 # elinenbe: Maybe I take the scrolling approach, then I have some use for the scrolling routines I built into the framwork... 01.03.33 # *framework 01.04.57 # 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 # hardeep, got that fix out yet? 01.24.40 # hah @ mini ipod sound problems, poorly enginered headphone jack may lead to static and crackling after 35-40 days 01.25.09 # haha! 01.25.27 # apple cant even make a headphone jack right... 01.25.30 # 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 # BC: Should I know it? Didn't see that anywhere... 01.26.52 # apple didn't make the jack dipshit 01.27.36 # apple fanboy alert 01.27.37 # off for a small bit 01.27.40 # heh no 01.27.42 # I am still waiting for the win32sim to work before I try to finish it 01.27.50 # still wanna go first person too 01.27.52 # just don't enjoy ppl hating apple for the wrong reasons 01.28.42 # BC: Will your maze game feature grayscale? 01.28.53 # LOL - It will now :) 01.29.19 # So you cannot test it on the sim, even the sim would be working. 01.29.33 # *if the sim would be working. 01.30.04 Quit midk () 01.30.08 # When the sim is working, maybe I will patch it up to support greyscale?? 01.30.22 # not like a PC cannot emulate greyscale :) 01.30.29 Quit hardeep (Read error: 104 (Connection reset by peer)) 01.31.14 # 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 # 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 # 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 # 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 # 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 # YOUR greyscale code - didn't realise - well done dude :) 01.34.22 # I will be running your demo just as soon as my jbr has a charge 01.34.51 # at some point it does a "plot" in some manner - that'll be the point to catch it 01.35.02 # 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 # however, core changes are rarely accepted, so perhaps best I don't use it 01.35.33 # aha - how many z buffers? 01.36.06 # I was thinking about writing a games dev kit - z buffers would be handy 01.36.37 # z buffers? 01.36.43 # frame buffers? 01.36.54 # (showing my age) 01.37.35 # 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 # freeeeeeeeeeoooowwwwwwwwwww 01.38.38 # 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 # interesting 01.40.40 # so if I give enuf memory for 20 bitplanes i may still have 30 shades? 01.40.56 # hmm, suppose it's not a "bitplane" really 01.41.12 # (must look at code before settling on nomenclature) 01.42.29 # 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 # hmmm, does it tell me how many shades I have? 01.43.27 # (kettle) brb 01.43.38 # Yes - this is the return value of gray_get_buffer() 01.45.31 # 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 # ooh, well done :) 01.46.11 # although maybe 0..255 is overkill? 01.47.05 # makes "shade++" impossible 01.47.29 # 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 # fair call 01.48.32 # maybe a "scale mode" switch on it? 01.48.37 *** Saving seen data "./dancer.seen" 01.49.40 # Hmm, should be possible, but would add quite some complexity. 01.50.00 # hmm, maybe costly option in an interrupt 01.51.04 # 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 # phew 01.52.41 # first thing should be to write a 64x64 id3 image viewer 01.53.01 # 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 # OW! 01.53.52 # It will be faster if (1) you use fewer shades, (2) if you use a partial overlay 01.54.28 # It will also render faster while the interrupt is not running 01.54.43 # anyone say "FAST" mode - LOL 01.54.58 # (if you remember the ZX81 (US=TSR80)) 01.55.17 # I know that, as well as the ZX Spectrum. 01.55.32 # "FAST" disabled the screen refresh 01.56.22 # So if I do "clear_to_grey(20); clear_to_grey(10);" ...that would take about 2 seconds to complete? 01.56.45 # The problem is that every "gray" pixel corresponds to one bit in each of the bitplanes, so setting a pixel involves a lot of bit shifting and masking. 01.56.55 # hmmmm 01.57.03 # how have you oriented the screen? 01.57.09 # on the X or Y axis? 01.58.04 # 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 # so 1 byte does a single X and 8 Y's? 01.58.52 # scuse me, i've not dug too deep in that bit before 01.59.02 # Yes, but there is one byte for a single X and 8 Y's _in each bitplane_. 01.59.31 # understood just trying to understand it all so I can think ahead 02.00.21 # Even this layout takes ~50% CPU power for full-screen solely for the interrupt.. 02.01.33 # can i have a greyscale window? 02.02.03 # does cpu useage go down with bitplane count? 02.02.10 # Yes, the grayscale framework works like an overlay. See my comments within the source. 02.02.31 # yes, sorry, i glimpsed the source, but should read it properly 02.02.37 # CPU usage varies only with overlay size, not with bitplane count. 02.02.48 # okay 02.02.54 # seems weird 02.03.13 # sure if there were only 16 bitplanes then the interrupt could do_nothing() 50% of the time 02.03.19 # surely... 02.04.16 # 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 # 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 # 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 # *chosen 02.06.12 # I wonder if a less frequent update would help CPU overhead? 02.06.48 # Yes it would, but then you wouldn't get smooth grayscale, only flickering grains. 02.07.29 # surely 33.5 (if you get my drift) FPS would be beyond the human eye to detect? 02.08.07 # (hope you don't mind me chatting about this) 02.08.35 # No, because the total repeat frequency is 67 Hz / . 02.09.36 # 02.09.57 # Even with the current parameters the gray areas look a bit "grainy" when using 32 bitplanes. 02.10.34 # yes, I think I am getting it - just installing the demo now 02.10.41 # does it work with 2.2 native? 02.10.50 # This is more noticeable if the display is warm, because the LCD is faster then. 02.11.16 # Should work with 2.2 since it does not use esoteric new features. 02.11.57 # "esoteric" ...love that word :) 02.14.29 # very nice :) 02.14.43 # but it IS slow...hmmm 02.15.06 # some carful though will need to be given to screen updates 02.15.51 # Tried using the "cursor" buttons? 02.16.00 # yes, they're VERY smooth :) 02.16.19 # loses data that goes off the screen tho - guess that's just implementation 02.16.52 # Yes, it is scrolling, not rolling. 02.17.21 # need to rethink my ideas tho 02.17.48 # 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 # fer sure 02.18.23 # If you hold l/r in the demo, it scrolls by 3 pixels. 02.18.37 # right, yes I did 02.18.42 # that makes sense 02.20.07 # The usage differs from the b & w api functions in a way that there is no dedicated update() function. 02.20.48 # Every graphics primitive you call writes to the various bitplanes, the interrupt does "automate" the update. 02.20.49 # I find update() quite annoying anyway, so that's no bad thing 02.21.02 # cool 02.21.11 # i need to get busy on that poker game iwas goign to make... 02.21.44 # AI? 02.21.45 # The fastest graphics primitive (for larger screenn areas) is inverting a rectangle. 02.22.14 # BC, you mean for the poker game? 02.22.26 # diddy: yes 02.22.55 # BC: yes maybe, but i will most likly start with a simple "get as many points as you can" version 02.23.42 # 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 # ami: in first person the whole screen updates every time - so i guess that's out of the question? 02.25.27 # 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 # gray_drawgraymap 02.25.54 # amiconn, ok, i will look at it now, and get started on making the graphics 02.26.17 # BC: "first person" ? 02.26.26 # doom 02.26.30 # (for example) 02.26.49 # Ah ok. Guess this would be too slow. 02.27.13 # can I demand X bitplanes? 02.27.58 # Yes, you can: int gray_init_buffer(unsigned char *gbuf, int gbuf_size, int width, int bheight, int depth); 02.28.08 # i have a doom game written in assembly for my ti83+ 02.28.31 # porting asm in an arse! 02.28.36 # in->is 02.28.43 # the graphics in it are awsome (for a calcultor) 02.28.59 # so the update will be quicker if I deman only 8 bitplanes ....hmmm 02.30.58 # what should be the resolution for the spade (or any suite) bitmap? i'm bad at guessing maybe 8x8? 02.31.54 # 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 # amiconn, ok, i will go with 12x12 to start 02.32.30 # YOU NEED 7X7 FOR A SPADE 02.32.33 # sorry for shouting 02.32.44 # +1 pixel space all around it 02.32.48 # ==9x9 02.33.01 # or maybe only one pixel above and to the left = 8x8 02.33.14 # ? 02.34.03 # you ...that means not me 02.34.04 # need ...as in what is required 02.34.04 # lol 02.34.16 # umm ok lol 02.34.20 # 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 # gimme a clue on where you got lost? 02.34.51 # why 8x8? 02.34.56 Quit Ka_ ("* poof *") 02.35.08 # 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 # diddy: maybe just 7x7, but all your grphics will be butted right up to each other 02.35.57 # BC: You really want to give *3D* a try? WOW! 02.36.11 # it's not that hard really 02.36.27 # I'm just wondering if we have the power to do it in grey 02.36.56 # al the maze algorithms etc are already written 02.37.42 # 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 # i'm working on a variation on the bressenhams to produce a fast bitmapping algorithm 02.38.12 # This would require it to be in the core, though. 02.38.19 # yes, read about that - didn't really understand it 02.38.44 # not sure what the IRAM is -didn't look it up 02.39.15 # 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 # righty - L1 RAM :) 02.39.44 # makes sense 02.39.56 # Unfortunately it is rather small (only 4096 bytes) and only usable from within the main firmware. 02.40.30 # It would give around 60% speedup (from my calculations - not tested that) 02.40.37 # shit! 02.40.40 # WOW! 02.40.40 # 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 # diddystar5: I suggest 02.41.06 # ooops 02.41.37 # ---x---, --xxx--, -x-x-x-, xxx-xxx, -x-x-x-, ---x---, --xxx-- 02.42.12 # diddystar5: Please bear in mind that the pixels on the LCD aren't square - they are taller than wide. 02.42.26 # will look even better then :) 02.42.43 # one sec... 02.43.20 # Another suggestion: If you use a real grayscale bitmap, you can do anti-aliasing. 02.43.26 # fwiw - they were sent to me by a friend who write games for nokia ;) 02.45.03 # BC, didnt turn out nice, but one sec, i think i cna make it nice 02.51.35 # 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 # ---x--- --xxx-- --xxx-- xxxxxxx xxxxxxx ---x--- 02.55.53 # 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 # thats the best i could do 02.56.33 # diddy: that's 7x6 02.56.44 # actually, on line 4, -xxxxx- ooks better 02.57.01 # 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 # whoops, make a copy of line 2 as 3 02.57.17 # thats what it was 02.57.36 # diddy: yes that makes sense 02.59.53 # the diamond was easy :) 03.00.01 # ami: still need to get around the frame redraw tho ...hmmm 03.00.05 # lol 03.01.39 # a heart is a diamond with bobbles on the top 03.01.55 # haha yay, i just finished the heart now 03.02.12 # a spade is the top half of a diamond with the bottom half of a club 03.02.14 # now for the hardest one.... 03.02.53 # i also found some source to the linux poker game, so i dont have to work out all the logic 03.03.15 # cheat 03.03.19 # lol 03.03.38 Join midk [0] (mk@ACA29BF3.ipt.aol.com) 03.03.48 # think I might have to nasty ways to cheat on the 3d maths 03.04.10 # yo all. 03.05.02 # hey the club wasnt all that hard 03.05.18 # LOL 03.05.24 # that's what I sent you!? 03.05.45 # it was? well it didnt look like one lol 03.05.58 # now a set of numbers... 03.06.12 # yep 03.06.16 # i have drawsprite routines to help print all this stuff on the screen 03.06.26 # in fact I have a set of numbers done already 03.06.35 # for the new audio screen 03.06.35 # cool 03.06.43 # use them :) 03.06.46 # could you send them? 03.06.47 # if you like 03.06.48 # 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 # they're on sourceforge 03.07.07 # BC: in your audio patch? 03.07.15 # ami: yes, int's all the way 03.07.55 # if I limit the animation step sizes I can strip the tables down to virtually nothing 03.08.17 # The bad thing when using C multiplication / division is that it uses subroutine calls. 03.08.30 # thinking maybe 15^ rotational steps 03.08.34 # OUCH! 03.08.46 # animation? 03.08.47 # what 03.08.50 # d i miss 03.09.09 # bc rolling a fag 03.09.43 # dids 03.09.45 # 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 # BC, in you audio3597 patch or not? 03.09.48 # where at? 03.10.13 # 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 # 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 # k ty 03.11.06 # "useful mp3 and jukebox related tools"? 03.11.15 # BC: found them 03.11.20 # aha 03.11.21 # That PC .rvf player is written in Java and does only play .rvfs without audio. 03.11.22 # got it 03.11.22 # thanks! 03.11.35 # booo :D 03.11.47 # replace "plot_across_bitplanes" with "stuff value in buffer 03.11.50 # for sim 03.12.00 # It also causes 100% cpu load while playing. 03.13.11 # hey it works 03.13.14 # yay 03.13.43 # BC: If you really want to try 3d - try to avoid divisions whenever possible - these are really costly. 03.14.25 # thanks for the heads up - i will botch them all with shifts 03.15.42 # diddy: do you have the source yet? 03.16.01 # mk: talking about cpu power for 3d AND grey together 03.16.21 # yeah sounds interesting 03.16.31 # that maze would be cool :) 03.16.39 # need to beg the "guy who can" to fix the sim 03.16.43 # guyS 03.16.59 # 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 # no, to make it work 03.17.25 # what's wrong with it? 03.17.36 # take a look at what my sim patch fixes :) 03.17.45 # it doesn't apply any more :( 03.18.45 # oh the comments on the patch? 03.19.12 # it has a list of what I fixed 03.19.23 # then a debate about how it should be done 03.19.28 # i know 03.20.47 # i read that yeah 03.20.49 # BC, huh what source? 03.20.51 # so .. 03.21.07 # you want your patch merged is what you mean when you say it needs to be fixed? 03.21.12 # diddy: with the number font 03.21.26 # no my patch was broken jan 2nd 03.21.32 # BC: ohh yeah, i'm hacking at itn ow 03.21.47 # all work was rejected, so the sim remains broken 03.23.37 # you sim patch was regected? 03.23.41 # i thought it was great 03.23.49 # poker game interesting 03.24.06 # midk, stay away! 03.24.12 # yeah - bummer hey - that's why I've stopped developing 03.24.13 # aww 03.24.19 # *wanted to design logos and graphics 03.24.27 # Suppose SOME good came of it then - LOL 03.24.35 # midk, nah, you can mess with it, just dont go adding stuff like logogs etc :) 03.24.47 # heh don't worry i won't touch it 03.24.50 # not worth it 03.24.55 # haha 03.25.14 # well this is based on the assumption that it gets farther than "case BUTTON_OFF:" 03.25.27 # LOL 03.26.19 # :P 03.26.45 # have you seen the patch mid made for the clock? its crazy 4 logos... 03.26.51 # lol bc 03.26.57 # YOU NEED 7X7 FOR A SPADE 03.27.03 # dids: don't hate yo 03.27.49 # now i need to maek graphics for ace, jack, queen, and king 03.27.55 # want take very long 03.28.07 # go with J Q K 03.28.12 # i'm good at gfx yo 03.28.20 # what's the size? 03.28.24 # BC, how big were those numbers you made? 03.28.34 # midk: i can handle it :) 03.28.45 # errr, 7x5? 03.28.51 # dids i know 03.28.57 # just wanna play around with what's possible 03.29.02 # what's the size? 03.29.56 # BC: is it 7x5 or 5x7? 03.30.05 # ______ 03.30.06 # dids come on 03.30.08 # | | 03.30.20 # take a butchers at the source :) 03.30.31 # | |) 03.30.32 # |__| 03.30.39 # my coffee mug :) 03.30.53 # B-- 03.31.13 # dids not gonna tell me? 03.32.04 # size of what? 03.32.15 # the. icons. duh. 03.32.31 # 7x7 03.32.37 # i have already made them 03.32.44 # um ow lol 03.33.47 # ok 03.34.08 # whats all this about poker now? 03.34.20 # scott666: did's writing a poker game 03.34.24 # ahh 03.34.25 # fun 03.34.33 # lol 03.34.39 # i'm betting it won't get far 03.34.51 # midk is just jealous 03.34.56 # we need a standard 'cards' library 03.35.01 # haha 03.35.07 # so we can easily do blackjack and solitaire and stuff 03.35.16 # i have one written in python 03.35.17 # heh 03.35.26 # least i used to... 03.37.04 # i need to go home i like 8 minutes :( 03.37.07 # *in 03.37.16 # nah i will stay longer i think 03.37.19 # bed time? 03.37.23 Part BC 03.37.38 # 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 # dids why? 03.38.00 # i don't know 03.38.02 # his jimmy jams are folded an waiting 03.38.05 # LOL 03.38.09 # not good to ignore mom/dad 03.38.10 # i might be doing drugs or something :P 03.38.12 # LOL 03.38.14 # LOOOOOOLL 03.38.17 # omfg lol 03.38.32 # oh god 03.38.33 # i found out what "indo" was the other week 03.38.34 # haha 03.38.42 Part amiconn 03.38.51 # holy sh!7 some people do some dumb things 03.38.53 # tie to bmp3rb all my pics :) 03.38.58 # rockbox = drugs 03.39.10 # s/tie/time/ 03.39.24 # bmp2rb* 03.39.44 # damn 03.39.48 # missed one lol 03.39.54 # oh noo 03.40.43 # so, are we gonna pool resources and write a card game engine? 03.41.13 # i want in, its been too long since ive coded anything 03.41.46 # 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 # just have a set of bitmaps, the suites and numbers which i have just made, and its fine 03.42.51 # i can send you guys what i have right now if you want 03.43.11 # if you define them in the same way I did for my previous games, we can use all my gfx libs :) 03.44.20 # BC: try again 03.44.58 # hmmm 03.45.15 # maybe diddy can send it to you? 03.45.39 # sure one sec 03.46.06 # there we go 03.48.13 # crazy 03.48.23 # crazy is right yo 03.48.31 # dids dont leave me out 03.48.33 # do i get to see too? 03.48.38 *** Saving seen data "./dancer.seen" 03.49.21 # yeah i guess, but i dont have them all sorted out nice yet 03.49.42 # i would rather wait untill i have them all bmp2rb'ed and have them all in one file 03.49.44 # yay ty 03.49.48 # someone have a suggestion for a good win32 C compiler? 03.49.59 # mscv++ 03.50.02 # what destination? 03.50.04 # *msvc++ 03.50.06 # MSVC++ 03.50.06 # what to write? 03.50.40 # windoze appz is either vc++ or cygwin really 03.50.54 # and cygwin isnt good for plain windows stuff 03.50.57 # imo 03.51.01 # no it sucks 03.51.07 # command line utils; you can add djgpp+rhide to that list 03.51.19 # presuming you are targetting a pc 03.51.27 # what is rhide? 03.51.37 # i gave used djgpp before 03.51.41 # rob hoene's integrated development environment 03.51.53 # but that would be dos apps only right? 03.52.00 # yep 03.53.02 # im going home guys, i will try to get back on when i get home and have these bmp2rb'ed 03.53.20 # if i can get on the puter, it would probably be about 20 mins 03.53.29 # (from now) 03.53.30 # good luck! 03.53.40 # :) 03.53.42 # see you 03.54.17 # l8er 03.54.32 # midk: no results on kazaa for MSVC++ 03.54.43 # search for "visual c++ 03.54.49 # scott666, miscrosoft visual c++ 03.54.52 # try that 03.54.57 # byw 03.54.58 # microsoft* 03.55.00 # bye* 03.55.03 Quit diddystar5 ("Leaving") 03.55.18 # about how much should it be? 03.55.21 # *big 03.55.28 # i think it was 77mb or so 03.55.34 # what sizes do you see? 03.55.39 # 70mb maybe 03.56.19 # 69mb yo! 03.56.21 # that must be it 03.56.26 # from 1.6gB to 1.6Kb 03.56.26 # or 73 03.56.33 # holy shit 1.6gb? 03.56.52 # heh try "microsoft visual c++" 03.56.56 # that could narrow it down 03.57.39 # *M 03.57.40 # heh 03.57.41 # read it wrong 03.57.57 # 300MB to 16k 03.57.58 # the largest is 1.6mb? 03.58.03 # what are most of them 03.58.06 # what's the average yo 03.58.28 # im getting onces that s about 70mb 03.58.37 # yup its about that afaik 03.58.43 # the difference between standard edition and enterprise edition 03.59.00 # i have standard 03.59.05 # enterprise is probably better 03.59.27 # yeah 03.59.30 # but bigger too 03.59.34 # and probably all stuff i dont need 03.59.39 # yeh ok standard 03.59.59 # bc what text editor do you use 04.00.02 # plus its already goin at 50kBps 04.00.06 # ultraedit 04.00.06 # shit its 7pm! 04.00.11 # *gets hw 04.00.11 # bed time 04.00.20 # fror bc? 04.00.32 # nah 04.00.35 # not for me 04.00.36 # bored time for bc 04.01.04 # *gets out hw 04.01.15 # never heard it called that before 04.01.27 # it'll make you go blind! 04.01.30 # heh "factor x^2-11x+30 04.01.44 # cant concentrate 04.02.11 # 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 # *planned out yo 04.02.31 # you just want a value for x yeah? 04.02.43 # no factor it 04.02.54 # its like (x+1)(x-3) or something 04.03.05 # (x-5)(x-6) 04.03.16 # naughty scott! 04.03.18 # n.... 04.03.20 # yes! 04.03.21 # heh 04.03.22 # what 04.03.25 # how do you know scott 04.03.32 # cheater 04.03.38 # 6*5=30 04.03.38 # * scott666 is in pre-calc, not pre-algebra 04.03.42 # 6+5=11 04.03.47 # its not pre algebra 04.03.51 # bc really omfg 04.04.13 # hey hes RIGHT 04.04.30 # what about x^2 - 13x - 30 04.04.40 # hehehehe 04.04.53 # -10 -3 04.04.57 # * midk brushes hands together 04.05.04 # wait, no 04.05.05 # HEY 04.05.08 # yes it is! 04.05.15 # no it isnt 04.05.18 # no? 04.05.20 # no its not 04.05.23 # thats -13 +30 04.05.25 # its on here 04.05.33 # not - 04.05.39 # -10 * -3 = -30 04.05.43 # +30 04.05.47 # d'oh 04.05.52 # not on here 04.05.58 # you typed the problem wrong? 04.06.11 # nope 04.06.17 # er 04.06.19 # yeah 04.06.26 # :D i was um testing you 04.06.27 # -15 +2 04.06.39 # oh wait 04.06.41 # no i didnt 04.06.44 # i wasnt testing you 04.06.46 # i did type it right 04.06.49 # yeah. thats right 04.06.50 # heh 04.06.50 # -15 +2 04.06.53 Part deadite66 04.06.56 # hey bcs right 04.06.59 # hmm 04.07.11 # x62 0 13x + 30\ 04.07.12 # er 04.07.19 # x^2 x 13x + 30 04.07.21 # er 04.07.27 # x^2 + 13x + 30 04.07.39 # +10 +3 04.07.45 # +3 +10 04.08.15 # i have -10 -3 here 04.08.24 # also good 04.08.31 # shit its 04.08.36 # x^2 - 13x + 30 04.08.37 # gah 04.08.40 # there you go 04.08.40 # typing them in wrong 04.08.43 # no, what am i talkinng about 04.08.45 # -10 -3? 04.08.51 # yeah 04.08.54 # OH YES! YES!! 04.08.57 # ok how about this one 04.09.06 # +5 -7 04.09.13 # x^2 - 2/3x + 1 04.09.18 # (the tarrot told me - lol) 04.09.29 # LOL 04.10.08 # wait 04.10.12 # x^2 - 2/3x + 1/9 04.10.27 # -1/3 -1/3 04.10.38 # heh 04.10.49 # not had this much fun in ages 04.10.59 # omf 04.11.00 # actually feel like i have a grasp on maths 04.11.01 # omfg* 04.11.02 # hes right 04.11.06 # bc you're fired 04.11.07 # course he is 04.11.09 # scott you're hired 04.11.13 # ill scan in the page 04.11.15 # you can do the work 04.11.28 Quit ILuvit () 04.12.16 # ha 04.12.45 # we gonna support multiple decks? 04.12.54 # hey bx 04.12.55 # bc* 04.12.57 # yes 04.12.59 # yes we are 04.13.06 # im sure midk will want to 04.13.14 # ?? 04.13.18 # hey i got an idea 04.13.19 # decks 04.13.24 # like logos but smaller 04.13.26 # i think it will be easier to hold ONE stack of cards and track where they are 04.13.26 # lets make a like math thing 04.13.29 # that does it for you 04.13.42 # oh wait 04.13.52 # like the pattern on the cards or like poker with 3 decks? 04.14.12 # as in 3 decks 04.14.18 # ok 04.14.20 # for casino blackjack etc 04.14.32 # backs - whatever 04.14.32 # id say no then, unless its really easy to implement 04.14.40 # easy enough 04.14.53 # are we making poker without diddy? 04.14.54 # YAY 04.15.05 # heh 04.15.08 # no, just continuing while he is on sabatacle 04.15.26 # nooooo 04.15.28 # boo 04.15.33 # hey lets finish it tonight 04.15.39 # you would need to specify max-decks in your code cos we have no malloc 04.15.47 # 44MB of MSVC++ downloaded... 04.15.52 # damn slow kazaa 04.16.03 # heh i'd take 50kb/s any day 04.16.07 # well at mom's house 04.16.11 # at dad's no way 04.16.33 # so youd take 50kB/s every other day? 04.16.42 # lol 04.16.48 # yes 04.16.49 # YES 04.20.27 # other than JOKER ...what special cards? 04.20.38 # lets do some more math with mid! 04.20.51 # 3x^2 + 5x - 2 04.21.03 # old maid? 04.21.08 # OH 04.21.09 # yES 04.21.09 # YES 04.21.10 DBUG Enqueued KICK midk 04.21.10 # YES 04.21.11 *** Alert Mode level 1 04.21.11 # YES 04.21.11 *** Alert Mode level 2 04.21.11 *** Alert Mode level 3 04.21.11 # YES 04.21.12 *** Alert Mode level 4 04.21.12 # yES 04.21.12 # yep 04.21.13 *** Alert Mode level 5 04.21.13 # yES 04.21.15 *** Alert Mode level 6 04.21.15 # yES 04.21.20 # and lets make the computer always pick the maid 04.21.22 # so you always win 04.21.37 # we MIGHT have room for ONE more card 04.21.54 # Knight? 04.21.55 # (3x - 1)(x + 2) 04.21.56 # LOL 04.24.30 # i cant think of any other cards 04.24.37 # unless we want 2 different jokers? 04.24.45 # scott show me how to do it 04.24.52 # change the suit 04.25.25 # foil 04.25.30 # do you have foil there? 04.25.34 # yes 04.25.35 # first outer inner last? 04.25.35 # duhh 04.25.40 # foil yo 04.25.45 # i wrote it on the top of the paper 04.27.21 # the only way you can get 3x^2 is 3x*x 04.27.28 # only way you can get 2 is 1*2 04.27.29 # duh 04.27.33 # no shit 04.27.37 # ooh really 04.27.37 # then you just have to mix with placment and signs 04.27.38 # duhh 04.27.47 # not stupid here scott 04.27.56 # 09:27 PM> scott show me how to do it 04.28.12 # how does that affect any previous statements? 04.28.24 # i was showing you 04.28.41 # surre 04.30.13 # ok show me how to do 04.30.25 # 24y^2 + 52y + 24 04.31.03 # *grabs graphing calculator 04.31.16 *** Alert Mode OFF 04.31.34 # show me please 04.32.12 # (y - 1.5)(y - 2/3) 04.32.29 # hmmm 04.32.33 # uh? lol 04.32.39 # surely not 04.32.53 # *mid has an unsigned short attentionspan[]; 04.32.57 # divide everything by 4 04.33.13 # then its 4(6x^2 + 13 + 6) 04.33.32 # no thats too coommmmplicatedddddd 04.33.46 # (6x + 6)(x + 1) 04.33.57 # youre sure it isnt 28? 04.34.00 # *48 04.34.11 # what isn't? 04.34.17 # (24x + 24)(x + 1) 04.34.35 # thats 24x^2 + 48x + 24 04.34.44 # wrong 04.34.45 # its 04.35.06 # (12y+8)(2y+3) 04.35.08 # how many card players max? 04.35.16 # 8? 04.35.20 # 4? 04.35.21 # 7? 04.35.26 # 4. 04.35.35 # scott please helpsors 04.35.55 # 7+dealer or 3+dealer? 04.36.03 # 3+dealer 04.36.08 # 7 is way too much 04.36.11 # yeah 04.36.22 # scoot show me plese 04.36.23 # but is 4+dealer too much? 04.36.35 # not really but 3+d seems more logical 04.36.40 # 4 is the standard number of players i think 04.36.50 # in most computer games theres 3+d 04.36.51 # 4 including dealr 04.37.01 # woohoo and i was just guessing! 04.37.02 # I'm just considering jamming it at 4 and then someone say "we want 5" 04.37.11 # hahah 04.37.13 # actually bc 04.37.20 # just make it to like 7 04.37.23 # and 7 is the next logical step after 3 04.37.25 # then an option to lower it duh 04.37.31 # MAX players 04.37.32 # so you dont have to expand it ever 04.37.39 # yes 04.37.41 # max should be 7+d 04.37.43 # 7+d max 04.37.53 # scott show me or no 04.38.00 # show you what? 04.38.10 # how to do it 04.38.28 # trial and error 04.38.33 # asdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff yo 04.38.34 # or the quadratic formula 04.38.38 # just thinkning, in a game of solitaire there are effectively 11 or 18 card positions 04.38.49 Part _orange_ 04.38.56 # trial and error is easier 04.39.13 # bc can you show me how to do a problem begging to end? 04.39.17 # maybe a different approach is necessary 04.39.17 # just want to ensure i can do this 04.39.28 # 7 columns, 4 stacks, dealt cards, discard pile? 04.39.39 # 11+2=13 04.39.57 # 5, 4, dealt, discard 04.39.58 # or 14 columns, some face up, some face down 04.39.59 # tada 04.40.00 # now help 04.40.13 # hhaha jk 04.40.22 # yeah 04.40.23 # made me laugh 04.40.29 # sry 04.41.17 # and then the face down dealt cards 04.41.44 # yes, i think my first approach is faulty 04.43.22 # bc cool 04.43.32 # VC++ finished 04.43.36 # yay 04.43.41 # yay omfg we'll live! 04.46.57 # installing... 04.48.09 Join deadite66 [0] (~Miranda@cpc1-yarm1-5-0-cust53.pete.cable.ntl.com) 04.48.46 # yarmouth? 04.49.15 # great yarmouth, UK 04.49.25 # i'm colc.ntl.com 04.49.48 # it works 04.49.54 # woot 04.57.49 # yoi yo yo 04.57.51 # yo yo yo* 05.00.05 # OMFG 05.00.08 # its 8pm 05.00.10 # and i didnt do any 05.03.10 # 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 # hey scott which bit of this card thingy do you fancy? 05.03.26 # and i have another assignment i forgot 05.03.34 # what i wanna help you all hate me or what 05.03.49 # im not sure--whats already done and what needs doing? 05.04.05 # I'm working on some way to store where all the cards are 05.04.19 # we need artwork 05.04.24 # front and back 05.04.35 # how big? 05.04.43 # good Q 05.04.58 # you have 64x112 to play with :) 05.05.04 # hmmm 05.05.07 # 112x64 you mean 05.05.09 # ok 05.05.13 # BC 05.05.16 # i am the graphics guy 05.05.21 # i am super graphix man 05.05.27 # did you see my ggb 05.05.54 # given that the cards are held in a fixed array, we need a shuffling algorithm 05.06.12 # got dayumit nm mid 05.06.24 # what about the normal rockbox shuffling algorithm? 05.06.42 # you could clone that if you wish 05.06.44 # mercenne twister 05.06.48 # you could resume a game 05.06.50 # that way 05.09.49 # you still there scott? 05.10.28 # yes 05.11.14 # 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 # ok 05.11.50 # I have a strcut and a chunk of #defines 05.11.51 # i think ill start with graphics 05.12.25 # if you code the gfx the same as my other games, we have libs ready built 05.12.51 # or we can recode them in a new and better way 05.13.02 # code gfx 05.13.07 # how do you code gfx 05.13.25 # im not sure how to actually _code_ gfx with rockbox, i was just gonna mess with paint 05.13.27 # take a look at my audio plugin for example 05.13.37 # paint is good 05.13.39 # yeah, a bmp is no use to us 05.13.42 # set zoom 800% 05.13.43 # grid on 05.13.47 # ok 05.13.48 # thumb on 05.13.59 # image - attributes to set size 05.14.04 # that thing is what i use 05.14.06 # best ever 05.14.17 # set to 9 grey scales? 05.14.37 # um i just use b and w 05.14.47 # oh the old rockbax way eh? 05.14.47 # right click for w, click for b 05.14.53 # ? 05.15.01 # when it used to be black & white 05.15.04 # well to do gray you have to have 2 frames at least 05.15.10 # still only b and w 05.15.17 # its just alternating the two b and w images 05.15.26 # you're just a tad out of date there 05.15.31 # uh oh 05.15.33 # am i? 05.15.34 # :/ 05.17.31 # how does it work now 05.17.48 # take a look at the greyscale plugin or tonights irc log 05.18.00 # and/or 05.18.15 # die die die 05.18.15 # jk 05.18.41 # life will be good one day ;) 05.18.42 # brb 05.18.51 # lol i was jking 05.18.52 # !! 05.19.55 # of all 05.19.56 # nite 05.19.57 # 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 # hows it going scott? 06.04.47 # i got distracted by /. 06.04.53 # oh 06.04.57 # heh 06.05.18 # well, if the spark comes back, count me in :) 06.05.49 # got a suggestion for what to do? 06.06.41 # tell me if this makes sense (file incoming) 06.07.11 # i think we need an intermediary again 06.07.19 # Blx 06.07.30 # you on icq or aim or anything? 06.07.36 # yeah 06.07.41 # pick one 06.07.47 # aim 06.07.55 # and you are... 06.07.59 # puddintaine420 06.08.18 # no comment - lol 06.08.51 # incoming 06.08.59 # that's better :) 06.08.59 # song title + number 06.09.04 # heh 06.10.32 # whats group? 06.10.39 # your hand 06.10.42 # the stock pile 06.10.44 # ahh 06.10.46 # gotcha 06.10.47 # the discard pile 06.10.55 # the 7's on the tabe in front of you 06.11.06 # the 8's on the table in front of you 06.11.22 # how about display? 06.11.27 # and you MAY own a card in the 9's on the table in front of me 06.11.38 # see display settings 06.11.43 # ok 06.11.56 # which need numbering properly 06.13.51 # change "group" for "pile" 06.14.18 Join diddystar5 [0] (Lee@ACC5D1B9.ipt.aol.com) 06.15.31 # diddy! 06.16.04 # hey scotty 06.17.37 # whats the purpose of newstock()? 06.18.23 # to create the stockpile at the start of the game 06.18.41 # ahh, i see 06.18.54 # just writing AddCard to add jokers an' stuff 06.18.54 # just a brittish/american terminology difference sort of thing 06.19.17 # the new cards are called the Stock Pile in Hoyles iirc 06.19.50 # 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 # 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 # that's fair 06.20.37 # what is the local word? 06.20.51 # 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 # 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 # net splits :P 06.22.04 # lets try again 06.22.06 # the funny think is i cant think of it off hand, i just know it isn't stock pile 06.22.16 # lol 06.22.33 # i hate it when that happens 06.22.41 # like when you forget the next lne of a song 06.23.10 # yeah 06.23.21 # scott666, what about "pack" 06.23.31 # that works too 06.23.45 # we tend to keep those in boxes, not on the table 06.23.52 # or just 'deck' maybe 06.23.59 # deck is good 06.24.10 # yeah, deck kinda covers it all quite well :) 06.24.20 # and its shorter 06.24.26 # lol 06.24.32 # pack, deck, pile 06.24.58 # we're gonna get logbotted for too many four letter words in a mo 06.25.53 # scott666, were you downloading vc++ for rockbox coding ? 06.26.03 # yeah 06.26.21 # have you got it running ? 06.26.25 # yup 06.26.38 # why? 06.26.52 # i am not a fan of cygwin 06.26.55 # * c0utta ducks 06.26.59 # heh 06.27.12 # hardeep uses vc++ iirc 06.27.41 # im a little to ignorant with everything *nix 06.27.53 # i keep meaning to get around to learning more, but im lazy 06.27.55 # how can i build rockbox sim with msvc++? 06.28.04 # me too 06.28.09 # i have never learned to use vc++ that well 06.28.23 # its what i used when i took C++ at school last year 06.28.34 # but they wouldnt let me borrow the install CDs 06.28.59 # i have to go 06.29.25 # not even gonna comment :( 06.29.28 # bye BC and scott666 an c0utta 06.29.32 # byeee 06.29.32 # ciao diddy 06.29.38 Quit diddystar5 ("Leaving") 06.30.00 # i'm also downloading vc++ 06.30.26 # 71.38MB? 06.30.50 # mine was 73 06.31.22 # nevermind 06.31.27 # explorer lies 06.31.39 # try powerdesk or opus 06.31.40 # i checked the proporties, its 71.3 06.32.14 # emule says 71.38 06.35.19 # do you fancy the shuffle routine then scott? 06.36.06 # no, im clueless as to how to code a randomizer 06.36.21 # you know there are CardCnt cards 06.36.33 # in an array numbered zero through CardCnt-1 06.36.35 # yes? 06.36.38 # yeah 06.37.16 # all you need to do is go through and put a unique number in that range against each card 06.37.36 # the cards do not move in this system 06.37.52 # where am i getting the unique number from though? 06.37.56 # they will always be in manufacturers sequence in memory 06.38.10 # there are lots of ways 06.38.18 # use the rnd() function 06.38.45 # "rb->rand()" is it? 06.39.09 # or you can number them all sequentially and then jiggle the numbers around 06.39.20 # (that's how the play list does it) 06.39.33 # hmmm 06.39.39 # or you could write algorithms to simulate what a human would do 06.39.46 # thats what i was thinkg about 06.40.06 # that's gonna be difficult, but it would be cool 06.40.13 # butting hte deck, then putting them in one after another 06.40.16 # *cutting 06.40.35 # a perfect riffle is a BAD shuffle 06.41.03 # even if you do it 3 or 4 times? 06.41.15 # if you do it 7 times the deck returns to where you started 06.41.45 # heh, right 06.42.03 # so we'd have to vary how many cards get intermixed somehow 06.42.22 # yeah 06.42.37 # drop a random number from 1..3 perhaps? 06.43.36 # 1,2 27,28, 3, 29,30,31, 4, 32,33, 5,6,7 ... 06.43.48 # yeah 06.43.53 # where 27 = CardCnt/2 +1 06.44.43 # I think I will also write GetPile(Player) 06.45.11 # then you can "shuffle" just the cards in your hand 06.45.20 # like when playing scrabble and your mind goes blank 06.46.14 # why would you want to shuffle your hand though? 06.46.49 # there are games where when the stock pile exhausts you shuffle the discard pile and turn it over 06.47.15 # oh, i see. you just want to be able to shuffle _any_ pile? 06.47.19 # yes 06.47.38 # but the cards in your hand a just "another pile" as far as the engine is concerned 06.47.39 # and hte initial pile could be hhe whole stack 06.47.43 # yes 06.49.50 # so how do we send the shuffle function a pile? have we defined that yet? 06.50.02 # new source incoming... 06.53.11 # ok 06.55.45 # my C is de-rusting... 06.55.47 # heh 06.56.36 # why would we add a card to the _top_ of the stock pile? are we dealing from the bottom? 06.57.04 # nite all, bed time 06.57.11 # nite dude 06.57.17 Quit deadite66 ("Miranda IM! Smaller, Faster, Easier. http://miranda-im.org") 06.57.52 # i just though that as you draw (graphics) the cards you will draw card 1 first 06.58.36 # when you pick up a new card it will be given the next "position" in your hand 06.59.01 # so if you have 5 card the one is is 6? 06.59.12 # and not 1 and the rest shift up 06.59.15 # AddCard will probably only be used when creating a "special" deck 06.59.22 # that is correct 06.59.26 # ok 06.59.37 # also you remove card 52 from the stock pile 06.59.52 # leaving card 51 on the top - and there are 51 cards left :) 07.00.13 # right 07.00.46 # MoveCard(from-pile, from-position, to-pile, to-position) 07.01.01 # if to-position is 0, it will be added to the stop of the existing pile 07.01.28 # if to-pile is 0, a new pile will be made? 07.01.39 # just thinking out loud here - feel free to shout no at any point 07.01.53 # that sounds pretty good 07.02.04 # except how do we name the new pile? 07.02.23 # does anyone own it? 07.02.24 # There will be a PileCnt 07.02.31 # hmm, yes owner 07.03.09 # can you think of a situation where we would need to create a new pile? 07.03.25 # every player has a hand, stock and discard piles will already exist 07.03.40 # in rummy when I declare I have three fours and put them on the table 07.04.31 # what happens after that? im unfarmiliar with rummy 07.04.42 # what games do you play? 07.04.47 # canasta? 07.04.55 # never played canasta 07.05.08 # It'll be a pleasure taking your money 07.05.14 # heh 07.05.14 # LOL 07.05.22 # errrr shithead? 07.05.38 # whicst? 07.05.40 # whist? 07.05.40 # that the game thats all about bluffing? 07.05.55 # no, that's "cheat" 07.06.12 # cause ive played bullshit 07.06.15 # shithead is follow suit or number and three blind cards 07.06.24 # bullshit is prbably cheat 07.06.24 # but im not sure if thats anything similar 07.06.48 # that sounds like uno kindof 07.06.49 # I put down three Q's face down and say "two sevens" 07.06.56 # nevermind 07.07.07 # blackjack? 07.07.11 # yeah 07.07.17 # when you split 07.07.23 # right 07.08.53 # so in blackjack the new owner will always be the same as the old owner 07.09.14 # will that be the same for every game? 07.09.36 # the first discard would create a discard pile i guess 07.09.47 # owned by the dealer 07.10.45 # can we have piles with 0 cards? 07.11.04 # that's another option, yes 07.13.08 # do we have discard() and deal() fuctions yet? 07.13.16 # no 07.13.25 # discard will be movecard I think 07.13.40 # maybe add a friendly macro for it :) 07.13.46 # yeah 07.14.06 # and have it automatically move it to the discard pile 07.14.48 # #define discard(pile, position) MoveCard(pile, position, DISCARD, 0) 07.15.44 # right 07.16.19 # we may need to add new-owner to MoveCard 07.16.36 DBUG Enqueued KICK BC 07.16.36 # 01#define discard(pile, position) MoveCard(pile, position, 01DISCARD, 0, DEALER) 07.16.56 # wont it always be the owner of the new pile? 07.17.34 # discard will always be owned by the dealer 07.17.47 # your hand will always be yours 07.17.48 # etc. 07.17.49 # hence hard coding it for #define discard 07.18.05 # some games you can put cards on those in front of other players 07.18.21 # you should read up on the rules of basic rummy :) 07.18.41 # wouldnt to to-pile still be owned by the same person? 07.19.04 # yhmmmmmm 07.19.35 # it isnt your card in someone elses hand, is it? 07.19.57 # yes, i think you're right - the new-owner is the person who owns the pile to which you are adding 07.20.22 # I cant think of any games where I can get the card back just because it USED to be mine 07.20.33 # yeah 07.21.05 # I think given the current construct we cannot have piles of 0 cards 07.21.42 # because we do not have malloc, i used a weird systen 07.21.47 # so do we create DISCARD when it's first used? 07.21.50 # system 07.22.00 # i think we have to, yes 07.22.12 # we also create a hand when the first card is deat 07.22.13 # dealt 07.23.07 # is CardCnt just for the stock? for all the cards in the game? 07.23.17 # 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 # damn, i forgot my next question 07.26.22 # oh yeah 07.26.53 # wait, no 07.26.53 # damn 07.26.54 # heh 07.27.27 # heh 07.27.37 # less drugs dude ;) 07.27.52 # heh 07.28.31 # im trying to figure out addcard 07.28.50 # incoming 07.29.20 # ok 07.29.23 # if no more room in memory, return(false) 07.29.49 # the loop goes throught each card in the game 07.30.23 # 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 # why card[CardCnt] though? 07.31.29 # which line? 07.31.50 # line 140? 07.31.55 # most of them in addcard() 07.32.06 # We have CardCnt cards already 07.32.13 # right 07.32.29 # numbered 0...CardCnt-1 07.32.40 # :) 07.32.50 # ahh 07.32.55 # C arrays! 07.33.00 # thats why i was confused 07.33.00 # number from ZERO 07.33.19 # i was wondering what this card 53 was 07.33.27 # lol 07.33.46 # well if we were adding a Joker, it WOULD be card 53 07.34.06 # so the loop figures out what the _real_ position 07.34.09 # is 07.34.11 # yes 07.34.14 # ok 07.34.25 # got it 07.34.31 # :) 07.35.20 # we could keep the array BSORTed, but I think it is un-necessary for this application 07.35.45 # when will setvalue() be used? 07.35.58 # set ACE to 11 07.36.05 # Joker = 50 07.36.09 # ok 07.36.18 # In Canasta Red 3's are worth 100 and black ones are worth 5 07.36.43 # and the queen of spades is worth 13 in hearts 07.36.58 # WHAT!? LOL 07.37.05 # oh right 07.37.06 # sorry 07.37.10 # misread that LOL 07.37.25 # heh 07.48.44 *** Saving seen data "./dancer.seen" 07.51.30 # did position change to posn in the struct but not in the functions? 07.51.39 # oh yeah - whoops 07.52.43 # fixed 07.52.47 # posn eveyrwhere 07.53.10 # are you trying to compile it? 07.53.17 # no 07.53.21 # phew 07.53.25 # cos it wont - lol 07.53.37 # and even if it did it wouldnt do much of anything 07.53.39 # scott666 the human debugger :D 07.53.49 # lol 07.55.13 # i decided to start trying to write the shuffle and got confused by the inconsistencies 07.55.34 # now I'm all ashamed :( 07.55.35 # LOL 07.55.41 # i didnt get very far 07.55.53 # for (i = 0; i { 07.55.53 # card[i].posn = 07.56.11 # well it's a DAMN good start :) 07.56.23 # heh 07.56.42 # what the useage of rb->rand()? 07.56.52 # errr, check the othelo source 07.57.04 # bah 07.57.25 # just grep in othelo.c for rand() ? 07.57.39 # easier than hunting thru libs 07.57.42 # but then i have to go get othelo.c 07.57.44 # heh 07.57.52 # you have no rockbox source on your machine? 07.58.07 # i probably do 07.58.12 # i just dont know where it is 07.59.03 # rb->rand() returns an int in the range 07.59.07 # 0...something 07.59.39 # ok, i have source now 08.00.33 # 0...2^32 -1 08.00.40 # yes, it is a 31bit int 08.00.54 # lol 08.01.51 # ahh, so ill have to figure out what to do with this random number too 08.02.08 # python spoiled me 08.02.20 # %limit 08.02.49 # so rb->rand() %CardCnt? 08.02.58 # that'll work 08.03.09 # give you 0...CardCnt-1 08.03.24 # (like you couldnt work that out on your own - lol) 08.04.13 # now i gotta figure out how to make sure theres no repeats 08.04.17 # before you go too far, did you want to shuffle a Pile - I've just added Piles 08.04.34 # yeah, i did 08.04.42 # i thought you were simulating a riffle 08.05.35 # im not doing much of anything yet 08.05.37 # heh 08.05.42 # hehe 08.07.02 # We can have a bunch of sort options for the Piles 08.07.28 # i suppose shuffle is a special kind of sort 08.07.48 # i like my hands sorted by number and suit personally, so yes, thatd be good 08.10.43 # pile[i] will refer to a card, right? 08.11.00 # yes, there will only ever be ONE "Pile" 08.11.29 Join methangas [0] (methangas@0x50a46197.virnxx10.adsl-dhcp.tele.dk) 08.12.20 # is PileCnt the total number of piles? 08.12.34 # no, the number of cards in the currently selected pile 08.12.45 # ok 08.12.47 # actually you are right 08.12.52 # damn 08.12.55 # PileCnt SHOULD be the number of piles 08.13.19 # and PileNum is which pile it is? 08.13.25 # the currently non-existing PileCardCnt should be the count of cards in the pile 08.13.30 # yes 08.15.32 # does this make any sense at all? 08.15.32 # bool Shuffle(Pile* pile) 08.15.32 # { 08.15.32 DBUG Enqueued KICK scott666 08.15.32 # for (i = 0; i { 08.15.33 *** Alert Mode level 1 08.15.33 # pile[i].posn = rb->rand() %PileCardCnt; 08.15.35 # } 08.15.37 # } 08.16.17 # kinda 08.16.28 # Pile will be global, so dont worry about passing it 08.16.42 # but wont there be many piles? 08.16.50 # only working on ONE pile at a time 08.16.59 # i thought i wanted to shuffle A pile 08.17.01 # to have many piles we would need malloc 08.17.12 # i see 08.17.32 # so we grab the pile we want, tweak it, and put it back in the big all-knowing array 08.17.41 # so... what happens the the piles when they arent being used? 08.17.42 # ok 08.17.44 # nevermind 08.17.55 # s'okay :) 08.18.02 # my telepathy is playing up again 08.18.34 # of course, your loop may put two or more cards in a single position 08.18.42 # yeah 08.19.01 # any ideas on that? 08.19.10 # well the one I though of earlier 08.19.23 # or clone the playlist algorithm -thats quite cute 08.19.37 # theres an idea 08.19.40 # where would that be? 08.19.46 # playlist.c? 08.19.48 # 08.19.50 # prolly 08.20.01 # thought you were going to clone a human riffle 08.20.34 # i havnt figure out how im gonna do that yet though 08.21.04 # we worked it out earlier did we not? 08.21.20 # the idea, not the implementation 08.21.33 # *rusty C* 08.21.49 # write it in pseudo-code and convert it :) 08.25.34 *** Alert Mode OFF 08.31.21 # pseudo-code: 08.31.21 # { 08.31.21 # pile[0:PileCardCnt/2] = cut1; 08.31.21 # pile[(PileCardCnt/2)+1:PileCardCnt-1] = cut2; 08.31.21 # for (i = 0; i { 08.31.24 # if (i % 2 == 0) 08.31.26 # { 08.31.28 # x = rand(1-3); 08.31.30 # pile[i:i+x] = cut1[i/2:i+x]; 08.31.32 # } 08.31.34 # else 08.31.36 # { 08.31.38 # x = rand(1-3); 08.31.40 # pile[i:i+x] = cut2[i/2:i+x]; 08.31.42 # } 08.31.44 # } 08.31.46 # } 08.34.13 # well first hit is x = (rb->rand()%3)+1 08.35.13 # does C have ranges like the way i used them? 08.35.28 # ahhhhh right - that's what you're doing 08.35.30 # no 08.35.31 # those were from my experience with python 08.35.32 # lol 08.35.44 # okay - presume the "pile" is in "position" order 08.36.01 # so the first time you will get the cards in manufacturers order 08.37.00 # so if you think of it as "card 0, you will move to positon 23" 08.37.40 # ok 08.37.45 # lemme work with that 08.37.45 # start1 = 0; start2=27 08.37.59 # for i=0 to 52 08.38.06 # card[i]=start1 08.38.44 # card[i].newposition = start1 08.38.54 # start2 is really (pileCardCnt/2)+1. right? 08.39.11 # almost 08.39.20 # we do not need to add 1 because we start counting from 0 08.39.53 # and the .5 will round down 08.40.04 # ok 08.40.18 # you could always miss the cut by rand() 08.40.19 # that was my next question...rounding 08.40.35 # int(1.9) = 1 08.41.23 *** Alert Mode OFF 08.44.53 # 3.9 / 2 = 1 08.45.21 # how about this 09.21.05 Join amiconn [0] (~jens@pD95D18A2.dip.t-dialin.net) 09.48.47 *** No seen item changed, no save performed. 10.17.44 Quit scott666 ("i'll be back...eventually...") 10.18.19 Join chimaza [0] (chimaza@69.145.213.9) 10.19.01 # can RockBox 2.2 be used on the MMJB20??? 10.19.35 # Any help would be greatly appericated... 10.19.49 # 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 # any ideas where I can get a Open Source OS for this paticular unit 10.24.34 # maybe avos is for the mm units? 10.24.43 # avos.sourceforge 10.26.48 # thx.. 10.26.55 # welcome dude 10.31.48 Quit chimaza () 10.45.31 Part BC 10.46.03 # 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). 11.22.17 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 # 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 # The latest one no longer uses rand(), but a simple but very fast random number generator. 11.33.46 # 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 # Yes it is. 11.35.37 # 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 # You are encouraged to do so. 11.37.33 # <[IDC]Dragon> ;-) 11.38.18 # 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 # 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 # 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 # Mangling the coordinates wouldn't get faster, I think. You will see if you have a look at it. 11.42.26 # 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 # Loop unrolling & a calculated jump into it. 11.46.09 # Sorry, gotta leave. 11.46.39 Part amiconn 11.48.48 *** Saving seen data "./dancer.seen" 12.00.21 Quit [IDC]Dragon () 13.19.45 Join DJBaz [0] (~baz@80.229.144.229) 13.19.56 # hi, i have debian, which package contains 'sh-elf-gcc' 13.20.01 # have have gcc etc compiled 13.24.07 # morning 13.24.42 # 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" 14.17.12 Join thekiller [0] (~thekiller@pD955E709.dip.t-dialin.net) 14.17.44 # hi... anyone there? (wave) 14.18.19 # hello there 14.18.27 Nick c0utta{afk} is now known as c0utta (~c0utta@200.cust47.nsw.dsl.ozemail.com.au) 14.18.36 # hi 14.19.09 # I asked I question yesterday... it was about the *.voice File - How does it work? 14.20.04 # 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 # I didn't find anything about this issue 14.21.20 # i'm not much help to you then 14.21.33 # ok.. where can I find the Mailing list? 14.22.44 # http://rockbox.haxx.se/mail/archive/rockbox-archive-2004-04 14.22.56 # ok, thx 14.23.04 # that is for the month of april 14.23.17 # there's a lot of activity related to voice 14.23.29 # ok... :) 14.37.46 Quit AciD (Read error: 104 (Connection reset by peer)) 14.39.10 # 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 # 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 # the Archos Jukebox 6000 is a recorder ? 14.40.29 # nop 14.40.32 # and hi 14.40.36 # hi 14.40.44 # nop = doesn't work? 14.40.54 # no, 6000 is player 14.41.07 Join gon [0] (Gon165@ALyon-209-1-19-94.w81-50.abo.wanadoo.fr) 14.41.15 # hi 14.41.19 # hi 14.41.36 # can i ask u some questions? 14.41.50 # me? I don't know much... ;) 14.41.57 # reaaly? 14.42.11 # I'm here for one question 2... :D 14.42.24 # oh 14.42.33 # is anybody else here? 14.42.52 # but simply ask, maybe anyone isn't away. :) 14.43.20 # i wanna flash my archos 14.43.30 # (nod) 14.43.33 # and i wanna know if it work on 6go 14.43.47 # 6go? 14.43.56 # yes 14.44.04 # what is it? 14.44.12 # archos recorder 6go 14.44.25 # 6gb 14.44.34 # ? 14.44.35 # ah, don't know it... 14.44.46 # oh 6gb 14.44.52 # ah 14.44.53 # LOL 14.44.59 # gon, do you have an original recorder 6gb ? 14.45.09 # yes 14.45.11 # why? 14.45.21 # It works with all recorders I think 14.45.34 # enve older? 14.45.35 # gon: just checking 14.45.57 # i have a 6gb and i've been flashed since the beginning 14.46.09 # i hope it gonna work 14.46.24 # have you read and reread the instructions ? 14.46.28 # me 2, but not an Recorder. I've a Jukebox 6000 (player) 14.46.42 # i have already read it 14.46.54 # thekiller: i can't see anything that says that voice is recorder only 14.47.01 # gon: you have a compatible flash ? 14.47.36 # the one which is on the rockboxx site 14.47.51 # @c0utta: But my Player does not know the *.voice files. 14.48.00 # thekiller: i have even read the code and can't see anything that says "recorder only" 14.48.18 # thekiller: you have a daily build ? 14.48.29 # no, version 2.2 14.48.34 # i read somewhere that its only for recorder 14.49.06 # thekiller: all voice functionality is only available with the daily build 14.49.13 # ok... 14.49.19 # then I must flash... 14.49.23 # 2.2 doesn't support voice 14.49.33 # thekiller: no need to flash 14.49.47 # just download the build and run the ajz 14.49.55 # 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 # gon: you must have a compatible flash. if you don't know then read the docs again 14.50.48 # follow the instructions - if you have a compatible flash then it's simple 14.51.20 # I love this sound when connecting an usb device :D 14.51.30 Quit AciD (Read error: 104 (Connection reset by peer)) 14.51.33 # bing bong 14.51.37 # yeah 14.51.43 Join AciD [0] (~acid@longchamp44-1-82-67-133-87.fbx.proxad.net) 14.51.43 # xp? 14.51.48 # yes 14.53.26 # how can i know if i have a compatible flash? 14.54.06 # seriously, if you've read the documentation then you would know the answer to that question 14.54.22 # :D 14.54.45 # oh sorry 14.54.57 # i'm french so i dont understand all 14.55.33 # Je peux parler un peut francais 14.55.41 # pour de vrai? 14.57.51 # gon: do you have rockbox installed 14.57.52 # ? 14.58.10 # yes 14.58.15 # 2.2 ? 14.58.50 # dayli build 14.59.05 # ok. start your jukebox 14.59.16 # press f1 to get to the menu 14.59.24 # (i am doing the same on my jukebox) 14.59.33 # hw info? 14.59.39 # yes 14.59.57 # i tell u what i see? 14.59.59 # actually, "Info" 15.00.07 # this daily build is a little bit strange.. :D 15.00.17 # no, i'll guide you 15.00.28 # do you see "Info" afte pressing F1 ? 15.00.45 # where? 15.01.06 # oki 15.01.08 # restart your jukebox 15.01.12 # im in the hw info 15.01.12 # press F1 15.01.42 # what does it say next to "Flash:" ? 15.01.52 # I can't see the "rockbox" folder with the daily build... :( 15.02.05 # mine says M=BF D=D6 15.02.08 # thekiller: press f2 15.02.12 # and I cant find an option to change the view... 15.02.13 # me too 15.02.22 # I don't have "F2" 15.02.35 # oh yes u have a player only 15.02.39 # I only have ON, MENU, play etc. 15.03.03 # :P 15.03.27 # there is a .pdf on rhe site 15.04.04 # http://rockbox.haxx.se/manual/manual.pdf 15.04.26 # so gon: you have Flash: M=BF D=D6 ? 15.04.34 # yes 15.04.48 # ok - you can flash 15.04.59 # thx 15.05.02 # you have a daily build ? 15.05.59 # i download a daly build every week 15.06.04 # me yes 15.06.55 # gon: in your .rockbox folder you will have a file called rockbox.ucl 15.07.57 # i see it 15.08.30 # if you want to take the risk, then run it 15.08.40 Quit AciD ("www.cpm-fr.com") 15.08.46 # what does it make? 15.09.01 # it flashes your jukebox 15.09.52 # firmware_flash.rock <= it's not this? 15.11.47 # ok. running firmware_flash.rock is the best way in the beginning 15.12.12 # you have downloaded flash_rec.zip ? 15.12.44 # yes and i put it in arecorder 15.13.17 Quit thekiller (Read error: 54 (Connection reset by peer)) 15.13.41 # and you have "firmware_rec.bin" in the root ? 15.14.03 # yes 15.14.59 # ok, if you run firmware_flash.rock the process will start 15.15.07 # remember, this is at your own risk 15.15.59 # flie chek:ok 15.16.02 # its good? 15.16.20 # so far ok 15.16.27 # so f2? 15.16.32 # yes 15.16.52 # so f3? 15.17.23 # remember, if you proceed don't power off your jukebox 15.17.28 # f3 is the final step 15.17.45 # verify ok 15.17.48 # good? 15.17.51 Join thekiller [0] (~thekiller@pD955E709.dip.t-dialin.net) 15.17.58 # you've flashed 15.18.06 # :) 15.18.07 # restart 15.18.09 # shit... now nothing works.. i hate it... :( 15.18.42 # when connecting the jukebox to my pc, there is a blue screen with an error (irq not less or equal) 15.18.58 # :'S 15.19.08 # ooh its too fast 15.19.14 Join AciD [0] (~gni@longchamp44-1-82-67-133-87.fbx.proxad.net) 15.19.42 # any idea what i could do now? 15.19.53 # gon: sorry to be very "official" but we like to play it safe with flashing 15.20.28 # i dont understand what do u mean? 15.20.48 # gon: i didn't say "flash it and it will always work" 15.21.24 # you can't be given any guarantees about flashing 15.21.43 # my archos have 4years 15.22.10 # 4 years! mine only 3 15.22.37 # thekiller: i don't know, sorry :( 15.23.13 # oh sh*** 15.23.18 # only 3years 15.23.25 # super... can I delete the daily build from my archos without an access from pc? 15.23.26 # gon: now all you have to do is run rockbox.ucl on the daily build when you want to update 15.23.54 # thekiller: you've flashed the daily build ? 15.24.06 # yes 15.24.24 # there is no risk with rockbox.ucl? 15.24.54 # gon: not as much as firmware_flash.rock! 15.25.05 # i have flashed 50 times - no problems 15.25.20 # thekiller: do you still have your original bin files ? 15.25.34 # i make a back up 15.25.39 # oops not me 15.26.14 # but i still can DL the daily buils and just put it in root? 15.26.23 # if I had, I couldnt see them because the new firmware does only show the folders with mp3s 15.27.14 # gon: i think so. i only flash, but having ajbrec.ajz in the root should be OK 15.27.43 # thekiller: you need bjorn - he is the only one i know with a player 15.28.08 # :( And where is he? 15.28.21 # haven't seen him since before easter 15.28.56 # unlikely your blue screen is related to rockbox tho 15.29.33 # ? 15.29.49 # when connecting the jukebox to my pc, there is a blue screen with an error (irq not less or equal) 15.29.57 # yes 15.30.07 # dont understand what you mean 15.30.15 # unlikely your blue screen is related to rockbox, but to xp 15.34.02 Join AciD` [0] (~gni@longchamp44-1-82-67-133-87.fbx.proxad.net) 15.34.02 Quit AciD (Client Quit) 15.34.16 # somebody knwo where i can found .rvf? 15.35.55 # gon: Jörg has some on his site 15.36.25 # oh 15.36.38 # i have made some too 15.36.56 # can u give me his adress? 15.37.52 # if u have it 15.38.54 # he has removed them - he only had demos 15.39.35 # i have HEY MAMA from Black eyed peas 15.40.57 # i see it there on ly he prog for rvf 15.41.11 # Linus, 15.41.13 # 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 # 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 # 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 # In any case, do you want me to start submitting my patch ? 15.41.19 # Cheers, 15.41.21 # Brent 15.41.23 # whoops 15.42.06 # just sending a mail to linus 15.42.47 # gon: you're correct - Jörg has written the functionality 15.43.26 # he doesn't have any files available, probably because of copyright 15.43.51 # it become perfect if somebody make a GUI 15.44.01 # there is talk of a gui 15.44.22 # its a little bit boring to convert 15.44.45 # yes, people want new functionality and plugins 15.44.57 # gui on a small screen is difficult anyway 15.45.09 # i think 15.45.49 # are u in the rockboxx crew? 15.46.08 # only recently 15.47.12 # " I have only converted volume change" it will like archos firmware? 15.47.45 # correct. i'm working on f2/f3 functionality 15.48.00 # tres tres bien 15.48.10 # enabling users to have their own favourites 15.48.20 # tres tres bien in english ? 15.48.34 # really really good 15.48.51 *** Saving seen data "./dancer.seen" 15.48.55 # 25 years since i studied french :) 15.49.34 # where do u study? :) 15.49.54 # i studied at primary school at age 10 15.50.06 # no more french since then 15.50.59 # at 10?woooa we learn english at high school a11 15.51.03 # at 11 15.51.48 # when i went to school (here in australia) there was only french and german foreign languages 15.51.50 Quit thekiller (Read error: 110 (Connection timed out)) 15.52.17 # so we started very young 15.52.23 # ok i thnk u come from england 15.53.28 # it is 23:23 here in aust so i must go to bed 15.53.40 # i must work tomorrow 15.53.53 # have a good night here its 15:53 15.53.56 # @+ 15.54.12 # cheers 15.54.20 Nick c0utta is now known as c0utta{zz} (~c0utta@200.cust47.nsw.dsl.ozemail.com.au) 15.56.20 # now u must re-flash at all update 15.56.21 Part gon 16.17.05 Quit Galik (Remote closed the connection) 16.23.04 Join Galik [0] (~galik@195.137.1.152) 16.28.48 Quit AciD` (Client Quit) 16.43.24 Quit elinenbe (" HydraIRC -> http://www.hydrairc.com <- Chicks dig it") 16.50.14 Join mecraw_ [0] (~mecraw@69.2.235.2) 16.55.14 Quit Galik (Read error: 60 (Operation timed out)) 16.56.50 Join Galik [0] (~galik@195.137.1.152) 17.07.49 Join AciD [0] (~acid@longchamp44-1-82-67-133-87.fbx.proxad.net) 17.18.46 Join scott666 [0] (scott666@c-24-245-58-245.mn.client2.attbi.com) 17.35.22 Join TheGalik [0] (~galik@195.137.1.152) 17.38.09 Join elinenbe [0] (elinenbe_@207-237-224-177.c3-0.nyr-ubr1.nyr.ny.cable.rcn.com) 17.48.53 *** Saving seen data "./dancer.seen" 18.14.47 Quit TheGalik (Read error: 54 (Connection reset by peer)) 18.15.18 Join TheGalik [0] (~galik@195.137.1.152) 18.15.22 Join Grilik [0] (~galik@195.137.1.152) 18.15.26 Quit Galik (Read error: 54 (Connection reset by peer)) 18.18.28 Join deadite66 [0] (~Miranda@cpc1-yarm1-5-0-cust53.pete.cable.ntl.com) 18.22.29 Quit TheGalik ("Client exiting") 18.22.46 Nick Grilik is now known as Galik (~galik@195.137.1.152) 18.49.21 Quit Galik (Remote closed the connection) 18.49.41 Join Galik [0] (~galik@195.137.1.152) 18.51.09 Quit Galik (Remote closed the connection) 18.53.34 Join scott666_ [0] (scott666@c-24-245-58-245.mn.client2.attbi.com) 18.53.35 Quit scott666 (Read error: 104 (Connection reset by peer)) 18.56.51 Join Galik [0] (~galik@195.137.1.152) 19.08.49 Quit Galik (Remote closed the connection) 19.13.47 Join pfavr [0] (pfavr@t4o61p116.telia.com) 19.17.34 Nick pfavr is now known as pfavr_ (pfavr@t4o61p116.telia.com) 19.22.40 Nick pfavr_ is now known as pfavr (pfavr@t4o61p116.telia.com) 19.24.03 Quit pfavr ("ChatZilla 0.9.52B [Mozilla rv:1.6/1]") 19.24.21 Join pfavr [0] (pfavr@t4o61p116.telia.com) 19.35.25 Quit pfavr ("ChatZilla 0.9.52B [Mozilla rv:1.6/1]") 19.35.44 Join pfavr [0] (pfavr@t4o61p116.telia.com) 19.48.55 *** Saving seen data "./dancer.seen" 19.50.05 Part deadite66 19.56.26 Join deadite66 [0] (~Miranda@cpc1-yarm1-5-0-cust53.pete.cable.ntl.com) 20.01.55 Quit scott666_ (Read error: 54 (Connection reset by peer)) 20.03.10 Join Nando [0] (~fernandop@rkeller-2-81-57-247-9.fbx.proxad.net) 20.03.19 # Hi folks 20.04.32 # Is there somebody who'd like to help me to go and install Rockbox on my JB FM recorder ? 20.05.05 # Please, I spent a few hours there, and it really rocks 20.05.20 # but I still have some troubles with the voice 20.07.09 # Is there anybody here ?????????? 20.30.34 Join mecraw__ [0] (~mecraw@69.2.235.2) 20.33.18 Quit mecraw__ (Client Quit) 20.35.00 Join mecraw__ [0] (~mecraw@69.2.235.2) 20.39.06 Quit mecraw_ (Read error: 60 (Operation timed out)) 20.39.07 Quit deadite66 (Read error: 60 (Operation timed out)) 20.42.47 Quit pfavr (Read error: 110 (Connection timed out)) 20.47.51 # So, Can somebody help me ???? 20.48.56 Quit AciD (Read error: 104 (Connection reset by peer)) 20.58.25 # with? 21.14.20 # with the installation of the rockbox's voice function on my jb fm recorder 21.16.03 # I 've successfully installed the language, but I do not succeed in obtaining any sound, in the menu from my JB 21.16.45 # Have you any idea about the cause of it ? 21.20.46 # sorry no i haven't tried the voice pack myself and i don't own a fm version 21.22.51 # Thanks 21.23.45 # It doesn't matter : I may find the answer later !!!! 21.36.56 Join pfavr [0] (pfavr@t4o902p200.telia.com) 21.39.09 # Hi pfavr ! 21.39.22 # Hi 21.39.50 # I have a small problem with the rockbox 21.40.26 # Have you managed to install the voice function with the rockbox 21.40.29 # ? 21.41.24 # Well, haven't tried (what _is_ the voice function anyway?) 21.42.22 # Normally, your JB would speak as soon as you press a key 21.44.13 # ok, cool. Is it real speech synthesis or pre-recorded samples? 21.45.11 # Think it should be speech synthesis ... 21.46.29 # so it can e.g. read the title of the songs? 21.48.57 *** Saving seen data "./dancer.seen" 22.09.59 Quit MT ("changing servers") 22.30.13 Join amiconn [0] (~jens@pD95D18A2.dip.t-dialin.net) 22.31.03 Quit Nando ("mIRC.fr Dernier cri !! mirc traduit entièrement en français ! Disponible sur http://www.oubah.com ! n'hésitez pas !") 22.33.48 Join Bagder [0] (~daniel@217.215.32.194) 22.36.35 Join BC [0] (~bluechip@cpc3-colc1-3-0-cust61.colc.cable.ntl.com) 22.38.45 Quit pfavr (Read error: 60 (Operation timed out)) 22.41.07 Nick BC is now known as BC|eating (~bluechip@cpc3-colc1-3-0-cust61.colc.cable.ntl.com) 22.41.41 Join MT [0] (mt@194.154.163.134) 22.48.40 Join AciD [0] (~acid@longchamp44-1-82-67-133-87.fbx.proxad.net) 22.59.02 Quit methangas (" Try HydraIRC -> http://www.hydrairc.com <-") 23.20.12 Nick BC|eating is now known as BC (~bluechip@cpc3-colc1-3-0-cust61.colc.cable.ntl.com) 23.28.37 Quit mecraw__ ("Trillian (http://www.ceruleanstudios.com)") 23.31.17 # Hey Badger, thanks for the reply :) 23.31.17 # Maybe we could work on fixing the win32sim one bit at a time rather than all in one go? 23.31.53 # I think that's a good idea and approach 23.32.27 # problem is, i think that some of it is BASH and MAKEFILEs, which I am no good at :( 23.33.40 # I can volounteer to do those parts 23.34.59 # The first thing I see is that we need to copy the ROCKs to the ARCHOS-ROOT-SIM directory 23.35.09 Nick c0utta{zz} is now known as c0utta{work} (~c0utta@200.cust47.nsw.dsl.ozemail.com.au) 23.39.27 Join cjnr11 [0] (dfd@bobillot-5-82-224-193-23.fbx.proxad.net) 23.39.29 Part cjnr11 23.48.59 *** Saving seen data "./dancer.seen" 23.50.44 # then I think number 2 is make the SIM-DIR the default for the browser 23.50.44 # this would make it appear more like a rockbox IN a pc rather than ON a pc :) 23.51.30 # the local dir named archos should be default already 23.52.07 # not unless it has been done in the last few days ....ooohhh, the winsim GPF should be fixed in todays tarball :) 23.52.21 # thanks to Hardeep :) 23.52.50 # if it doesn't work like that, it should be fixed 23.52.56 # it works like that on *nix 23.53.00 # let me check now... 23.53.19 # Bagder: It is default for the X11 sim, but not for the Win32 sim. 23.53.34 # we should fix that 23.53.59 # On the Win32 sim the root for the browser is the root of the drive the sim is installed on. 23.54.16 # oh 23.54.24 # that's lame 23.55.22 # 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 # *not 23.55.34 # lol 23.55.53 # did you get Hardeeps patch yet? 23.57.37 # 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 # !? 23.58.30 # In order for his patch to work, you would have to build 2 different versions of convbdf. 23.58.33 # you mean, it will now do SIM but *not* AJZ??? 23.58.42 # ah 23.58.58 # that could be a pain