On Sat, Aug 22, 2009 at 4:44 AM, Ralph Versteegen wrote:
> 2009/8/20 David Gowers <00a...@gmail.com>:
>> my comments on coloruse.py:
>>
>> * record() appears to be dead code
>
> Yes.
>
>> * unpackpt and friends need an alternate set of nohrio dtypes th
Further:
"""
offset = 0
if lumptype in self.lumpheaders:
offset = self.lumpheaders[lumptype]
"""
try this instead:
"""
offset = self.lumpheaders.get (lumptype, 0)
"""
dict.get is very handy :D
btw, I failed to read the documentation (which is in-code!) for gfx4bpp --
it is actually comple
my comments on coloruse.py:
* record() appears to be dead code
* unpackpt and friends need an alternate set of nohrio dtypes that
have a proper shape,
then ptshape would not be required here. I've added these as
'alt-pt%d' to my local NOHRIO -- but it's looking like they may end up
as something sl
On Thu, Aug 20, 2009 at 4:54 AM, Ralph Versteegen wrote:
> Sorry for the slow response. I wanted to finish the little test
> utility I was working on first, but that was a bad idea as it took a
> while.
>>
>> No; an array is directly usable. It just can't be translated to yaml.
>> It was never the
On Fri, Aug 14, 2009 at 12:29 AM, Ralph Versteegen wrote:
> 2009/8/11 David Gowers <00a...@gmail.com>:
>> With James' permission, I've created a git import of OHRRPGCE
>> subversion, mainly because development of ambitious features such as
>> are found in
&g
With James' permission, I've created a git import of OHRRPGCE
subversion, mainly because development of ambitious features such as
are found in
http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Plan_for_dynamic_types_in_HamsterSpeak
benefit a lot from inexpensive, pain-free branching su
I had just been playing with XML and XPATH, and eventually wrote this
in my journal:
"""
XML analysis for OHRRPGCE: XML and consequently XPATH is nice, however
OHRRPGCE data structures are generally shallow enough and simple
enough that YAML remains a better option. One thing that should be
learn
Hi TMC,
On Fri, May 29, 2009 at 6:11 PM, wrote:
> teeemcee
> 2009-05-29 01:41:43 -0700 (Fri, 29 May 2009)
> 398
> Add quick quitting to Custom too. Pressing esc+pgup+pgdwn or telling custom
> to quit from the window manager quits to the save/quit menu.
This is a good idea, however -- a three-k
Hello.
Sorry for taking so long between posts.
I abandoned the previous YAML serialization method because it was
hackish (and consequently caused obscure problems.)
I've been working on a proper YAML serialization, and just got a
working prototype today (write-only, works with simple data types l
On Wed, Apr 8, 2009 at 11:03 PM, S'orlok Reaves wrote:
>
>
>> An alternative to a copy() operator could be a ref()
>> operator.
>
> Personally, I think a ref() operator is somewhat inconsistent. This is how I
> see it:
> 1) "When I call copy(), some work is done, and a copy of my string is MADE
Update part 2
import numpy as np
import os
BLOAD_HEADER = ('bload_header', (np.uint8, 7))
BLOAD_SIZE = 7
H = np.int16
def fieldlist_to_dtype (fields):
fields = fields.split()
return [(field,H) for field in fields]
def mmap (fname, dtype, offset = 0, shape = None):
return np.memmap (f
Latest update part 2
not-yet-ported types:
* old and new 16color palette formats
* fnt
* say
TODO:
* easy interface that abstracts memmapping, offsets, and dtypes.
* the remaining formats
* update memmapped-fileformats.rst to match the reality of dtypes and
classes being implemented in ohrr
Hi,
On Thu, Jan 8, 2009 at 2:24 AM, James Paige wrote:
> On Wed, Jan 07, 2009 at 08:00:30PM +1030, David Gowers wrote:
>> Here's an update on my progress.
>> The attached module works (for the limited subset of file formats it
>> currently handles), and contains most o
Here's an update on my progress.
The attached module works (for the limited subset of file formats it
currently handles), and contains most of the helper functions and some
of the dtypes, accessible through a dictionary. Various refactoring
will need to happen before release on PyPI; for now, I'm s
On Fri, Dec 19, 2008 at 3:19 AM, James Paige wrote:
> On Fri, Dec 19, 2008 at 02:11:24AM +1300, Ralph Versteegen wrote:
>> Besides that, all my other errors are to do with trying to access
>> /tmp, and the hdf5 stuff.
>
> Any direct references to /tmp should be replaced using the tempfile
> module
On Thu, Dec 18, 2008 at 11:41 PM, Ralph Versteegen wrote:
> 2008/12/13 David Gowers <00a...@gmail.com>:
>>
>> However,
>> What I plan to do with this is finish it up into a module with YAML
>> serialization and some other features I mention in the doc, and uplo
Hi James,
On Sun, Dec 14, 2008 at 1:31 PM, James Paige wrote:
> Sorry to take so long to respond on this-- I must say it looks awesome!
> A bit overwhelming, but really cool.
It might be more digestible in html format.
If you run 'rst2html memmapped-fileformats.rst
memmapped-fileformats.html' you
Hello,
>
> What a coincidence! Just two days ago, I was looking at how to load
> OHR tilemaps and other lumps with Python. I saw that you used a little
> bit of NumPy for this in Jormungand, but I used array.
Array is really simple, it works fine for things like GEN which are
basically a huge lump
Hi Mike,
On Fri, Nov 7, 2008 at 12:51 AM, Mike Caron <[EMAIL PROTECTED]> wrote:
>>> [2008-11-06 02:15:47] I'll also add a 64-bit int, in case we
>>> ever need it
>>
>> .. , yes?
>
> A variable length int would be overkill. I think the current implementation
> is sufficient for 99.84% of all cases
Hi,
This RELOAD is sounding a bit like Google Protocol-buffers. You might
want to read up on it to see if you can use some of their research in
this effort..
Pertinent issues it deals with are compact
forward-and-backward-compatible writing, streaming support, and
security.
Notably it seems to do a
On Thu, Nov 6, 2008 at 5:21 PM, Ralph Versteegen <[EMAIL PROTECTED]> wrote:
>
> I think the whole idea of replacing the current format with a textual
> markup is a bit crazy because:
>
> 1) If game had to be decompiled and recompiled every time it was
> played, that would really blow out already to
I should get around to unsubscribing sometime :)
On Thu, Nov 6, 2008 at 5:51 AM, James Paige <[EMAIL PROTECTED]> wrote:
> On Wed, Nov 05, 2008 at 01:41:23PM -0500, Mike Caron wrote:
>> James Paige wrote:
>> >On Wed, Nov 05, 2008 at 12:03:28AM -0800, [EMAIL PROTECTED]
>> >wrote:
>> >>pkmnfrk
>> >>2
On Fri, May 9, 2008 at 2:30 PM, <[EMAIL PROTECTED]> wrote:
> http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=632
>
> Summary: Feature: Shops should display item equipability
> Product: OHRRPGCE
> Version: 2008 Werewaffle
> Platform: PC
>OS
On Feb 20, 2008 2:40 AM, Ralph Versteegen <[EMAIL PROTECTED]> wrote:
> On Feb 20, 2008 4:39 AM, S'orlok Reaves <[EMAIL PROTECTED]> wrote:
> > > I'm pretty sure there's multi-OS (gtk I think?)
> > > ways to build a
> > Yes, GTK for the C++/C# style developer
> > Also, SWT for Java developers (or Swi
On Nov 9, 2007 10:49 PM, Ralph Versteegen <[EMAIL PROTECTED]> wrote:
> > * I preserve the 'unused' values, for forward-compatibility.
>
> If you want to be truely forward compatible, you would need to take
> into account the possibility of the binsize changing (and updating
> binsize.bin when impor
On Nov 9, 2007 6:13 PM, S'orlok Reaves <[EMAIL PROTECTED]> wrote:
>
> Excellent choice to use YML.
> Out of curiosity, what are your plans for the .PT
> lumps? They could be saved as images, but each one can
> use many different palettes, which might be a problem.
> Or, they could be saved as text
The attached doctest (most easily runnable with 'nosetest enemy.txt'
(http://somethingaboutorange.com/mrl/projects/nose/), and requiring
PyYAML (http://pyyaml.org/)) provides a complete textual
representation of all parts of enemy .DT1 data (and also the facility
to translate it back into binary).
On 9/24/07, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=470
>
>
> [EMAIL PROTECTED] changed:
>
>What|Removed |Added
>
On 9/6/07, James Paige <[EMAIL PROTECTED]> wrote:
> On Wed, Sep 05, 2007 at 08:15:48AM -0700, James Paige wrote:
> > On Wed, Sep 05, 2007 at 07:57:27PM +1200, Ralph Versteegen wrote:
> > > James! James! You forgot plotdictionary.html! I really hope you don't
> > > try to justify using the wiki inst
On 8/11/07, Kizul Emeraldfire <[EMAIL PROTECTED]> wrote:
> On 8/11/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> wrote:
> > teeemcee
> > 2007-08-11 03:28:59 -0700 (Sat, 11 Aug 2007)
> > 45
> > Master palette importing: disallow 1 bit bmps
> > ---
> > U wip/browse.bas
>
> I have a question — what's
Quite a while ago I mentioned I was working on a textualizer for OHR
data; James commented that it could be useful for collaboration if
strictly formatted, since you could use diff to extract different
records,etc. It does in fact have that property, and recently I've
worked on a more difficult for
As I was reading "The Art of Unix Programming"
(http://www.faqs.org/docs/artu/) I was struck with the idea to
implement a textualizer for ohr formats -- mainly to make them more
human-sensible; secondarily to assist utility development (ie. to make
them more computer-sensible too :).
I was very ear
On 6/4/07, Ralph Versteegen <[EMAIL PROTECTED]> wrote:
> That doesn't change the fact that specifically checking for keyval(x)
> == 3 or keyval(x) and, 2 would break. I don't see any reason to prefer
> the old behaviour.
>
That seems like broken coding though -- checking for equality is
necessarily
CRUFT, I say.
On 6/2/07, Ralph Versteegen <[EMAIL PROTECTED]> wrote:
I'm now regretting the behaviour of keypressing polling. Namely, that
it isn't possible to distinguish between a real new keypress and one
due to key repeat.
Currently, for each key, there are 2 bits in the keyval array:
bit
On 4/7/07, S'orlok Reaves <[EMAIL PROTECTED]> wrote:
Remember that you're working with an (unstable)
nightly.
Speaking of which... since uber isn't out yet, you
could simply re-specify the map format: if layers are
"ON", then a tile's "Overhead" settings are IGNORED.
I know, this sounds crazy,
On 2/14/07, S'orlok Reaves <[EMAIL PROTECTED]> wrote:
Gentlemen, please. If you must quip, I'd ask you not
to "Reply-All".
About the issue of keys, I feel we've reached an
impasse. I like the Alt+1/2/3 idea. Perhaps Alt+"+"
can turn the layers above the current one "off".
Still, I have a quest
On 2/13/07, Mike Caron <[EMAIL PROTECTED]> wrote:
> Mike
> >I fail to see what this has to do with anything. Alt-F1/2/3 is nowhere
to be
> found under the windows column (or, Mac OSX, for that matter)
>
> :) My work here is done.
>
Explain, please. I don't follow your logic. If you're refering
On 2/10/07, Michael Kidder <[EMAIL PROTECTED]> wrote:
This is a very neat feature, but since Jade uses black outlines all
over the place and is cramped for tile space, i'll have to wait for
being able to choose another transparency color + more tile space
before I can consider upgrading the game
On 2/3/07, Mike Caron <[EMAIL PROTECTED]> wrote:
anim_align2(who, target, edgex, edgey, offx, offy) - many times,
you'll need to align to a corner. that's what this is for. edgex and y
specify the corner (0 = left/top, !0 = right/top). the offsets work as
expected.
right/bottom? Might be bet
On 2/2/07, Keith Gable <[EMAIL PROTECTED]> wrote:
Keith -- http://www.python.org/download/ says you're a liar. Both
Python-2.5.tar.gz and Python-2.5.tar.bz2 hold one directory, Python-2.5
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On 2/2/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
One of the reasons it is not done in general is that lingering build files
tend to fuck things up majorly.
Among other things:
* lingering .o files causing linking errors (references to obsolete
symbols)
* duplicates/dregs of .h files c
jitter active) and airbrush.
Include it if you think it would be useful.
David Gowers
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On 1/16/07, S'orlok Reaves <[EMAIL PROTECTED]> wrote:
Hello,
Quick question: I'm trying to read the .DXX file
format, and I've noticed that un-used links are
generally represented by five zeroes:
[0, 0, 0, 0, 0]
My question is this: Can I safely ignore these in my
own .RPG parser? Or, should
http://users.pandora.be/blendix/verse/
http://www.blender.org/modules/verse/
Verse is a 3d/2d-image resource sharing system(/server). As changes are made
in one Verse app, they are propagated to another. GIMP already has a Verse
plugin (see the first link). This system seems very well suited (tho
On 12/24/06, David Gowers <[EMAIL PROTECTED]> wrote:
On second thought (after testing), that needs a bit of revision, to map
all colors in template that are comparable first.
Fixed and tested!
newmasterpalette-oldsort.bmp
Description: Windows bitmap
256grey-ohrmatching-p
On second thought (after testing), that needs a bit of revision, to map all
colors in template that are comparable first.
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I spotted this:
http://gilgamesh.dnsalias.org:8080/wiki/ohrrpgce/index.php/I_would_like_to_make_my_game_all_in_black_and_white._How_can_I_fill_the_master_palette_with_various_shades_of_grey%3F
And thought 'well, you use a proximity sorting routine to sort each of the
256 shades of grey into the s
On 12/14/06, S'orlok Reaves <[EMAIL PROTECTED]> wrote:
Hello again,
I've fixed up my font utility. It takes any
True-Type font and converts it to an OHF font. This is
a very pre-beta release; probably I will abandon the
project (8x8 fonts generally look all the same)
I disagree. I used to
On 12/12/06, Mike Caron <[EMAIL PROTECTED]> wrote:
FD 99 99 00 00 00 08
FD is a magic number, to indicate that it's a BSAVE header, 99 99 is an
arbitrary "segment" (you don't need to know or care what this is, nor is it
relavent anymore), 00 00 is an arbitrary "offset" (again, irrelavent.). 00
On 12/11/06, TeeEmCee <[EMAIL PROTECTED]> wrote:
On 12/11/06, Mike Caron <[EMAIL PROTECTED]> wrote:
> On 12/10/06, TeeEmCee <[EMAIL PROTECTED]> wrote:
> > Hey, what's going on with the lineendings here? Everyone is polluting
> > DOS-mode text files with Unix line endings. James has his text edit
On 11/14/06, Simon Bradley <[EMAIL PROTECTED]> wrote:
On 11/14/06, David Gowers <[EMAIL PROTECTED]> wrote:
Existing games will all be setting the palettes explicitly, so we canjust assume a default palette of 0 for existing graphics. This isbasically the current behaviour.You misunde
On 11/14/06, TeeEmCee <[EMAIL PROTECTED]> wrote:
I don't want to lose palette swappability either - and I think itwould be a much better idea to just convert all the old style graphicsfiles to new style when upgrading, rather than keeping both formatsaround. We should be able to do that if we conti
On 11/14/06, Bob the Hamster <[EMAIL PROTECTED]> wrote:
No. Losing that feature totally would be a serious backwardscompatability break for playing old games-- maybe we will end up withnew-style graphics that exist in parallel with old-stylepalette-swappable graphics, I'm not sure yet.
uuuh? You're
On 11/14/06, Bob the Hamster <[EMAIL PROTECTED]> wrote:
Suppose you wanted a sword slash that was 6 frames long, at 60x35dimentions. It could be stored as a 360x35 pixel png file, maybe with aframe-count cue in a separate file... or... I dunno. Maybe it would bebetter to store it as 6 files,
attac
On 11/14/06, Simon Bradley <[EMAIL PROTECTED]> wrote:
I think it's a good idea to have one extensible format for all images,but I would be opposed to anything that relies on file-namingconventions again. They always seem to lead to trouble. I might even
There is no need to use a .png extension just
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