Re: [Ohrrpgce] .dmg format for Distribute Game on Mac

2015-07-07 Thread Seth Hetu
I'm getting them. Also, a zipped DMG is probably not super-confusing? Seth On Tue, Jul 7, 2015 at 10:25 AM, James Paige wrote: > Annd. I remembered why that wouldn't work. No compression. I feel like TMC > discovered all of this years ago, and I am just now remember what he said > and thinking

Re: [Ohrrpgce] SVN: teeemcee/6939 Add shift+Tab debug key which speeds up the game while held down. In and

2014-12-23 Thread Seth Hetu
The second-most-common key for fast forward in emulators is ` (i.e., the tilde key). Seth On Wed, Dec 17, 2014 at 10:19 PM, Ralph Versteegen wrote: > Yes, zzo38 suggested Tab to fast-forward as in emulators. I couldn't > think of a good key combination and am open to suggestions. Maybe it > coul

Re: [Ohrrpgce] SVN: james/5943 On Android, it is important to run the cleanup_other_temp_files sub on s

2013-08-07 Thread Seth Hetu
Reasonably high-end phones like my Nexus 4 will also hold a program in memory for a while. But saving state is still worthwhile, if only because users will expect it on Android (saving/resuming on suspend is very common in Android apps). -->Seth On Wed, Aug 7, 2013 at 12:16 PM, James Paige wrote

Re: [Ohrrpgce] SVN: james/5846 Android: remap the Back button to ESCAPE instead of SPACE

2013-07-10 Thread Seth Hetu
At least one game that I'm playing (Broken Sword) has the back button travel up the menu hierarchy. This feels very, very un-natural to me; most other games I've played put a visible "back" button on-screen if that functionality's required. -->Seth On Wed, Jul 10, 2013 at 12:16 PM, Simon Bradley

[Ohrrpgce] Pull request for git://git.code.sf.net/u/teeemcee/fbc

2013-06-26 Thread Seth Hetu
I've attached my changes for the FBC repository as a git patch. At some point, I was hoping that they could be incorporated into your private fbc repository. However, I'm not sure of the best way to do this. Should we have a HOST_RPI flag which conditionally disables this? The problem is that my c

Re: [Ohrrpgce] GAME compiles on the RPi, but needs serious debugging.

2013-06-26 Thread Seth Hetu
the "silence" audio backend and seeing how that affects stuttering. Is it possible to disable (or hack-disable) *only* midi playback and not any other audio? -->Seth On Tue, Jun 25, 2013 at 10:00 PM, Ralph Versteegen wrote: > On 26 June 2013 03:57, Seth Hetu wrote: >> I'll

Re: [Ohrrpgce] GAME compiles on the RPi, but needs serious debugging.

2013-06-25 Thread Seth Hetu
it does contain a > bunch of x86 for accelerated blitting, but I've no idea whether that's > optional. So don't bother mucking around with that for now. > > On 25 June 2013 13:51, Seth Hetu wrote: >> And here's a binary: >> https://docs.google.com/file/d/

Re: [Ohrrpgce] GAME compiles on the RPi, but needs serious debugging.

2013-06-25 Thread Seth Hetu
t GNU/Linux with X11. Not that we would > want to use gfx_fb, but I'd be interested in testing fbgfx. I guess I > could try compiling it myself. Oh, wait, I think it does contain a > bunch of x86 for accelerated blitting, but I've no idea whether that's > optional. So don

Re: [Ohrrpgce] GAME compiles on the RPi, but needs serious debugging.

2013-06-24 Thread Seth Hetu
And here's a binary: https://docs.google.com/file/d/0B1P7NepPcOslTW84MEhxRUpCbk0/edit If you apt-get all of the dependencies (on the Pi, of course), this will work as-is. -->Seth On Mon, Jun 24, 2013 at 9:47 PM, Seth Hetu wrote: > MAGIC! > > (I used -lfb instead of -lfbmt). &

Re: [Ohrrpgce] GAME compiles on the RPi, but needs serious debugging.

2013-06-24 Thread Seth Hetu
Ah, thanks for the futex advice; that looks like it might be the culprit. More details to follow! -->Seth On Mon, Jun 24, 2013 at 8:27 PM, Ralph Versteegen wrote: > On 25 June 2013 09:57, Seth Hetu wrote: >> Hey all, >> >>I got GAME to cross-compile for the Raspbe

[Ohrrpgce] GAME compiles on the RPi, but needs serious debugging.

2013-06-24 Thread Seth Hetu
Hey all, I got GAME to cross-compile for the Raspberry Pi, and cataloged my approach here: http://rpg.hamsterrepublic.com/ohrrpgce/Talk:Compiling_for_Android#First_Successful_Build_with_RPi Unfortunately, after loading a few libraries and making a few function calls it just hangs foreve

[Ohrrpgce] Possible bug in SConscript

2013-06-24 Thread Seth Hetu
Hello all, Line 12 in wip/SConscript reads: FBFLAGS = os.environ.get ('FBFLAGS', []) + ['-mt'] From my understanding of Python, this will never work unless FBFLAGS is null. Otherwise, you get: 'some_string' + ['-mt'] ...and Python complains that you can't concatenate an array to

Re: [Ohrrpgce] SVN: james/5837 An attempt at implementing the empty stubs of io_show_virtual_keyboard()

2013-06-15 Thread Seth Hetu
"cl" is Microsoft's (aka Visual Studio's) compiler. Are you sure you have it in your PATH? (I thought scons handled that automatically though...) -->Seth On Fri, Jun 14, 2013 at 6:49 PM, James Paige wrote: > On Fri, Jun 14, 2013 at 03:28:08PM -0700, subvers...@hamsterrepublic.com > wrote: >> ja

Re: [Ohrrpgce] Android SdlVideoResize=y

2013-06-08 Thread Seth Hetu
You could also just add a "show keyboard" button to the holo-bar when the application starts, since SDL "fuzzes" out these menu buttons anyway (see my screenshots for the fuzzy effect). Then the user could trigger the soft keyboard whenever they want. Obviously not ideal for text input, but it migh

Re: [Ohrrpgce] Android port

2013-06-07 Thread Seth Hetu
e HamsterRepublic.com because > ohrrpgce.com has been owned by web-sqatters for years, but when I went > to check which web squatter currently held it, I was surprised to > discover that they have *finally* let it lapse, so I just snapped it up. > ohrrpgce.com is now mine :) > > On

Re: [Ohrrpgce] Android SdlVideoResize=y

2013-06-07 Thread Seth Hetu
When the program first starts, you can click on the "Change Device Configuration" button at the top of the app (it only appears for a second with the SDL splash screen). This allows you to change button mappings, *some* graphics settings (4:3 aspect ratio) and where data is saved (SD card or intern

Re: [Ohrrpgce] Android port

2013-06-07 Thread Seth Hetu
Having a build server would certainly be helpful; ADK+NDK+FB+ohr/sdl is not the easiest toolchain to install. You might want to consider three options for signing: * Server signs with the Debug ADK key. (Good for just "trying it out") * Server signs with the "OHRRPGCE.COM" key. (Something y

Re: [Ohrrpgce] Android port

2013-06-05 Thread Seth Hetu
t;> com.castleparadox.tmc.foresttemple or maybe Mogri would want to use >> com.slimesalad.phantomtactics or Harlock might use >> org.crithit.spellshard > > Is there any point to allowing customisation of namespace? I think it > just has to be unique, eg a com.hamsterrepublic.ohrrpg

Re: [Ohrrpgce] Android port

2013-06-05 Thread Seth Hetu
t; > -replayinput > interactivetest.ohrkeys > interactivetest.rpg > > On Wed, Jun 05, 2013 at 12:39:07PM -0400, Seth Hetu wrote: >> Ah, now I understand! I was also getting confused between the >> "android=1" and "android-source=1" flags. Now for some updat

Re: [Ohrrpgce] Android port

2013-06-05 Thread Seth Hetu
s binaries in the wip folder which you need to copy to the > device and run manually. When not crosscompiling, "scons test" can be > used to run all test programs and games. > > On 5 June 2013 11:00, Seth Hetu wrote: >> Regarding the other tests, I copied interactivet

Re: [Ohrrpgce] Android port

2013-06-04 Thread Seth Hetu
Do vectortest and reloadtest pass? (Note that they > put the terminal into a non-echoing state) I haven't been able to > reproduce the test failure I saw before. > > On 4 June 2013 05:45, Seth Hetu wrote: >> Ugh, sorry, I'm an idiot. Figured out what I did wrong. I no

Re: [Ohrrpgce] Android port

2013-06-04 Thread Seth Hetu
n't been able to > reproduce the test failure I saw before. > > On 4 June 2013 05:45, Seth Hetu wrote: >> Ugh, sorry, I'm an idiot. Figured out what I did wrong. I now have >> successfully compiled the OHR for Android (am playing WH now). :D >> >> -->

Re: [Ohrrpgce] Android port

2013-06-03 Thread Seth Hetu
I ran into an error in the last phase of compiling the APK; posted it to the talk page of the wiki. That reminds me; is it better to post about these kinds of errors to the list or just in the talk page? -->Seth On Mon, Jun 3, 2013 at 10:31 AM, Seth Hetu wrote: > Ah, thanks. I misrea

Re: [Ohrrpgce] Android port

2013-06-03 Thread Seth Hetu
3, 2013 at 1:07 PM, Seth Hetu wrote: > I ran into an error in the last phase of compiling the APK; posted it > to the talk page of the wiki. > > That reminds me; is it better to post about these kinds of errors to > the list or just in the talk page? > > -->Seth > > O

Re: [Ohrrpgce] Android port

2013-06-03 Thread Seth Hetu
Ah, thanks. I misread "the latest SVN" and picked up the latest git source. -->Seth On Mon, Jun 3, 2013 at 10:13 AM, James Paige wrote: > That is in the ohrrpgce svn repository > > svn://gilgamesh.hamsterrepublic.com/ohrrpgce > > On Mon, Jun 03, 2013 at 09:22:11AM -0

Re: [Ohrrpgce] Android port

2013-06-03 Thread Seth Hetu
; > http://tmc.castleparadox.com/ohr/ohrrpgce-game-2013-06-01.apk >>> > Some of the most obvious problems (see the wiki page for more): >>> > -controls are awkward. But at least you can use the builtin SDL >>> > configuration menu to adjust key bindings and

Re: [Ohrrpgce] Android port

2013-05-16 Thread Seth Hetu
ome/ralph/local/fbc-0.90 > V=1 > > Linking with libffi is optional: you can add -DDISABLE_FFI. > > On 17 May 2013 04:10, Seth Hetu wrote: > > While compiling this on a 64-bit system, it seems that setting > TARGET_ARCH > > is not sufficient. In particular: > >

Re: [Ohrrpgce] Android port

2013-05-16 Thread Seth Hetu
While compiling this on a 64-bit system, it seems that setting TARGET_ARCH is not sufficient. In particular: * gcc will freak out regarding assembly functions and "operand type mismatch" errors. * gcc won't find libffi (on Ubuntu), as it's in a special "i686-linux-gnu" directory inside "/us

Re: [Ohrrpgce] Fun with the Android NDK and SDL 1.2

2013-02-18 Thread Seth Hetu
On Mon, Feb 18, 2013 at 5:19 PM, Ralph Versteegen wrote: > On 18 February 2013 21:10, Seth Hetu wrote: >>>> Is there any good reason for not putting the data files in the .apk >>>> (other than the packages for open source reimplementations of >>>> commer

Re: [Ohrrpgce] Fun with the Android NDK and SDL 1.2

2013-02-18 Thread Seth Hetu
>> Is there any good reason for not putting the data files in the .apk >> (other than the packages for open source reimplementations of >> commercial game engines)? > > No, I can't think of any other reason. >From my limited amount of Android development, some developers like to keep the APK small

Re: [Ohrrpgce] Compiling with FB's GCC backend now works!

2013-02-12 Thread Seth Hetu
Congratulations to everyone who worked on this! It's really an amazing step forward, and I can only shudder at the nightmare of digging into the GCC backend. Way to go guys! -->Seth On Wed, Feb 13, 2013 at 12:02 AM, Michael Kidder wrote: > Sword of Jade on my phone? Yes please.. > > On Tue, Fe

Re: [Ohrrpgce] SVN: james/5215 Use an incredibly simple and crude alternate random number generator jus

2012-06-10 Thread Seth Hetu
Ah, ok, now I understand. So it just needs to be "random-ish" enough to not be noticeable, with speed being overwhelmingly important. In that case it's hard to beat LCG. Thanks for the explanation. -->Seth On Sun, Jun 10, 2012 at 4:25 PM, Ralph Versteegen wrote: > On 9

Re: [Ohrrpgce] SVN: james/5215 Use an incredibly simple and crude alternate random number generator jus

2012-06-08 Thread Seth Hetu
I'm not sure if this is relevant, but multiply-with-carry is pretty fast for uniform distributions (without sacrificing too much quality) http://en.wikipedia.org/wiki/Multiply-with-carry I'm curious, though; why not just generate and save a buffer of random values some time before the screen disso

Re: [Ohrrpgce] Multiline string constants

2012-04-23 Thread Seth Hetu
Huh, I never knew that Python included the newlines and spaces in multi-line strings (probably because I only use them for doc comments, which are post-formatted anyway). Hmm I can think of a few cases where it's useful to keep the spaces, and a few cases where it's useful to strip them. Would

Re: [Ohrrpgce] Exporting debian packages

2012-03-30 Thread Seth Hetu
>From what I remember of the only debian package I ever made, if you're careful you can allow parallel installs of the same program. You'd just need a different authoritative name for each, and they can't overlap any files. So, e.g.,: game-ypsiliform.deb: /usr/local/bin/game-ypsiliform /usr/

Re: [Ohrrpgce] SVN: teeemcee/5114 Another attempted fix for compiling on Ubuntu 12.04

2012-03-28 Thread Seth Hetu
Hello, Just confirming that this fix works on my box (Linux Mint 12). I know you already figured this out using a virtual machine, but might as well add my results to the mix, right? By the way, is the "web svn" link on the wiki still valid (http://hamsterrepublic.com/ohrrpgce/Sourcehtml.

Re: [Ohrrpgce] SVN: teeemcee/5109 gfx_console, the curses-based graphics backend!

2012-03-23 Thread Seth Hetu
Modern technology is amazing. -->Seth On Fri, Mar 23, 2012 at 4:44 PM, Ralph Versteegen wrote: > On 23 March 2012 21:27,   wrote: >> teeemcee >> 2012-03-23 01:27:38 -0700 (Fri, 23 Mar 2012) >> 273 >> gfx_console, the curses-based graphics backend! >> >> Only text is displayed. >> Keyboard suppor

[Ohrrpgce] OHR listed in the "Pirate Kart" indie page for non-programmers.

2012-03-03 Thread Seth Hetu
Hey all, Just something I found recently. The "pirate kart" group, which takes indie games submissions and packages them all together (legally!) in a giant bundle lists the OHRRPGCE as one of the free tools for developers who want to make games but can't program: http://www.piratekart.com/

Re: [Ohrrpgce] SVN: james/5025 Replace hardcoded instances of 4095 (and one 4096) with the new const ma

2012-02-07 Thread Seth Hetu
Thanks for the explanation; that makes more sense now. Yeah, 64kb should suffice until arrays come around. -->Seth PS: Yes, by get_global I meant readglobal On Wed, Feb 8, 2012 at 3:10 PM, Ralph Versteegen wrote: > On 8 February 2012 19:57, Seth Hetu wrote: >> Is it completel

Re: [Ohrrpgce] SVN: james/5025 Replace hardcoded instances of 4095 (and one 4096) with the new const ma

2012-02-07 Thread Seth Hetu
Is it completely out of the question to have game developers specify their own globals count (or do it automatically in custom) and then just have "get_global()" return a default value if it's out of bounds? -->Seth On Wed, Feb 8, 2012 at 2:53 PM, Ralph Versteegen wrote: > On 8 February 2012 1

Re: [Ohrrpgce] SVN: teeemcee/5016 Fix a bunch of joystick nonsense, the titlescreen code and keypress wait

2012-02-02 Thread Seth Hetu
I have a USB gamepad I can use to test joystick configuration. Or does it have to really be a "joystick"? -->Seth On Fri, Feb 3, 2012 at 1:43 AM, James Paige wrote: > On Thu, Feb 02, 2012 at 08:21:52AM -0800, subvers...@hamsterrepublic.com > wrote: >> teeemcee >> 2012-02-02 08:21:52 -0800 (Thu,

Re: [Ohrrpgce] Screen Resolution

2011-10-28 Thread Seth Hetu
Just to chime in: When I worked on my (highly experimental) port of the OHR to Java Mobile, I had to deal with resolution issues right off the bat, since there's no standard phone size. The number one problem I ran into was choosing whether to stretch resources or not. Backdrops usually had t

Re: [Ohrrpgce] SVN: teeemcee/4615 Add "menu item by true slot" and "menu item true slot", because "menu it

2011-07-26 Thread Seth Hetu
menu item by real slot id? menu item by physical slot id? -->Seth On Wed, Jul 27, 2011 at 2:24 AM, Ralph Versteegen wrote: > On 27 July 2011 07:13,   wrote: >> teeemcee >> 2011-07-26 12:13:49 -0700 (Tue, 26 Jul 2011) >> 120 >> Add "menu item by true slot" and "menu item true slot", because "me

Re: [Ohrrpgce] Automated regression testing idea

2011-06-22 Thread Seth Hetu
On Tue, Jun 21, 2011 at 9:10 PM, Ralph Versteegen wrote: > On 22 June 2011 06:50, James Paige wrote: >> On Tue, Jun 21, 2011 at 11:47:26AM -0700, James Paige wrote: >>> On Tue, Jun 21, 2011 at 10:40:49AM -0700, subvers...@hamsterrepublic.com >>> wrote: >>> > james >>> > 2011-06-21 10:40:48 -0700

Re: [Ohrrpgce] OpenGL 1.0/1.1

2011-06-19 Thread Seth Hetu
On Sun, Jun 19, 2011 at 12:56 AM, Jay Tennant wrote: >> From: Ralph Versteegen >> Sent: Saturday, June 18, 2011 8:10 PM >> >> On 19 June 2011 07:39, James Paige wrote: >> > On Sat, Jun 18, 2011 at 12:37:16PM -0700, James Paige wrote: >> >> On Sat

Re: [Ohrrpgce] OpenGL 1.0/1.1

2011-06-18 Thread Seth Hetu
> I want to be sure that the OHR continues to work on ALL graphics cards, > not just nVidia+ATI. Forgive me if this is naive, but can't most generic video cards just use Mesa to have OpenGL compatibility? -->Seth ___ Ohrrpgce mailing list ohrrpgce@lists

Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compilerequirements. I think it will wor

2011-06-14 Thread Seth Hetu
Wouldn't the most portable one be int64_t? > -- > Mike Caron > > -Original Message- > From: Seth Hetu > Sender: ohrrpgce-bounces@lists.motherhamster.orgDate: Wed, 15 Jun 2011 > 12:12:41 > To: > Reply-To: ohrrpgce@lists.motherhamster.org > Subject: Re: [Oh

Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compile requirements. I think it will wor

2011-06-14 Thread Seth Hetu
It would be "long long int", I think. http://gcc.gnu.org/onlinedocs/gcc/Long-Long.html -->Seth On Wed, Jun 15, 2011 at 8:53 AM, wrote: > jay > 2011-06-14 18:53:56 -0700 (Tue, 14 Jun 2011) > 163 > Removed visual studio-specific compile requirements. I think it will work now > on gcc (though I

Re: [Ohrrpgce] SVN: james/4377 savemapstate_npcl() now stores NPC locations using a RELOAD format

2011-06-03 Thread Seth Hetu
> If you think that's scary, you don't want to hear about a project I'm > considering: creating a C variant more suitable for implementation of > VMs (based on llvm/clang with custom optimisation passes)... told you > you didn't want to hear :) That actually sounds really cool. If you don't mind m

Re: [Ohrrpgce] SVN: james/4349 Add Slice AutoSort feature with thefollowing choices:

2011-05-21 Thread Seth Hetu
Of course, being a Bubble Mage, James would prefer Bubble Sort. /had-to-be-said On Sat, May 21, 2011 at 7:08 AM, James Paige wrote: > On Sat, May 21, 2011 at 11:05:36AM +1200, Ralph Versteegen wrote: >> On 21 May 2011 11:04, Ralph Versteegen wrote: >> > On 21 May 2011 11:01, Ralph Versteegen

Re: [Ohrrpgce] Build system pruning

2011-04-26 Thread Seth Hetu
>From what I read in the manual, scons doesn't have a default "clean" option, but you can (of course) make that target yourself. I never really understood why they didn't include clean by default. -->Seth On Mon, Apr 25, 2011 at 1:21 PM, James Paige wrote: > On Sat, Apr 23, 2011 at 02:44:00PM

Re: [Ohrrpgce] FB arrays: extend or scrap?

2010-11-26 Thread Seth Hetu
"GLOBAL ARRAYS... start with a caret symbol. Stored on disk, available to all processes" "You see, because MUMPS has a rather small routine limit, developers had to spread code across several routines... and “chain” them together with a GOTO at the end." This is now my favorite programming langu

Re: [Ohrrpgce] SVN: teeemcee/3878 Mac/gfx_sdl: add Help menu and process Cmd-Q, Cmd-H, Cmd-M, Cmd-Shift-H,

2010-10-13 Thread Seth Hetu
You should probably add in Make & scons, since they require a good deal of knowledge to use properly, even though not pure languages in and of themselves. I know C++ and Python. Every time I try to dive into Free Basic I hit my head in the shallow end of the pool. (See, e.g., past discussions on r

Re: [Ohrrpgce] Sprites, animation food for thought

2010-10-10 Thread Seth Hetu
3 times, but nevermind that. I've got a question about animations. Is it possible to add a "delay" value, which delays the next frame in the animation? Like: >     >         >             stand-down >         >         >             stand-up >         >         >             stand-right >  

Re: [Ohrrpgce] I need a joystick test game.

2010-10-08 Thread Seth Hetu
In related news, the Bell of Chaos link on Gilgamesh is down: http://hamsterrepublic.com/dl/bellchaos.zip Had to grab it from Slime Salad instead. --->Seth On Fri, Oct 8, 2010 at 1:39 AM, James Paige wrote: > On Thu, Oct 07, 2010 at 10:25:00AM -0700, Jay Tennant wrote: >> > From: James Paige

Re: [Ohrrpgce] SVN: james/3790 Attack queue is actually used now. (although non-blocking attacks are no

2010-09-28 Thread Seth Hetu
FF13 may not be too helpful in this regard, since it requires you to automate the other members of your party. The OHRRPGCE has nothing like a Paradigm system, although autonomous allies count, I guess? Likewise, FF12's Gambits (and the real-time nature of combat) led to simultaneous attacks in tha

Re: [Ohrrpgce] SVN: kampu/3770 Scons: minor fix to prev commit.

2010-09-21 Thread Seth Hetu
All better. Thanks again for making this, David. Seems a lot more maintainable than the other make scripts. -->Seth On Tue, Sep 21, 2010 at 4:10 PM, wrote: > kampu > 2010-09-21 01:10:08 -0700 (Tue, 21 Sep 2010) > 32 > Scons: minor fix to prev commit. > --- > U   wip/SConscript > _

Re: [Ohrrpgce] SVN: kampu/3758 SConstruct based build system. Builds game, custom, and bam2mid currentl

2010-09-21 Thread Seth Hetu
s like a regular scons feature, not some add-on hack. -->Seth On Tue, Sep 21, 2010 at 3:45 PM, David Gowers (kampu) <00a...@gmail.com> wrote: > On Tue, Sep 21, 2010 at 3:34 PM, Seth Hetu wrote: >> Yes, Mike is right about that. And I checked; David didn't disable copying.

Re: [Ohrrpgce] SVN: kampu/3758 SConstruct based build system. Builds game, custom, and bam2mid currentl

2010-09-20 Thread Seth Hetu
ideas, -->Seth On Tue, Sep 21, 2010 at 1:59 PM, Mike Caron wrote: > On 9/21/2010 1:56 AM, Seth Hetu wrote: >> >> One more bit of info, from the scons wiki: >> >> "If possible on the platform, the duplication is performed by linking >> rather than copying;

Re: [Ohrrpgce] SVN: kampu/3758 SConstruct based build system. Builds game, custom, and bam2mid currentl

2010-09-20 Thread Seth Hetu
I am unfamiliar with its effects. -->Seth On Tue, Sep 21, 2010 at 1:52 PM, Seth Hetu wrote: > I may have found the source of both problems. > > First, I updated to 0.21.1. (Just FYI). No noticeable change. > > Next, I checked. Yes, udts.bi is in build/. HOWEVER, it does not &g

Re: [Ohrrpgce] SVN: kampu/3758 SConstruct based build system. Builds game, custom, and bam2mid currentl

2010-09-20 Thread Seth Hetu
I may have found the source of both problems. First, I updated to 0.21.1. (Just FYI). No noticeable change. Next, I checked. Yes, udts.bi is in build/. HOWEVER, it does not contain the definition of ZoneMap. And even stranger, the udts.bi in the wip/ folder DOES. This was especially odd, as I'd

Re: [Ohrrpgce] SVN: kampu/3758 SConstruct based build system. Builds game, custom, and bam2mid currentl

2010-09-20 Thread Seth Hetu
On Mon, Sep 20, 2010 at 5:05 PM, David Gowers (kampu) <00a...@gmail.com> wrote: > On Mon, Sep 20, 2010 at 5:58 PM, Seth Hetu wrote: >> David, I get a weird error building with the latest (SVN) source & the >&g

Re: [Ohrrpgce] SVN: kampu/3758 SConstruct based build system. Builds game, custom, and bam2mid currentl

2010-09-20 Thread Seth Hetu
David, I get a weird error building with the latest (SVN) source & the latest (SVN) sconscript file: - fbc -lang deprecated -c build\loading.bas -o build\game-loading.o -mt -g -exx -s gui -d IS_GAME -m game build\loading.bas(554) error 56:

Re: [Ohrrpgce] New build system (Was: SVN: teeemcee/3714 I rewroteMakefile, for fast builds!)

2010-09-18 Thread Seth Hetu
Thanks for the fixes; I can only test it tomorrow/Monday (work computer). I'll let you know the results. And no worries about "clean" for now --deleting "build" is really fine for me. -->Seth On Sat, Sep 18, 2010 at 2:25 PM, David Gowers (kampu) <00a...@gmail.com> wrote: > All outstanding issue

Re: [Ohrrpgce] New build system (Was: SVN: teeemcee/3714 I rewroteMakefile, for fast builds!)

2010-09-17 Thread Seth Hetu
> Yeah, I haven't disabled it or anything. > It works fine. > > (in case this appears in a double post.. this is the one with the > correct updated SConscript) Sorry, I'm continuing the crazy double-posting. I just tried "scons -c" ---it cleans all of the OBJECT files in "build". The various ".ba

Re: [Ohrrpgce] New build system (Was: SVN: teeemcee/3714 I rewroteMakefile, for fast builds!)

2010-09-17 Thread Seth Hetu
In regards to your previous emails, and Ralph's: (note that I am just cutting and pasting relevant lines to avoid crazy time-warp schenanigans) >yup, looks like path problems. As TMC pointed out, PATH needs to be >explicitly imported to make Windows happy; I didn't realize this. In your new file

Re: [Ohrrpgce] New build system (Was: SVN: teeemcee/3714 I rewroteMakefile, for fast builds!)

2010-09-17 Thread Seth Hetu
David, if you're trying to fix my errors, I might point out that TMC's patch fixed everything up to: ---`build\blit.o' not found ...which is the error you just described in this email. So we're both on the same page. (Note that I still have my hacky SVN fix in place; TMC's patch only fixed the ENV

Re: [Ohrrpgce] New build system (Was: SVN: teeemcee/3714 I rewroteMakefile, for fast builds!)

2010-09-16 Thread Seth Hetu
Currently having some trouble building this on Windows. If I just run scons from the root source directory, I get: --- WindowsError: [Error 2] The system cannot find the file specified: File "D:\visual_studio_proj

Re: [Ohrrpgce] New build system (Was: SVN: teeemcee/3714 I rewrote Makefile, for fast builds!)

2010-09-15 Thread Seth Hetu
On Thu, Sep 16, 2010 at 8:00 AM, Ralph Versteegen wrote: > On 11 September 2010 09:13, James Paige wrote: >> On Mon, Sep 06, 2010 at 08:38:39AM -0700, subvers...@hamsterrepublic.com >> wrote: >>> teeemcee >>> 2010-09-06 08:38:39 -0700 (Mon, 06 Sep 2010) >>> 541 >>> I rewrote Makefile, for fast b

Re: [Ohrrpgce] BYREF

2010-09-14 Thread Seth Hetu
ey always have. BYREF arguments > are totally unrelated to them. Therefore, copying a variable (or a constant, > or dereferencing a pointer to a made up variable) still works like you would > expect. There's no magic addressing or referencing going on. > -- > Mike Car

Re: [Ohrrpgce] BYREF

2010-09-14 Thread Seth Hetu
> Or, looking at it from a different angle, why are you NOT surprised that you > can do this in C? > > myfunction("Literal string: omg no variable!"); Hmm... a good concise example. Thanks, Mike. :) >> I'm just curious how FB manages this without corrupting memory. It >> seems like such a weird

Re: [Ohrrpgce] BYREF

2010-09-14 Thread Seth Hetu
>>> I'd definitely avoid this situation with gusto. Consider passing '3' >>> (just the number) as "by ref" into the parameter 'x'  ---what happens >>> if the compiler inlines that variable, copying it to each place the >>> variable is used inside the function? That becomes problematic for, >>> e.g.

Re: [Ohrrpgce] BYREF

2010-09-12 Thread Seth Hetu
> I have a feeling that this should be illegal in FB. I could totally see > FB forgetting that it stored a variable in its nondeclared variable > storage and overwriting it in a later function. I'd definitely avoid this situation with gusto. Consider passing '3' (just the number) as "by ref" into

Re: [Ohrrpgce] NPC instance script commands

2010-09-10 Thread Seth Hetu
>>   menuitem.caption >> instead of >>   get menu item caption (menuitem) >> >>   heroes[who].stats[stat.hp] += x >> instead of >>   set hero stat(who, stat:hp, get hero stat(who, stat:hp) + x) >> and so on. > > *James falls on the floor and twitches with joy* Definitely this. It can even functio

Re: [Ohrrpgce] description of my place in the ohrrpgce

2010-09-03 Thread Seth Hetu
Sure, go for it! The description seems fine to me. :) -->Seth On Fri, Sep 3, 2010 at 9:15 PM, Jay Tennant wrote: >> From: James Paige >> Sent: Thursday, September 02, 2010 8:59 PM >> >> I realized today that I had not updated my resume in about a billion >> years, and when I was doing so, I re

Re: [Ohrrpgce] Progress?

2010-08-23 Thread Seth Hetu
Ah, that makes sense now. If git "local commits" are anything like Mercurial's, then I get what just happened. Then in that case: yay, progress! Carry on, -->Seth On Mon, Aug 23, 2010 at 8:12 PM, Ralph Versteegen wrote: > On 23 August 2010 23:59, Seth Hetu wrote: >

[Ohrrpgce] Progress?

2010-08-23 Thread Seth Hetu
Umm... been working on the OHR a lot lately, TMC? Or did Gilgamesh delay sending a bunch of messages? (In other words: am I the only one that just got flooded with 20+ SVN-generated emails at once?) -->Seth On Mon, Aug 23, 2010 at 7:57 PM, wrote: > teeemcee > 2010-08-23 04:57:40 -0700 (Mon, 2

Re: [Ohrrpgce] crazy idea for a new flow control command

2010-06-09 Thread Seth Hetu
Lua scripters always tell me that this is easy as pie in Lua, though I don't know first-hand. They also tell me that this leads to a problematic chain of functionality: //Trigger whenever a player's HP is below 10 when (player.hp < 10) (flash screen) end Which leads to: //Simplified form of

Re: [Ohrrpgce] RELOAD Delay Loading

2010-04-09 Thread Seth Hetu
> Seems to me that the only way we could match that level of performance > is if every single reload node in the on-disk format kept an index of > the offets of all its children, so you could jump to node 21340 without > 21339 NextSibling calls Regarding this, and regarding Mike's plan in general,

Re: [Ohrrpgce] SVN: teeemcee/3466 Wrote a proper lexer for HSpeak - nearly: it still produces strings rath

2010-04-08 Thread Seth Hetu
> I thought recursive descent was used only for parsers, not lexers (but > maybe complicated context sensitive grammars would require them)? Ah, you caught me there. I've confused parsers and lexers again. Nonetheless, a proper lexer is no small feat (I've had to constantly re-write my own lexers

Re: [Ohrrpgce] SVN: teeemcee/3466 Wrote a proper lexer for HSpeak - nearly: it still produces strings rath

2010-04-06 Thread Seth Hetu
> Wrote a proper lexer for HSpeak - nearly: it still produces strings rather > than lexemes since the rest of HSpeak wouldn't know what to do with them. Congratulations! May I ask what kind of lexer it is? (Recursive descent, I'm guessing). -->Seth ___

Re: [Ohrrpgce] SVN: james/3421 Outside battle attacks shouldn't be allowed to miss.

2010-03-30 Thread Seth Hetu
Sorry to update on old news, but I think this is relevant: > We might want a bitset to allow outside battle attacks to miss... If you allow this, you might want to have a plotscript that the spell can jump to if it fails. I'm thinking of a "teleport" spell that might fizzle; the developer can the

Re: [Ohrrpgce] box taxonomy

2010-02-08 Thread Seth Hetu
This is. far too addictive. (With the time difference it's 5:30 am here). I was only looking to kill about 15 minutes while I had my hot cocoa! -->Seth On Tue, Feb 9, 2010 at 4:15 AM, James Paige wrote: > I know. I figure if I read it all, maybe I can get it out of my system. > Last night

Re: [Ohrrpgce] [Bug 683] RELEASE: Ypsiliform

2010-01-10 Thread Seth Hetu
Congratulations! Seems like this release has a lot of useful new features (seems the slices system has matured nicely) and is one step closer to a C++ port (or at least better FB organization). Congratulations again. Best of luck on the z release. (Zebra? Z-Spot? Zod? I think you're kinda stuck fo

Re: [Ohrrpgce] New map format

2010-01-05 Thread Seth Hetu
I realize this topic is old news, but in my defense I was on vacation. I support the idea of single map lumps; that was one of the OHRRPGCE FMF's approaches, and I can see how it would benefit map sharing and editing as well. A lot (and I mean a LOT) of the space in maps is in the tile maps and l

Re: [Ohrrpgce] Subversion-like game updates

2009-12-01 Thread Seth Hetu
This is the main reason why there should be a text-format alternative to GAME. However, it seems that most OHR games are one-man shows. (That's just my opinion, could easily be wrong.) Perhaps you could make use of SVN's "lock" action whenever you want to edit a particular game file (e.g., a map)?

Re: [Ohrrpgce] Let's talk about mice

2009-11-13 Thread Seth Hetu
You could add a few more basic commands, like: init_mouse_game init_mouse_battle init_mouse_menu Calling the regular "init_mouse" would call all of these (make it deprecated), and calling just ONE of these would only disable the default mouse behavior for that part of the game. So, if som

Re: [Ohrrpgce] FMF Canceled

2009-10-23 Thread Seth Hetu
On Fri, Oct 23, 2009 at 4:28 PM, Ralph Versteegen wrote: > 2009/10/23 Seth Hetu : ... (cut some stuff) > >>    * I'd like to help expand CUSTOM so that it's pluggable --but not >> the way you think. Basically, I want to implement my Font Importer >> idea in wxpyt

[Ohrrpgce] FMF Canceled

2009-10-22 Thread Seth Hetu
Good morning everyone, I'm sad to announce it, but the OHRRPGCE FMF project has been canceled. It's been nearly a year since I made any progress on the code, and a recent project I had with J2ME (ornagai-mobile.googlecode.com) reminded me just how tedious development is for that platform. Sign