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Messages - Josh @ Dreamland

General ENIGMA / Re: Game Maker and LLVM
« on: June 18, 2011, 09:08:26 pm »
Heh, that's kind of dumb. Unless that means they intend to forge some sort of object code with/for LLVM out of the GML, which I'll believe when I see. Anyway, whoever wrote that article was evidently clueless; he seems to believe that their stats showing obfuscation reducing the code size by 2/3 implied the runner would be 1/3 the size.

Do they mention this at all in a more formal blog maintained by someone literate?

General ENIGMA / Re: Game Maker and LLVM
« on: June 18, 2011, 09:01:46 pm »
Are you sure? It may just be me, but "Having our own [obfuscator] means we can take advantage of local knowledge of the code we’re able to cheat a little more because we know the code," doesn't really imply to me that he's talking about HTML. In fact, my only response to that statement is that I don't think any of them have been so far even as decided to use do look more like, even as obfuscation the LLVM was for not be do because pickles.

General ENIGMA / Re: Game Maker and LLVM
« on: June 18, 2011, 08:43:46 pm »
Heh. I feel trolled; I like how it removes unused "functions" but doesn't mention execute_string(), which can call any function GML offers.
Probably just more smoke blowing. Like rewriting the runner in C++ in the first place. I mean, except GM4Mac, which is receiving highly positive reviews even from GM's biggest critics.


CompilerSource/compiler/components/write_font_info.cpp writes the structures containing the font data. This is where you'd insert the baseline position;

CompilerSource/compiler/reshandlers/refont.h defines that structure; add a member to it.

Most of the glyph iteration is done in CompilerSource/compiler/components/module_write_fonts.cpp; you may need to copy one of the for loops out ahead of time to calculate that member (if so, you don't need to edit the structure in refont.h).

General ENIGMA / Re: Enigma Turkish Lang Pack %100
« on: June 10, 2011, 10:18:04 am »
> translation of ENIGMA r777

umad ismavatar?

Issues Help Desk / Re: I cant compile
« on: June 07, 2011, 11:07:41 am »
For now, select "Run" instead of "Compile" to test your game. This is a bug due to missing quotes in the makefile, which has been fixed but not marked "Stable" yet.

General ENIGMA / Re: Enigma status
« on: May 27, 2011, 10:11:56 am »
I'm happy you did this.

Anyway, I've read through the tracker artifacts and responded to each. I assigned most of them to me, but on one I need more info, and two I assigned to you. The two I gave you are so small that the fix should be included in the same revision. One of them is a copy-pasta, the other is simple but is going to keep giving, so for the sake of not having thirty tracker artifacts, I assigned it to you so you can fix it next time. Just remember to define them for variant and var alike. I recommend using const var& and const variant&, really.. Bah, I'll add that to my reply.

Anyway, thanks for the heads-up. Hopefully we can get the majority of them compiling with filler functions shortly.

Issues Help Desk / Re: Error: Invalid search directories returned
« on: May 25, 2011, 11:00:16 am »
I had already tried setting LC_ALL, and told you it didn't work. That was the very first thing I tried, using Windows' very own SetEnvironmentVariable. ENIGMA isn't its own shell; it doesn't require its own shell. I install Msys exclusively for rm and mkdir.

Making sure that the locale is correct for calls to GCC should be the job of ENIGMA's exec() function. We should not be setting the locale for the entire process, as LGM was designed to use translation files (we just haven't set them up).

The only method I can see us using to fix this, and the only one I see actually working at this point, is using Windows' own locale functions, because that's all that ever works in Windows. Until I can get someone to confirm that doing so works, as opposed to what I've been told so far (it causes compile to fail catastrophically due to ten undefined macros), which, for some reason (maybe ignorance), makes me want to not commit that particular change.

Issues Help Desk / Re: Error: Invalid search directories returned
« on: May 24, 2011, 01:29:49 pm »
That's an insane hack. I'm not going to assume that bash.exe is a magical program that can make calls ENIGMA.exe cannot.

Proposals / Re: XBox 360?
« on: May 23, 2011, 08:17:28 pm »
As we discussed on the IRC: Always happy to have some help. TGMG has tried this (porting to XBox, not writing an emulator) and was met with some major problems, but perhaps you can overcome them if you are versed enough to be writing an emulator for the system.

We'll be around to answer any porting-related questions, but XBox is outside mine and Ism's experience; TGMG's the only one of us who has tried developing for it.

Issues Help Desk / Re: Error: Invalid search directories returned
« on: May 23, 2011, 11:36:43 am »
I said it compiled, not that it worked. I don't have a way to test if it works, and if it keeps erroring for you, I'm afraid to commit it. The Windows version has a high enough tendency to throw compile errors as it is.

The easy fix is just to read the contents of searchdirs.txt yourself and replace the text in Compilers/Windows/gcc.ey with the translation in your default language. But until I have an idea of how to get the Windows locale calls working for everybody, I can't automate it.

Maybe we can fish through the sources to replace macros that are missing with the actual code they represent, but if I recall correctly, Fede, your implementation didn't seem to define one of the most basic macros we needed. Paste your error again next you're on the IRC, and I'll make sure it has no substitute.

Announcements / Re: Judgement Day Update
« on: May 21, 2011, 06:09:01 pm »
WHEW, THAT WAS AWESOME. I plundered so many empty houses. It's surprising how quiet my post-rapture neighborhood is.

Anyway, now that I've gotten my kicks, for those of you who are like me and have survived the rapture without falling into brimstone, I could use some insight into the behavior of ENIGMA on non-linux platforms. Since TGMG has apparently ascended, I have resumed work on his Android port (there wasn't much left to do). However, we need to find a replacement for Ism, who has either completed her penance and ascended with TGMG or has fallen into brimstone, as mentioned (I am out of contact with her either way). So, if any Java programmers would like to enlist, do drop me a line here or on the IRC.

Issues Help Desk / Re: Android anyone?
« on: May 20, 2011, 02:05:58 am »
Might be a hold on that. TGMG and I are playing tag as far as him needing something and me either telling him what to change or implementing it goes. In the last day, I finally got around to totally redoing the object file system. Object code is now stored in .eobjs/CurrentPlatform/TargetPlatform/Run instead of just .eobjs_Run. I'll be making more such changes later to accommodate Windows widgets.

Just hang in there. ENIGMA will be compiling for Android in no time. (Out of the box, I mean).

Issues Help Desk / Re: Loading Error: Cannot Open My Game!
« on: May 20, 2011, 01:59:15 am »

...Anyway, GM does that a lot. That's why we're working on our own format for ENIGMA.
Just search around for Game Maker decompiler. Really, they're everywhere. That will turn your EXE back.
Also, don't any of the .gb1 files work?

Note that you can -not- turn an ENIGMA exe back into a GMK. Assuming you used Game Maker to edit the game and produce the exe, there are plenty of decompilers out there for the job.

Issues Help Desk / Re: Android anyone?
« on: May 16, 2011, 09:59:23 am »
Oh, quit teasing him.

Open Compilers/YOURPLATFORM/ and make a copy of the file in Compilers/MacOSX/gcc.ey there. Then just change this line:
Target-platform: MacOSX
To say Android instead, like so:
Target-platform: Android

You will also need to change this line:
resources: $exe

But I'm not sure where TGMG wants the resources written, so I can't help you with that part.

It should work if you've set everything else up right. If you get the resource location wrong, it just won't be able to load them, and you'll have to use simpler drawing functions until TGMG does something about it. :P