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Messages - Josh @ Dreamland

856
General ENIGMA / Re: Raspberry Pi
« on: February 08, 2013, 10:14:30 AM »
I recall Pi being huge on Yoyo's agenda. It was the reason they designed a Linux port. Has this changed?

857
Issues Help Desk / Re: Ever since the newest Java update...
« on: February 08, 2013, 03:02:32 AM »
The compiler project is in CompilerSource. You're best letting LGM compile it, though.
ENIGMA.exe is in CompilerSource/stupidity-buffer. This is the shiny thing that runs LGM (but since broke).
The engine project is in ENIGMAsystem/SHELL. Compiling this with C::B will do you no good.

858
Issues Help Desk / Re: Ever since the newest Java update...
« on: February 07, 2013, 08:49:32 PM »
It takes about .25 seconds to compile ENIGMA.exe. The download should not take that long (ENIGMA is less than 2MB), but in the event that it does, I suppose we can schedule it as a cron job and just offer the zips as they become available.

859
Announcements / Re: Iji
« on: February 07, 2013, 08:45:58 PM »
Marriage is neither necessary nor sufficient for procreation.

Also, I fear the world could not handle such a creature, were it to exist.

Not to mention the wait.

860
Issues Help Desk / Re: Ever since the newest Java update...
« on: February 07, 2013, 02:23:58 PM »
I've committed a fix to ENIGMA.exe. I am getting sick of this patch-maintenance bullshit; this is something this server ought to be doing for us. Or, if we must, EnigmaBot's server. Point is, compiling ENIGMA.exe is trivial, albeit not something Linux ought to do. Downloading a zip file from GitGub and packing in some files? That's trivial and something the server ought to be doing.

Anyone want to volunteer to write a PHP script to (optionally) compile ENIGMA.exe, download the repository from GitHub, and pack in the Additional files?

Would be great if it could generate deb/rpm packages, too.

861
Announcements / Re: Iji
« on: February 04, 2013, 10:09:24 PM »
Thanks. I assumed their reaction would be roughly to the tune it adopted, but I suppose it was worth the post.

Anyone know how to clone me?

862
Announcements / Re: Iji
« on: February 04, 2013, 03:51:15 PM »
Your post makes me want to start drinking coffee.

Holy shit.

*cough*

Okay, so it may be time to invest in the idea of pre-compiling the majority of shellmain.h and writing objects to individual source files, each including that header. Functions such as instance_create would then need to use a virtual class instance or function pointer to do the allocation. This process would not only allow us to compile objects individually (which is apparently a fucking must for big objects) but would also ensure that it's possible to add objects to the game dynamically by loading them as DLLs.

This will be great for the ultimate resurrection of R3's "Build Mode," hereafter "Design Mode."

Another concern to address for both venues is the idea of scripts. Right now, I do funny things with scripts. I try to scope scripts into calling objects, and then create a global version of the script for use with, eg, script_execute(). This behavior is worth preserving; objects which call scripts will need to be rebuilt when that script is modified, anyway, to ensure that all required locals are present. That being the case, we may as well continue to scope scripts into objects so that they can be called in a way where the structure of the object pointed to by this is known (instead of using the built-in access routines, which I'd guess are about a quarter as fast at best).

863
Announcements / Re: Iji
« on: February 04, 2013, 11:11:57 AM »
Our IRC friend compiled the complete list of missing functions for this game for us:

Quote
    void background_restore(int back);
    int draw_polygon_begin();
    int draw_polygon_end();
    int draw_polygon_vertex(double, double);
    void draw_text_sprite(int x,int y,string str, int, int, int, int, int);
    void keyboard_clear(int key);
    void keyboard_set_map(int, int);
    void keyboard_unset_map();
    void screen_gamma(float, float, float);
    void set_graphics_mode(int, int, int, int, int, int, int);
    int sound_add(string fname, int kind, int, int);
    void sound_discard(int sound);
    void sound_frequency(int sound, float value);
    void sound_restore(int sound);
    void sprite_restore(int);
    void tile_layer_delete(int);
    void tile_layer_hide(int);
    void tile_layer_shift(int, double, double);

As you can see, a few of them are trivial. What this list excludes, however, is pitfalls like you mentioned, forthevin, and as I mentioned in the post before: The draw functions are very different.

Now, we can simulate GM5's draw options (such as draw_color = c_red) using multifunction_variant instances. That's easy. The issue is finding all of those differences. If anyone has them documented, it's IsmAvatar. Otherwise, we'll need to either go digging for Mark Overmars' original release on the subject, or compile a list of them ourselves.

Legacy mode for GM5 games might not be out of reach, and it might be worth the investment to attract more of these cases.

864
Announcements / Re: Iji
« on: February 03, 2013, 11:55:42 PM »
I don't know that they could help if they wanted.

An issue is that I was wrong; this game was not re-released in GM7. Only some of his other titles were. So we still need to fix references to variables like draw_color, in place of draw_set_color, etc. Perhaps they'd be interested in doing some of that grunt work, but then, why not just build it in GM? Other than the price, of course.

865
Announcements / Iji
« on: February 03, 2013, 01:17:18 PM »
I was approached today by someone on the IRC regarding an apparently quite famous game made in Game Maker 5 and re-released for Game Maker 7. By the sounds of it, a lot of you should have heard of it. The game is Iji, by Daniel Remar. You can view it and download it from his home page here:

http://www.remar.se/daniel/iji.php

Apparently, the race is on to get the project ported to other operating systems, and GM is (for whatever reason) out of the question. It seems to me like this would be a good place, strategically, for ENIGMA to make an entrance.

There is a discussion open on the Cave Story forums, for those who are interested in a little related literature:
http://www.cavestory.org/forums/index.php?/topic/4628-iji-ports-permission-granted-by-remar/

It seems that the biggest obstacles standing between the game and working on ENIGMA are timelines and name conflicts, which I guess are both a bit overdue. Unfortunately, it'd be unwise to add them to the old compiler with the new one so close to being finished, so I guess the work is going to largely involve me.

I will try to commit some time to getting that pretty printer written and plugged in to the current system. I'd appreciate it if someone else could go through and see what other functions are missing from the game. That probably means you, polygone.

Just posting this here as an FYI. Thoughts on the endeavor are welcome.

866
Issues Help Desk / Re: Ever since the newest Java update...
« on: January 30, 2013, 04:06:34 PM »
It's a Java issue. I've been hearing about it a lot, recently, and I wish people would start directing these posts to Oracle so they'd fix it. Basically, someone decided that wildcards in Java filenames was a bad idea, and so they randomly and unceremoniously dropped support for it.

I'm sure if I said that to the wrong person, I'd get a lecture about how this has been the plan since dinosaurs roamed the earth, because * is terrible practice and isn't anything like how the filesystem actually works, and causes security holes from ninjas who pretend to be the file you're trying to execute... but in the meantime, I'm going to be pissed that they broke it.

Also in the meantime, I'll see about rebuilding ENIGMA.exe for Windows to run it with the full filename.

867
Announcements / Re: Trello
« on: January 29, 2013, 09:20:48 PM »
No biggie; that's why git has the ability to check out previous revisions.

868
Announcements / Re: Trello
« on: January 29, 2013, 10:12:27 AM »
forthevin: I'm hearing that you forgot to commit your particle attractor header. Someone posted this error over the IRC:
Graphics_Systems/OpenGL/ParticleSystems/PS_particle_system.cpp:33:35: fatal error: PS_particle_attractor.h: No such file or directory

869
Issues Help Desk / Re: How do I Change the MinGW Directory?
« on: January 28, 2013, 10:34:56 PM »
Edit the file Compilers/Windows/gcc.ey.

Specifically, change these lines:
Code: (YAML) [Select]
path: \MinGW\bin\;\MinGW\msys\1.0\bin\;
tcpath
: /MinGW/bin:/bin:
make
: \MinGW\msys\1.0\bin\make.exe
binpath
: \MinGW\bin\
defines
: \MinGW\bin\cpp -dM -x c++ -E $blank
searchdirs
: \MinGW\bin\gcc -E -x c++ -v $blank

Replace \MinGW with the path to MinGW on your desktop. It should have no spaces in it, preferably.

Cheers

870
Announcements / Re: Trello
« on: January 26, 2013, 02:21:27 PM »
Nicely done.
Maybe tonight or tomorrow night I'll be back on Linux and can do something myself.