IRC logs for #opendune on OFTC at 2009-10-06
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00:05:50 <TrueBrain> 39EE really is a csip32 :)
00:06:26 <TrueBrain> misses a tab before 000E
00:06:41 <TrueBrain> unknown_38BE[0x130]; <- please make that 0x0130, like the rest :)
00:06:47 <TrueBrain> I am off to bed .. night :)
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07:23:20 <Xaroth> did you get the links i sent before I got to bed?
07:23:40 <TrueBrain> you got my reply? :p
07:24:14 <TrueBrain> and I can't get music from my front-speakers :(
07:24:21 <TrueBrain> only via SPIDF .. now that is amusing :)
07:24:48 <Xaroth> my connection kinda crapped out before I could connect from work pc :/
07:25:59 <TrueBrain> LOL! It tries to send DTS to my front-speakers ...
07:26:11 <TrueBrain> which are just a 2.0 set .. not something remotely like DTS capable :p
07:29:13 <Xaroth> anyways, what was your response then :P
07:29:23 <TrueBrain> codingstyle on the .diff :p
07:29:33 <TrueBrain> [02:05] <TrueBrain> 39EE really is a csip32 :)
07:29:34 <TrueBrain> [02:05] <TrueBrain> but okay :)
07:29:36 <TrueBrain> [02:06] <TrueBrain> misses a tab before 000E
07:29:37 <TrueBrain> [02:06] <TrueBrain> unknown_38BE[0x130]; <- please make that 0x0130, like the rest :)
07:31:28 <TrueBrain> I haven't looked at the rest :p
07:39:04 <TrueBrain> you still need to reverse and solve the ifs ;)
07:43:39 <Xaroth> yeh, have you seen how much stuff that is :P
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07:47:26 <TrueBrain> see, I can do it too :p
07:47:58 <TrueBrain> + /* 0009(1) */ uint8 variable_09; //!< One byte remained after locating 0A, 0C and 0E
07:48:04 <TrueBrain> weird comment for that variable
07:48:30 <TrueBrain> unknown_004b[0x0003]; <- capital B :)
07:56:25 <Xaroth> that comment is there because i've not identified it as being used (ofcourse it's being used), but you can hardly call it an unknown if you know there's just an uint8 left
07:58:01 <TrueBrain> so just make it ?? :)
07:58:07 <TrueBrain> but that comment is 'vergankelijk'
08:06:37 <TrueBrain> k, lets find the stupid unit bug :p
08:09:10 <DorpsGek> SVN: truebrain (r140) -Fix (r139): set SVN props
08:10:26 <TrueBrain> really, this recompile on decompiled.h change is getting annoying ... that should be fixed differently :p
08:12:47 <TrueBrain> well, that it only recompiles those files in need :p
08:13:07 <Xaroth> so if decompiled.h is changed it wants to recompile everything?
08:13:17 <TrueBrain> well, all decompiled/* files
08:13:21 <TrueBrain> it is just annoying :)
08:14:06 <Xaroth> not per cs, but grouped
08:14:26 <TrueBrain> it will still recompile most of it, because it should
08:14:29 <TrueBrain> it just annoys me :p
08:14:59 <Xaroth> you can cheat by making .h files per say.. 0x0800 segments
08:15:08 <Xaroth> like cs 0x0000 - 0x07FF all in 1 .h
08:15:11 <Xaroth> where applies ofcourse
08:15:20 <TrueBrain> then you can do per cs too :p
08:15:28 <TrueBrain> but the include-tree will be so big
08:15:33 <TrueBrain> it will recompile most of it anyway :p
08:15:43 <TrueBrain> not worth it :) It was just me being annoyed :p
08:16:22 <TrueBrain> weird ... a unit in scenario with ID 0 is considered the same as one with ID -1 (which means: find a slot)
08:16:29 <TrueBrain> where ID 1 makes it go forced on ID 1 ..
08:25:11 <TrueBrain> the error .... 'shadow' parameter, which gcc did not tell me about :(
08:28:21 <DorpsGek> SVN: truebrain (r141) -Fix (r139): a shadow 'index' parameter caused wrongly created units
08:28:29 <TrueBrain> so there .. that finishes up most of the pool stuff
08:28:35 <TrueBrain> a little is remaining
08:30:03 <TrueBrain> Xaroth: as you noticed there is data about units and buildings which give more information about that type
08:30:06 <TrueBrain> how to call that struct?
08:31:15 <Xaroth> would be more of an UnitSettings and BuildingSettings
08:31:18 <Xaroth> but that doesn't sound right
08:33:41 <TrueBrain> /* 0032(2) */ uint16 indexStart; //!< At Unit create, they get an index assigned from (inclusive) this value.
08:33:42 <TrueBrain> /* 0034(2) */ uint16 indexEnd; //!< At Unit create, they gat an index assigned till (inclusive) this value.
08:33:47 <TrueBrain> sometimes I have a hard time formulating stuff :p
08:35:29 <TrueBrain> hmm .. how many types are there ...
08:38:26 <TrueBrain> /* 0032(2) */ uint16 indexStart; //!< At Unit create, between this and indexEnd (including) a free index is used.
08:38:27 <TrueBrain> /* 0034(2) */ uint16 indexEnd; //!< At Unit create, between indexStart and this (including) a free index is used.
08:53:40 <DorpsGek> SVN: truebrain (r142) -Add: added UnitInfo, a static piece of memory which contains Unit information
08:53:51 <TrueBrain> there :) I guess you need something similar for your buildings ;)
08:54:27 <TrueBrain> Xaroth: are you in any way capable of commiting the struct-changes?
09:02:49 <Xaroth> struct changes to building.h and global.h ?
09:04:20 <Xaroth> can you re-paste me the link to the diff?
09:04:26 <Xaroth> hate not having scrollback log from irssi :/
09:05:13 <Xaroth> wait, nm, can always scp
09:05:36 <TrueBrain> hehe :) As long as you make the corrections in style ;)
09:09:26 <Xaroth> looked perfectly sane on my pc :P
09:12:12 <Xaroth> now for a sane log message
09:12:25 <TrueBrain> -Add something, I say :p
09:14:43 <Xaroth> -Add: added more struct entries << bit short :/
09:15:08 <TrueBrain> looks fine to me :p
09:15:56 <DorpsGek> SVN: xaroth (r143) -Add: added more struct entries for buildings
09:24:57 <TrueBrain> you forgot to add variable_47 ;)
09:28:10 <DorpsGek> SVN: truebrain (r144) -Add: one more confirmed entry for the Building struct
09:33:07 <TrueBrain> you have 4E written down as a 16bit, but it appears to be a 8bit?
09:49:03 <DorpsGek> SVN: truebrain (r145) -Add: and a few more confirmed entries for the Building struct
09:49:41 <TrueBrain> Xaroth: I also fail to detect what var0C does in your function :(
09:51:16 <TrueBrain> and 39EE is indeed a struct
09:51:22 <TrueBrain> some weird one, for that matter
09:51:33 <Xaroth> array struct, no doubt
09:51:51 <Xaroth> we'll probably find something similar for units
09:52:15 <TrueBrain> well, it first watches 39EE + 2E .. multiply with 2 (so uint16 values), and hen does 39EE + <that value>
09:52:55 <TrueBrain> hmm .. I guess that can work, if those values in 2E (and 30) stay below 2E
09:53:07 <TrueBrain> then it is an array with 'current pos' or what ever in it
09:55:18 <DorpsGek> Xaroth: Error: Something in there wasn't a valid number.
09:55:39 <Xaroth> I beg to differ, DorpsGek
09:55:53 <TrueBrain> well, we have a < and <
09:55:57 <TrueBrain> both not a valid number
09:56:03 <TrueBrain> so he is telling the truth
09:56:33 <TrueBrain> anyway, 39EE has 'offsets' up to 0x30 what I can see .. then the 'real' array or something
10:02:59 <Xaroth> which version are we using?
10:03:13 <TrueBrain> truthful, I don't know
10:04:42 <DorpsGek> SVN: truebrain (r146) -Add: add the framework for BuildingInfo
10:04:48 <TrueBrain> there, that should make your life a tiny bit easier :)
10:04:56 <TrueBrain> g_buildingInfo[typeID].variable_blabla
10:05:43 <TrueBrain> md5sum tells me it is indeed 1.07 EU version
10:07:27 <TrueBrain> hmm ..... maybe s/building/structure/g
10:07:33 <TrueBrain> oh well, it will do for now :p
10:08:56 <TrueBrain> Xaroth: minor problem with our locations, is that they are relocated
10:09:10 <TrueBrain> so they are not the location as named by the executable .. and IDA relocates to another position
10:09:21 <Xaroth> any way to track that btw?
10:09:28 <TrueBrain> @calc 0x353f - 0x1f7 + 0x1000
10:09:35 <Xaroth> nyer seems to have a full list of unit/structures/houses/actions/files offsets
10:10:54 <TrueBrain> do we want to know, is the question Xaroth ;)
10:11:32 <Xaroth> he should look at our code for confirmation
10:11:47 <TrueBrain> so I suggest we dont look at his code :)
10:11:52 <TrueBrain> we will figure things out sooner or later ;)
10:14:11 <Xaroth> his code is more aimed at editing the files tho, so besides some parameters we'll probably not find anything
10:14:33 <TrueBrain> so lets not look in the first place :)
10:20:37 <TrueBrain> I am trying out a few variables, what they do ...
10:20:40 <TrueBrain> so far no clear result
10:22:52 <TrueBrain> if '4F' is set, you can upgrade :)
10:23:45 <TrueBrain> in fact, it is the cost for upgrading
10:24:06 <Xaroth> /* 004E(2) */ uint16 variable_4E; //!< ??
10:24:29 <TrueBrain> [11:33] <TrueBrain> you have 4E written down as a 16bit, but it appears to be a 8bit?
10:25:49 <TrueBrain> wow, the code that checks if a building can upgrade is COMPLEX
10:26:39 <TrueBrain> oh, it is not specific to upgrade
10:26:44 <TrueBrain> but it does something complex :p
10:26:55 <TrueBrain> hmm .. no .. wait a minute ..
10:26:59 <Xaroth> hm, maybe to evo today
10:27:01 <TrueBrain> AIs get upgrades for free :'(
10:27:27 <TrueBrain> 4E is the level of the building :)
10:27:47 <TrueBrain> how to call stuff .. euh ..
10:27:53 <TrueBrain> 4F -> upgradable or upgradeCost
10:27:59 <TrueBrain> 4E -> level or upgradedToLevel, or ...
10:28:29 <Xaroth> then an Building_CanUpgrade that checks if b->upgradeCost > 0 ?
10:28:43 <TrueBrain> that can be done later :)
10:28:45 <Xaroth> how so a byte for upgrade cost?
10:28:58 <Xaroth> i mean.. it costs more than 255 fer sure
10:29:01 <TrueBrain> 64 is default value .. or rather: it is always set to 0x64
10:29:43 <Xaroth> maybe another var that does something with it as well?
10:29:59 <Xaroth> (as in, 0x4F * 0xsomething == cost
10:30:04 <Xaroth> if 0xsomething, upgradable,
10:30:09 <TrueBrain> oh, most likely there is a preset multiplier
10:30:23 <Xaroth> and for AI, 0x4F is 0 , so it's 0 * something for them to upgrade
10:30:41 <TrueBrain> no, when creating a building, the AIs building is upgraded
10:30:48 <TrueBrain> no cost, nothing, it just sets 4E to the required value
10:30:57 <TrueBrain> (that is later on in your function)
10:39:27 <TrueBrain> Xaroth: but if I remember correctly, the factor is just 2 .. as I believe upgrading costs 200 credits
10:56:13 <TrueBrain> I think 0xE and 0x56 are related to health .. but I am not 100% sure :(
10:57:31 <TrueBrain> k .. I found how to make sure my buildings can't be destroyed, so I am sure now :p
11:01:47 <DorpsGek> SVN: truebrain (r147) -Add: figured out a few variables
11:01:56 <TrueBrain> okay, this takes way too much time for what it gives in return
11:19:16 <TrueBrain> finding out what entries in the structure do
11:20:37 <Xaroth> but it's hard to improve on something if we don't know what it does :P
11:21:01 <Xaroth> though it doesn't mean that we have to figure it all out -now-0
11:21:04 <TrueBrain> doing functions has more use, then slowly those entries will show theirself
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11:25:24 <TrueBrain> f__0C3A_142D_0018_6667 <- a bit too big of a function for my taste :p
11:25:37 <TrueBrain> it ends around 1B18
11:26:27 <TrueBrain> it is called from within your function, I was hoping to get a quick idea what it does
11:26:47 <Xaroth> if you failed already, that doesn't bode well for me! :P
11:27:02 <TrueBrain> just converting it, and it will show itself
11:32:18 <TrueBrain> Xaroth: isn't a better term for upgradeLevel 'techLevel'?
11:32:26 <TrueBrain> (as in: techtree :p)
11:35:05 <DorpsGek> SVN: truebrain (r148) -Fix: remove a piece of code that could never do something
11:36:01 <DorpsGek> SVN: truebrain (r149) -Add: name 2 properties of Unit
11:37:31 <Xaroth> isn't TechLevel something that applies to the map?
11:37:45 <Xaroth> maprestrictions, to be exactl
11:43:19 <Xaroth> in RTS the term TechLevel is used to indicate the global tech-tree restrictions
11:43:24 <Xaroth> as in, what is enabled and what not
11:43:37 <Xaroth> sorta like in the missions, you start off at the lowest tech level, and the last missions are the max tech level
12:22:43 <TrueBrain> bah, making those structs is BORING
12:25:17 <glx> same for openttd generate
12:25:45 <SmatZ> not a good idea to edit it in Windows editor then :-p
12:25:47 <glx> cygwin bash requires it IIRC
12:26:52 <glx> msys bash doesn't care though :)
12:28:02 <TrueBrain> please list only decompiled/ and src/
12:28:06 <TrueBrain> it shouldn't do depend.cpp ;)
12:28:36 <TrueBrain> and what is that about not finding source.list? ;)
12:28:49 <TrueBrain> maybe make it check on $ROOT_DIR/src or something :)
12:33:09 <TrueBrain> fair enough, but still :) It shouldn't pickup any .h and .c from any other dir
12:33:13 <TrueBrain> (oh, and include/ of course :p)
12:33:29 <TrueBrain> say we start adding tools to analyze PAK and stuff .. should not go in main project ;)
12:33:52 <glx> then we need a source.list :)
12:34:06 <TrueBrain> why? We need src/ decompiled/ include/
12:34:16 <TrueBrain> the rest will be in tools/
12:34:50 <TrueBrain> either way, I have a few symlinks with other projects under my root :)
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12:37:17 <SmatZ> TrueBrain: curious question, why are you using C? (it's not really valid C, something between C and C++ luckily accepted by gcc ;)
12:37:40 <SmatZ> just I thought it's C++ on the first sight (because of used "extensions" :)
12:37:44 <TrueBrain> what parts are you refering to exactly?
12:37:54 <TrueBrain> it very clearly is not C++ :p
12:38:21 <TrueBrain> the only C89 rule violated is variables when needed
12:38:28 <TrueBrain> (as far as I am aware :p)
12:38:31 <SmatZ> - $(Q)$(CC) $(CFLAGS) -c $< -o $@ -I include/
12:38:33 <SmatZ> + $(Q)$(CC) $(CFLAGS) -c $< -o $@ -I include/ -std=c99
12:38:53 <SmatZ> struct { uint16 ip; uint16 cs; };\
12:39:09 <SmatZ> and... using of structs without the "struct" keyword
12:39:13 <TrueBrain> I don't get why it is not allowed by C99 .. I do not WANT to name that struct
12:39:29 <TrueBrain> I wouldn't know how else to write that
12:39:33 <TrueBrain> and what nameless structs?
12:39:39 <SmatZ> yeah, I fully agree with you :)
12:39:47 <SmatZ> this is nameless struct
12:39:51 <TrueBrain> (btw, even MSVC accepts it, so C99 should too :p)
12:39:59 <TrueBrain> euh, sorry, use of struct without struct keyword?
12:40:27 <TrueBrain> all structs are typedeffed, so I don't see why that would not be valid
12:41:33 <TrueBrain> but I will compile with c99 in a moment, see what its problem is :)
12:44:13 <TrueBrain> why would you be impolite?!
12:44:30 <SmatZ> I just think I was... ok :)
12:44:52 <TrueBrain> I am happy you found problems :) It means you tried it ;)
12:46:05 <SmatZ> I couldn't get very far because of that "problem" struct { uint16 ip; uint16 cs; };
12:46:11 <TrueBrain> an array of 0x1E in size, I guess
12:46:17 <TrueBrain> SmatZ: any idea how to solve it? union with structs?
12:46:37 <TrueBrain> problem about 37FE is that it already contains the offset inside the 1E part ... so I don't know where it starts :(
12:46:48 <SmatZ> [14:46:17] <TrueBrain> SmatZ: any idea how to solve it? union with structs? <=== no idea :(
12:47:07 <TrueBrain> nsz: do you know if there are any options within C99 to have that?
12:47:47 <TrueBrain> 37FA seems last access
12:49:27 <TrueBrain> 37F0 is lowest, 37FE is highest .. which makes 0x20 bytes .. not 0x1E :(
12:52:05 <TrueBrain> nsz: I use: union { struct { uint16 ip; uint16 cs; }; uint32 csip; }
12:52:10 <TrueBrain> this is seemly not allowed by C99
12:52:16 <TrueBrain> (well, the union is typedeffed
12:52:30 <nsz> added by ken to plan9 compiler
12:52:45 <TrueBrain> so what is the C99 solution for such construct? Or is there none?
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12:53:17 <TrueBrain> that I wanted to avoid :p
12:54:11 <blathijs> woohoo, yet another channel to idle in! :-)
12:54:37 <nsz> it is a well known extension
12:54:49 <nsz> i'm not sure about windows compilers though..
13:05:34 <glx> TrueBrain: MSVC accepts it because I set it to compile as C++ :)
13:05:47 <TrueBrain> was that the only reason?
13:06:41 <glx> else your code is not valid C for MSVC
13:07:00 <TrueBrain> only those structs, or more?
13:07:29 <glx> <@TrueBrain> the only C89 rule violated is variables when needed <-- that was the first reason to compile as C++
13:14:00 <TrueBrain> nice solution :) I would have done ls -R $ROOT_DIR/include $ROOT_DIR/src but this is much more pretty :)
13:14:10 <TrueBrain> looks good to me :)
13:14:37 <glx> and at least I can have some <filter> :)
13:15:50 <glx> well src filter is still ugly in IDE (duplicates in the list but different files)
13:16:14 <glx> like airunit.h and pool/airunit.h
13:16:32 <TrueBrain> what do you need to solve that? source.list?
13:16:38 <glx> not a problem for MSVC itself but for the user it's something else ;)
13:16:48 <TrueBrain> or can't you make a folder for each subdir? Or too tricky?
13:16:58 <TrueBrain> users? Who are those users you talk about? :p
13:17:19 <TrueBrain> emu_negw(&emu_ax.x, emu_ax.x);
13:17:20 <TrueBrain> emu_sbbw(&emu_ax.x, emu_ax.x);
13:17:33 <glx> it may be cleaned later, but for now being able to compile is enough I think
13:18:37 <Xaroth> for me its enough that I can use it to work with, I can always compile on my vm :P
13:19:07 <SmatZ> TrueBrain: making ax 0x0000 or 0xFFFF depending on its sign flag?
13:19:16 <SmatZ> I don't remember if neg modifies CF
13:19:20 <TrueBrain> I don't know what sbb does :p
13:19:36 <SmatZ> sbb ax,ax: ax = ax - CF
13:20:11 <SmatZ> (I may be wrong of course ;)
13:20:23 <TrueBrain> neg sets cf to 0 if value is zero
13:20:48 <DorpsGek> SVN: glx (r150) -Change: MSVC project file is no longer modified by hand
13:21:19 <glx> requires msys on windows :)
13:21:32 * glx doesn't want to write vbs for now
13:23:31 <DorpsGek> SVN: truebrain (r151) -Add: more Unit and Global struct entries
13:24:03 <TrueBrain> glx: in MSVC there is no way to make him accept variables in the middle of a function?
13:28:19 <TrueBrain> SmatZ: I see no clean way to solve the unnamed struct
13:28:25 <TrueBrain> not without making things really terrible :p
13:29:51 <TrueBrain> lol, it was first introduced by Microsoft :p
13:30:08 <TrueBrain> SmatZ: -std=c99 -fms-extensions <- that works ;)
13:32:26 <TrueBrain> c89 fails on the few // comment-lines :p
13:37:35 <TrueBrain> SmatZ: if (emu_ax.x != 0) emu_ax.x = 1; <- I think it does that, neg + sbb .. not sure, but it looks like it :p
13:38:25 <TrueBrain> *dest -= val2 + emu_flags.cf;, is how I have sbb documented .. so ax -= ax + CF
13:38:38 <SmatZ> [15:19:37] <SmatZ> sbb ax,ax: ax = ax - CF
13:38:53 <SmatZ> what was I thinking to type that nonsense :-p
13:38:57 <SmatZ> [15:19:55] <SmatZ> like adc
13:39:04 <SmatZ> and compared it to adc ;)
13:39:35 <TrueBrain> that also makes sense :p
13:39:39 <TrueBrain> as the next line is ax += 1
13:39:58 <TrueBrain> if false, then true; if true, then false
13:41:04 <SmatZ> The CF flag cleared to 0 if the source operand is 0; otherwise it is set to 1. The OF, SF, ZF, AF,
13:41:05 <SmatZ> and PF flags are set according to the result.
13:41:50 <TrueBrain> yes, so if ax == 0, ax becomes -1, else 0 .. then +1 .. so if ax == 0 it becomes 0, else 1
13:41:56 <TrueBrain> I can't do math :'(
13:42:14 <SmatZ> ax == 0 => cf = 0 => ax = -CF = 0
13:42:25 <TrueBrain> ah, there my math went wrong :p
13:42:30 <SmatZ> ax != 0 => cf = 1 => ax = -CF = -1
13:42:38 <TrueBrain> loc0A = (emu_ax.x == 0) ? true : false;
13:43:47 <TrueBrain> there is a ax += 1 after that, so if (ax == 0) => ax = 1, else ax = 0
13:43:57 <TrueBrain> 0 == false, and I defined true as 1
13:44:25 <SmatZ> what a complicated task :)
13:44:47 <TrueBrain> the code still makes no sense, with all the variable_NN :p
13:51:05 <TrueBrain> SmatZ: if you find any other compatibility problems, please let me know :) In the end it is the idea to have this code as compatible with as many compilers as possible :)
13:51:26 <SmatZ> well, it compiles with -std=c99 ;)
13:51:45 <TrueBrain> with -std=c99 -fms-extensions, too ;)
13:52:39 <TrueBrain> hmm .. I think my Unit_Create has an error ...
14:00:19 <Xaroth> bastard didn't call until he was there
14:00:22 <Xaroth> now he's gotta wait 40 minutes for me
14:00:44 <Xaroth> so he's pissed off, and i'm pissed off he didn't call me an hour ago so i knew i still had to go
14:00:55 <Xaroth> luckily i can move some things around :)
14:01:02 <Xaroth> back later.. probably end of day.
14:01:04 <TrueBrain> take with you flowers
14:01:07 <TrueBrain> always does the trick :)
14:01:11 <TrueBrain> give EVO a kiss from me :p
14:02:21 <SmatZ> what a lovely company with you here :)
14:04:21 <TrueBrain> lovely, DOSBox can't trace Unit_Create .. (it segfaults somewhere before)
14:10:45 <TrueBrain> looking at the code that can be no suprise :)
14:22:52 <DorpsGek> SVN: truebrain (r152) -Add: Unit_Create()
14:25:38 <glx> TrueBrain: when you add file, run the script ;)
14:26:23 <glx> hmm maybe I forgot to set a prop for generate (like executable)
14:26:31 <DorpsGek> SVN: truebrain (r153) -Fix (r152): "<glx> TrueBrain: when you add file, run the script ;)"
14:26:40 <TrueBrain> script works nicely :)
14:38:12 <DorpsGek> SVN: truebrain (r154) -Fix (r152): cleaned up a bit, and resolved missing call
14:39:02 <TrueBrain> 10 subfunctions to resolve .... how lovely :p
15:02:33 <DorpsGek> SVN: truebrain (r155) -Fix (r152): I can't do math
15:12:04 <TrueBrain> okay .. with 10 out of the 10 functions I can't do anything :p
15:12:09 <TrueBrain> simply because I have NO CLUE what they do :(
15:25:27 <TrueBrain> I think B4B5 has code closely related to scenario loading
15:27:58 <TrueBrain> bah... when you start to build a unit, the number of that unit is stored as uint8 .. so no easy extending that :p Ghehe :)
15:29:49 <TrueBrain> Building and Unit share a great deal of their struct
15:41:18 <TrueBrain> health or hitpoints?
16:16:50 <DorpsGek> SVN: truebrain (r156) -Add: found the variables for 'buildTime' and 'buildCurrentID'
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16:46:13 <Xaroth> connection still dodgy :/
16:47:00 <Xaroth> timeouts the second too much data is being received/sent
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17:15:17 <Xaroth_> downgrade, which normally takes 1 day
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17:29:19 <TrueBrain> I spend a few hours just browsing the code
17:29:36 <TrueBrain> found a few things of which I might have an idea what they do, like something that looks like script stuff, and the stack for the script
17:29:43 <TrueBrain> but it is all is tricky and dougy
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17:33:47 <TrueBrain> btw, very amusing is that after Unit_Create, a lot of variables are set to 0x0 :p
17:33:50 <TrueBrain> sounds rather useless ;)
17:33:59 <TrueBrain> (because Allocate does a memset :p)
17:40:53 <nsz> or if it's written in c++ than there is a lot of default initialization going on
17:40:58 <TrueBrain> even so, my point here is that it is a bit silly: memset(u, 0, sizeof(Unit)); u->variable_10 = 0x0000; :p
17:41:25 <TrueBrain> but okay ... a lot of silly things going on :)
17:42:10 <TrueBrain> after a memset, reading an array for an active bit ... I don't see that ever happening :(
17:46:05 <nsz> well the var_08=0xa has effect but the if can be eliminated
17:46:26 <DorpsGek> SVN: truebrain (r157) -Add: emu_Unit_GetHouseID(), the emu wrapper around Unit_GetHouseID(), which keeps deviated units in mind
17:46:56 <TrueBrain> makes you wonder about the quality of code :) But okay :)
17:47:04 <TrueBrain> the compiler is the most laughable :) So primative :)
17:47:18 <TrueBrain> you can just read the C statements in it :) How it is used and stuff :)
17:47:26 <TrueBrain> very easy to detect pointers :) So I should not complain ;)
17:48:41 <TrueBrain> complete waste of push/pop
17:49:00 <TrueBrain> but you can just read it was: a->var03 = b->var00
18:00:00 <TrueBrain> why does a harvester not remember where it has been last :(
18:04:58 <TrueBrain> mouse works, and that is all :p
18:11:06 <TrueBrain> my harvester is eaten by a sandworm :s
18:11:11 <TrueBrain> didn't know they could do that :(
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18:15:10 <TrueBrain> bah ... the AI keeps on attacking ... I don't get the chance to do anything :(
18:15:39 <Alberth> I only get crashes :(
18:15:56 <TrueBrain> the first level becomes fairly playable .. at least when I play it :p
18:16:21 <Alberth> I try to do too much with the mouse :)
18:16:29 <TrueBrain> mouse works most of the time fine
18:17:48 <TrueBrain> in the menus there are tons of fancy things, which are not all completely mapped :p
18:26:19 <Alberth> I don't even finish building the windtrap of the first level :p
18:26:40 <TrueBrain> I should find a easy way to colelct those crash.bins ..
18:27:45 <TrueBrain> again I lost a harvester to a sandworm :(
18:28:46 <Xaroth> then again, the warning 'wormsign' isn't really helpful if you don't have sound :P
18:28:59 <TrueBrain> the warning is not helpful
18:36:30 <Xaroth> got a better bloody connection when on 3g.....
18:37:01 <TrueBrain> k, only lvl3 for H left ..
18:47:26 <Xaroth> I wonder if you can hack dem ST 780s and throttle the bandwidth setting to something manual
18:47:46 <Xaroth> seeing it's trying to maximise the cable now... and i don't want it to do that
19:02:39 <TrueBrain> one time I can go to 2700, others to 2133 .. lol
19:03:58 <TrueBrain> lol, I had 2900 .. then it flipped back to 2010 :p
19:10:57 <TrueBrain> sometimes ... the game does wrong things ... all of a sudden I have A LOT of credits :p
19:13:03 <TrueBrain> okay ... upgradeCost is not the cost of the upgrade
19:13:05 <TrueBrain> but how far it is ..
19:17:07 <Xaroth> connection seems to be somewhat more stable now..
19:17:10 <Xaroth> wonder how long it'll last
19:19:09 <Xaroth> ah, there's the first spike..
19:20:03 <DorpsGek> SVN: truebrain (r158) [JIT] -Add: mapped another 78 functions (campaign 3, start of campaign 4)
19:20:30 <DorpsGek> SVN: truebrain (r159) -Fix: upgradeCost -> upgradeTimeLeft
19:21:06 <Xaroth> hm, G I Joe or Fast and Furious
19:21:10 <Xaroth> i need something mindless to watch
19:21:28 <TrueBrain> is GI already on 720p available?
19:22:09 <DorpsGek> SVN: truebrain (r160) -Fix (r158): update decompiled code too
19:22:23 <TrueBrain> Alberth: there, now try this latest version :) If it crashes, please send me the report :)
19:22:44 <TrueBrain> F&F I already seen, when my 5.1 set arrived :)
19:23:03 <TrueBrain> transformers 2 is nice :)
19:23:14 <Xaroth> cba to download it tho
19:23:38 <Xaroth> ah, Star Trek is 1080 out as well
19:23:46 <Xaroth> .. already seen it 4 times tho :P
19:23:49 <TrueBrain> 720 is enough for me :)
19:24:01 <Xaroth> I'd settle with 1080 if it's available :P
19:24:19 <Xaroth> then again, i also watch xvid if it's the only one there
19:24:34 <TrueBrain> everything, kind of :p
19:24:55 <TrueBrain> I can finish playing the first mission on all levels
19:25:12 <TrueBrain> I am sure there are missing functions, but it is getting there ;)
19:25:44 <Xaroth> if the windows build is identicly stable, I'd say it suffices for a new teaser :)
19:26:03 <TrueBrain> Windows build has the problem of randomly running out of stack
19:26:52 <TrueBrain> well, maybe you can try: cat decompiled/*.c decompiled/all.c, and remove all other .c files :p
19:27:04 <TrueBrain> maybe it manages to optimize enough in that case :p
19:28:30 <TrueBrain> compile-time spikes of course
19:30:05 <TrueBrain> building a windtrap with Windows build
19:30:50 <TrueBrain> Xaroth: so I walk the problems of Alberth till he can play nicely, then I suggest we make release 0.1 :p
19:31:26 <TrueBrain> oh ... game still freezes when I let the planet rotate
19:31:45 <TrueBrain> so it doesn't solve it :(
19:33:57 <TrueBrain> Alberth: would you have a simple way to feed me the crash.bin which is created in memory?
19:34:04 <TrueBrain> (you get a new one every crash or every abort)
19:34:31 <TrueBrain> Alberth: what kind of kernel do you run?
19:34:40 <TrueBrain> (and specific, what kind of timer)
19:35:03 <Alberth> Linux version 2.6.30.8-64.fc11.i686.PAE (mockbuild@x86-6.fedora.phx.redhat.com) (gcc version 4.4.1 20090725 (Red Hat 4.4.1-2) (GCC) ) #1 SMP Fri Sep 25 04:56:58 EDT
19:36:10 <Alberth> ACPI: PM-Timer IO Port: 0x4008 this one?
19:36:26 <TrueBrain> no, the kernel timer
19:36:34 <TrueBrain> I myself run a 100Hz, non HPET timer
19:36:56 <TrueBrain> but okay .. I think that explains a few things .. your mouse response is better than mine :p
19:37:29 <Alberth> ..TIMER: vector=0x30 apic1=0 pin1=2 apic2=-1 pin2=-1
19:38:55 <Alberth> hpet0: at MMIO 0xfefff000, IRQs 2, 8, 31
19:38:55 <Alberth> hpet0: 3 comparators, 32-bit 25.000000 MHz counter
19:39:05 <TrueBrain> HPET: 3 timers in total, 0 timers will be used for per-cpu timer
19:39:36 <TrueBrain> k, mine rns at 14.318180 MHz :p
19:39:43 <TrueBrain> oh well .. who cares
19:39:49 <TrueBrain> fixing problems always good :)
19:39:58 <SmatZ> gzcat /proc/config.gz | grep HZ
19:45:51 <Alberth> it would be easier if the text-info was also part of the crash file
19:45:59 <Alberth> also compressing perhaps?
19:46:13 <TrueBrain> that is why I asked if you could supply crash.bin in an easy format
19:46:34 <TrueBrain> I can work with either data btw, most of the time
19:47:09 <Alberth> I didn't interpret your remark in that way.
19:47:31 <Alberth> I will thus just upload a new version each crash, and say that here :p
19:47:35 <TrueBrain> oh, memory was btw the directory memory/
19:51:50 <Alberth> seems yo be working :)
19:52:04 <TrueBrain> that makes me happy :)
19:53:02 <Alberth> I won without even having harvested a full load of spaice :)
19:53:12 <TrueBrain> that should not happen :)
19:53:41 <Alberth> I didn't watch the money, but it was 1005 when the message came
19:54:37 <TrueBrain> mouse is not always going as it should ... clicking on wrong places sometimes results in actions :p
19:54:46 <TrueBrain> so I think I fucked up somewhere in my transformation to real C :p
19:56:47 <DorpsGek> SVN: truebrain (r161) [JIT] -Fix: resolve a few more calls to let Alberth enjoy the game (tnx Alberth)
19:56:59 <DorpsGek> SVN: truebrain (r162) -Fix (r161): update decompiled code too
19:57:13 <TrueBrain> I added a few of my own too
19:58:19 <Alberth> thanks for the service
19:58:27 <TrueBrain> thanks for noticing them :)
19:58:50 <Alberth> of course the company finances window is getting nowhere in this way :p
19:58:56 <TrueBrain> we 'fake' hardware with setitimer .. this makes timing very tricky, and which makes things happen on your computer which can never happen on mine :p
20:01:42 <glx> at least Alberth can produce useful crash.bin :)
20:02:05 <glx> I'd like to get crash.bin sometimes ;)
20:02:14 <TrueBrain> I don't want those from a stack overflow :p
20:02:35 <glx> luckily I don't get one for those
20:03:02 <TrueBrain> glx: I can play lvl1 on Windows :)
20:03:15 <TrueBrain> ah, no ... it crashes at some point :p
20:03:58 <glx> Program Termination: jumped to 0642:04C2, which is not decompiled.
20:03:59 <glx> The jump was triggered at decompiled/cs__0642.c:1489
20:03:59 <glx> The jump appears to originate from 0642:04A9.
20:04:17 <TrueBrain> you tell me .. do you have a memory/crash.bin?
20:04:33 <TrueBrain> then it is valid ;)
20:04:59 <Alberth> hmm, screen is not updated while waiting for input from keyboard
20:05:22 <Alberth> now I don't know which unit property to look for in the manual
20:05:44 <Alberth> anti-copy protection question
20:05:45 <TrueBrain> Alberth: ah, security question
20:05:48 <glx> two times 4/left, one time 6/right
20:05:49 <TrueBrain> yeah .. it is still there :p
20:06:09 <TrueBrain> glx: confirmed; needs a bit more work to fix :)
20:06:32 <glx> so you don't need the .bin
20:07:43 <glx> btw I think I found a working way to start a game, press 5 to skip texts, and only use keyboard :)
20:08:38 <TrueBrain> Alberth: decompiled/cs__B4DA.c:6911, make the if (emu_flags.zf a if (!emu_flags.zf
20:08:43 <TrueBrain> now all wrong answers are right :p
20:10:26 <DorpsGek> SVN: truebrain (r163) [JIT] -Add: all in-game map movement with numpad (tnx to glx)
20:10:40 <Xaroth> that's cheating, TrueBrain .
20:10:59 <Xaroth> well, we can always file it under 'being lazy' :)
20:11:41 <TrueBrain> Xaroth: well, there is also a problem that when you move your mouse, it all of a sudden gone, or failed :p
20:11:47 <glx> make it a switch to pass to the exe ;)
20:12:42 <DorpsGek> SVN: truebrain (r164) -Fix (r163): update decompiled code too
20:12:56 <Alberth> hmm, my screen gets some random white and red noise
20:13:07 <TrueBrain> somewhere it has a bufferoverflow I think
20:13:12 <TrueBrain> not sure yet how and where :(
20:13:17 <TrueBrain> it doesn't harm the game ... mostly :p
20:13:32 <TrueBrain> (sometimes it does :p)
20:13:57 <TrueBrain> glx: problem fixed :)
20:14:42 <Alberth> I was giving a lot of commands to the units
20:14:59 <Alberth> so that may have been the cause
20:15:06 <TrueBrain> it also happens when I do almost nothing :)
20:15:14 <TrueBrain> one day, it will be solved :) :)
20:15:45 <TrueBrain> glx: on a positive note, I found the code that handles the numpad in-game ;)
20:15:56 <TrueBrain> a good new pair of functions to work on :)
20:18:05 <glx> hmm crash when moving the mouse over the options menu
20:20:02 <TrueBrain> glx: at least give me the crash-text :p
20:20:04 <TrueBrain> else it is useless :)
20:20:23 <glx> hmm I don't have write access in my public_html dir :)
20:20:41 <glx> Program Termination: jumped to 4343:1279, which is not decompiled.
20:20:41 <glx> The jump was triggered at decompiled/cs__B4F2.c:5879
20:20:41 <glx> The jump appears to originate from B4F2:1255.
20:21:37 <TrueBrain> and ..hm .. I need to reproduce that
20:22:14 <TrueBrain> so maybe the crash.bin can help out :)
20:22:57 <glx> but I fail to find the url :)
20:23:48 <glx> of course I forgot the devs part
20:25:06 <Xaroth> TrueBrain: how are those crash.bin's used anywho
20:25:30 <TrueBrain> Xaroth: ./opendune memory/<filename>
20:25:35 <TrueBrain> just make sure it is not called crash.bin
20:25:37 <glx> loaded in JIT or something like that
20:25:40 <TrueBrain> that mostly doesn't result in what you like :p
20:25:45 <TrueBrain> and yes, you need the JIT attached ;)
20:26:16 <Alberth> new crash when exiting the 'mentat' menu
20:26:34 <TrueBrain> exiting mentat also makes the mouse button to stick .. sucky and annoying :p
20:26:37 <glx> it just hangs for me in 'mentat' menu :)
20:28:09 <DorpsGek> SVN: truebrain (r165) [JIT] -Add: problem with mouse moving around in option menu (crash.bin by glx)
20:28:12 <glx> and that's when the stack doesn't overflow
20:28:24 <DorpsGek> SVN: truebrain (r166) -Fix (r165): update decompiled code
20:28:53 <TrueBrain> Alberth: got a crash-report?
20:29:27 <Alberth> Program Termination: jumped to 1DD7:04B0, which is not decompiled.
20:29:27 <Alberth> The jump was triggered at decompiled/cs__1DD7.c:903
20:29:27 <Alberth> The jump appears to originate from 1DD7:04AB.
20:29:32 <glx> memory access stuff, but maybe it was a non clean libemu :)
20:30:13 <glx> though svn diff was empty, but I just rebuilt it fully anyway
20:30:16 <Alberth> you don't have that data in the crash.bin ?
20:30:37 <TrueBrain> Alberth: I don't have an url to your crash.bin
20:30:59 <TrueBrain> did you ever gave one in the past? :p
20:31:18 <Alberth> nah, you must have been imaging those
20:31:51 <TrueBrain> Alberth: I seriosly have no crash.bin of/from you
20:33:27 <TrueBrain> k, patch should work :)
20:34:49 <Alberth> Program Termination: jumped to 2B6C:0276, which is not decompiled.
20:34:49 <Alberth> The jump was triggered at decompiled/cs__2B6C.c:1244
20:34:49 <Alberth> The jump appears to originate from 2B6C:0251.
20:35:12 <Alberth> trying to open the menu for loading a file
20:36:20 <Xaroth> TrueBrain: setting uploads enabled on wiki so i can see if i can get some nice pictures uploaded to be used in templates
20:43:07 <TrueBrain> hmm .. it seems something didn't went completely right :p
20:43:12 <TrueBrain> that is, the patch is okay
20:43:17 <TrueBrain> but the auxilary information is weird
20:44:59 <TrueBrain> yeah .. hmm .. the new C code doesn't really always respect the stack :p
20:46:07 <DorpsGek> SVN: truebrain (r167) [JIT] -Add: 2 more problems found by Alberth
20:46:21 <DorpsGek> SVN: truebrain (r168) -Update (r167): update decompiled code
20:46:31 <TrueBrain> k, gone for an hour orso, keep the crashlogs coming ;)
20:47:33 <Alberth> I'll go to bed soon :)
20:49:03 <glx> Program Termination: jumped to 0AEC:01DC, which is not decompiled.
20:49:03 <glx> The jump was triggered at decompiled/cs__0AEC.c:572
20:49:03 <glx> The jump appears to originate from 0AEC:01D4.
21:06:41 <Alberth> Program Termination: jumped to 29E8:0804, which is not decompiled.
21:06:41 <Alberth> The jump was triggered at decompiled/cs__29E8.c:366
21:06:41 <Alberth> The jump appears to originate from 29E8:083B.
21:09:40 <Xaroth> why oh why isn't the new parser function working -_-
21:47:14 <DorpsGek> SVN: truebrain (r169) [JIT] -Add: 2 more problems found by Alberth and glx
21:47:31 <DorpsGek> SVN: truebrain (r170) -Update (r169): update decompiled code
21:48:09 <Xaroth> I'm glad the friendly neighbourhood people are also lending a hand :)
21:48:11 * glx started to play in dosbox (best way to remember how to play without fearing crashes ;) )
21:49:03 <Xaroth> soon it'll be the other way around, glx ;)
21:56:04 <TrueBrain> but I do have to fix the Mentat button-hangs-afterwards problem :(
21:56:30 <glx> stupid harvester not returning to work by itself
21:56:37 <TrueBrain> yeah, that is very annoying
21:56:42 <TrueBrain> I remember that very differently
21:57:19 <Xaroth> once we got the AI system replaced that'll be the first thing i'm fixing for trunk
21:57:40 <Xaroth> even if it's the most ugly workaround you can find :P
21:58:51 <glx> luckily they don't attack the harvester :)
21:59:23 <Xaroth> oh and the stupid AI's way of making the harvester self-defend them....
21:59:41 <Xaroth> easy way to cripple an AI tho :P
22:00:17 <TrueBrain> damn, game hangs again :(
22:03:32 <DorpsGek> SVN: truebrain (r171) [LibEMU] -Fix: remove a hack, which is hopefully no longer needed
22:06:06 <TrueBrain> really can't find why the mouse hangs
22:14:19 <TrueBrain> sandworms really follow you :p
22:15:10 <TrueBrain> fucking annoying that they eat harvesters ... now I need to keep that in mind too :p
22:15:30 <Xaroth> what you can do to prevent that
22:15:36 <Xaroth> is to have all your troops on rock
22:15:55 <Xaroth> then move one unit out on the sand, that'll attract it, when it's close, move him back on rock
22:16:12 <Xaroth> seeing there's no other enemy nearby, he'll stay there
22:16:17 <TrueBrain> it just eat a unit while it was moving :(
22:25:12 <TrueBrain> doesn't seem to work :(
22:25:19 <Xaroth> then it sees something
22:26:05 <TrueBrain> tans don't shoot on it :(
22:27:17 <TrueBrain> it just ate a enemy unit :)
22:31:02 <TrueBrain> eaiser: just send 3 units and let them be eaten
22:33:35 <glx> fucking harkonnen deploying troopers by air
22:34:12 <Xaroth> don't worry, you get reinforcements afterwards :P
22:34:18 <TrueBrain> shit, and I opened Mentat ... byebye mouse ...
22:34:52 <TrueBrain> I have to save more often
22:36:12 <TrueBrain> freeman dropped in uninvited .. didn't expect them :p
22:36:41 <Xaroth> are you even supposed to get them during that level?
22:37:18 <Xaroth> you get 1 assault of sardukar
22:37:29 <Xaroth> your mentat should bitch about it at the debrief
22:37:41 <TrueBrain> like I ever read that
22:41:51 <TrueBrain> Harkonnen do shoot on sandworms
22:42:14 <TrueBrain> but why does it not work for A?
22:42:15 <Xaroth> just like your troops shoot it if it's nearby
22:42:25 <Xaroth> because atreides are friends with fremen ;)
22:42:40 <TrueBrain> yet it eats my units ...
22:42:40 <Xaroth> and by fiction, fremen use sandworms as method of transportation
22:42:59 <Xaroth> i'm not sure, but I think fremen also eat sandworms
22:43:58 <TrueBrain> DARN! It opened Mentat AGAIN :(
22:48:44 <TrueBrain> lalala, slow going the begin of the game
22:49:22 <TrueBrain> (well, the EU, for what I have seen so far :p)
22:49:30 <glx> I use my version, don't know which one it is
22:49:36 <TrueBrain> I don't remember the constant waves of attacks :)
22:49:40 <TrueBrain> OpenDUNE is 1.07 EU
22:50:03 <glx> harkonnens are constantly attacking
22:50:11 <glx> and my mission is to eradicate them
22:50:25 <Xaroth> set your defence line between your key buildings and their base
22:50:42 <glx> how is it possible when the destroy units as soon as they are built
22:50:44 <Xaroth> key buildings being heavy factory, light factory, air factory, repair factory
22:50:49 <Xaroth> whichever sounds more important
22:51:07 <Xaroth> you need to kill his base, glx :)
22:51:19 <TrueBrain> 2 times in a mission, in general
22:51:47 <Xaroth> if they are normal troopers
22:51:50 <glx> no, enemy troopers with bazookas
22:51:52 <Xaroth> move a tracked vehicle over it
22:51:59 <TrueBrain> I always use my harvesters for that :p
22:52:02 <Xaroth> works on all non-vehicles
22:52:25 <TrueBrain> the AI always attack s on the same place
22:52:30 <TrueBrain> identify it, put a few vehicles :p
22:53:30 <TrueBrain> there .. mapped their base
22:53:37 <TrueBrain> they destroyed some key elements walls ...
22:54:31 <TrueBrain> completely missed a tank which was destroying my base :)
22:55:00 <TrueBrain> my own tanks killing my base ...
22:55:18 <TrueBrain> they don't understand the concept of not shooting your own shit?
22:56:00 <TrueBrain> I love that dune has no FOV :)
22:56:47 <Xaroth> has -some- relation to the fiction, but not much
22:56:57 <TrueBrain> Fuzzy return at depth 5. Expected 07D4:02C2, but got 0001:7B86 from 07D4:0FA0
22:56:58 <TrueBrain> [TOC] ERROR: node error: Invalid follow-up on REPEAT opcode (0xA2)
22:57:10 <TrueBrain> [JIT] Jumped from 0000:0000 to 0070:00DF; recorded
22:57:22 <Xaroth> in the fiction the fremen bribed the spacing guild, preventing any house from being able to deploy weather/recon sattelines
22:57:53 <Xaroth> so the only way for houses to see what was going on, was to scout by orni
22:58:13 <Xaroth> (mind, both H and A had ornithopters)
22:58:59 <Xaroth> (then again, the Ordos don't exist in the fiction, though the game hints to fiction)
22:59:27 <Xaroth> I.. have read the first 3 books too damn often :P
23:01:41 <DorpsGek> SVN: truebrain (r172) [JIT] -Add: mapped another 95 functions (campaign 4)
23:02:51 <Xaroth> but at least it's helpful information, from time to time :P
23:04:43 <TrueBrain> send 1 unit to lurk away the default defence
23:04:51 <TrueBrain> sneak in with another force, and destroy the CY
23:05:13 <Xaroth> destroy CY, destroy refinery, wait for him to drain himself from funds to repair
23:05:19 <Xaroth> then walsh all over him :)
23:07:43 <glx> hey the enemy was bluffing, it has not that many units indeed :)
23:07:55 <TrueBrain> it builds and sends
23:08:03 <Xaroth> looks worse than it is
23:08:11 <glx> it will have problems to build now :)
23:08:56 <Xaroth> best way to do it is to get some quads, send them in to scout his base, find his refinery and CY
23:09:12 <Xaroth> then get some of your hardest hitting tanks, siege preferbly, and a few quads
23:09:31 <Xaroth> move them to somewhere next to his base, safe distance
23:09:45 <Xaroth> send quad in to distract guards, send in siege for CY/Refinery
23:09:50 <glx> hehe it's trying a last chance raid
23:10:11 <Xaroth> then take your time in locating/destroying the factories
23:10:52 <TrueBrain> I miss a queue-building button :p
23:11:30 <TrueBrain> I mostly only need 2 or 3 ..
23:12:15 <Xaroth> as harkonen you get an attack trike as a reinforcement
23:12:23 <Xaroth> the ONLY time harkonen has a trike :P
23:13:11 <TrueBrain> when you attack his CY, he does nothing
23:13:15 <TrueBrain> glx: via OpenDUNE, or DOSBox?
23:13:41 <glx> but at least now I remember how to play
23:14:40 <TrueBrain> I like that tanks leave a single person :p
23:14:44 <glx> harvester is a good offensive unit :)
23:17:02 <glx> looks like I will be able to use tanks in A4 :)
23:20:17 <glx> I managed to build 4 concrete things
23:20:32 <TrueBrain> yeah, in Windows it crashes after N seconds
23:21:03 <glx> then I wanted to select windmill, but it "hanged"
23:21:03 <Xaroth> emperor telling H(?) they fucked up even with sardukar help :P
23:21:57 <Xaroth> I see glx volunteered for getting sound to work
23:22:10 <glx> btw I noticed the red/white artifacts too
23:22:34 <glx> so not platform specific :)
23:22:44 <TrueBrain> everything is safe in the emulator :)
23:22:46 <TrueBrain> Xaroth: no, buffer overflow
23:22:51 <TrueBrain> some instruction is not 100% correct
23:25:10 <TrueBrain> new set of savegames online
23:26:07 <DorpsGek> SVN: truebrain (r173) [JIT] -Add: mapped another 84 functions (campaign 4, start of campagin 5)
23:27:10 <TrueBrain> glx: I really have no real clue how to solve Windows problems ...
23:27:31 <DorpsGek> SVN: truebrain (r174) -Update (r172, r173): update decompiled code
23:27:39 <glx> not until we find what cause the infinite recursion
23:27:55 <TrueBrain> which seemly is a main loop
23:27:57 <TrueBrain> so that can take for ever
23:28:10 <TrueBrain> oh well .. it was a good day :) Campaigns 1 to 3 seems fairly stable (on linux)
23:28:25 <TrueBrain> and converting to C is also going slowly ... so I am happy :)
23:28:39 <TrueBrain> now Xaroth needs to get used to converting to C, so it goes twice as fast :p
23:28:45 <TrueBrain> for now, I wish you all a very good night :)
23:29:06 <Xaroth> more like 110% normal speed :P
23:29:22 <TrueBrain> more than 100%, I take it :)
23:32:10 <glx> maybe I should try to convert to C (one day)
23:34:39 <Xaroth> well tbh, if i can do it, anybody can :P
23:34:47 <Xaroth> you just need a different sense of logic
23:34:59 <Xaroth> and a distinct lack of sanity
23:35:10 <glx> well I can read ttdpatch source :)
23:35:57 <glx> the hardest part is to find functions goal
23:36:10 <glx> at least ttdpatch source has comments ;)
23:36:35 <Xaroth> but... maybe not useful for identifying...
23:37:04 <glx> f_bla is not really helpful about what it does
23:37:18 <Xaroth> but at least the decompiler shows you what's calling it
23:37:23 <Xaroth> so you can at least trace stuff easier
23:37:32 <Xaroth> still bloody hard at times though
continue to next day ⏵