IRC logs for #opendune on OFTC at 2011-01-16
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06:42:21 *** TinoDidriksen has joined #openDune
15:24:07 <DorpsGek> SVN: glx (r1279) -Add: 'C-ified' f__B4CD_1019() (was a duplicate of Map_IsTileVisible())
15:24:35 <glx> B4CD is full of duplicates :)
16:36:22 <TrueBrain> sure there are not MINOR differences? Just checking :D
16:38:43 <glx> I checked, but feel free to double check
16:40:00 <TrueBrain> nah, I believe you :D
17:52:42 *** fjb is now known as Guest467
18:08:36 <glx> and I see nothing wrong in f__B4BE_008B_0012_DDEE() conversion (Gameloop_Logos())
18:17:23 <TrueBrain> while (loc04 > g_global->variable_76AC);
18:18:38 <TrueBrain> I wonder why MSVC continues ...
18:23:41 <glx> the conversion is right, 76AC is increased via timer interrupt
18:23:57 <TrueBrain> that might be, but that doesn't work :D
18:24:08 <TrueBrain> put a wait() in it, or what was it ...
18:37:59 <SmatZ> do you use signals for timer?
18:38:19 <SmatZ> is the variable volatile?
18:38:45 <SmatZ> well, you could periodically call some check_time() routine :)
18:39:05 <SmatZ> so some loop is optimised into infinite?
18:39:10 <TrueBrain> calling sleep() or wait() or what is it, should solve it too :)
18:39:39 <TrueBrain> no, while (true) {} tends to cause an infinite loop
18:39:49 <TrueBrain> and signals are not called in such cases
18:40:39 <SmatZ> I meant... there is something like
18:40:45 <SmatZ> while (_timer < 1000) {}
18:41:00 <SmatZ> if (_timer < 1000) while() {}
18:41:12 <TrueBrain> yeah, but I don't think that is the case
18:41:21 <TrueBrain> not sure ... glx can tell me if he adds a sleep() in it, if it solves ;)
18:41:24 <TrueBrain> we had it before :)
18:41:35 <glx> no trace of sleep in the code
18:41:44 <TrueBrain> as in the beginning this was a real issue
18:41:51 <TrueBrain> and I had to add sleep() in the emulator layer
18:42:07 <glx> and I see no sleep() in libemu either
18:42:23 <TrueBrain> then how did we solve it
18:42:41 <TrueBrain> oeh, fun fact, SmatZ might like it: I wrote a 4bit CPU in electronics last night :D
18:42:44 <TrueBrain> works and everything :)
18:43:03 <SmatZ> TrueBrain: wow, nice :D
18:43:05 <TrueBrain> we had the issue that the intro screens and shit were infinite loops
18:43:15 <TrueBrain> SmatZ: yeah, it really is :D
18:46:28 <TrueBrain> meh, can't remember ...
18:46:34 <TrueBrain> either way, glx, tried sleep()?
18:47:32 <glx> _sleep(0) solves the infinite loop for mingw
18:48:12 <glx> but "AND" and virgin logo are still not shown
18:48:22 <TrueBrain> that means you just fucked up the conversion :D
18:48:49 <TrueBrain> some while() {}s end in 'return;'
18:49:18 <glx> this code is not reached if you don't press a key
18:49:20 <TrueBrain> owh, it waits for a timer, and allows keyboard interuption
18:52:11 <TrueBrain> so, add a bunch of printfs to find out :D
19:56:51 <glx> now I see the AND and the virgin logo
20:01:28 <glx> looks like another os/ header is required
20:11:03 <glx> TrueBrain: any suggestion for the filename ?
20:24:55 <TrueBrain> complains about reverted ...
20:26:29 <glx> cs__B4BE.c is removed by this patch
20:26:33 <TrueBrain> ah, that might explain
20:33:35 <DorpsGek> SVN: glx (r1280) -Add: C-ified Gameloop_Intro() and Gameloop_Logos()
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