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The Icon Bar: The Playpen: Slightly cold news on page 10! Phlamey breaks the server.
 
  Slightly cold news on page 10! Phlamey breaks the server.
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Jeffrey Lee Message #73157, posted by Phlamethrower at 23:16, 1/1/2006, in reply to message #73148
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
"So, what have you been doing while your PC has fucked itself over?", I hear you ask. Let's take a look.

Stuff done
----------
1/1/06
* Changed car physics to calcuate rolling resistance properly
* Changed weapon code to switch to fists when out of ammo
* Added scheduling of ped & car removal via PED_REMOVE and CAR_REMOVE flags, to ensure list traversals don't become broken by unexpected item removal
* Added flags field to objects, and updated removal code to use OBJFLAG_REMOVE ala peds & cars
* Rewrote sound code to store buffer fill routine in module area, and to check DeathDawn is running before performing each fill
* Reverted sound code to previous version, and removed signal handlers. Will write a new, working unexpected termination handling system soon.
* Added environment handlers to sound code to handle unexpected termination
* Fixed sound skipping code to ignore fractional step
* Rewrote radio system to support multi-track stations, and different track types (Currently CD audio via CDFS and MP3 via AMPlayer)
* Updated new radio code to only explicitly stop current track playing if new track uses a different handler
* Updated keyclash detection in key reconfiguration code to detect if a control has no keys assigned
* Added pause/map/desktop control reminders to pause menu, and gameplay stats (as provided by .getstats function and stats[] var)
* Added car sounds and radio type to definition files
* Added support for automatic calculation of car size from base+floor sprite in car definitions
* Added MESSAGE_RADIO despatchment when entering cars, and improved support when switching stations
* Upgraded radio code to support above
* Added MESSAGE_CAR despatchment when entering a car
* Updated collision code to support custom car rotations
* Updated pickup code so that only the player can collect pickups
* Added simple car-car, car-ped, car-object collision reactions to car movement code
* Added CAB, TRAILER, and TRANSPORTER cardef file attributes to allow specification of cab/trailer coords and car-transporter flag
* Updated ped rendering code to draw standing peds at +3 Z, to ensure they are drawn ontop of cars
* Updated TEXT messages to allow multicolour text
* Added PAGER sprites and scrolling
* Added background sprites to LOCATION and CAR messages
Which is longer than my longest daily-done list to date.

Also I've found out why AMPlayer isn't coexisting with DeathDawn - AMPlayer doesn't like the version of SharedSound I have, so uses the regular sound system instead. The good news though is that the event handlers installed via OS_ChangeEnvironment seem to catch all unexpected program terminations, thus saving SharedSound from trashing itself the next time it tries to perform a buffer fill.

*resumes fixing compile-time errors*
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73165, posted by Phlamethrower at 02:44, 2/1/2006, in reply to message #72357
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Also this game now contains more source code than Dark Matter :o (Although Dark Matter uses more parts of my code library)
The source code is now almost twice the size of Dark Matters' :o
And the executable is now larger than Dark Matters' :o (By 352 bytes :P) (Although that would probably change if I recompiled Dark Matter, considering that the code library will have changed in size)
And the game has been built more times than Dark Matter :o (Or at least more times than Dark Matter has been built since I added the build counter)
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73178, posted by Phlamethrower at 15:52, 2/1/2006, in reply to message #73157
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Also I've found out why AMPlayer isn't coexisting with DeathDawn - AMPlayer doesn't like the version of SharedSound I have, so uses the regular sound system instead.
This could be because I'm using SharedSound 0.26, while the latest version from ESP is 1.03 :P (And I appear to have 1.04 on Red Squirrel :o)
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73179, posted by Phlamethrower at 16:11, 2/1/2006, in reply to message #73178
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
AMPlayer is now using SharedSound, and so works properly with the ingame sound effects :P :)
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73180, posted by Phlamethrower at 17:14, 2/1/2006, in reply to message #73179
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Either there's something wrong with the new radio code, or my Risc PC's CD drive is fucked :P

(Which wouldn't surprise me, given its previous history of randomly closing the drawer and randomly searching for a disc. And just now it started playing music all by itself :o (Following a reset after I tried telling it to play music, that is))
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73197, posted by Phlamethrower at 19:42, 2/1/2006, in reply to message #73180
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Either there's something wrong with the new radio code, or my Risc PC's CD drive is f***ed :P
Kind of both :P

OS_ChangeEnvironment seems to be messing up the CD playback, so I'll have to change it to use OS_Claim or something.

Also the CD drive *is* fucked, because even out-of-game it has trouble playing the CD. The CD is (thankfully) fine though, as it's currently playing in my PC. (With the undead graphics card).
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73559, posted by Phlamethrower at 19:24, 16/1/2006, in reply to message #73197
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
I'm sure no-one minds if I put this on hold for a while while I write a 32bit compatible QTMModule with SharedSound support :o
  ^[ Log in to reply ]
 
Ian Cook Message #73560, posted by ilcook at 19:55, 16/1/2006, in reply to message #73559
trainResident idiot
Posts: 1077
I'm sure no-one minds if I put this on hold for a while while I write a 32bit compatible QTMModule with SharedSound support :o
And then a 32bit midi module. :E
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73561, posted by Phlamethrower at 20:04, 16/1/2006, in reply to message #73560
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
I'm sure no-one minds if I put this on hold for a while while I write a 32bit compatible QTMModule with SharedSound support :o
And then a 32bit midi module. :E
Only if you buy me some midi hardware, or an Iyonix :P

(And get me source to the midi module)
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73562, posted by Phlamethrower at 22:28, 16/1/2006, in reply to message #73559
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
I'm sure no-one minds if I put this on hold for a while while I write a 32bit compatible QTMModule with SharedSound support :o
Only half of one file left for 32bitting :o

(Although I'll probably have to go back and redo some of the first half, as well as try and work out exactly what the jump table just after the module header is there for)
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73564, posted by Phlamethrower at 23:25, 16/1/2006, in reply to message #73562
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
... as well as try and work out exactly what the jump table just after the module header is there for)
Hmm

As of QTM v1.27, full support for user-memory operation of the QTM player became possible.

...

the program must communicate with QTM by using the 4 user entry points available. These entry points are:

QTMaddr+40 Initialisation routine
QTMaddr+44 SWI calling routine
QTMaddr+48 Service call entry point
QTMaddr+52 Finalisation routine
Well that block has now been overwritten by a larger module header, so I guess I can cut that feature. Which is nice, because it means I don't have to 32bit that section of code :)
  ^[ Log in to reply ]
 
Richard Goodwin Message #73584, posted by rich at 10:25, 18/1/2006, in reply to message #73157
Rich
Dictator for life
Posts: 6828
* Changed weapon code to switch to fists when out of ammo
Aw, no baseball bats? Brass knuckles? Or do these replace bare fists if picked up, so "fists" is just a slot in the weapons list?

* Reverted sound code to previous version, and removed signal handlers. Will write a new, working unexpected termination handling system soon.
This is really a "done" stuff is it? No wonder it's a longer list than normal ;)

* Updated collision code to support custom car rotations
* Updated pickup code so that only the player can collect pickups
* Added simple car-car, car-ped, car-object collision reactions to car movement code
* Added CAB, TRAILER, and TRANSPORTER cardef file attributes to allow specification of cab/trailer coords and car-transporter flag
Like the sounds of these.
________
RichGCheers,
Rich.
  ^[ Log in to reply ]
 
Richard Goodwin Message #73585, posted by rich at 10:30, 18/1/2006, in reply to message #73142
Rich
Dictator for life
Posts: 6828
I'd love to volunteer, but I don't have enough time for the things I'm supposed to be doing now, never mind taking more on!
It's OK, it means I don't have to bother writing any documentation yet ;)
Document it anyway. I might have some time later on - but no promises.

However if someone can obtain a good set of sound samples then it would be useful. A few days ago I tried searching for some free sounds and not many of them seemed usable (e.g. a clip of a siren that doesn't even run long enough for the siren to repeat once :|)
What kind of equipment do you have available? It might be worth doing your own like standing outside the Police station with a recording MP3 player - just don't commit a crime so they come screaming round! ;)

A nice, clean set of samples that don't have copyright problems could be useful in other ways - like releasing them in their own right. Or you could get some media students to record some while they're doing other stuff - a certain Mr. J. Hoare seems to know that sort of person as a recent DVD experience has shown...
________
RichGCheers,
Rich.
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73599, posted by Phlamethrower at 20:26, 18/1/2006, in reply to message #73584
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
* Changed weapon code to switch to fists when out of ammo
Aw, no baseball bats? Brass knuckles?
Not at the moment, no. I'm just sticking with four basic weapons (fists, pistol, machine gun, flamethrower, rocket launcher). Erm, better make that five. Plus the car weapons (carbomb, rocket launcher, fire hose, flamethrower, machine gun). Adding more guns/weapons in the future should be easy enough, though.

* Reverted sound code to previous version, and removed signal handlers. Will write a new, working unexpected termination handling system soon.
This is really a "done" stuff is it? No wonder it's a longer list than normal ;)
Well, I did it, so it's done, whether it was a new feature or not :P

* Updated collision code to support custom car rotations
* Updated pickup code so that only the player can collect pickups
* Added simple car-car, car-ped, car-object collision reactions to car movement code
* Added CAB, TRAILER, and TRANSPORTER cardef file attributes to allow specification of cab/trailer coords and car-transporter flag
Like the sounds of these.
The custom car rotation wotsit is just so that you can specify the rotations of the cars when doing a collision check instead of using the current values.

A couple of weeks ago I also added QTM support to the radio system, which is another reason to get a 32bit/SharedSound version produced :)

I'd love to volunteer, but I don't have enough time for the things I'm supposed to be doing now, never mind taking more on!
It's OK, it means I don't have to bother writing any documentation yet ;)
Document it anyway. I might have some time later on - but no promises.
Yes, I was working on some documentation. !Help file and source code readme are done, as well as the car sprites, ddconvert, PalGen, radio files, sounds and UI sprites sections of the editors manual. I still need to do car defs, fonts, missions, object sprites, ped defs/sprites, and tile sprites though.

However if someone can obtain a good set of sound samples then it would be useful. A few days ago I tried searching for some free sounds and not many of them seemed usable (e.g. a clip of a siren that doesn't even run long enough for the siren to repeat once :|)
What kind of equipment do you have available? It might be worth doing your own like standing outside the Police station with a recording MP3 player - just don't commit a crime so they come screaming round! ;)
Erm, I have a mic built into a monitor, and a mobile phone which probably can't be used to record sound :P

However my flat is in a prime location for recording sirens on emergency vehicles.
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Simon Wilson Message #73620, posted by ksattic at 21:43, 19/1/2006, in reply to message #73599
ksattic
Finally, an avatar!

Posts: 1291
Can't you just run 6502Host and use ENVELOPE, then record that?

Edit: or a better beeb emulator that runs in a window so you can actually record.

[Edited by ksattic at 21:43, 19/1/2006]
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73623, posted by Phlamethrower at 02:12, 20/1/2006, in reply to message #73620
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Or better yet, why not just use Wave-Synth Beep for all the sound effects!
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73637, posted by Phlamethrower at 21:59, 20/1/2006, in reply to message #73623
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
*pokes Adrian into releasing one of his fancy debugging programs*
  ^[ Log in to reply ]
 
Adrian Lees Message #73640, posted by adrianl at 22:24, 20/1/2006, in reply to message #73637
Member
Posts: 1637
*pokes Adrian into releasing one of his fancy debugging programs*
"You have reached the computer of Adrian Lees. We are sorry that no one is available to take your request at the moment. Please leave your name and email address and we will get back to you as soon as possible.






Maybe.






Peeeeep."
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73641, posted by Phlamethrower at 22:27, 20/1/2006, in reply to message #73640
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Lies!

*goes back to debugging QTM by adding multiple error messages per function*
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73642, posted by Phlamethrower at 22:34, 20/1/2006, in reply to message #73641
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
For a brief moment there, the transparent sound system was working! :o
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73644, posted by Phlamethrower at 23:27, 20/1/2006, in reply to message #73642
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
OK, now I'm getting confused :P

Not only are the IRQ/FIRQ flags held in a different part of the PSR on 32bit machines, but they're also inverted! :(
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73645, posted by Phlamethrower at 23:38, 20/1/2006, in reply to message #73644
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
And now everything is broken :P
  ^[ Log in to reply ]
 
Adrian Lees Message #73652, posted by adrianl at 00:52, 21/1/2006, in reply to message #73644
Member
Posts: 1637
OK, now I'm getting confused :P

Not only are the IRQ/FIRQ flags held in a different part of the PSR on 32bit machines, but they're also inverted! :(
No they aren't :P
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73654, posted by Phlamethrower at 01:01, 21/1/2006, in reply to message #73652
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Stop lieing to me :P
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73661, posted by Phlamethrower at 12:48, 21/1/2006, in reply to message #73654
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
/me blames StrongHelp manuals for EVERYTHING
  ^[ Log in to reply ]
 
Jeffrey Lee Message #73890, posted by Phlamethrower at 19:30, 5/2/2006, in reply to message #73661
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
*writes more DD documentation*
  ^[ Log in to reply ]
 
Phil Mellor Message #75062, posted by monkeyson2 at 10:01, 28/4/2006, in reply to message #73890
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
I think you should use this engine to write a RISC OS version of Animal Crossing. :)
  ^[ Log in to reply ]
 
Jeffrey Lee Message #75066, posted by Phlamethrower at 17:35, 28/4/2006, in reply to message #75062
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
I think you should use this engine to write a RISC OS version of Animal Crossing. :)
With cars and guns? :o
  ^[ Log in to reply ]
 
Phil Mellor Message #75170, posted by monkeyson2 at 11:58, 4/5/2006, in reply to message #75066
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
I think you should use this engine to write a RISC OS version of Animal Crossing. :)
With cars and guns? :o
Yeah. Nook has it coming.
  ^[ Log in to reply ]
 
Jeffrey Lee Message #75413, posted by Phlamethrower at 10:08, 13/5/2006, in reply to message #75170
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Only 6 subsections of the manual to write and I can actually release it :o (The editors manual and half-finished game engine, that is).
  ^[ Log in to reply ]
 
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The Icon Bar: The Playpen: Slightly cold news on page 10! Phlamey breaks the server.

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