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  1. Log system created and maintained by tpw_rules and his bot, DoctorBot.
  2. If you have any problems or would like to say thanks, I'm almost always on EFNet and FreeNode as tpw_rules.
  3. freenode -> #0x10c-dev
  4. [00:01:46] <reynir_> good night
  5. [00:06:17] <Zarutian> reynir_: (run length encoded bf): 72+.13-.4-.12+..13+.58-.
  6. [00:06:25] <Chase-san> -.-
  7. [00:08:48] <Chase-san> I don't think i'm a bad programmer, I just been writing most of my dasm when I am dead tired... so don't do as many tests as I ought to.
  8. [00:08:50] <reynir_> what?
  9. [00:10:06] <Chase-san> but hope that is forgivable given current state of the game
  10. [00:12:02] <reynir_> Zarutian: what?
  11. [00:14:45] <reynir_> Chase-san: maybe you should just be honest about that when you publish code. Then all is fine I guess.
  12. [00:15:52] <Chase-san> suppose I could attach a warning
  13. [00:16:07] <Chase-san> if I can remember in those conditions to do so :)
  14. [00:19:15] <reynir_> one can use the normal memmove with zero length. The reason I didn't do the check is because 1) it's a text editor so there's almost always new text 2) you usually dont have to
  15. [00:19:35] <Chase-san> oh thats you?
  16. [00:19:40] <Chase-san> on the forums
  17. [00:21:02] <Chase-san> I think I should refrain from making any edits, tired :)
  18. [00:21:47] <Chase-san> would probably end up causing it destroy france or something
  19. [00:22:59] <Zarutian> reynir_: are you really going to run bf on your missile interception system?
  20. [00:24:15] <reynir_> Zarutian: lol
  21. [00:24:51] <Zarutian> reynir_: so you decoded my message ;-)
  22. [00:25:32] <reynir_> no, I made a typo
  23. [00:30:49] <Zarutian> maybe the inter ship network will based on http://cap-lore.com/Economics/DSR/SilkSec.html
  24. [00:43:36] <Tobba> .q Tobba 14
  25. [00:43:36] <scybot> Tobba: [14/14] 2012-04-16 <Tobba> GAS is for jews
  26. [00:43:39] <Tobba> wait shit
  27. [00:43:42] <Tobba> .q Tobba 13
  28. [00:43:42] <scybot> Tobba: [13/14] 2012-04-16 <Tobba> is now known as notch
  29. [00:43:49] <Tobba> trying to find that one
  30. [00:43:50] <Tobba> .q Tobba 12
  31. [00:43:51] <scybot> Tobba: [12/14] 2012-04-16 <Tobba> I have 11 quotes / my ego is expanding from owning half of this channels quotes
  32. [00:43:54] <Tobba> aha there it is
  33. [00:44:27] <Tobba> its only 1/3 now
  34. [00:44:30] <Tobba> need more quotes
  35. [00:47:03] <reynir_> this guy http://www.0x10cforum.com/forum/m/4932880/viewthread/2819195-minesweeper/post/15960125#p15960125
  36. [00:47:32] <Tobba> 0x10cforum should die
  37. [00:47:46] <Tobba> in a fire
  38. [00:47:47] <Tobba> with all its users
  39. [00:47:49] <NakedFury> why?
  40. [00:48:10] <Tobba> entire thing is shitter
  41. [00:48:28] <NakedFury> but why do you think that?
  42. [00:48:37] <Tobba> because everyone on it is fucking retarded
  43. [00:49:33] <Tobba> and the owners appear to have a wheelbarrow of dicks up their ass
  44. [00:49:41] <Tobba> Oh god that came out both wrong and well
  45. [00:50:46] <superjoe> Tobba: that's quite a vivid image you've painted in my head
  46. [00:50:56] <Tobba> .q add Tobba and the owners appear to have a wheelbarrow of dicks up their ass
  47. [00:50:56] <scybot> Tobba: quote added.
  48. [00:52:00] <mappum> the owners are canadian
  49. [00:52:07] <superjoe> so... who besides me has started working on a programming language that compiles into DCPU16?
  50. [00:52:09] <Tobba> that explains everything
  51. [00:52:14] <mappum> superjoe: everyone
  52. [00:52:17] <superjoe> lol
  53. [00:52:30] <superjoe> is everyone else's go-like as well?
  54. [00:52:48] <mappum> no, it's all c-like
  55. [00:52:59] <reynir_> superjoe: I have made a compiler in dasm that targets the DCPU
  56. [00:53:20] <yrrebnarg> I'd love a lightweight Go for control systems
  57. [00:54:00] <mappum> for the love of god, someone make a js interpreter
  58. [00:54:10] <reynir_> >.<
  59. [00:54:14] <yrrebnarg> *twitch* :)
  60. [00:54:15] <reynir_> garbage collection
  61. [00:54:43] <mappum> we have unlimited ram, no need for garbage collection
  62. [00:54:52] <Tobba> also
  63. [00:54:54] <reynir_> i forgot
  64. [00:54:59] <Tobba> this is the source of all good insults: http://www.youtube.com/watch?v=n6pqu-85u2U
  65. [00:55:00] <scybot> Tobba: Double Nigger Part 1 re-upload archived - length 4m 6s - rated 4.69/5.0 (537) - 35,865 views - cr4bc4kes on 2011.03.20 - NSFW
  66. [00:55:46] <Tobba> might not want to watch in public location
  67. [00:55:47] <Tobba> :V
  68. [00:57:54] <Zorix> what the hell is that
  69. [00:58:09] <Tobba> I actually have no idea
  70. [00:58:32] <Zorix> i dont know if i should laugh or be offended
  71. [00:59:34] <Tobba> SHITWAFFLES
  72. [00:59:56] <reynir_> I'm watching south park, the episode where Cartman fakes tourettes
  73. [01:00:04] <reynir_> ASSCHEEKS
  74. [01:00:09] <lifthrasiir> jdiez17: did you mention me?
  75. [01:00:26] <lifthrasiir> ah reynir that was.
  76. [01:01:06] <lifthrasiir> hah, I *can* write in Brainfuck but it always results in a miserable code..
  77. [01:01:25] <Tobba> seriously though the entire thing is great
  78. [01:01:29] <reynir_> hehe :P
  79. [01:01:40] <Tobba> if you dont mind "NIGGER" being shouted every 10 seconds, but its hilarious
  80. [01:02:00] <gerph> hello
  81. [01:02:10] <Zorix> i can do without racial stuff
  82. [01:02:50] <superjoe> Zorix: why? as someone who frequently experiences racial prejudice, I have no problem with it.
  83. [01:02:50] <Tobba> "SHUT THE FUCK UP YOU TEN ASSED SHIT STOPMPING DICK SHELP"
  84. [01:03:49] <jmcarthur> i'm making an ML-like language
  85. [01:03:53] <lifthrasiir> oh my, minesweeper thing is so great that I can hardly breathe
  86. [01:04:59] <jmcarthur> Tobba: wtf
  87. [01:05:49] <Zorix> superjoe, im just not comfortable with it, i think it shows ignorance.. im all for stupid humor but humor that involves putting down a race of people is just wrong
  88. [01:07:32] <superjoe> lifthrasiir: what is this minesweeper thing
  89. [01:07:42] <lifthrasiir> ?minesweeper
  90. [01:07:43] <scybot> minesweeper http://0x10co.de/lqnit
  91. [01:08:14] <Tobba> i was gonna sleep
  92. [01:08:17] <Tobba> fuckin cat woke me up
  93. [01:08:30] <Tobba> haha oh god this thing
  94. [01:08:37] <Tobba> Did the display spec get updated or some shit, this is awesome
  95. [01:08:46] <superjoe> this is mappum's thing right?
  96. [01:08:54] <superjoe> his emulator, I mean
  97. [01:09:36] <Tobba> Oh god dangit
  98. [01:09:41] <Tobba> I almost finished minesweeper
  99. [01:09:44] <jmcarthur> Tobba: custom font
  100. [01:09:45] <Tobba> in a 50/50 scenario
  101. [01:10:06] <Tobba> that intro though
  102. [01:10:10] <Tobba> how the fuck
  103. [01:11:44] <Tobba> that was amazing
  104. [01:16:02] <Tobba> Okey, he didnt even use a fast memcpy function for it
  105. [01:16:11] <Tobba> wonder how he got it to work so fast
  106. [01:21:05] <rmmh> Tobba: pretty sure he didn't use anything but the 0x10c spec and the display spec to do this
  107. [01:22:25] <Tobba> rmmh: yeah, its pretty cool
  108. [01:24:08] <Tobba> that intro is fucking rad though
  109. [01:25:49] <Tobba> im gonna make ferrous chloride thermite later
  110. [01:25:52] <Tobba> shits gonna be rad as fuck
  111. [01:33:21] <OBudista2> crap
  112. [01:33:30] <OBudista2> this sucks
  113. [01:44:03] <Blecki> .
  114. [01:44:41] <Obu|LFRelJump> ..
  115. [01:44:43] <Obu|LFRelJump> win
  116. [01:44:52] <Tobba> god dammit
  117. [01:45:02] <Tobba> Mixed Metal Oxide Anodes are fucking hard to find
  118. [01:45:27] <superjoe> Tobba: what are you doing?
  119. [01:45:34] <Tobba> electrolysis
  120. [01:45:41] <Tobba> graphite gets completely DESTROYED after a while
  121. [01:46:08] <Obu|LFRelJump> I blame society
  122. [01:46:43] <Tobba> my copper cathode corrodes into Cu2O but thats not an issue because its conductive
  123. [01:46:52] <Tobba> I think im gonna exchange the cathode for mercury later if I can get some
  124. [01:49:30] <Tobba> either that or i need an inert solvant
  125. [01:49:39] <Tobba> both ethanol and acetone have resulted in fanshit
  126. [01:51:24] <Tobba> dichloromethane would almost work but it'd react with the chlorine and become chloroform
  127. [01:51:41] <Tobba> why am i ramblinb about this here
  128. [01:52:11] <superjoe> I hate to be like this, but Tobba think maybe you could take it to #0x10c-dev-offtopic?
  129. [01:52:46] <Tobba> possibly
  130. [01:52:57] <MostAwesomeDude> There isn't really an offtopic for this channel, is there?
  131. [01:53:08] <superjoe> No.
  132. [01:53:09] <Tobba> #0x10c-blah i guess
  133. [01:53:30] <superjoe> that's because nobody wants to hear about off topic stuff.
  134. [01:54:01] <MostAwesomeDude> Makes sense.
  135. [01:54:04] <startling> 0x10C IS LIFE
  136. [01:54:35] <Blecki> So notch posted some puzzle..?
  137. [01:54:36] <Obu|LFRelJump> 0x10c can't be life
  138. [01:54:43] <Obu|LFRelJump> we don't have relativity in there
  139. [01:54:44] <Obu|LFRelJump> :<
  140. [01:55:25] <startling> .twitter notch
  141. [01:55:26] <scybot> startling: 2012-04-17 01:05:21 notch: @_matthias a puzzle with a reward at the end
  142. [01:55:35] <startling> .twitter notch -1
  143. [01:55:35] <scybot> startling: error: invalid request
  144. [01:57:01] <startling> the website is http://www.eample.com
  145. [02:33:53] <rmmh> woah notch posted a puzzle??
  146. [02:34:50] <Obu|LFRelJump> puzzle of what
  147. [02:34:57] <startling> yeah. I could find anything extraordinary
  148. [02:35:19] <startling> there are a bunch of links in the source though, I may have missed some.
  149. [02:35:42] <rmmh> http://www.reddit.com/r/0x10c/comments/sdeq2/notch_posts_a_puzzle/
  150. [02:38:37] <startling> oh, was I looking at the wrong thing?
  151. [02:40:40] <startling> is 48 a fibonacci number?
  152. [02:41:29] <oldtopman> startling: lemme check
  153. [02:41:46] <startling> it's not
  154. [02:42:22] * oldtopman has broken his fibonacci number calculator
  155. [02:42:25] <oldtopman> feh
  156. [02:42:25] <startling> reddit says there are 48 red, 57 green, and 105 blue. 48 + 57 = 105
  157. [02:42:29] <oldtopman> stupid programmers...
  158. [02:53:31] <Ymgve> wish I could play fez
  159. [02:53:39] <Ymgve> but my xbox is probably banned from live
  160. [02:54:21] <Blecki> There are exactly 64 unique symbols in this puzzle.
  161. [02:54:57] <Rick> port it to dcpu
  162. [02:55:25] <Blecki> That's based on on exact pixel match, after background noise is discarded.
  163. [02:56:27] <Blecki> There's exactly 26 + space if I discard colors.
  164. [02:56:30] <Ymgve> are you counting color?
  165. [02:57:14] <rmmh> Blecki: base64 you think?
  166. [02:57:16] <Rick> what's fez
  167. [02:57:18] <Rick> is it a console game
  168. [02:57:23] <Ymgve> yes, xbox 360 game
  169. [02:57:26] <Ymgve> apparently very cool
  170. [02:57:32] <Blecki> rmmh, I'm going to explore the cryptogram angle.
  171. [02:57:49] <rmmh> Blecki: you saw the translation right
  172. [02:57:51] <Rick> it's not a cool game if it's only on the 360
  173. [02:58:00] <Blecki> rmmh, ..translation?
  174. [02:58:07] <Blecki> If it's been solved don't tell me.
  175. [02:58:08] <rmmh> FEZ IS AN AMAZING GAME GREAT JOB GUYS IT IS VERY INSPIRING AND I THINK IT HAS CHANGED HOW I THINK ABOUT GAME DESIGN AND PLAYER REWARDS IN A PROFOUND WAY
  176. [02:58:11] <rmmh> THAT SAID HERE IS AN ENCRYPTED MESSAGE IN TRINARY LEADING TO MY CURRENT DCPU16 AS AN APPLET
  177. [02:58:14] <rmmh> XOXOXOXO NOTCH
  178. [02:58:17] <rmmh> efb
  179. [02:58:20] <rmmh> that's only half of it
  180. [02:58:27] <Blecki> Mother fucker.
  181. [02:58:37] <rmmh> :( sorry
  182. [02:58:50] <Blecki> I WAS GOING TO SOLVE THAT PART.
  183. [02:58:53] <MostAwesomeDude> Heh.
  184. [02:58:57] <Rick> ?
  185. [02:58:58] <Rick> solve what
  186. [02:59:01] <Rick> is this some notch thing
  187. [02:59:04] <rmmh> Rick: http://www.reddit.com/r/0x10c/comments/sdeq2/notch_posts_a_puzzle/
  188. [02:59:05] <superjoe> so nobody's found the link yet?
  189. [02:59:10] <Blecki> So, the background noise must be the encrypted link.
  190. [02:59:11] <MostAwesomeDude> It's *always* some Notch thing.
  191. [02:59:19] <Rick> I disagree, notch smells
  192. [02:59:31] <Rick> also reddit isn't loading \o/
  193. [02:59:37] <MostAwesomeDude> It's a sign.
  194. [02:59:52] <Blecki> Well that's an hour of my life wasted.
  195. [03:00:09] <MostAwesomeDude> > implying you aren't wasting every minute spent in this channel
  196. [03:00:19] <superjoe> My prediction: Within 24 hours from now, someone will have found the link to the applet, decompiled it, deobfuscated it, and fixed 3 bugs in Notch's code.
  197. [03:00:28] <Blecki> Probably.
  198. [03:00:45] <Blecki> Notch needs to add profit sharing to this game.
  199. [03:01:39] <NakedFury> notch needs to take time and bugfix his games
  200. [03:02:48] <Blecki> So do I discard the glyphs then? Hrm.
  201. [03:03:01] <Obu|LFRelJump> my kingdom for relativism
  202. [03:04:01] <Blecki> Trinary doesn't translate nicely into ascii. I'll have to assume 4-bit numbers.
  203. [03:05:17] <Ymgve> it might just be misdirection, but there are actually eight different pixel colors
  204. [03:05:20] <Blecki> But the background noise is binary.
  205. [03:05:29] <Rick> its a png file
  206. [03:05:32] <Rick> there shouldnt be background noise
  207. [03:05:35] <WhyNoEinstein> tell me about it
  208. [03:05:40] <WhyNoEinstein> I'm implementing FAT12
  209. [03:05:41] <Ymgve> black, white and two slightly different for each primary color
  210. [03:05:48] <WhyNoEinstein> it's all 12 bits :P
  211. [03:05:55] <Blecki> Rick, I'm assuming the background is intentional.
  212. [03:06:23] <Blecki> Ymgve, no, the primary colors don't variate.
  213. [03:06:36] <Rick> there's a piece of the background missing too? wat
  214. [03:07:07] <rmmh> yeah the bottom left
  215. [03:07:07] <Blecki> Assume it's orientated the same as the cryptogram; not enough data to fill the space.
  216. [03:07:35] <Blecki> If I discard portions covered by glyphs, the remaining data is binary. :|
  217. [03:08:10] <Rick> oh
  218. [03:08:13] <Rick> only the alpha differs?
  219. [03:08:14] <Rick> hmmmm
  220. [03:08:35] <Blecki> Only in the background, and it seems to be just between two values.
  221. [03:08:52] <Blecki> The alpha for the glyphs is also constant.
  222. [03:08:57] <Ymgve> I see lotta noise in the alpha
  223. [03:09:42] <Rick> I only see 0xFE000000 and 0xFF000000
  224. [03:09:47] <Rick> but that's just me mousing around randomly
  225. [03:09:48] <Blecki> Yeah.
  226. [03:09:51] <Rick> havn't processed the image at all
  227. [03:11:08] <Blecki> I'm working on that part.
  228. [03:11:46] <Zorix> interesting stuff
  229. [03:12:50] <startling> could it be cellular automata?
  230. [03:16:53] <Blecki> Hrm. It's 8535 bits long. :(
  231. [03:16:58] <Zorix> must be something to do with the missing part at the bottom left
  232. [03:17:18] <superjoe> the key probably has something to do with fez
  233. [03:17:34] <Blecki> That's enough bits to be valid 'trinary', if there were 3 values.
  234. [03:18:24] <startling> morse code? morse code is trinary
  235. [03:19:15] <Blecki> Morse code is a 3-bit binary encoding.
  236. [03:19:27] <startling> Blecki: hm?
  237. [03:19:28] <Blecki> Dots = 0, dashes = 1.
  238. [03:19:46] <startling> spaces are significant in morse code, too.
  239. [03:19:53] <Ymgve> 128 * 96 bits it looks like
  240. [03:20:17] <Blecki> Ymgve, that's 8535?
  241. [03:20:18] <Rick> you're kidding
  242. [03:20:19] <startling> Blecki: oh, I see what you mean.
  243. [03:20:30] <rmmh> there are 210 glyphs
  244. [03:20:31] <Ymgve> Blecki> you\ve counted wrong I think
  245. [03:20:34] <startling> that's a multiple of the size of the dcpu16 screen
  246. [03:20:43] <startling> *4
  247. [03:20:43] <rmmh> I'm thinking 42 5-trit letters
  248. [03:20:45] <Rick> thats the size of the dcpu screen in pixels
  249. [03:21:04] <startling> oh right
  250. [03:21:11] <rmmh> (210 rgb glyphs)
  251. [03:21:13] <startling> *4 width and *8 height
  252. [03:21:16] <Blecki> Ymgve, no, I've counted every pixel that isn't a glyph and isn't the missing bit at the bottom.
  253. [03:21:46] <Blecki> Notch said it was a url.
  254. [03:21:57] <rmmh> he said it would lead to a url
  255. [03:22:38] <Blecki> I'm going to see if it makes sense interpretted naivly.
  256. [03:24:23] <Blecki> Also dyslexia.
  257. [03:24:26] <Blecki> It's 8353.
  258. [03:25:15] <Rick> where was the message encoded? the glyphs?
  259. [03:25:21] <Blecki> Yeah.
  260. [03:25:32] <Ymgve> '\xc13Congratulations, you found the correct bit order!
  261. [03:25:33] <fullwall> rgb of a dcpu screen?
  262. [03:25:46] <Ymgve> getting closer!
  263. [03:25:50] <Blecki> Drop color and there are 26 unique characters + space.
  264. [03:25:53] <Blecki> Ymgve, ?
  265. [03:25:53] <Rick> ah
  266. [03:25:58] <Rick> Ymgve you fukken hacker
  267. [03:26:03] <Rick> this reminds me of spore
  268. [03:26:09] <Blecki> Ymgve, what is this?
  269. [03:26:21] <Blecki> What is the correct bit order? Cause I got the bits.
  270. [03:26:26] <Ymgve> (FYI, extract alpha, rotate screen counterclockwise, then save as raw, load back in raw as 128x96 bits)
  271. [03:26:52] <superjoe> the irony of all this is that mappum's javascript emulator is in all likelihood faster, more correct, and more convenient than notch's applet
  272. [03:27:13] <Blecki> superjoe, the applet probably represents the 'updated spec' too.
  273. [03:27:16] <Ymgve> http://i.imgur.com/tzhFp.png
  274. [03:27:18] <Zorix> yea but the dcpu spec is likely going to change
  275. [03:27:38] <fullwall> the applet might have the actual game so far in as well
  276. [03:27:55] <Blecki> Ymgve, the glyphs make big blocks in that.
  277. [03:28:16] <Ymgve> ignore the blocks
  278. [03:28:22] <Ymgve> for now at least
  279. [03:28:33] <Blecki> I've got those bits sans-glyphs.
  280. [03:28:40] <Blecki> I just don't know how to decode them yet.
  281. [03:29:29] <Ymgve> are there any online disassemblers?
  282. [03:29:32] <fullwall> THE LOW BITS OF THE ALPHA CHANNEL OF THIS IMAGE CONTAIN A DCPU PROGRAM
  283. [03:29:46] <startling> Ymgve: how big is it?
  284. [03:29:57] <Ymgve> 128x96 bits
  285. [03:30:00] <Rick> where'd you find that fullwall
  286. [03:30:01] <Rick> :o
  287. [03:30:06] <Rick> also low bits heh
  288. [03:30:06] <fullwall> reddit ;)
  289. [03:30:06] <Zorix> reddit
  290. [03:30:07] <Zorix> heh
  291. [03:30:12] <rmmh> dcpu.ru
  292. [03:30:13] <Rick> and uhh
  293. [03:30:14] <startling> dcpubot can disassemble, and I've got a disassembler
  294. [03:30:15] <Rick> disass...yeah
  295. [03:30:15] <startling> <<
  296. [03:30:16] <dcpubot> startling:
  297. [03:30:17] <Rick> what rmmh said
  298. [03:30:20] <Zorix> i wonder if all this is causing reddit to be slow today
  299. [03:30:26] <startling> Zorix: doubt it
  300. [03:30:31] <Rick> there arn't enough nerds hacking dcpu to do that
  301. [03:30:36] <startling> only us
  302. [03:30:40] <Zorix> just never seen it so slow
  303. [03:30:55] <startling> Zorix: are you serious
  304. [03:31:02] <Rick> now the question is
  305. [03:31:03] <startling> Zorix: how long have you been going to reddit?
  306. [03:31:10] <Rick> did he assemble his program with his non-spec assembler
  307. [03:31:11] <Rick> lmao
  308. [03:31:14] <startling> hahaha
  309. [03:31:18] <fullwall> apparently these are the low bits http://pastebin.com/RBGCyfZf
  310. [03:31:19] <Zorix> maybe 2 years, but not constantly
  311. [03:31:19] <Blecki> Reddit seems to think the trinary is in the colors.
  312. [03:31:48] <startling> that'd make sense.
  313. [03:31:48] <rmmh> The ternary message is this:
  314. [03:31:48] <rmmh> THE LOW BITS OF THE ALPHA CHANNEL OF THIS IMAGE CONTAIN A DCPU PROGRAM
  315. [03:31:50] <rmmh> welp
  316. [03:31:51] <Zorix> i got a message saying they are under heavy load, and nothing else is going on at 11:30pm
  317. [03:31:59] <Blecki> Mother fucker.
  318. [03:32:20] <Rick> pimp yo
  319. [03:32:55] <Ymgve> http://0x10co.de/q9ep
  320. [03:32:58] <Ymgve> disassembled program
  321. [03:33:20] <rmmh> seriously?
  322. [03:33:24] <Ymgve> yes
  323. [03:33:31] <rmmh> okay the fuck is this
  324. [03:33:33] <Rick> dat dat dat
  325. [03:33:45] <rmmh> that's ascii
  326. [03:33:52] <Ymgve> raw opcodes: http://pastebin.com/abvXZQNx
  327. [03:33:53] <Rick> yeah
  328. [03:33:57] <Twisol> allo.
  329. [03:33:58] <Rick> thats the congrats message ymgve said earlier
  330. [03:34:03] <rmmh> 'Congratulations, you found the correct bit order!'
  331. [03:34:16] <rmmh> okay what now
  332. [03:34:19] <Ymgve> well, this is boring, the program doesn't display anything!
  333. [03:34:23] <superjoe> lol
  334. [03:34:28] <superjoe> what a n00b notch is
  335. [03:34:29] <rmmh> what's that end dat
  336. [03:34:34] <Zorix> its looping
  337. [03:34:43] <Blecki> Probably the dissassembler not disassembling all of it.
  338. [03:35:12] <Rick> SET [I+0x8140], [I+0x2543]
  339. [03:35:21] <startling> looks like wrong-endian
  340. [03:35:25] <startling> or strings
  341. [03:35:38] <startling> anyone have it in hex?
  342. [03:35:40] <rmmh> wrong-endian????
  343. [03:35:45] <Twisol> Any news from Notch?
  344. [03:35:48] <rmmh> wait no
  345. [03:35:48] <Rick> this screams 'needs to load it as a full dat'
  346. [03:35:52] <rmmh> it's been obfuscated
  347. [03:35:55] <rmmh> do you see the lcg there
  348. [03:35:56] <startling> rmmh: when you put things in a file, they can be either endianness
  349. [03:36:25] <rmmh> startling: but the diassembly makes sense otherwise
  350. [03:36:50] <startling> rmmh: you sure?
  351. [03:36:58] <startling> rmmh: it could start with a lot of dats
  352. [03:37:03] <Ymgve> we probably need to find the correct values for I and J
  353. [03:37:28] <startling> does anyone have it in hex?
  354. [03:37:29] <Blecki> It loops until X is the position of the last word in the dat - 300.
  355. [03:37:38] <Ymgve> startling: look up
  356. [03:37:41] <Ymgve> I pastebinned it
  357. [03:37:52] <Rick> got it
  358. [03:38:03] <Rick> http://0x10co.de/6u9cu
  359. [03:38:04] <Blecki> Line 27 is obviously writing to the screen.
  360. [03:38:07] <Rick> needed to run it via dat
  361. [03:38:15] <Twisol> What's going on?
  362. [03:38:16] <Rick> running disassembled code = no worky because of offset shifts
  363. [03:38:38] <Blecki> http://dcpu.com/highnerd/
  364. [03:38:45] <fullwall> nice work
  365. [03:38:58] <rmmh> dude
  366. [03:38:59] <rmmh> awesome
  367. [03:39:04] <Blecki> I feel like I participated even though all I did was watch.
  368. [03:39:28] * superjoe claps
  369. [03:39:32] <Zorix> that jar doesnt do crap hmm
  370. [03:39:35] <rmmh> Rick: you own <3
  371. [03:39:40] <rmmh> it contains something zorix :3
  372. [03:39:41] <Rick> not really
  373. [03:39:44] <Rick> that was ymgve's work
  374. [03:39:47] * Twisol is still confused.
  375. [03:39:48] <Rick> I just figured disassembling was a bad idea
  376. [03:39:54] <Blecki> Yeah the jar doesn't work. :|
  377. [03:39:57] <Rick> because it would mean the reassembled code would have different offsets
  378. [03:40:06] <Ymgve> Rick: wait, the raw dats work?
  379. [03:40:07] <Rick> yeah
  380. [03:40:08] <Ymgve> ahh
  381. [03:40:17] <rmmh> it has the proper dcpu specs
  382. [03:40:18] <Rick> I saw the hardcoded offsets and went 'hmm'
  383. [03:40:33] <fullwall> it has the virtual keyboard/screen + proper dcpu
  384. [03:40:52] <startling> how do I make it do stuff?
  385. [03:41:04] <startling> I just get marquee-ing text
  386. [03:41:28] <superjoe> Hi! Feel free to play around with this. Feedback is appreciated! / Notch
  387. [03:41:32] <Rick> I doubt you're meant to directly edit it
  388. [03:41:35] <Rick> there's a mem.dmp
  389. [03:41:36] <Rick> in the jar
  390. [03:41:39] <Rick> which is presumably that app
  391. [03:41:48] <Blecki> Yeah. The jar itself doesn't run.
  392. [03:41:49] <rmmh> nothing special
  393. [03:41:56] <Blecki> Probably need to update java.
  394. [03:41:59] <fullwall> the mem.dmp just gets compiled
  395. [03:42:04] <fullwall> err
  396. [03:42:05] <fullwall> put into ram
  397. [03:42:07] <Rick> yeah
  398. [03:42:16] <rmmh> http://www.reddit.com/r/0x10c/comments/sdeq2/notch_posts_a_puzzle/c4d5wfn?context=3 omg
  399. [03:42:23] <Rick> going to decompile and diff
  400. [03:42:26] <Twisol> rmmh: :D
  401. [03:42:35] <Ymgve> that bastard stole our glory!
  402. [03:42:39] <rmmh> :#
  403. [03:42:40] <rmmh> :3
  404. [03:42:44] <Rick> rmmh is scaevolus
  405. [03:42:45] <Rick> ;p
  406. [03:42:50] <rmmh> sorry Ymgve
  407. [03:42:57] <Ymgve> never forgiven
  408. [03:43:01] <Rick> haha
  409. [03:43:04] <rmmh> hey we have proper keyup/keydown events now
  410. [03:43:09] <Rick> oh yeah
  411. [03:43:11] <Rick> sec
  412. [03:43:12] <startling> rmmh: where did you get that?
  413. [03:43:15] <Rick> i'll decompile
  414. [03:43:16] <Rick> and diff
  415. [03:43:18] <startling> what do you do with the jar?
  416. [03:43:30] <Blecki> Run it.
  417. [03:43:35] <Blecki> It's a java executable.
  418. [03:43:42] <Ymgve> no, it's an applet
  419. [03:43:48] <Ymgve> so you can't run it directly
  420. [03:44:22] <Zorix> hate applets
  421. [03:44:28] <Blecki> Well notch's webpage doesn't work.
  422. [03:44:28] <Rick> ah
  423. [03:44:31] <Rick> he switched over to using AWT
  424. [03:44:34] <Rick> instead of the old keyevent
  425. [03:45:10] <mappum> Blecki: get outta here, go back to your ld friends
  426. [03:45:35] <superjoe> seriously? no results for "java decompiler" in ubuntu's package manager?
  427. [03:46:01] <fullwall> :<
  428. [03:46:04] <Zorix> jd-gui
  429. [03:46:15] <Rick> lmao
  430. [03:46:20] <Rick> ok
  431. [03:46:21] <Rick> diff coming up
  432. [03:46:39] <superjoe> goddamn tarbombs
  433. [03:46:46] <Zorix> it works
  434. [03:46:59] <Blecki> Great. Get it working for the rest of us too.
  435. [03:47:00] <Rick> minimal changes all around
  436. [03:47:09] <Zorix> no i mean jd-gui not the applet
  437. [03:47:13] <Rick> http://pastie.org/private/to03bv10exlrc1dwoeua
  438. [03:47:44] <rmmh> still didn't fix the colors
  439. [03:47:49] <Zorix> whered that diff come from
  440. [03:48:06] <Rick> I just pasted it
  441. [03:48:11] <rmmh> oh
  442. [03:48:13] <superjoe> Rick: think that's an accident?
  443. [03:48:14] <Zorix> what was diffed
  444. [03:48:16] <rmmh> so [reg+imm] costs cycles
  445. [03:48:23] <Rick> applet code vs leak code
  446. [03:48:35] <Zorix> ahh
  447. [03:48:42] <Rick> if(i == 6)
  448. [03:48:42] <Rick> - g += 85;
  449. [03:48:42] <Rick> + b += 85;
  450. [03:48:45] <Zorix> yea i looked at the leak a while ago
  451. [03:48:52] <rmmh> wait
  452. [03:48:53] <Rick> ?rick-display
  453. [03:48:54] <scybot> rick-display http://pastie.org/pastes/3772655/text?key=xw0dmiwx5khzoagoemyww
  454. [03:48:54] <rmmh> did we just lose jsr?
  455. [03:48:59] <Rick> no rmmh
  456. [03:49:04] <rmmh> no, just his bizarre one
  457. [03:49:07] <Rick> the leak had two nonbasic ops
  458. [03:49:14] <Rick> jmp as 1
  459. [03:49:15] <Rick> jsr as 2
  460. [03:49:23] <Rick> ie he removed jmp
  461. [03:50:11] <Zorix> thought he said he wouldnt include a jmp
  462. [03:50:14] <Rick> so non-bright green is now yellow
  463. [03:50:17] <startling> Rick: what did jmp do differently from set pc
  464. [03:50:19] <Rick> instead of puke like green
  465. [03:50:22] <Rick> startling: no idea
  466. [03:50:24] <Rick> I didn't investigate
  467. [03:50:27] <startling> Rick: huh
  468. [03:50:33] <Rick> mappum you around?
  469. [03:50:40] <mappum> no
  470. [03:50:53] <Rick> :D
  471. [03:50:53] <Twisol> I might be able to help :P
  472. [03:51:01] <Twisol> something to do with the emu?
  473. [03:51:10] <mappum> the input?
  474. [03:51:10] <Rick> oh I was just going to suggest fixing the color, but I just remembered mappum never fixed it before I think
  475. [03:51:16] <Rick> I'm still reading input code
  476. [03:51:25] <mappum> did you get another leak or something?
  477. [03:51:26] <Blecki> Well I can't get the applet to run and I have no experience with java.
  478. [03:51:38] <Twisol> mappum: Notch posted a puzzle. They solved it
  479. [03:51:40] <Rick> mappum: dcpu applet
  480. [03:51:49] <Twisol> It lead to... apparently Notch's DCPU emulator.
  481. [03:51:51] <mappum> what was the solution? i saw the puzzle
  482. [03:52:00] <Twisol> dcpu.com/highnerd/
  483. [03:52:03] <Rick> the solution was Ymgve
  484. [03:52:03] <Zorix> yea applet wont run, shrug
  485. [03:52:04] <Rick> :D
  486. [03:52:06] <Rick> runs here
  487. [03:52:10] <Rick> just had to enable java
  488. [03:52:54] <startling> rmmh: I like how you told notch about the colors thing
  489. [03:53:13] <mappum> oh, that's actually a functioning emulator?
  490. [03:53:18] <Rick> mappum: the program turned out to be http://0x10co.de/6u9cu
  491. [03:53:28] <Rick> mappum: it's just notch's dcpu stuff in an applet
  492. [03:53:34] <Twisol> Heeey it works on 0x10co.de :D
  493. [03:53:41] <mappum> :D
  494. [03:53:44] <Blecki> "Functioning".
  495. [03:53:46] <Blecki> Riiight.
  496. [03:53:49] <mappum> does it have the input code?
  497. [03:53:53] <Zorix> funny part is that you need an emulator to get the emulator
  498. [03:53:53] <mappum> i know that changed
  499. [03:53:53] <Rick> yeah
  500. [03:53:54] <Rick> i'm reading it now
  501. [03:54:04] <Rick> it has events for pressed/released now
  502. [03:54:09] <Twisol> aw sweet.
  503. [03:54:10] <startling> Rick: what
  504. [03:54:15] <mappum> i saw he tweeted that
  505. [03:54:25] <Blecki> What kind of events?
  506. [03:54:34] <Rick> I dont mean events in the context of dcpu
  507. [03:54:37] <mappum> key events
  508. [03:54:41] <Blecki> Still the ring buffer, event in high bits?
  509. [03:55:04] <Rick> ok
  510. [03:55:06] <Rick> looks like
  511. [03:55:11] <Rick> keypress = key
  512. [03:55:16] <Rick> keyrelease = 0x100 | key
  513. [03:55:25] <Blecki> So what I said then.
  514. [03:55:30] <Twisol> :D
  515. [03:55:45] <Twisol> Eeeexcellent.
  516. [03:55:50] <Rick> key values come from "KeyMapping.getKey"
  517. [03:55:57] <Rick> it ignores everything < 80 and > 255
  518. [03:56:38] <mappum> word
  519. [03:56:39] <Blecki> Really? How does it get ' '?
  520. [03:56:40] <Twisol> < 80?
  521. [03:56:43] <Rick> oh
  522. [03:56:46] <Rick> keymapping is notch's code
  523. [03:56:46] <Rick> sec
  524. [03:57:15] <fullwall> KeyMapping is just a map<integer,integer>
  525. [03:57:26] <Rick> ......LOL
  526. [03:57:26] <Blecki> Look for 0x30
  527. [03:57:27] <Rick> welp
  528. [03:57:36] <Rick> keypressed/keyrelease apparently only work for arrow kes
  529. [03:57:43] <Rick> if i'm reading this right
  530. [03:57:46] <Twisol> D:
  531. [03:57:49] <mappum> i would be sad if that code didnt work
  532. [03:57:52] <mappum> but im so happy it does
  533. [03:58:01] <mappum> thanks for all the sneaky reverse engineering, rick
  534. [03:58:06] <WhyNoEinstein> anyone seen einstein?
  535. [03:58:16] <Twisol> .seen einstein
  536. [03:58:17] <scybot> Twisol: I've never seen einstein
  537. [03:58:18] <mappum> Y U NO EINSTEIN
  538. [03:58:21] <mappum> i think he died
  539. [03:58:29] <WhyNoEinstein> shame
  540. [03:58:34] <WhyNoEinstein> because we need relativity in here
  541. [03:58:41] <Rick> yup
  542. [03:58:46] <mappum> relative jumps?
  543. [03:58:47] <Rick> keypressed/released only works for arrow keys because notch is dumb
  544. [03:58:54] <Rick> but if you ask me
  545. [03:58:57] <WhyNoEinstein> yep
  546. [03:58:58] <Rick> go ahead and implement everything that way
  547. [03:59:06] <Rick> instead of just arrow keys
  548. [03:59:09] <Rick> because i'm sure notch will fix it
  549. [03:59:12] <mappum> WhyNoEinstein: did you seriously use that name, jsut ot make that joke?
  550. [03:59:23] <WhyNoEinstein> I've a lot of free time
  551. [03:59:24] <lifthrasiir> you guys are freakin. (just back from lunch)
  552. [03:59:24] <WhyNoEinstein> :<
  553. [03:59:27] <superjoe> "i'm sure notch will fix it"
  554. [03:59:28] <superjoe> LOL
  555. [03:59:31] <Twisol> lol.
  556. [03:59:38] <Rick> also
  557. [03:59:41] <mappum> D:
  558. [03:59:43] <Rick> there's no way to distinguish a typed vs pressed event
  559. [03:59:52] <Twisol> Rick: What's the difference?
  560. [03:59:59] <Rick> idk, ask a java developer
  561. [04:00:11] <Twisol> ?
  562. [04:00:15] <xNotch> :D
  563. [04:00:21] <xNotch> 0x10co.de is the best
  564. [04:00:23] <xNotch> noooo
  565. [04:00:26] <Twisol> quick ghost him
  566. [04:00:29] <Twisol> d'oh
  567. [04:00:38] <mappum> >:/
  568. [04:00:44] <Rick> http://pastie.org/private/iiagssvg1zgrygj5requq
  569. [04:00:49] <Twisol> Rick: is that like the difference between JS's keypress vs. keydown?
  570. [04:00:50] <rmmh> so I still don't understand how the trinary message was encoded
  571. [04:00:50] <xmappum> \:<
  572. [04:00:55] <startling> D:
  573. [04:00:59] <lifthrasiir> hmm, his (internal) address mapping is a bit strange
  574. [04:01:01] <lifthrasiir> 0x0000..ffff for RAM, 0x10000..10007 for general registers, 0x10008 for SP, 0x10009 for PC, and then 0x10010 (not 0x1000a) for O
  575. [04:01:11] <dcpubot_> lifthrasiir: SET A, 0xfff
  576. [04:01:12] <Fishspill> Good job figuring it out guys! :d
  577. [04:01:21] <Rick> so
  578. [04:01:32] <Blecki> rmmh, colors of the letters.
  579. [04:01:33] <lifthrasiir> maybe he confused decimals and hexadecimals somehow?
  580. [04:01:36] <fullwall> rmmh: there's ruby code in the reddit thread
  581. [04:01:52] <Twisol> guys, cut out the nameswapping :(
  582. [04:01:54] <hachque> ping Cr8
  583. [04:02:01] <rmmh> lifthrasiir: that's just implementation detail, but yeah
  584. [04:02:06] <startling> Twisol: I'm me now.
  585. [04:02:07] <Rick> values for arrow keys are: 0x26 (up), 0x28 (down), 0x25 (left), 0x27 (right)
  586. [04:02:08] <rmmh> lifthrasiir: it's how he's faking pointers :V
  587. [04:02:17] <fullwall> http://www.reddit.com/r/0x10c/comments/sdeq2/notch_posts_a_puzzle/c4d5oj0
  588. [04:02:19] <lifthrasiir> rmmh: yeah, that doesn't really matter for the spec but still strange :p
  589. [04:03:05] <hachque> .tell Cr8 strcasecmp is a Linux function and doesn't work on other platforms; we need a macro function for this.
  590. [04:03:06] <scybot> hachque: I'll pass that along.
  591. [04:03:44] <Rick> oh
  592. [04:03:46] <Rick> I could be wrong actually
  593. [04:03:53] <Rick> yeah I got that backward
  594. [04:03:57] <Blecki> lifthrasiir, maybe he does the actuall math in 0x1000F.
  595. [04:04:04] <Rick> up/down/left/right are 0x80, 0x81, 0x82, 0x83
  596. [04:04:17] <startling> hm
  597. [04:04:24] <Twisol> Rick: so arrow keys have the high bit set?
  598. [04:04:28] <Rick> pressed/released events only occur for them
  599. [04:04:37] <Rick> but i'm sure that will change
  600. [04:04:53] <Rick> keytyped is still getkeychar
  601. [04:04:56] <startling> rmmh: "Thanks! That explains a lot." like he noticed that and couldn't figure it.
  602. [04:04:58] <Rick> so unicode value of character
  603. [04:05:03] <Twisol> haha.
  604. [04:05:08] <Rick> rather
  605. [04:05:10] <Rick> not unicode value
  606. [04:05:17] <Twisol> ascii? scan code?
  607. [04:05:26] <Rick> well
  608. [04:05:30] <Rick> character value
  609. [04:05:34] <Rick> unicode value
  610. [04:05:35] <Rick> but
  611. [04:05:42] <Rick> everything out of the range of 0 and 127 is dropped
  612. [04:05:49] <Twisol> so ASCII value
  613. [04:05:51] <Rick> (see why arrow keys got mapped to 0x80..?)
  614. [04:05:56] <Twisol> since that's where unicode and ASCII match up
  615. [04:06:05] <startling> ι ςαντεδ το τυπε ιν γρεεκ, τηοθγη. :(
  616. [04:06:09] <Rick> so yeah
  617. [04:06:10] <Twisol> Mhm, he's just utilizing the upper range for special keys.
  618. [04:06:14] <Rick> yup
  619. [04:06:19] <Rick> so what I would do
  620. [04:06:24] <Rick> is add support for keypress/release
  621. [04:06:27] <Rick> for all keys
  622. [04:06:33] <Rick> limiting it to arrow keys is dumb
  623. [04:06:34] <Rick> big dumbs
  624. [04:06:52] <Twisol> startling: Gah. I actually tried to read that upside down before I realized. -_-
  625. [04:07:24] <Rick> so yeah
  626. [04:07:33] <Rick> the jmp removal and keypressed are the only tangible changes
  627. [04:07:34] <startling> Twisol: haha
  628. [04:07:48] <Rick> there's some stuff related to colors
  629. [04:07:50] <Twisol> I'm like, "the heck's theta in there for?"
  630. [04:07:53] <Rick> but that's to actually emit the right color
  631. [04:07:54] <rmmh> Rick: hey, we got bright yellow \o/
  632. [04:07:55] <Rick> as a light
  633. [04:07:58] <Rick> rmmh: dark
  634. [04:08:00] <startling> Twisol: it's an upside-down theta
  635. [04:08:03] <startling> Twisol: duh
  636. [04:08:06] <Rick> green is now puke yellow / brown
  637. [04:08:07] <Twisol> ;_;
  638. [04:08:15] <lifthrasiir> if ((i < 80) || (i > 255)) return;
  639. [04:08:18] <lifthrasiir> what the hell is this code
  640. [04:08:23] <lifthrasiir> isn't he supposed to write 0x80 instead of 80?
  641. [04:08:35] <Rick> oh shit
  642. [04:08:39] <Rick> that means I was wrong
  643. [04:08:42] <Rick> I totally read it as 0x80
  644. [04:08:43] <Twisol> ??
  645. [04:08:51] <fullwall> "By the way, could I get a quick example of [SP+next word] in action? I can't quite figure out how to use it properly. "
  646. [04:08:53] <Rick> actually
  647. [04:08:54] <Rick> hahahahaha
  648. [04:08:57] <Rick> that has to be a bug
  649. [04:09:00] <Rick> that's P
  650. [04:09:03] <lifthrasiir> VirtualKeyboard.{keyPressed,keyReleased} has a bug
  651. [04:09:08] <Twisol> lol, dear god
  652. [04:09:13] <Rick> but
  653. [04:09:16] <Rick> the bug doesnt actually matter
  654. [04:09:19] <lifthrasiir> which accidentally pushes a plain character twice into the queue
  655. [04:09:20] <Rick> since only arrow keys have a mapping
  656. [04:09:27] <Rick> <Rick> since only arrow keys have a mapping
  657. [04:09:28] <lifthrasiir> ah
  658. [04:09:32] <Rick> :p
  659. [04:09:32] <Twisol> quick, storm Notch with bug tweets
  660. [04:09:35] <rmmh> I will implement all of those changes
  661. [04:09:36] <Rick> lmao
  662. [04:09:37] <rmmh> FUCK YES
  663. [04:09:38] <rmmh> FUUUCK YES
  664. [04:09:39] <lifthrasiir> ah, you are right, it returns -1 for non-existant mappings
  665. [04:09:42] <rmmh> \o/
  666. [04:09:42] <Rick> yeah
  667. [04:09:43] <lifthrasiir> non-existent*
  668. [04:09:44] <rmmh> ~o~
  669. [04:09:45] <startling> Rick: that's probably why he didn't do all of the keys
  670. [04:09:57] <rmmh> guys
  671. [04:10:00] <rmmh> I need example code
  672. [04:10:13] <NakedFury> spam his twitter account with bugs
  673. [04:10:13] <startling> rmmh: example code?
  674. [04:10:16] <rmmh> with [SP+imm] addressing
  675. [04:10:25] <Rick> ummm
  676. [04:10:26] <Rick> but
  677. [04:10:28] <Rick> you can't do that
  678. [04:10:33] <rmmh> [–]xNotch 1 point 5 minutes ago
  679. [04:10:34] <rmmh> I will implement all of those changes.
  680. [04:10:34] <rmmh> By the way, could I get a quick example of [SP+next word] in action? I can't quite figure out how to use it properly. I trust people when they say it would be useful, but I'd like to know what clever trick I'm missing. :D
  681. [04:10:37] <Blecki> rmmh, hang on 30 seconds I'll change DCPUC and generate some.
  682. [04:10:41] <rmmh> thanks Blecki
  683. [04:10:44] <Rick> oh
  684. [04:10:46] <Twisol> [SP] for first on the stack, [SP+0xFFFF] for second, etc...?
  685. [04:10:53] <Rick> well
  686. [04:10:53] <rmmh> Blecki: a real compiler output will be the most useful :v
  687. [04:10:56] <Twisol> wait, imanidiiot
  688. [04:10:59] <lifthrasiir> okay, summary: normal characters work as is, special characters get separate codes (UP=0x80 DOWN=0x81 LEFT=0x82 RIGHT=0x83) and 0x100 bit is set when the key is about to be released, right?
  689. [04:11:03] <Rick> [sp+0xFFFF]
  690. [04:11:06] <Rick> for [sp-1]
  691. [04:11:10] <Rick> etc
  692. [04:11:11] <Blecki> rmmh, yeah I need to change it in like four places so give me a sec,.
  693. [04:11:11] <Twisol> SP comes down from 0xFFFF anyways
  694. [04:11:11] <lifthrasiir> (i.e. normal characters do not distinguish keypress and keyrelease)
  695. [04:11:14] <rmmh> kk
  696. [04:11:15] <Twisol> so it's just SP, SP+1, etc...
  697. [04:11:25] <fullwall> notch is in the IRC here?
  698. [04:11:28] <Rick> no
  699. [04:11:32] <Twisol> we wish
  700. [04:11:33] <fullwall> "edit: This was meant to the entire community here. I've been watching a couple of places on and off since I posted the image, and you were the first people to get it right! Well done! Also, seriously, check out fez, it's full of tricksy things like this."
  701. [04:11:38] <Rick> lifthrasiir: yup
  702. [04:11:56] <lifthrasiir> reasonable.
  703. [04:13:25] <Twisol> well, at least the "eval b before a" suggestion will be easy to adjust...
  704. [04:13:28] <Rick> Twisol: do you have access to updating 0x10co.de?
  705. [04:13:46] <rmmh> Twisol: most assembly code should stay working
  706. [04:13:57] <startling> ugh tons of changes woooh
  707. [04:13:58] <Twisol> Rick: No, I only have contributor access to the emulator core itself.
  708. [04:14:02] <Rick> ah
  709. [04:14:06] <Rick> tons of changes my ass
  710. [04:14:09] <rmmh> though the signed IFs will fuck things up
  711. [04:14:10] <lifthrasiir> "I will implement all of those changes." oh my?
  712. [04:14:11] <rmmh> I guess
  713. [04:14:11] <Rick> it's three tangible changes
  714. [04:14:38] <Rick> or do you mean ~the future~
  715. [04:15:01] <Twisol> 5-bit opcodes should also be easy, hallelujah for mapping opcodes to an enumeration already
  716. [04:15:12] <Rick> yeah
  717. [04:15:16] <rmmh> 5-bit basics and 6-bit specials
  718. [04:15:19] <startling> I bet he won't make all of those changes
  719. [04:15:26] <rmmh> I edited my proposal at the last second to go back to 6-bit specials :V
  720. [04:15:34] <rmmh> since special opcodes with immediates might be useful
  721. [04:15:41] <rmmh> (one-words specials with literals)
  722. [04:15:42] <Twisol> yeah
  723. [04:16:07] <Twisol> literal range shift should be a four-chracter change... :D
  724. [04:16:19] <rmmh> literal range shift could just be changing an & to a -
  725. [04:16:29] <Twisol> mmm, true
  726. [04:16:38] <Blecki> rmmh, how complex do you think this example needs to be?
  727. [04:16:47] <rmmh> Blecki: just show a function that would spill to the stack
  728. [04:16:53] <rmmh> Blecki: that complex arithmetic one you have should work ?
  729. [04:17:03] <rmmh> where it's a * b + c / d - e + f; or w/e
  730. [04:17:33] <Rick> you could probably just paste him the output of an x86 disassembly
  731. [04:17:34] <Rick> :p
  732. [04:17:39] <Blecki> rmmh, meh, I wrote a simpler example. The change is really juse 'SET J, SP / SET ?, [n+J]' -> 'SET ?, [n+SP]'
  733. [04:18:59] <Blecki> https://github.com/Blecki/DCPUC/blob/dev/sp%2Bnext_word.txt
  734. [04:19:18] <rmmh> thanks
  735. [04:20:58] <mappum> chessmaster42: hey, i know you
  736. [04:21:43] <chessmaster42> mappum: I recognize your name, emulator site?
  737. [04:21:47] <Blecki> rmmh, the 'feature test' output is a good example too, if you can pick 'spill' out of it. https://gist.github.com/2403424
  738. [04:22:00] <mappum> chessmaster42: yeah, and you just commented on my reddit post
  739. [04:22:15] <lifthrasiir> rmmh: a bit late for suggestion, but I suggest to map literal -1 to 0x3f and 0..30 to 0x20..3e.
  740. [04:22:33] <rmmh> ?
  741. [04:22:45] <lifthrasiir> in the DCPU-16 revision suggestion
  742. [04:22:47] <rmmh> lifthrasiir: literals can be implemented with subtraction
  743. [04:22:52] <rmmh> if -1 is 0x20
  744. [04:23:15] <lifthrasiir> hmm
  745. [04:23:22] <rmmh> yeah, it's a bit uglier for hardware
  746. [04:23:44] <chessmaster42> mappum: Yeah, I've been pretty busy with AtlasOS. Was browsing /r/0x10c and saw the puzzle. Now I'm reading the source of the applet and updating the OS to be compliant with everything *cross fingers*
  747. [04:24:14] <mappum> chessmaster42: oh, that's you? pro
  748. [04:24:49] <mappum> chessmaster42: hang out here, we're the first o be compliant :P
  749. [04:25:18] <chessmaster42> mappum: Your EMU was the first I used when writing DCPU code btw :)
  750. [04:25:25] <mappum> woot
  751. [04:25:32] <Blecki> Me too.
  752. [04:25:33] <Fishspill> Me too :D
  753. [04:25:54] <mappum> it's changed a lot
  754. [04:25:55] <Fishspill> I used it back when it was just on the Github, when it barely worked. :p
  755. [04:25:58] <rmmh> chessmaster42: hm, the atlas abi isn't quite the same as what we were going to do~
  756. [04:26:05] <Blecki> In fact, I've tested everything outputted by DCPUC against your emulator and rarely against anything else.
  757. [04:26:07] <chessmaster42> mappum: Right now, though, we're using DCPU Studio because it has been the most accurate and the fastest. Plus the features it has are nice, sorry :/
  758. [04:26:22] <mappum> most accurate? idk about that...
  759. [04:26:31] <rmmh> DCPU studio doesn't have the new input/graphics
  760. [04:26:39] <chessmaster42> rmmh: Our ABI is still a draft, needs updating
  761. [04:26:40] <rmmh> also doesn't have nice assembler features
  762. [04:26:41] <Fishspill> Yeah, it's actually kind of off in some regards.
  763. [04:27:04] <chessmaster42> Well, the "new" graphics and input are still speculatory unless I've missed something from the decompile
  764. [04:27:11] <Blecki> chessmaster42, https://github.com/0x10cStandardsCommittee/0x10c-Standards/blob/master/ABI/ABI%20draft%202.txt
  765. [04:27:15] <chessmaster42> We still don't have a char map location. The font is from a png
  766. [04:27:18] <Blecki> chessmaster42, conform to that one.
  767. [04:27:19] <Rick> ?rick-display
  768. [04:27:19] <scybot> rick-display http://pastie.org/pastes/3772655/text?key=xw0dmiwx5khzoagoemyww
  769. [04:27:22] <Rick> read that chessmaster42
  770. [04:27:41] <Rick> oh I need to edit it to reflect the changes in the applet
  771. [04:28:18] <chessmaster42> So, right now 0x10co.de is the most updated that we know of?
  772. [04:28:34] <mappum> i think startling's conforms, too
  773. [04:28:41] <mappum> (sixteen)
  774. [04:28:52] <mappum> ive only used my own though :/
  775. [04:28:53] <rmmh> co.de's debugger is really glitchy though
  776. [04:28:58] <mappum> true dat
  777. [04:29:05] <rmmh> hey mappum, dogfooding
  778. [04:29:08] <rmmh> do it ;)
  779. [04:29:10] <chessmaster42> Rick: Yeah, Plusmid and I have been reading the standards committee ABI doc but there aren't much details to go on yet
  780. [04:29:46] <mappum> i dont even write dcpu code though, i've only ever written it for testing the emu
  781. [04:30:01] <rmmh> exactly
  782. [04:30:09] <Rick> chessmaster42: that's not the ABI, that's how the display works in the leak
  783. [04:30:12] <Rick> (my link I mean)
  784. [04:30:17] <rmmh> chessmaster42: how did you pick your LCG constants for your rand function
  785. [04:30:24] <Rick> and yes, as far as I know 0x10co.de is the only one that does display IO correctly
  786. [04:30:37] <Rick> hmm
  787. [04:30:46] <Rick> I should put the spec up on my github
  788. [04:31:05] <Lerc> How does this work for peoples? should be able to do a whole level. http://fingswotidun.com/dcpu16/pac.html
  789. [04:31:07] <chessmaster42> rmmh: Don't recall, I think that Plusmid came up with that one
  790. [04:31:16] <Blecki> chessmaster42, I rewrote it to hopefully be clearer.
  791. [04:31:23] <Blecki> chessmaster42, anything confusing about it?
  792. [04:31:30] <chessmaster42> Blecki: Reading ...
  793. [04:33:33] <superjoe> Lerc: this is really impressive
  794. [04:33:43] <Blecki> Lerc, ha, that's awesome. But, AFAWCT, there's only the one graphics mode.
  795. [04:33:56] <Blecki> So this isn't going to work in the game.
  796. [04:34:01] <Blecki> Also, is it blurry?
  797. [04:34:20] <Lerc> That's the canvas scaling.
  798. [04:34:43] <rmmh> Lerc: are you the guy behind that?
  799. [04:34:48] <Blecki> No way to set point sampling?
  800. [04:35:23] <Lerc> I'm hoping that the game wlll make a fairly compelling case for the display mode and sprites.
  801. [04:35:31] <Lerc> rmmh: Yup.
  802. [04:35:58] <Blecki> Lerc, I'm hoping for something far simpler.
  803. [04:36:01] <Rick> .remember rick-display https://github.com/gibbed/0x10c-Notes/blob/master/VirtualMonitor.txt
  804. [04:36:02] <scybot> Rick: forgetting "rick-display http://pastie.org/pastes/3772655/text?key=xw0dmiwx5khzoagoemyww", remembering this instead.
  805. [04:36:10] <rmmh> Lerc: why go with a fixed 16-color palette rather than a user-controllable one?
  806. [04:36:40] <Blecki> Lerc, I'd like a simple 16 color display. 4 pixels per word.
  807. [04:36:55] <Blecki> What are the dimensions of the screen?
  808. [04:37:14] <Lerc> rmmh: The only reason for the limit is 80's nostalgia.
  809. [04:37:34] <Lerc> Settable palette would be trivial to add.
  810. [04:37:42] <Blecki> Lerc, yet you use Arne's NICE palette instead of a REAL one.
  811. [04:37:47] <rmmh> C64 had palettes, didn't it?
  812. [04:37:57] <Lerc> But if it's a fixed pallete, why not have a really good one :-)
  813. [04:38:08] <rmmh> BECAUSE I DEMAND MAGENTA
  814. [04:38:14] <Lerc> rmmh: 61 only had 16 colours, and no bright red.
  815. [04:38:29] <rmmh> Blecki: code helped convince notch, thanks :v
  816. [04:38:30] <Lerc> *c64
  817. [04:38:40] <Blecki> rmmh, twitter?
  818. [04:38:49] <rmmh> http://www.reddit.com/r/0x10c/comments/sdeq2/notch_posts_a_puzzle/c4d6hnz?context=3
  819. [04:39:07] <chessmaster42> Anyone have an offline assembler+emu comparable to DCPU-Studio? It's badly out-of-date as I've noticed now ...
  820. [04:39:27] <rmmh> chessmaster42: hachque has something, as does startling
  821. [04:40:05] <Rick> https://github.com/gibbed/0x10c-Notes/commit/d5ab81ab70f7d9d1dae9bfa9d0aade4af56d8767
  822. [04:40:08] <Lerc> I tried to build DCPU studio but it duses BadSector's weird help system, and started feeling like dependency hell.
  823. [04:40:34] <chessmaster42> Yeah which is why it probably hasn't been updated :P
  824. [04:40:35] <rmmh> Rick: I pointed that out, so he might fix it...
  825. [04:40:48] <Rick> which part, the fact that it's now puke yellow?
  826. [04:40:53] <rmmh> yes
  827. [04:40:55] <Lerc> Blecki: a 4 bit/pixel display mode uses a lot more ram and much slower to move.
  828. [04:41:02] <Rick> what color is it "supposed" to be?
  829. [04:41:06] <rmmh> brown
  830. [04:41:21] <Blecki> Lerc, I know but I'd like it as an option.
  831. [04:41:30] <rmmh> .w cga
  832. [04:41:31] <scybot> rmmh: CGA may stand for: -- http://en.wikipedia.org/wiki/CGA
  833. [04:41:36] <rmmh> .w computer graphics array
  834. [04:41:37] <scybot> rmmh: no results found
  835. [04:41:40] <rmmh> fff
  836. [04:42:13] <Rick> :v:
  837. [04:42:37] <rmmh> http://en.wikipedia.org/wiki/Color_Graphics_Adapter#With_an_RGBI_monitor
  838. [04:43:09] <Rick> ah
  839. [04:43:19] <Lerc> Blecki: That could be Graphics mode 2. My one allows for moving the screen plus brings back many of the pixel art challenges of picking colours really well. One of the few things left people can do better than computers.
  840. [04:43:31] <Rick> there, updated the paste so it points to my github
  841. [04:43:34] <chessmaster42> And EGA being Extended Graphics Adapter. Yay 80's tech nobody uses anymore
  842. [04:44:04] <mappum> im psyched for 0x10con
  843. [04:44:10] <superjoe> is that a joke
  844. [04:44:12] <Rick> 0x10...con?
  845. [04:44:17] <Blecki> Mother of..
  846. [04:44:22] <startling> chessmaster42: mine's up-to-date, yeah.
  847. [04:44:25] <Blecki> I'd actually have to go to that.
  848. [04:44:26] <mappum> buy tickets nao
  849. [04:44:36] <superjoe> I went to minecon because I thought #mcdevs would be there, but instead they just gave me shit for going to the con :(
  850. [04:44:37] <startling> (well, until an hour ago it was)
  851. [04:44:38] <Lerc> fun fact: I designed a modification to cga that would have made it have much better display mode colours. Invert the R of RGBI
  852. [04:44:41] <chessmaster42> startling: Link? I haven't used yours yet
  853. [04:44:46] <startling> ?sixteen
  854. [04:44:46] <scybot> sixteen https://github.com/startling/sixteen
  855. [04:44:47] <mappum> ill preorder them for you, send me $200
  856. [04:45:04] <mappum> superjoe: well we'll go to this one
  857. [04:45:05] <startling> mappum: you're probably the person who has made the most money off of 0x10c so far
  858. [04:45:13] <mappum> ha yeah, more than notch
  859. [04:45:19] <rmmh> you've made money? wat
  860. [04:45:24] <startling> yeah. greedy bastard
  861. [04:45:32] <Rick> wait what
  862. [04:45:36] <Rick> give me some of the pie
  863. [04:45:37] <Rick> you bastard
  864. [04:45:37] <Rick> 8)
  865. [04:45:46] <mappum> it was $160 in donations
  866. [04:45:51] <Rick> I kid
  867. [04:45:54] <mappum> but shit tons of people offering free hosting, too
  868. [04:45:59] <rmmh> congrats mappum
  869. [04:46:00] <chessmaster42> Quick, everyone grab mappum. Take his google wallet :P
  870. [04:46:03] <Rick> I don't beg for donations enough
  871. [04:46:15] <mappum> :P
  872. [04:46:24] <mappum> i didnt want to, someone told me to
  873. [04:46:31] <startling> haha
  874. [04:46:34] <mappum> the netherlands guy
  875. [04:46:36] <mappum> cand think of his name
  876. [04:46:48] <mappum> i also got like 200 twitter followers
  877. [04:46:51] <mappum> but i want maor
  878. [04:47:35] <Rick> I have like 1000
  879. [04:47:36] <Rick> I forget
  880. [04:47:41] <mappum> :O
  881. [04:47:44] <mappum> who are you?
  882. [04:48:34] <startling> guys I have like 20 tumblr followers
  883. [04:48:35] <rmmh> gibbed
  884. [04:48:42] <startling> i'm pretty cool too
  885. [04:48:45] <rmmh> Rick: I have 500 twitter followers, they're all from minecraft :v
  886. [04:48:50] <Rick> http://twitter.com/gibbed
  887. [04:50:00] <chessmaster42> I wish I didn't have to be up for work in the morning. Considering calling in to work on AtlasOS and get it working in the updated assemblers + emu ;)
  888. [04:50:22] <rmmh> chessmaster42: not a good idea ;)
  889. [04:50:33] <Rick> nothing is ever a good idea
  890. [04:50:36] <chessmaster42> rmmh: I know but it's so tempting, you know?
  891. [04:51:50] <chessmaster42> Meh, I'll probably be working on it on one of my other machines at work. I work with Java for a living and debugging stuff on handsets can get boring at times
  892. [04:51:56] <Lerc> Righty reddited http://www.reddit.com/r/dcpu16/comments/sdqx1/making_the_case_for_sprites_and_graphics_mode_the/
  893. [04:52:40] <rmmh> Lerc: you should give the ghosts some AI
  894. [04:52:47] <rmmh> (it's really simple)
  895. [04:55:22] <rmmh> "Then again, I assume people already verified against the leak, which I'm fine with people playing around with, by the way. :D
  896. [04:55:26] <rmmh> :3
  897. [04:56:16] <chessmaster42> Quick question, I'm updating our keyboard driver to work with the new ring buffer. However the key input is severly delayed. Any quick thoughts that might save me time?
  898. [04:56:27] <rmmh> what language
  899. [04:56:28] <Twisol> delayed in what way?
  900. [04:57:22] <Blecki> rmmh, link me that list of suggestions again.
  901. [04:57:29] <Twisol> https://gist.github.com/2341455
  902. [04:57:36] <rmmh> ?fixes
  903. [04:57:36] <scybot> fixes https://gist.github.com/2341455
  904. [04:57:38] <Twisol> Blecki: ^ still had it open
  905. [04:57:51] <Blecki> rmmh, I'm hoping his comments on reddit mean he WON'T be doing what failoverlow wanted.
  906. [04:57:56] <chessmaster42> Erm, here: http://pastebin.com/y1SzFXXF
  907. [04:58:04] <superjoe> argh, i want to work on more 0x10c stuff, but I'm too tired to be productive, and if I go to sleep I have to work all day before getting back to it
  908. [04:58:11] <chessmaster42> Working copy, just drop in 0x10co.de and you'll see what I mean
  909. [04:58:25] <rmmh> chessmaster42: have you considered doing JSR [page_reserve] rather than JSR page_reserve ?
  910. [04:58:37] <rmmh> it saves a few cycles and a few words
  911. [04:58:49] <chessmaster42> rmmh: Haven't gotten to optimizing anything yet :S
  912. [04:58:50] <Twisol> chessmaster42: no RESERVE opcode, what is that meant to do?
  913. [04:59:13] <chessmaster42> twisol: Oh, that is from DCPU Studio. I thought I removed that
  914. [04:59:16] <chessmaster42> Just comment out the line
  915. [04:59:51] <Twisol> Huh, weird.
  916. [05:00:17] <chessmaster42> I'm too tired right now to figure it out but I'm to anxious to get it updated that I'm basically rolling my face on the keyboard to fix it :P
  917. [05:00:34] <Twisol> chessmaster42: I haven't written much DCPU assembly, but the Minesweeper implementation seems to be doing something right: http://0x10co.de/lqnit
  918. [05:00:36] <scybot> Twisol: that url has been posted 4 times in the past 7 hours by mappum, rmmh, startling, and Zarutian (last linked by Zarutian 5 hours, 14 minutes ago).
  919. [05:00:45] <Twisol> chessmaster42: so it might help to look at how it does key input
  920. [05:01:12] <Blecki> rmmh, alright, everything on this list is great, except I'd like to see IGE and ILE (>= <=) too.
  921. [05:01:23] <Rick> why?
  922. [05:01:46] <Blecki> Oh I can just flip operands can't I?
  923. [05:01:48] <Rick> oh my god
  924. [05:01:51] <Twisol> :D
  925. [05:01:52] <Rick> that minesweeper startup logo
  926. [05:01:53] <Rick> that owns
  927. [05:01:56] <rmmh> ikr
  928. [05:01:58] <rmmh> it's amazing
  929. [05:02:03] <chessmaster42> I was like O.o when I saw it earlier today
  930. [05:02:13] <Rick> it's done really well
  931. [05:02:14] <rmmh> Blecki: there's only one edge case where flipping them will be different, where you have a short-form literal in b
  932. [05:02:33] <rmmh> but that should be convertible to the other type
  933. [05:02:58] <mappum> Rick: and its his first assembly evar
  934. [05:03:20] <rmmh> but he's done game dev before
  935. [05:03:48] <Rick> now you need to implement voting
  936. [05:03:51] <Rick> cos I want to upvote it
  937. [05:03:58] <Rick> that's really well done
  938. [05:04:00] <rmmh> vote by spamming it with requests
  939. [05:04:01] <Blecki> rmmh, yeah. Supporting more comparison operators is pretty high up my DCPUC todo list.
  940. [05:04:17] <mappum> so many crappy text editors :/
  941. [05:04:20] <Blecki> rmmh, I've been putting it off because implementing < in terms of > is a pain.
  942. [05:04:54] <rmmh> Blecki: plus I gave you unsigned ops! :3
  943. [05:05:01] <rmmh> err
  944. [05:05:02] <rmmh> signed
  945. [05:05:14] <rmmh> (assuming he implements them)
  946. [05:05:47] <Blecki> WUT SO I CAN COMPLICATE DCPUC??
  947. [05:05:52] <rmmh> yase
  948. [05:05:58] <Blecki> Thanks, now I need add a type system.
  949. [05:06:03] <rmmh> you thought you could get away without a type system >:3
  950. [05:06:10] <Blecki> Or differentiate signed operators somehow...
  951. [05:06:25] <Blecki> Operator -*!
  952. [05:06:38] <rmmh> .* ?
  953. [05:06:48] <Blecki> Signed-mult.
  954. [05:07:47] <Blecki> I'll probably add a type system then. I was going to have to for structs anyway.
  955. [05:08:09] <Blecki> Though it will be mostly ignored.
  956. [05:08:16] <Blecki> var a:signed = ....;
  957. [05:09:13] <Blecki> Also this minesweeper is fucked.
  958. [05:09:33] <Blecki> It's giving me one mine.
  959. [05:09:41] <rmmh> the rng is hilariously bad
  960. [05:10:24] <mappum> really? i was confused at how it was different every time i ran it
  961. [05:11:04] <Rick> it's cheating
  962. [05:11:05] <Rick> :p
  963. [05:11:23] <startling> ?minesweeper
  964. [05:11:24] <scybot> minesweeper http://0x10co.de/lqnit
  965. [05:11:39] <Blecki> rmmh, click->win.
  966. [05:11:45] <Blecki> I R BEST SWEEPER EVAR. etc.
  967. [05:12:00] <Blecki> rmmh, also thanks for the name-drop.
  968. [05:12:45] <rmmh> didn't know what nick you wanted to go by, so I just mentioned DCPUC
  969. [05:12:55] <Blecki> That is the relevant name.
  970. [05:13:00] <Blecki> And I'm Blecki on reddit.
  971. [05:14:20] <startling> ?rick-display
  972. [05:14:21] <scybot> rick-display https://github.com/gibbed/0x10c-Notes/blob/master/VirtualMonitor.txt
  973. [05:14:31] <chessmaster42> Got my keyboard driver sorted out. Now to clean up the mess ...
  974. [05:32:13] <Qwerty0> Anyone here?
  975. [05:32:23] <Rick> of course not
  976. [05:32:26] <Rick> we're over there
  977. [05:32:37] <Qwerty0> over there sounds good too
  978. [05:32:48] <lifthrasiir> and some are beyond there
  979. [05:33:22] <Qwerty0> I thought I'd come ask the sages here whether anyone's figured out how to actually run their code in Notch's VM
  980. [05:33:31] <Rick> which one
  981. [05:33:36] <Qwerty0> dcpu.com/highnerd
  982. [05:33:37] <Rick> the applet?
  983. [05:33:40] <Qwerty0> yeah
  984. [05:33:45] <Rick> you'd need to edit the jar and replace mem.dmp with your raw data
  985. [05:33:51] <Qwerty0> hmm
  986. [05:34:09] <Qwerty0> assemble, and insert into mem.dmp
  987. [05:34:10] <Qwerty0> makes sense
  988. [05:34:39] <lifthrasiir> also note that it contains a proper "main" method for benchmark
  989. [05:37:27] <Qwerty0> lol, beginning bytes of mem.dmp in ASCII: "C.o.n.g.r.a.t.u.l.a.t.i.o.n.s.,. .y.o.u. .f.o.u.n.d. .t.h.e. .c.o.r.r.e.c.t. .b.i.t. .o.r.d.e.r"
  990. [05:38:09] <Rick> yeah ymgve saw that initially
  991. [05:39:03] <Qwerty0> well i think i'll put this knowledge on reddit
  992. [05:39:32] <Qwerty0> ..unless you feel protective of it ;)
  993. [05:39:39] <mappum> we copyrighted it
  994. [05:41:17] <Qwerty0> yeah, i figured this community was pretty serious about IP
  995. [05:41:41] <startling> Shoulda seen what we did to Rick after he read the leak.
  996. [05:42:20] <hachque> wait what's going on
  997. [05:42:26] <hachque> someone tl;dr me the last 6 hours
  998. [05:42:57] <Twisol> startling: I was going to make a SoIaF joke but it was too gruesome :(
  999. [05:43:02] <rmmh> hachque: tl;dr "from xNotch: I will implement all of those changes."
  1000. [05:43:10] <hachque> what changes?
  1001. [05:43:11] <hachque> where
  1002. [05:43:12] <hachque> who
  1003. [05:43:13] <hachque> how
  1004. [05:43:14] <rmmh> hachque: http://www.reddit.com/r/0x10c/comments/sdeq2/notch_posts_a_puzzle/
  1005. [05:43:14] <Twisol> ?fixes
  1006. [05:43:14] <scybot> fixes https://gist.github.com/2341455
  1007. [05:43:25] <Rick> rmmh's changes
  1008. [05:43:27] <Rick> CHANGES CHANGES CHANGES
  1009. [05:43:33] <Twisol> tree fiddy
  1010. [05:44:36] <hachque> so
  1011. [05:44:43] <hachque> all of the suggestions on the gist are being implemented?
  1012. [05:44:58] <hachque> because if so
  1013. [05:44:59] <hachque> fffffffffffffwork
  1014. [05:45:32] <Qwerty0> yeah its pretty awesome
  1015. [05:45:43] <hachque> god damn it notch
  1016. [05:45:47] <hachque> I have university assignments
  1017. [05:46:47] <hachque> so it will literally be the dcpu-16.txt?
  1018. [05:47:29] <rmmh> idk
  1019. [05:47:34] <rmmh> maybe, maybe not~
  1020. [05:47:36] <hachque> fffff
  1021. [05:48:09] <hachque> ping Cr8
  1022. [05:48:16] <Cr8> pong
  1023. [05:48:25] <hachque> yeah just saw the email and figured you were online
  1024. [05:48:40] <hachque> are you the one who was working on a forth compiler?
  1025. [05:48:41] <Cr8> got back fron doing stuff
  1026. [05:48:46] <Cr8> i am not
  1027. [05:49:04] <Cr8> perhaps you are thinking of MostAwesomeDude
  1028. [05:49:06] <rmmh> hachque: MostAwesomeDude is
  1029. [05:49:07] <rmmh> efb
  1030. [05:49:10] <hachque> ah right
  1031. [05:49:23] <Cr8> anyway i'ma sleep
  1032. [05:49:32] <hachque> oh okay
  1033. [05:49:33] <hachque> cya then
  1034. [05:49:40] <Cr8> later
  1035. [05:51:35] <hachque> yeah anyway, I was thinking of refactoring my compiler so that it could compile other languages
  1036. [05:51:50] <hachque> and the backend focuses as just writing out assembly based on what the language compiler wants to do
  1037. [05:51:58] <hachque> compile ALL the languages and whatnot
  1038. [05:52:15] <Rick> all of them
  1039. [05:52:16] <Rick> at the same time
  1040. [05:52:44] <hachque> technically yes, since the linker will mean you can feed the compiler files written in different languages and it'll produce a single runnable image
  1041. [05:52:48] <startling> hachque: mostawesomedude and hellige are doing forths
  1042. [05:53:15] <hachque> so you could use a Forth library with C for your main application and some raw assembly for speed
  1043. [05:53:20] <hachque> and it all works
  1044. [05:53:47] <Lerc> The sprite spec I'm working with on my experimental emulator. http://fingswotidun.com/dcpu16/sprites.txt Pacman is only using mode 0 sprites because it only needs tiny sprites.
  1045. [05:54:29] <rmmh> Lerc: notch mentioned he might go to ega (or palettes in general)
  1046. [05:55:50] <hachque> tbh I really want modular hardware
  1047. [05:55:56] <hachque> so that there aren't just hard coded positions for hardware
  1048. [05:56:15] <startling> agreed.
  1049. [05:56:28] <hachque> that would mean that you could have as many different types of hardware components as you like
  1050. [05:56:38] <hachque> but realisitically the DCPU would only be able to be connected to a few hardware components
  1051. [05:56:47] <hachque> depending on how many words they expose / require
  1052. [05:56:48] <startling> "realistically"
  1053. [05:56:54] <Twisol> did someone here just follow me on twitter? :o
  1054. [05:57:00] <Rick> no
  1055. [05:57:05] <startling> notch crossed out "hard science fiction"
  1056. [05:57:05] <hachque> yeah, because you only have 0x10000 words of RAM, so you can't fill it all up with hardware :P
  1057. [05:57:16] <hachque> i didn't mean that kind of realistically
  1058. [05:57:21] <hachque> I meant, in terms of memory available
  1059. [05:57:29] <startling> hachque: oh, got it. I thought you meant "you can only have so many parallel ports"
  1060. [05:57:35] <hachque> nah
  1061. [05:57:42] <Twisol> i was thinking, couldn't you expose a mode-switch word that you'd set to change the behavior of the mapped region?
  1062. [05:57:55] <Twisol> 0 means display output, 1 means font mapping, 2 means palette...
  1063. [05:58:03] <startling> that'd be cool.
  1064. [05:58:08] <hachque> Twisol: thought of that, but not every kind of hardware is going to need the same size of RAM
  1065. [05:58:16] <Twisol> hachque: It's not a generic mechanism
  1066. [05:58:18] <startling> memory paging could be done that way in general.
  1067. [05:58:19] <hachque> and that would give control to the DCPU about what hardware it has
  1068. [05:58:25] <Twisol> hachque: It seems like it could work really well for the display itself though
  1069. [05:58:45] <hachque> I think it would be much cooler if the DCPU was told what hardware was available, and you just had to cope with what you got
  1070. [05:59:19] <lifthrasiir> rmmh: hmm, what should "SET A, 0x8000; SET B, 0xffff; DVI A, B" set to A?
  1071. [06:01:24] <Lerc> Twisol: A display mode word is what I put on my exp-emulator
  1072. [06:01:31] <chessmaster42> For those who are interested, AtlasOS has been updated and now runs properly in 0x10co.de and other emulators. Enjoy!
  1073. [06:01:38] <chessmaster42> Now I must sleep. G'night all!
  1074. [06:01:51] <rmmh> lifthrasiir: the result of the div, not the extra
  1075. [06:02:02] <rmmh> oh wait misread
  1076. [06:02:03] <lifthrasiir> but it will overflow (-0x8000 / -1 = 0x8000)
  1077. [06:02:04] <rmmh> idk
  1078. [06:03:33] <rmmh> lifthrasiir: 0 in A, 0 in O would be okay
  1079. [06:03:37] <rmmh> idk, that's not a very common case
  1080. [06:03:48] <deltab> what's the I in DVI?
  1081. [06:03:55] <lifthrasiir> right, I was just to clarify the spec
  1082. [06:04:15] <deltab> suggest "S" for signed :-)
  1083. [06:04:24] <lifthrasiir> DVS MLS is not sexy :(
  1084. [06:04:48] <deltab> or U for unsigned
  1085. [06:04:56] <Rick> div.u
  1086. [06:04:57] <Rick> :v
  1087. [06:05:43] <Twisol> what's the point of a hard-to-remember mnemonic?
  1088. [06:05:50] <Twisol> isn't that an oxymoron?
  1089. [06:07:46] <deltab> Lerc: if you don't already know: no randomness in pacman; there are sites explaining exactly how it works, including the individual ghost ai
  1090. [06:08:59] <Lerc> deltab: Yeah. I was just going from memory. To get more authentic I suspect I'd have to do a lot of research.
  1091. [06:09:30] <Lerc> But hey. I started this on sunday afternoon.
  1092. [06:09:47] <deltab> yeah, pretty awesome regardless
  1093. [06:13:04] <deltab> I have a book of tactics for playing Space Invaders, Asteroids, and similarly old games. I used to wonder why they had arcane rules like "if the second and third digits of the score are equal, display a bonus: if they are 11, show the running show; if they are 22, ..." etc.
  1094. [06:13:35] <deltab> now I know it's because it's cheaper than running a PRNG
  1095. [06:15:15] <Twisol> the player is basically the PRNG
  1096. [06:15:22] <Twisol> the score being directly affected by their actions
  1097. [06:15:51] <Lord_DeathMatch> Has anyone been able to get other programs running on the emulator that notch released earlier today, via the puzzle you guys solved?
  1098. [06:48:15] <Twisol> mappum: I has simplified literal value handling now
  1099. [06:48:32] <mappum> how so?
  1100. [06:48:37] <Twisol> there were tons of if (isLiteral()) checks before, and I just rolled them all into get() and set()
  1101. [06:49:07] <mappum> cool
  1102. [06:49:30] <Twisol> I made it so literals are flagged with 0x10000, which I think I saw in some pasted code by Notch earlier, and it's actually a lot tidier.
  1103. [06:50:05] <mappum> hmm, ok
  1104. [06:50:24] <Twisol> I can leave it in my repo if you want to inspect it more closely.
  1105. [06:51:03] <mappum> i dont care, as logn as it works and doesnt change the interface with stuff thats already interfacing with it
  1106. [06:51:19] <Twisol> unless you're using CPU#get() and #set() directly, it shouldn't
  1107. [06:51:37] <mappum> im not
  1108. [06:58:19] <Lord_DeathMatch> I ask again, has anyone been able to get other programs running on the emulator that notch released earlier today, via the puzzle you guys solved?
  1109. [06:59:29] <Twisol> Lord_DeathMatch: this is about when the channel goes quiet, so if nobody pokes you soonish I'd try back later on
  1110. [06:59:53] <migerh_> notch released an emulator?
  1111. [07:00:11] <Twisol> sorta
  1112. [07:00:13] <Twisol> migerh_: http://dcpu.com/highnerd/
  1113. [07:00:14] <scybot> Twisol: Blecki linked that 3 hours, 21 minutes ago.
  1114. [07:00:15] <mappum> http://dcpu.com/highnerd/
  1115. [07:00:16] <scybot> mappum: that url has been posted twice in the past 4 hours by Blecki and Twisol (last linked by Twisol 0 minutes ago).
  1116. [07:00:17] <mappum> dmanit
  1117. [07:00:18] <Twisol> :D
  1118. [07:00:23] <Twisol> .remember highnerd http://dcpu.com/highnerd/
  1119. [07:00:23] <scybot> Twisol: done.
  1120. [07:00:36] <migerh_> thx
  1121. [07:00:39] <Lord_DeathMatch> Righteo; only 3PM in the afternoon, here though :P
  1122. [07:00:40] <Twisol> no problem
  1123. [07:00:53] <Twisol> Lord_DeathMatch: yup, just observing.
  1124. [07:01:07] <Twisol> it's midnight here :)
  1125. [07:01:08] <mappum> Lord_DeathMatch: where is that?
  1126. [07:01:25] <Lord_DeathMatch> this is Australian Eastern Standard Time :P +8
  1127. [07:01:32] <Lord_DeathMatch> woops
  1128. [07:01:35] <Lord_DeathMatch> Western
  1129. [07:01:39] <Lord_DeathMatch> silly me
  1130. [07:01:40] <migerh_> it's 9am here
  1131. [07:01:46] <migerh_> fells like midnight
  1132. [07:01:47] <Twisol> exactly opposite US eastern, I suppose
  1133. [07:01:50] <mappum> 12 am for me :/
  1134. [07:02:18] <Twisol> It's not easy being an international channel. :D
  1135. [07:02:18] <mappum> (and twisol)
  1136. [07:02:19] <migerh_> i suppose that's east of me because west would be atlantic ocean
  1137. [07:02:37] <mappum> Twisol: ikr? I work with a guy in switzerland and a guy in tel aviv
  1138. [07:02:44] <Lord_DeathMatch> huh. Righteo; though the mem.dmp in the jar seems to be where the code is stored?
  1139. [07:02:51] <Twisol> Yeah.
  1140. [07:03:04] <Twisol> if I understand what people talked about earlier, you'd change that to contain your binary
  1141. [07:03:17] <Twisol> and then re-run (maybe recompile?) the emulator
  1142. [07:03:47] <Twisol> .down 0x10co.de
  1143. [07:03:48] <scybot> Twisol: http://0x10co.de seems to be down
  1144. [07:03:53] <Twisol> mappum: you may want to get on that.
  1145. [07:04:40] <Lord_DeathMatch> what ive done so far is just copy a new mem.dmp into the jar using winrar, no real results as of yet :( (though this method is a little brute force :P )
  1146. [07:04:43] <mappum> well shit, its not startng D:
  1147. [07:04:44] <Mortomes|Work> hordes of 0x10cers want their money back, mappum!
  1148. [07:04:56] <mappum> D:
  1149. [07:04:59] <mappum> i'm rebooting
  1150. [07:05:00] * Lord_DeathMatch laughs
  1151. [07:05:12] <Twisol> ^_^
  1152. [07:06:30] <migerh> .showtells
  1153. [07:06:36] <mappum> fuck, i guess this is a good time to migrate to the new server
  1154. [07:06:42] <migerh> right, that was the other one
  1155. [07:06:51] <migerh_> .showtells
  1156. [07:07:11] <migerh> ?log
  1157. [07:07:11] <scybot> log http://vps.thomascomputerindustries.com/logs/freenode/0x10c-dev
  1158. [07:07:18] <Twisol> mappum: any idea what's going on?
  1159. [07:07:55] <mappum> nope
  1160. [07:08:13] <Twisol> ick.
  1161. [07:13:59] <migerh> wait. i'm wrong. 12am is midnight, right?
  1162. [07:14:12] <rmmh> .wa midnight
  1163. [07:14:12] <Twisol> eys
  1164. [07:14:13] <scybot> rmmh: Time difference from now (2:14:11 am): 2 hours 14 minutes 12 seconds ago
  1165. [07:14:14] <Lord_DeathMatch> yeah, it is
  1166. [07:14:15] <Twisol> *yes
  1167. [07:14:33] <Twisol> just pretend 12am == 0am
  1168. [07:14:39] <migerh> k
  1169. [07:14:48] <startling> mappum: this is ridiculous. There's no way we'll let you organize 0x10con now!
  1170. [07:14:56] <mappum> :(
  1171. [07:14:56] <startling> Twisol: that's how harvest moon does it.
  1172. [07:15:04] <mappum> im fixing it :(
  1173. [07:15:07] <Twisol> Well, I can't say I blame them. :D
  1174. [07:15:37] <Twisol> Wouldn't it be crazy if a convention was organized for a game that wasn't even released? Oh wait.
  1175. [07:15:38] <Twisol> ;P
  1176. [07:16:02] <migerh> hm, 9 hours west from me is us west coast, right?
  1177. [07:16:08] <Lord_DeathMatch> mappum: what was the last known server load, out of curiousity?
  1178. [07:16:21] <mappum> i havent been watching
  1179. [07:16:24] <mappum> thats not the problem
  1180. [07:16:29] <mappum> i messed up some network settings
  1181. [07:16:39] <Twisol> West coast USA is -8
  1182. [07:16:40] <startling> those are always fun
  1183. [07:16:41] <mappum> but now im just moving to the new server (which ive been meaning to do)
  1184. [07:16:48] <migerh> and i'm +1
  1185. [07:16:57] <Twisol> altogether 9 hours apart
  1186. [07:17:35] <Twisol> so it's still Monday there?
  1187. [07:17:46] <migerh> tuesday 9am
  1188. [07:17:51] <Twisol> hrm
  1189. [07:17:54] <Twisol> oh, I see
  1190. [07:17:55] <migerh> +9 ;)
  1191. [07:17:56] <Twisol> was going the wrong way D:
  1192. [07:18:29] <migerh> been there once, in mountain view.
  1193. [07:18:42] <mappum> woot mountian view
  1194. [07:18:43] <Twisol> Cool.
  1195. [07:18:58] <Twisol> Sometimes I'm a little upset at all the attention north CA gets. :(
  1196. [07:19:12] <migerh> fun fact: with an american sim card i could call to germany cheaper than with my german sim card from germany to germany
  1197. [07:19:17] <mappum> if you cant beat em join em
  1198. [07:19:33] <mappum> they have computers in north CA
  1199. [07:19:34] <Twisol> mappum: not when I'm going to college down here, I'm not
  1200. [07:19:45] <mappum> go to stanford
  1201. [07:19:55] <mappum> or just drop out
  1202. [07:19:56] <Twisol> good grief, mountain view is far north
  1203. [07:20:05] <Twisol> Heh :P
  1204. [07:20:08] <mappum> im norther
  1205. [07:20:22] <mappum> any norther and in be in Canada
  1206. [07:20:27] <Twisol> yeah :P
  1207. [07:20:30] <MostAwesomeDude> ?
  1208. [07:20:32] <Twisol> Hai.
  1209. [07:20:36] <mappum> !
  1210. [07:20:43] <MostAwesomeDude> You're norther than me?
  1211. [07:20:56] <mappum> yeah dude
  1212. [07:20:56] <Twisol> .google define:norther
  1213. [07:20:57] <scybot> Twisol: http://www.norther.net/ -- THE OFFICIAL NORTHER HOMEDEATH: "Due to rough work travels and schedule, Kristian is unable to play the already confirmed shows with us. He has requested some time-off from Norther, so for the ..."
  1214. [07:21:02] <Twisol> aww, it didn't work
  1215. [07:21:10] <mappum> .wiki norther
  1216. [07:21:10] <startling> mappum: isn't there like another couple states up there?
  1217. [07:21:10] <scybot> mappum: Northern Ireland ( , Ulster Scots: Norlin Airlann or Norlin Airlan) is one of the four countries of the United Kingdom. -- http://en.wikipedia.org/wiki/Northern_Ireland
  1218. [07:21:28] <MostAwesomeDude> mappum: Corvallis, north of Eugene. You?
  1219. [07:21:40] <Twisol> West coast has California, Oregon, and Washington.
  1220. [07:21:43] <mappum> the middle of buttfuck nowhere, east of Seattle
  1221. [07:21:54] <startling> oh, i thought you were california. never mind
  1222. [07:21:58] <mappum> me, MAD, and Twisol are the whole coast
  1223. [07:22:03] <Twisol> Ahaha.
  1224. [07:22:41] <Twisol> mappum: You live in the same state that Twilight is set in.
  1225. [07:22:44] <Twisol> ^_^
  1226. [07:22:51] <MostAwesomeDude> I live in the city where Twilight was filmed. :c
  1227. [07:22:54] <mappum> :'(
  1228. [07:23:03] <Twisol> I live -nowhere- related to Twilight.
  1229. [07:23:06] <mappum> Twisol: you would think of that
  1230. [07:23:13] <MostAwesomeDude> Although, I grew up near the place where Animal Farm was filmed. Does that make up for it?
  1231. [07:23:16] <Twisol> My name has nothing to do with that series. :(
  1232. [07:23:19] <mappum> Twisol: you live in LA, where the companies that produced Twilight are from
  1233. [07:23:32] <Twisol> Ugggh beaten.
  1234. [07:23:41] <Twisol> And not quite LA, not even the same county
  1235. [07:23:44] <Twisol> but close enough I guess
  1236. [07:23:47] <mappum> people from CA in OR pretending to be in WA
  1237. [07:23:48] <startling> i live in a town the unabomber lived in!
  1238. [07:24:08] <mappum> startling: :P
  1239. [07:24:10] <startling> there are books in my library dedicated to him. no joke
  1240. [07:24:26] <Twisol> startling: got the Necronomicon?
  1241. [07:24:57] <Twisol> yeah, look, don't even ask me how I make these weird connections :P
  1242. [07:25:17] <startling> Twisol: I tried reading it once a while back. I couldn't get into it and sold it to this crazy middle eastern dude.
  1243. [07:25:42] <Twisol> There is a reference I'm missing here. :(
  1244. [07:25:52] <startling> :)
  1245. [07:27:08] <mappum> database, TRANSFER FASTER
  1246. [07:27:14] <mappum> it's only like 200m
  1247. [07:27:19] <mappum> and nothing ever been deleted
  1248. [07:27:29] <mappum> but considering its only text, i guess thats a little impressive
  1249. [07:28:04] <Twisol> mappum: I'm slightly worried about how long it will take to flush the DNS cache.
  1250. [07:28:05] <Lord_DeathMatch> ahh crap. i think the construction workers just took out the power cable. thank god for laptops and UPS's
  1251. [07:28:10] <mappum> Twisol: i know
  1252. [07:28:22] <mappum> i'll try to get a redirect up on the old server
  1253. [07:28:33] <mappum> if i can get it to serve stuff at all :/
  1254. [07:28:38] <Twisol> *nod*
  1255. [07:28:49] <Twisol> er
  1256. [07:28:55] <Twisol> a redirect to where exactly? :S
  1257. [07:29:10] <Twisol> the plain IP?
  1258. [07:29:15] <mappum> yeah
  1259. [07:29:20] <Twisol> eeuergh, but okay.
  1260. [07:29:27] <Twisol> no chance of using nginx to proxy to the new server?
  1261. [07:29:40] <mappum> i already updated the NS record
  1262. [07:29:43] <mappum> i guess i could
  1263. [07:31:37] <Rick> also mappum idk how server intensive this would be but you should probably autodelete invalid programs after a few hours
  1264. [07:31:46] <Rick> ie ones that fail to assemble
  1265. [07:31:47] <mappum> yeah i will
  1266. [07:31:56] <mappum> i have tons of CPU on the new server, so thatll be fine
  1267. [07:32:02] <mappum> hex core :D
  1268. [07:32:06] <Twisol> that should be easy to do, actually, since dcpu16.js works on both sides...
  1269. [07:32:13] <Twisol> Oh, speaking of which
  1270. [07:32:43] <Twisol> mappum: Thinking of splitting up dcpu16.js and supporting Browserify for front-end. Thoughts?
  1271. [07:32:54] <mappum> i dont even know what it is
  1272. [07:33:03] <Twisol> essentially client-side require
  1273. [07:33:10] <mappum> oh, right
  1274. [07:33:20] <Twisol> you bundle your packages server-side, and serve them as a single file
  1275. [07:33:25] <Twisol> which exposes require() to the browser environemtn
  1276. [07:33:56] <Twisol> It's been pretty great in my experience.
  1277. [07:33:58] <mappum> i dont like giving people more dependencies
  1278. [07:34:07] <mappum> and it's already a small enough API to be easy
  1279. [07:34:14] <mappum> but possibly
  1280. [07:34:36] <mappum> or do they not need another script to get require
  1281. [07:34:39] <Twisol> Yeah. I don't think it's a big issue, but I don't like dealing with big files
  1282. [07:34:41] <mappum> would that be built into dcpu16.js
  1283. [07:34:50] <Twisol> Well, lets put it this way
  1284. [07:35:25] <Twisol> it's sort of like what npm does for the server. You use browserify to bundle whatever dependencies you want, and at that point your bundle has no extra dependencies.
  1285. [07:35:28] <Twisol> so it can be served on its own
  1286. [07:35:58] <Twisol> What people -would- need browserify for is to bundle dcpu16.js, together with whatever other packages they want.
  1287. [07:36:29] <Twisol> no reason a dcpu16-only bundle couldn't be produced for them, I suppose.
  1288. [07:39:14] * hachque reads back
  1289. [07:39:27] <hachque> mappum: server transfer? o_o
  1290. [07:39:38] <mappum> yeah
  1291. [07:40:04] <hachque> too much traffic? :D
  1292. [07:44:14] <mappum> well it worked, now we just wait for the NS to update
  1293. [07:44:14] <mappum> http://199.26.85.31/
  1294. [07:45:02] <Lord_DeathMatch> hurruh!
  1295. [07:45:10] <Twisol> NS?
  1296. [07:45:17] <Twisol> so you switched nameservers too?
  1297. [07:45:34] <mappum> no
  1298. [07:45:39] <mappum> just updated the record
  1299. [07:45:54] <Twisol> wouldn't that be an A record then?
  1300. [07:46:17] <mappum> yeah
  1301. [07:46:35] <migerh> already working here :)
  1302. [07:46:38] <mappum> we're just waiting for ISPs and stuff to get the new IP
  1303. [07:46:41] <mappum> sweet
  1304. [07:47:39] <migerh> surprisingly. the NS of my university is usually the last one who gets any dns update...
  1305. [07:49:11] <Twisol> I'm using Google's DNS... looks like it'll be a while, according to dig.
  1306. [07:50:53] <mappum> it could be a day or two for some people D:
  1307. [07:51:04] <mappum> .down 0x10co.de
  1308. [07:51:04] <scybot> mappum: http://0x10co.de seems to be up
  1309. [07:51:09] <mappum> :P
  1310. [07:51:39] <mappum> and now i have a backup of the db on separate hardware
  1311. [07:51:52] <Twisol> hmm
  1312. [07:52:09] <Twisol> nevermind, I am -not- using Google's DNS. Must've changed it back.
  1313. [07:52:18] <migerh> the reverse proxy twisol suggested would be a good solution then
  1314. [07:53:13] <mappum> well that server is being shitty
  1315. [07:53:31] <mappum> it runs minecraft but not http >:/
  1316. [07:53:58] <Twisol> Hah.
  1317. [07:54:28] <mappum> i had the server off for a while and all my players were sad :(
  1318. [07:54:49] <Twisol> at least you know they enjoy your server :P
  1319. [07:54:58] <mappum> the ones that dont grief it
  1320. [07:55:06] <mappum> it's basically just anarchy
  1321. [07:55:07] <Twisol> we don't care about those
  1322. [07:55:09] <Twisol> :D
  1323. [07:55:25] <mappum> once we had like 30+ people from the UK grief it
  1324. [07:55:28] <mappum> we saw on the logs
  1325. [07:56:15] <Twisol> mappum: out of curiosity, how attached are you to how the gh-pages emulator works/looks?
  1326. [07:56:25] <Twisol> since you have 0x10co.de now and all
  1327. [07:56:26] <mappum> i'm not
  1328. [07:56:31] <mappum> do whatever you want
  1329. [07:56:34] <Twisol> kk!
  1330. [07:56:43] <mappum> but i feel like its a waste of time to work on that
  1331. [07:56:55] <Twisol> Mostly I'd be tearing stuff out, not improving it. >_>
  1332. [07:57:02] <mappum> i c
  1333. [07:57:04] <Twisol> Making it more of a test thing
  1334. [07:57:09] <mappum> gotcha
  1335. [07:57:25] <Twisol> like for example, a stdout. :D
  1336. [07:57:34] <Twisol> something I can just dump characters into without worrying about display
  1337. [07:57:51] <Twisol> *adding a stdout
  1338. [07:58:14] <mappum> hah, that IO was so early. looking back on when i made that, it feels like such a long time ago
  1339. [07:58:23] <mappum> it was before i hung out in IRC
  1340. [07:58:29] <Twisol> *nod*
  1341. [07:58:31] <mappum> and I was just bored and done with the emu
  1342. [07:58:34] <Twisol> lol.
  1343. [07:58:46] <Twisol> still bored? :D
  1344. [07:58:47] <mappum> back in the days when i instantly fixed each issue reported on github...
  1345. [07:59:02] <mappum> now theres too many things to fix that i dont fix anything
  1346. [07:59:07] <Twisol> Hah. issue != bug, and what we have now isn't exactly critical. S'fine.
  1347. [07:59:16] <mappum> true
  1348. [07:59:23] <Lord_DeathMatch> mappum: when you view the forks of a particular program, the title image path gets messed up
  1349. [07:59:26] <Lord_DeathMatch> ie, http://199.26.85.31/forks/lqnit
  1350. [07:59:56] <mappum> Lord_DeathMatch: thanks
  1351. [08:00:03] <Lord_DeathMatch> welcome :)
  1352. [08:00:24] <Lord_DeathMatch> ups is running, out, goodbye
  1353. [08:00:32] <mappum> stay fresh
  1354. [08:00:38] <mappum> it's like an 0x10c ship D:
  1355. [08:00:59] <Twisol> What is?
  1356. [08:01:07] <mappum> running on limited power
  1357. [08:01:09] <Twisol> oh :D
  1358. [08:02:30] <startling> ls
  1359. [08:02:35] <startling> oh right
  1360. [08:02:44] <Twisol> XD
  1361. [08:03:02] <mappum> this isnt a console
  1362. [08:03:13] <mappum> sudo rm -Rf /
  1363. [08:03:29] <Twisol> > Please enter your password:
  1364. [08:03:37] <startling> Delete the files in \? [y/N]
  1365. [08:03:44] <startling> er
  1366. [08:03:45] <mappum> my hand went to the key where my passwor dis by instinct
  1367. [08:03:52] <Twisol> hunter2
  1368. [08:03:59] <mappum> startling: i used -f which is force, it wouldnt ask me that
  1369. [08:04:00] <startling> heh
  1370. [08:04:02] <migerh> mappum, the logo is broken in this fork list
  1371. [08:04:13] <startling> mappum: some shells ignore it
  1372. [08:04:14] <migerh> maybe prepending a "/" would work?
  1373. [08:04:14] <mappum> migerh: someone just reported that :P thanks though
  1374. [08:04:17] <migerh> k
  1375. [08:04:37] <mappum> migerh: yeah, thats what i need to do
  1376. [08:04:52] <Twisol> mappum: I'm looking into browserify for dcpu16. All you'd need to do for 0x10co.de is add dcpu16 to the package.json and add a .use(browserify()) line to your app.js
  1377. [08:05:09] <Twisol> and naturally probably change the src of a <script>...
  1378. [08:05:25] <Twisol> ...oh, and require() it. I forget these things because they're simple :P
  1379. [08:07:42] <mappum> frakkin nameservers
  1380. [08:21:44] <mappum> errbody should do ludum dare this weekend
  1381. [08:21:47] <mappum> ERRBODY
  1382. [08:24:56] <Twisol> What -is- Ludum Dare?
  1383. [08:26:34] <mappum> you have 48 hours to make a game
  1384. [08:26:52] <mappum> you have to make everything you use (you're allowed to use open source code from before, though)
  1385. [08:26:53] <Twisol> I've never made a game ;(
  1386. [08:26:56] <mappum> D:
  1387. [08:27:08] <Twisol> Does it have to be graphical? I'm good with MUDs.
  1388. [08:27:13] <Twisol> ^_^;
  1389. [08:27:18] <mappum> nope, do whatever you want
  1390. [08:27:25] <Twisol> Hmm.
  1391. [08:27:29] <mappum> notch was a big member of the ludum dare community before minecraft
  1392. [08:27:36] <mappum> Blecki is from there, too
  1393. [08:27:37] <Twisol> So I've heard.
  1394. [08:27:38] <Twisol> Neat.
  1395. [08:27:47] <mappum> ludumdare.com/compo/
  1396. [08:27:51] <mappum> you should do it :P
  1397. [08:27:54] <mappum> http://ludumdare.com/compo/
  1398. [08:28:42] <Twisol> yeah, reading
  1399. [08:28:48] <Twisol> I see a "jam" thing there too
  1400. [08:29:11] <Lerc> I'm a Ludumdarer also http://www.ludumdare.com/compo/author/lerc/
  1401. [08:30:11] <Twisol> Hmmm. So by "open source libraries", that means that I could use Node.js and use almost any npm module out there?
  1402. [08:30:22] <Twisol> wait
  1403. [08:30:25] <Twisol> "publically available"
  1404. [08:30:29] <Twisol> but comes to the same question
  1405. [08:31:38] <mappum> they don't investigate whether or not you're cheating, people just don't cheat
  1406. [08:31:43] <mappum> theres no prize or anything
  1407. [08:31:50] <mappum> just the joy and respect of winning
  1408. [08:32:06] <Lerc> It's a personal challenge more than anything.
  1409. [08:32:11] <mappum> yeah
  1410. [08:32:28] <Twisol> *nod*
  1411. [08:32:32] <mappum> im warming up my music-making skills :P http://mappum.com/ld48.mp3
  1412. [08:34:04] <Twisol> Nice.
  1413. [08:34:13] <mappum> tons of people on 0x10code and its not even working for me >:/
  1414. [08:34:22] <Twisol> how many is "tons"?
  1415. [08:34:27] <Twisol> up from "40"?
  1416. [08:34:45] <mappum> it is 40
  1417. [08:34:48] <Lerc> Ludum dare was much smaller before Notch went and got himself famous,
  1418. [08:34:49] <mappum> all on minesweeper
  1419. [08:35:00] <Twisol> Haha. Never knew minesweeper was so popular.
  1420. [08:35:05] <Twisol> Quick, someone write Freecell!
  1421. [08:35:12] <mappum> :P
  1422. [08:35:15] <mappum> this isnt microsoft
  1423. [08:36:36] <mappum> many of them are coming from some russian forum
  1424. [08:36:43] <mappum> http://habrahabr.ru/post/142211/
  1425. [08:40:15] <startling> I may do ludum dare next weekend also
  1426. [08:40:35] <Hourd> its next weekend?
  1427. [08:41:49] <Twisol> this weekend, no?
  1428. [08:42:02] <startling> oh right it's tuesday
  1429. [08:42:06] <startling> yes, this weekend
  1430. [08:42:23] <Hourd> damn
  1431. [08:44:42] <mappum> its suuuuper fun
  1432. [08:44:56] <mappum> but really rough
  1433. [08:45:08] <mappum> gotta take mini naps
  1434. [08:45:15] <mappum> drink lotsa caffeine
  1435. [08:45:33] <startling> I might actually write a js thing. gui work in anything else is painful
  1436. [08:45:44] <mappum> we have converted you
  1437. [08:45:52] <mappum> yes, strike me down
  1438. [08:45:57] <mappum> use your anger
  1439. [08:45:58] <mappum> it makes you stronger
  1440. [08:46:24] <Twisol> startling: that's exactly why I was writing a MUD client in the browser
  1441. [08:46:40] <Twisol> the client I was using was... well, great for what's out there, but not really as good as I wanted :P
  1442. [08:50:19] <startling> mappum: heh. i like js as a language, I just don't use it much
  1443. [08:50:32] <startling> I tried writing a game a while back but it got shelved
  1444. [08:50:38] <mappum> i c
  1445. [08:50:49] <mappum> well canvas is pretty damn fast
  1446. [08:50:54] <startling> mhm
  1447. [08:51:01] <mappum> and easy
  1448. [08:51:09] <mappum> adn there are 3d libraries for it (and webgl)
  1449. [08:51:13] <startling> the idea was to keep levels as json in Gist and have people forking them
  1450. [08:51:18] <startling> I'm still fond of that idea
  1451. [08:51:31] <mappum> http://mrdoob.github.com/three.js/examples/webgl_geometry_minecraft_ao.html
  1452. [08:52:20] <mappum> startling: thats a cool idea
  1453. [08:53:06] <Twisol> mappum: Okay, node-ification of dcpu16 is basically done. I also added myself as a contributor to package.json, hope you don't mind that :P
  1454. [08:53:25] <mappum> sweet deal
  1455. [08:53:28] <Twisol> haven't pushed it into your repo yet
  1456. [08:53:36] <mappum> ok
  1457. [08:53:39] <mappum> im gonna go to bed
  1458. [08:53:42] <Twisol> okay
  1459. [08:53:46] <Twisol> mind checking it out in the morning?
  1460. [08:53:51] <mappum> ill merge it tomorrow
  1461. [08:53:52] <mappum> ya
  1462. [08:53:52] <Twisol> I don't want to merge it in without another set of eyes
  1463. [08:53:53] <Twisol> kk
  1464. [08:54:00] <Twisol> g'night
  1465. [08:54:07] <startling> me too. goodnight
  1466. [08:54:11] <mappum> well i never notce problems until post-merge
  1467. [08:54:21] <mappum> stay fresh
  1468. [08:58:32] <OBudista> Twisol does it allow for relative jumps?
  1469. [08:59:45] <Twisol> OBudista: the emulator?
  1470. [08:59:52] <Twisol> do you mean using SUB/ADD PC?
  1471. [09:10:33] <noodlekraft> ?projects
  1472. [09:10:33] <scybot> projects http://www.0xwiki.com/w/index.php?title=Project_List http://0x10cwiki.com/wiki/Developer_Tools
  1473. [09:11:21] <OBudista> why won't a shrimp share?
  1474. [10:18:27] <_notch> oh look at that
  1475. [10:18:34] <shamanas> Hey, does anybody have any resources for getting into emulation?
  1476. [10:21:16] <_notch> I verified this being me on twitter
  1477. [10:21:45] <Lord_DeathMatch> oh. wow. hi
  1478. [10:21:49] <shamanas> :D
  1479. [10:21:50] <shamanas> cool
  1480. [10:21:57] <_notch> hi!
  1481. [10:22:29] <_notch> I'm going to implement all the changes I got linked to on github, and add some kind of interrupt support. Probably both hardware and software interrupts
  1482. [10:22:53] <Lord_DeathMatch> erm... is there any easier way of giving the emulator you released today a program to run, other than copying it into the jar?
  1483. [10:23:13] <Lord_DeathMatch> also, im honoured
  1484. [10:23:16] <_notch> yeah, unzip the jar and run it from a directory with a batch file
  1485. [10:23:20] <shamanas> thats the most amount of community interaction i have ever seen from a game developer :D
  1486. [10:24:05] <_notch> :D
  1487. [10:24:08] <Rick> D:
  1488. [10:24:09] <Qata> :D
  1489. [10:24:12] <Lord_DeathMatch> seconded
  1490. [10:24:13] <lifthrasiir> _notch: hello there!
  1491. [10:24:24] <Jerub> _notch: it would be nice if your cpu spec explicitly defined what operations are signed and unsigned :)
  1492. [10:24:27] <_notch> I would've done more, but I was sooooo deeply in code before, and now I'm kinda busy with other stuff for a few dats
  1493. [10:24:33] <hachque> o_o
  1494. [10:24:44] <_notch> they're all supposed to be unsigned, but with wrap-around
  1495. [10:24:57] <_notch> so adding 0xffff is the same as subtracting 1
  1496. [10:25:05] <hachque> oh it is the real notch ^_^
  1497. [10:25:06] <_notch> but I think there are a few bugs in the wraparounding
  1498. [10:25:24] <Rick> swank
  1499. [10:25:32] <xorinzor> hi guys
  1500. [10:25:37] <Qata> hachque: Yeah he just tweeted that he was on here, so there'll be an influx in a second.
  1501. [10:25:41] <hachque> hehe, visited #0x10c-dcpu before I see :D
  1502. [10:25:44] <Rick> :v:
  1503. [10:25:51] <xorinzor> hachque: yep :P
  1504. [10:25:53] <Jerub> _notch: also, defining your hardware interfaces would be nice. i want to write a testing framework for development
  1505. [10:25:56] <ar> omg, Notch?
  1506. [10:26:04] <Rick> o-m-g
  1507. [10:26:04] <_notch> I didn't even mention the server it's on haha
  1508. [10:26:05] <Rick> HEH
  1509. [10:26:15] <_notch> yeah, I will document the hardware stuff
  1510. [10:26:19] <Jerub> great.
  1511. [10:26:20] <xorinzor> _notch: using google isnt too hard ;)
  1512. [10:26:35] <hachque> haha, so many people are joining #0x10c-dcpu... and then leaving :(
  1513. [10:26:36] <_notch> I will also make it all memorymappable in runtime, so you'll have to ask what hardware is connected and map it manually from within the program
  1514. [10:26:37] <Ste_> I used my Notch sense to find you.
  1515. [10:26:43] <hachque> _notch: :D
  1516. [10:26:49] <Rick> is that channel a thing?
  1517. [10:26:51] <ar> _notch: btw, why didn't you stick with the 6502 you tried to use before?
  1518. [10:26:52] <Rick> first i've heard of it
  1519. [10:26:53] <_notch> as a fun side effect, that will allow you to do double buffering with the monitor
  1520. [10:27:05] <Jerub> _notch: :D
  1521. [10:27:12] <_notch> 6502 was too slow to emulate in java because of all the unsigned bytes. java only has signed bytes
  1522. [10:27:26] <hachque> _notch: re memory mappable hardware, I was actually going to write an RFC for suggesting that, but it seems you're already going to do it :D
  1523. [10:27:27] <jtauber> ar: the DCPU-16 has a much nicer, orthogonal instruction set than the 6502 too :-)
  1524. [10:27:37] <_notch> I'd LOVE suggestions
  1525. [10:27:40] * Lord_DeathMatch is beyond words
  1526. [10:27:42] <jtauber> i've only written two emulators in my life: 6502 and DCPU-16 and the latter was much easier :-)
  1527. [10:28:15] <hachque> _notch: I think you should probably have like, at 0x8000 a smaller memory area which indicates <type> <position> <param1> <param2>
  1528. [10:28:21] <hachque> which repeats for I dunno, some limit
  1529. [10:28:35] <hachque> that way you could have 1 0x9000 60 60
  1530. [10:28:38] <hachque> and have a 60x60 screen
  1531. [10:28:45] <hachque> (as an example for what the parameters could be used for)
  1532. [10:29:05] <hachque> of course, that area would be read-only because it tells what hardware is available; writing to it doesn't affect anything ;)
  1533. [10:29:26] <jtauber> _notch: are you basing the memory mappable hardware off any particular machine from the 70s/80s? (I'm only familiar with how the Apple II did stuff)
  1534. [10:29:45] <_notch> well, it's kinda inspired by text mode cga
  1535. [10:30:17] <hachque> _notch: did you see Lerc's graphics mode 1 at all?
  1536. [10:30:28] <_notch> it's 128 pixels wide for aesthetic reasons (still looks somewhat readable at a distance in the game), and it fits in a 2^n texture.
  1537. [10:30:43] <_notch> I saw the game of life stuff
  1538. [10:30:46] <hachque> I thought it was a really interesting way of giving more access than just ASCII characters (I'm not familar with CGA to be honest)
  1539. [10:30:50] <Lerc> mrph?
  1540. [10:31:06] <_notch> I intentionally made it not possible to do full per pixel stuff, haha. I love limitations like that
  1541. [10:31:08] <hachque> Lerc: what's that link to the graphics mode 1 spec (image)?
  1542. [10:31:09] <Lerc> http://fingswotidun.com/dcpu16/pac.html
  1543. [10:31:10] <Rick> oh they mean a custom system
  1544. [10:31:13] <Rick> yeah that
  1545. [10:31:18] <_notch> when the sprites are in, you can cover even more area with unique pixels
  1546. [10:31:31] <Lerc> http://fingswotidun.com/dcpu16/GraphicsMode1.png
  1547. [10:31:32] <WooKi> ?projects
  1548. [10:31:32] <scybot> projects http://www.0xwiki.com/w/index.php?title=Project_List http://0x10cwiki.com/wiki/Developer_Tools
  1549. [10:31:33] <jtauber> _notch: what about other hardware? the Apple II had the notion of hardware slots that each had 256 bytes of soft switches mapped to region in 0xC000, for example
  1550. [10:31:42] <ar> _notch: also, have you fixed the shaders, where you passed 4 arguments instead of 3 (which kinda works with nvidia drivers, but meh)
  1551. [10:31:59] <Rick> I doubt notch cares about non-dev hardware atm
  1552. [10:32:11] <xorinzor> so many people :o
  1553. [10:32:18] * Hjax heard that notch was visiting our irc channel
  1554. [10:32:23] <_notch> No, I haven't worked on making the shaders correct yet. I'm just toying around with the look still
  1555. [10:32:37] <Hjax> Hi notch_ :D
  1556. [10:32:56] <_notch> Going to eventually rewrite the cube shadow maps to not use cubemaps, too. those require very modern shader support
  1557. [10:33:10] <_notch> Or, well, 1.5 year old.. But that's VERY new on laptops
  1558. [10:33:11] <hachque> _notch: maybe I misunderstood the tweet, but did you mention a few days that you wanted to have different versions of the DCPU supporting different hardware features or something like that?
  1559. [10:33:29] <xorinzor> _notch you mean from the graphics card?
  1560. [10:33:38] <_notch> The plan is if I ever update the DCPU, it will be new cpus in the game as well
  1561. [10:33:43] <_notch> so old stuff won't change, you'll have to upgrade the cpu
  1562. [10:33:45] <Rick> _notch: I believe a few people were wtf'ing at your use of immediate mode + shaders :p
  1563. [10:33:55] <qFox> they were
  1564. [10:33:56] <_notch> I'm not using immediate mode.
  1565. [10:34:18] <_notch> I have my own wrapper that looks like immediate mode, but builds array lists or vbos in the background
  1566. [10:34:31] <_notch> so the number of gl calls are very few
  1567. [10:34:36] <hachque> _notch that could be one way of offering more fine pixel control without immediately making it available to people; my concern lies with making non-text-based games ;D
  1568. [10:35:03] <_notch> the nes also has tiles and sprites, you'll be fine. :)
  1569. [10:35:26] <Rick> I think the only limitation atm with tiles is coloring, other than that the system is fine
  1570. [10:35:30] <spasm> pfft, per pixel graphics... roguelikes ftw
  1571. [10:35:47] <qFox> _notch: can you tell when you're ready to release a new dcpu spec? maybe some specs for how you plan the memory map, io, and such?
  1572. [10:35:48] <hachque> spasm: quick! port libtcod to DCPU :D :D
  1573. [10:35:52] <spasm> :D
  1574. [10:35:55] <Rick> shudder
  1575. [10:36:00] <Shadikka> hachque: :D
  1576. [10:36:00] <_notch> hah, the spectrum had two colors per tile as well, and nobody complained back then. ;D
  1577. [10:36:02] <_notch> (ok, they did)
  1578. [10:36:15] <jtauber> haha
  1579. [10:36:16] <Rick> I don't know, I'm not that old :)
  1580. [10:36:54] <FCatalan> it was awful when to sprites were close and the colors sorta bled from one to the pther
  1581. [10:37:02] <Lerc> _notch: I sort of modeld my mode on spectrum. Just smaller cells and a tweak to make them fit nicely into 16 bits.
  1582. [10:37:03] <jtauber> _notch: the Apple II had crazy limitations on hi-res colour which made emulation a lot of fun :-0
  1583. [10:37:14] <Qata> _notch: Phosphorous green and black? Please say yes.
  1584. [10:37:29] <jtauber> with burn in :-)
  1585. [10:37:35] <Qata> Aw yeah.
  1586. [10:37:37] <_notch> I am considering doing burn in! :D
  1587. [10:37:38] <Shadikka> Simulated burn-in <3
  1588. [10:37:39] <FireFly> I really like the fact that direct per-pixel access isn't available
  1589. [10:37:45] <_notch> but that takes away from the clean polygon look
  1590. [10:37:46] <jtauber> _notch: that'd be awesome
  1591. [10:37:47] <Rick> FireFly: sure there is
  1592. [10:38:13] <FireFly> Rick, hm?
  1593. [10:38:19] <coral_> twitter storm
  1594. [10:38:20] <jtauber> _notch: support different monitors? the cheap ones have burn in?
  1595. [10:38:21] <FCatalan> jordan mechner just uploaded the prince of persia sources to github, go port it someone!
  1596. [10:38:25] <hachque> _notch: random thought, what about making it so that the burn in doesn't smoothly fade away?
  1597. [10:38:56] <hachque> maybe that might keep the clean polygon look if the pixels don't fade, but kind of, the burn disappears in steps
  1598. [10:38:57] <Jerub> monitor? we don't need no stinking glass terminal. The only I/O should be a tape printer and the ship's thrusters.
  1599. [10:38:59] <spasm> _notch: scrap the whole project, people clearly want a burn-in simulator
  1600. [10:39:11] <Rick> FireFly: make your pixels big, or go with 64x64 display? :p
  1601. [10:39:21] <jtauber> spasm: haha
  1602. [10:39:31] <Mozzfly> Cheers to the guy who figured out the puzzle.
  1603. [10:39:40] <FireFly> Rick, even with 64x64 you're still limited to two colours per "actual characters" though
  1604. [10:39:41] <Rick> that was rmmh + ymgve + few others
  1605. [10:39:50] <FireFly> I like the limitations, is all
  1606. [10:39:53] <Rick> oh sure
  1607. [10:40:23] <Rick> mappum what's the new IP for co.de
  1608. [10:40:24] <Rick> >:|
  1609. [10:40:42] <FCatalan> my own javascript emulator has a dirty glass overlay, scanlines, fuzzy trembling characters, the whole retro thing. very immersive
  1610. [10:40:56] <spasm> 199.26.85.31
  1611. [10:40:58] <spasm> afaik
  1612. [10:41:03] <Rick> spasm: thanks
  1613. [10:41:10] <hachque> haha oh my god: http://0x10co.de/ufm9w
  1614. [10:41:18] <hachque> that is amazing
  1615. [10:41:19] <Hjax> spasm beat me to it, Rick you can just ping the address to get the IP
  1616. [10:41:37] <Rick> Hjax: no, my DNS is still out of date
  1617. [10:41:39] <Rick> that's why I asked
  1618. [10:41:46] <lifthrasiir> hachque: fuel 65535? XD
  1619. [10:41:49] <Hjax> Rick: ah
  1620. [10:41:53] <spasm> I figured thats why you wanted it
  1621. [10:41:58] <hachque> haha
  1622. [10:42:10] <Rick> too lazy to query a nameserver
  1623. [10:42:41] <Hjax> hachque: that game doesnt have obsticles come towards you and when you run out of fuel it goes to 0xFFFF :P
  1624. [10:42:42] <Rick> nice @ fuel wraparound
  1625. [10:42:56] <Rick> at least you know big values render properly
  1626. [10:43:02] * Hjax high fives Rick
  1627. [10:43:18] <hachque> Hjax: yeah I realised, I just saw pretty trees and and stuff and got excited :D
  1628. [10:43:29] <Hjax> hachque: it is awesome :D
  1629. [10:43:50] <noisse> from twytter
  1630. [10:43:51] <STenyaK> _notch: sprites? just wait for someone to port aalib to DCPU16 :-)
  1631. [10:44:31] <Hjax> _notch: your sheer presence here is causing the channel to grow larger
  1632. [10:44:40] <doppel> hello.
  1633. [10:44:41] <Rick> well naturally
  1634. [10:44:53] <Rick> STenyaK: http://0x10co.de/hprhb
  1635. [10:44:57] <Hjax> i find it amusing :P
  1636. [10:44:58] <doppel> being an assembly programmer myself, i was drawn here.
  1637. [10:45:05] <WillWill56> Well, hello!
  1638. [10:45:13] <Hjax> Ive been coming here for about a week
  1639. [10:45:16] <_19th> hey everybody !
  1640. [10:45:17] <slvr2> There are probably alread a million emulators, but: http://i.imgur.com/7nv6J.png (Incorrect colours and stuff, but still.)
  1641. [10:45:32] <Mozzfly> _notch: Are you even working on 0x10c atm, or are you still on vacation?
  1642. [10:45:33] <WillWill56> Cool, I kinda just rushed here cause Notch said he was here :P
  1643. [10:45:53] <shamanas> I wanna make an emulator (in ooc) too
  1644. [10:46:00] <shamanas> but I dont know where to start
  1645. [10:46:02] <_19th> i think _notch on vacation
  1646. [10:46:07] <Hjax> Rick: that is amazing
  1647. [10:46:10] <shamanas> never wrote anything of this kind . . .
  1648. [10:46:30] <hachque> Rick: oh wow
  1649. [10:46:53] <Shadikka> shamanas: I'd start at making a DASM parser. :) But that's up to you.
  1650. [10:47:41] <shamanas> Shadikka: I have wrote a couple of compilers and interpreters so I'm not really interested in building an assembler... Just want to write the emulator part
  1651. [10:47:42] <jtauber> actually, a disassembler can be a good way to start
  1652. [10:48:22] <jtauber> if you start with a disassembler, you'll be able to reuse most of the code in your emulator
  1653. [10:48:25] <_19th> minesweeper is really cool!
  1654. [10:48:37] <hachque> shamanas: just grab an existing assembler then; there's tons on the project page
  1655. [10:48:40] <doppel> i've been pondering lately about writing some crossassembler...
  1656. [10:48:47] <WillWill56> So yeah, I'm not gonna pretend I know anything about what's being discussed in this channel... I can barely program... but it sounds interesting. How much experience do people have with this stuff?
  1657. [10:48:56] <Fugiman> jtauber, other way around is better. Write an emulator than add disassembly ;)
  1658. [10:49:02] <doppel> with assembly stuff?
  1659. [10:49:18] <WillWill56> Oh, I guess.
  1660. [10:49:19] <Hjax> WillWill56: i think most of us knew a programming language or two before we came here
  1661. [10:49:22] <Rick> almost 15 years? (I got started with z80 :)
  1662. [10:49:29] <jtauber> Fugiman: well, a disassembler is trivial once you have the emulator
  1663. [10:49:35] <AlexLeporiday> Assembly (For DCPU-16) is far more simple than a lot of others but there are still some neat tricks it can do. :P
  1664. [10:49:38] <Shadikka> shamanas: Ah. Sorry, my bad. :) I'd probably start an emulator by making the actual CPU class/whatever
  1665. [10:49:53] <WillWill56> Rick: Wow, awesome.
  1666. [10:49:54] <doppel> well, i've been messing with 2600 and nes coding for years
  1667. [10:50:05] <doppel> also studying z80
  1668. [10:50:10] <_notch> brb
  1669. [10:50:15] <jtauber> WillWill56: 30 years; but haven't had this much fun with assemblers since the 80s :-)
  1670. [10:50:16] <Hjax> this is my first thing i did with assembly but i program in python
  1671. [10:50:17] <Hjax> gtg
  1672. [10:50:27] <Rick> admittedly my z80 experience came from TI calculators
  1673. [10:51:08] <_19th> in university i was learning RISC-16
  1674. [10:51:35] <_19th> it was cool stuff
  1675. [10:51:38] <Shadikka> jtauber: Dunno, I've had some fun with MIPS and ARM stuff :)
  1676. [10:51:44] <shamanas> So the CPU should basically be a representation of the stack, then i just run the program tick by tick and change the values of the stack, then use those for the graphical representation and more generall I/O
  1677. [10:51:56] <doppel> i also like to reverse-engineer stuff sometimes
  1678. [10:52:05] <hachque> shamanas: check the spec; the whole thing is just one big contigious chunk of memory
  1679. [10:52:36] <WillWill56> I didn't grow up with programming :/ and I wish I did.
  1680. [10:52:36] <jtauber> shamanas: you don't need to implement the stack explicitly
  1681. [10:52:39] <hachque> hint http://hastebin.com/fatiladopu.avras
  1682. [10:52:42] <hachque> :D
  1683. [10:53:02] <jtauber> shamanas: just have the memory and the stack is part of that (from 0xFFFF down to SP)
  1684. [10:53:09] <_19th> WillWill56: I think the same about myself :D
  1685. [10:53:12] <FCatalan> shamanas: the cpu is just a couple of arrays, the emulator basically a switch/case statement over the instruction set
  1686. [10:53:15] <shamanas> hachque: oh thanks
  1687. [10:53:18] <entrusC> Hi everyone!
  1688. [10:53:21] <_19th> hey
  1689. [10:53:32] <shamanas> thanks everyone this should be enough to get me started :D
  1690. [10:53:43] <derinerkan_> i learned a little c but now i'm learning assembly just for DCPU :P
  1691. [10:53:56] <doppel> the dcpu spec doesn't define the computer
  1692. [10:54:17] <WillWill56> :O as in for Notch's emulated CPU?
  1693. [10:54:18] <derinerkan_> it does define the bit of computer we have right now
  1694. [10:54:19] <doppel> i.e. memory, i/o, etc
  1695. [10:54:34] <doppel> yeah the cpu
  1696. [10:54:48] <derinerkan_> it does describe memory... or do you mean like an EPROM?
  1697. [10:54:51] <entrusC> so this is all about the emulated CPU from notch's most recent game?
  1698. [10:55:08] <hachque> entrusC: yup
  1699. [10:55:16] <shamanas> well I see it as an opportunity to get into emulation
  1700. [10:55:25] <shamanas> and assembly
  1701. [10:55:27] <jtauber> shamanas: yeah, it's a great way to do it
  1702. [10:55:28] <Jerub> notch was just saying that all hardware will be mmapable in runtime, so you can map devices into memory you select and stuff.
  1703. [10:55:56] <migerh> ?cat
  1704. [10:55:57] <scybot> cat http://0x10co.de/ot84o
  1705. [10:56:00] <derinerkan_> why not leave like hardware "pins" that hardware can be hooked up to, and put the pin states in specific addresses?
  1706. [10:56:09] <STenyaK> is there any compiler in progress for DCPU16? (as in, a backend for GCC, or whatever)
  1707. [10:56:29] <Shadikka> LLVM target, yes
  1708. [10:56:30] <jtauber> STenyaK: there's an llvm backend
  1709. [10:56:45] <Shadikka> ?llvm
  1710. [10:56:45] <migerh> STenyaK, many, actually
  1711. [10:56:45] <scybot> llvm https://github.com/DylanLukes/DCPU16-LLVM-Target and https://github.com/krasin/llvm-dcpu16/
  1712. [10:56:46] <hachque> STenayK: there are also non-LLVM based backends :P
  1713. [10:56:48] <derinerkan_> so that for example, toggling memory address 0x10 would toggle the output that goes to 0x10
  1714. [10:56:53] <migerh> ?projects
  1715. [10:56:53] <scybot> projects http://www.0xwiki.com/w/index.php?title=Project_List http://0x10cwiki.com/wiki/Developer_Tools
  1716. [10:57:23] <hachque> if you don't want LLVM
  1717. [10:57:28] <hachque> then there's
  1718. [10:57:29] <hachque> ?dcputoolchain
  1719. [10:57:30] <scybot> dcputoolchain http://dcputoolcha.in/
  1720. [10:57:58] <FCatalan> hellige: I'm toying with your forth right now
  1721. [10:58:09] <entrusC> is there any os available yet for the dcpu-16? I saw something C64 like in notch's game ...
  1722. [10:58:13] <migerh> hachque, you moved to cmake?
  1723. [10:58:23] <deltab> if start-of-screen in particular is software-controllable, we can do hardware scrolling (or debug visualization)
  1724. [10:58:27] <derinerkan_> entrus i think that's just printing some text on the screen
  1725. [10:58:30] <hachque> migerh: actually just finishing up the cmake stuff now
  1726. [10:58:34] <derinerkan_> i think it might be a text only screen
  1727. [10:58:38] <jtauber> FCatalan: hellige oh nice; I'll have to check it out; I'd made a start but will be fun to see how others did it
  1728. [10:58:39] <kierenj> hey guys
  1729. [10:58:40] <Jerub> derinerkan_: I'm interested in what you're saying, and I admire the simplicity of the concept, but I would assert there are problems with that design, for instance upgrading your hardware would require recompiling your code to avoid addresses it was previously using as scratch space.
  1730. [10:58:40] <hachque> Cr8 made a few changes which made it Linux only haha
  1731. [10:58:55] <derinerkan_> there is a problem like that
  1732. [10:58:56] <Jerub> derinerkan_: and the idea of being able to elect where devices are mapped into memory would enable better engineering.
  1733. [10:58:59] <migerh> hachque, nice! gotta test it some time soon, then
  1734. [10:59:01] <entrusC> i see
  1735. [10:59:01] <hachque> ?0x42c
  1736. [10:59:01] <scybot> 0x42c https://github.com/jdiez17/0x42c
  1737. [10:59:04] <hachque> entrusC: ^^
  1738. [10:59:08] <derinerkan_> yeah jerub i agree on that
  1739. [10:59:11] <STenyaK> ok, thanks all
  1740. [10:59:22] <hachque> migerh: I should have a proper CMake set up done in an hour
  1741. [10:59:38] <FCatalan> jtauber: I had started porting jonesforth, was going slowly, then found helliges working version and was a bit bummed
  1742. [10:59:48] <hachque> migreh: I also want to get 0x42c building under CMake as well
  1743. [10:59:50] <jtauber> FCatalan: I was porting jonesforth too :-)
  1744. [10:59:53] <migerh> hachque, i'm at work right now, i won't be able to test it before +5h
  1745. [11:00:02] <jtauber> derinerkan_: Jerub that's why I was suggesting something Apple II like where you have hardware slots, each of which gets 256 bytes memorymapped
  1746. [11:00:03] <FCatalan> I think DCPU16is sort of a sweet spot for forth
  1747. [11:00:15] <jtauber> FCatalan: agreed, although two stack pointers would be even better
  1748. [11:00:23] <hachque> ?forth
  1749. [11:00:24] <scybot> forth https://github.com/MostAwesomeDude/cauliflower
  1750. [11:00:27] <kierenj> didn't know this channel existed.. I'm one of the two working on 0x10c-devkit. hey
  1751. [11:00:46] <hachque> 0x10c-devkit?
  1752. [11:00:53] <migerh> we got a chicken over here ^^
  1753. [11:01:00] <derinerkan_> alright, just came up with an even weirder solution for hardware...
  1754. [11:01:03] <bungao> hey everyone, i've been working a bit on the AtlasOS
  1755. [11:01:12] <kierenj> hachque - unofficial development kit with unoriginal name, 0x10c-devkit.com
  1756. [11:01:24] <entrusC> I think someone should write a JVM for the dcpu-16 - so we would have a java virtual machine running on a java emulated dcpu-16
  1757. [11:01:33] <derinerkan_> then run 0x10c on that
  1758. [11:01:39] <hachque> entrusC: not possible
  1759. [11:01:50] <spasm> lies
  1760. [11:01:51] <FCatalan> i got a bit sidetracked, too. started porting jonesforth, needed a macro assembler so I made one, then made my own emulator, then lost steam
  1761. [11:01:54] <derinerkan_> then upload the JVM to the in-in-game dcpu
  1762. [11:01:56] <entrusC> derinerkan_: exactly!
  1763. [11:02:02] <hachque> spasm: NOT POSSIBLE! >:[
  1764. [11:02:04] <Lerc> Heya all the newcomers.
  1765. [11:02:07] <hachque> :D
  1766. [11:02:10] <spasm> LIES!
  1767. [11:02:15] <hachque> kierenj: oh hmm
  1768. [11:02:18] <derinerkan_> eventually we'll get a in-in-in-in-in-ingame DCPU
  1769. [11:02:20] <jtauber> FCatalan: given it's python, there should be better reuse between it and dcpu16py :-)
  1770. [11:02:23] <entrusC> hachque: why shouldn't that be possible? It stays turing complete after all - doesn't it?
  1771. [11:02:26] <WillWill56> I know someone called spasm...
  1772. [11:02:27] <hachque> that reminds me, I should see where that guy is at; he said he wanted to make an IDE for DCPU Toolchain
  1773. [11:02:31] <hachque> entrusC: memory
  1774. [11:02:49] <spasm> is he me?
  1775. [11:02:56] <WillWill56> I don't know.
  1776. [11:02:57] <STenyaK> why not create a client that is always connected to 0x10c, offers an API to whichever ship computer you want, and have the client do all the computing much faster than the virtualized DCPU16s in-game?
  1777. [11:03:00] <entrusC> hachque: how much memory does the dcpu-16 have again?
  1778. [11:03:02] <hachque> I really can't stress how tiny 64kb is in comparison to *today's programs*
  1779. [11:03:03] <SpacemanSpiff> hi there gods of programming ^^
  1780. [11:03:06] <WillWill56> I know a sPaAsM.
  1781. [11:03:09] <jtauber> entrusC: 128k
  1782. [11:03:14] <kierenj> 128kb (64 x 16-bit words)
  1783. [11:03:20] <kierenj> umm, 64k x 16-bit words
  1784. [11:03:23] <derinerkan_> stenyak that is a good idea... but it's kinda cheaty
  1785. [11:03:26] <migerh> hachque, why is a jvm impossible? just curious
  1786. [11:03:36] <derinerkan_> memory and processing power
  1787. [11:03:39] <spasm> ok, so not me :)
  1788. [11:03:46] <entrusC> ok - but there are java vms for microcontrollers - but I don't recall how much ram they have ...
  1789. [11:03:47] <hachque> migerh: memory. check how much the JVM uses on your computer in your average program
  1790. [11:03:55] <Shadikka> STenyaK: Don't worry, somebody's going to do it very probably. :P
  1791. [11:03:56] <hachque> hint: the memory options for java are measured in megabytes
  1792. [11:04:01] <migerh> hachque, there's nanovm
  1793. [11:04:12] <migerh> hachque, http://www.harbaum.org/till/nanovm/index.shtml
  1794. [11:04:17] <derinerkan_> hachque mine says 1mil KB
  1795. [11:04:22] <derinerkan_> i'm running minecraft
  1796. [11:04:26] <migerh> this things runs on atmel devices with a few kb mem
  1797. [11:04:37] <migerh> and 8bit atmels
  1798. [11:04:46] <migerh> *should* be portable
  1799. [11:04:57] <entrusC> migerh: exactly.
  1800. [11:04:59] <WillWill56> :O I have an Arduino, I should try nanovm... if I knew how... :/
  1801. [11:05:00] <spasm> hachque is just close minded :)
  1802. [11:05:05] <derinerkan_> 1,000,000,000bytes on my current JVM process...
  1803. [11:05:06] <FCatalan> I also have a half done scheme compiler following the famous ghuloum article. But everyone nad his cat is also doing that
  1804. [11:05:08] <hachque> oh wow that's some crazy shit
  1805. [11:05:11] <derinerkan_> using the drivemaker's kilobyte
  1806. [11:05:16] <entrusC> and an atmega8 has few memory than the dcpu
  1807. [11:05:21] <hachque> where in the hell do you put the standard library? :P
  1808. [11:05:27] <derinerkan_> not here
  1809. [11:05:49] <entrusC> no one sayd something about the standard library ...
  1810. [11:05:56] <kierenj> there may be external IO/storage of course: 1.44MB floppy needn't be read-only. could have a self-extractor and use the remaining space as swapfile/working space
  1811. [11:06:24] <spasm> someone should write a fully working computer like the dcpu, except it runs on the dcpu, so we can get a computer in our computer in our computer
  1812. [11:06:27] <derinerkan> i want to build a mainframe...
  1813. [11:06:42] <derinerkan> we need mainframes made up of DCPU's
  1814. [11:06:56] <_notch> Yeah, you can connect real computers through the game to the dcpu in the game, and there's no way for me to stop that, so I won't even try
  1815. [11:06:57] <jtauber> spasm: in AOCP, Knuth writes a MIX emulator for the MIX
  1816. [11:07:06] <spasm> :D
  1817. [11:07:17] <derinerkan> notch: why not measure speed of inputs?
  1818. [11:07:20] <_notch> but it kinda goes against the fun, though
  1819. [11:07:31] <entrusC> so we just would need a c compiler for the dcpu and we could have a nano java vm up and running in no time ;)
  1820. [11:07:35] <WillWill56> Yeah, I was thinking that, sounds like cheating.
  1821. [11:07:38] <derinerkan> if a player computes too fast, boot them out of the server?
  1822. [11:07:49] <_notch> well, yeah, I guess.. But it's a neverending uphilll battle..
  1823. [11:07:52] <Rick> 'computes too fast'
  1824. [11:07:53] <Rick> ahahahaha
  1825. [11:07:59] <derinerkan> i mean, at the speeds a computer runs, a player would destroy a keyboard doing it legitly
  1826. [11:08:03] <_notch> if it turns into a problem, we'll start adding checks against it
  1827. [11:08:04] <Rick> best counter against offloaders is to provide features that make them not want to offload
  1828. [11:08:09] <hachque> kierenj: what's the devkit licensed under?
  1829. [11:08:10] <kierenj> define 'computes too fast'. you could have an array of ships across the universe collecting data, sent to a central PC, then one ship can make movement with very little data transfer, with loads of intelligence behind it
  1830. [11:08:12] <migerh> entrusC, exactly. would be an interesting thing to do.
  1831. [11:08:13] <entrusC> notch: how can you connect real computers to the dcpu?
  1832. [11:08:26] <derinerkan> kieren i'm talking about a player who moves too fast
  1833. [11:08:28] <entrusC> migerh: yes it would be :)
  1834. [11:08:33] <kierenj> hachque: it's free, you can use it in any way you like, apart from maliciously, etc
  1835. [11:08:37] <derinerkan> using external computing power ingame
  1836. [11:08:42] <hachque> kierenj: no, I meant, source code license
  1837. [11:08:43] <doppel> a dcpu would need a 68k cpu, i think, to emulate it at a reasonable speed w/o too much bloat
  1838. [11:08:43] <_notch> well, even if I just stream the video output, people can capture that, then send keyboard commands from their computer
  1839. [11:08:50] <Lerc> At some stage I'll be making a DCPU emulator with a interface to Linux. I was designing my own VM to do this anyway, but now there's one for tools already made. Aiming to use it for low mem usage, persistant programs,
  1840. [11:08:53] <kierenj> hachque: the source code is not available now
  1841. [11:08:54] <Mozzfly> _notch: Wouldnt that be malicious in the fact of creating an ingame password capturer or something?
  1842. [11:08:58] <bungao> _notch: dind't you say that the computer's will be run on servers? the lag could decrease the speed of any interface
  1843. [11:09:07] <entrusC> notch: i see ...
  1844. [11:09:29] <WillWill56> _notch: I'd like to enquire about the Duct Tape feature of the game...
  1845. [11:09:30] <_notch> yes, on the multiverse, the dcpu runs server-side. (even when not logged in)
  1846. [11:09:31] <FCatalan> notch: will cheap sensors, turrets etc.. have builtin innacuracy, would be cool to compensate that in software
  1847. [11:09:34] <doppel> or perhaps a 65816.
  1848. [11:09:41] <_notch> yes, FCatalan :D
  1849. [11:09:52] <doppel> something with 16-bit reg operand support
  1850. [11:09:55] <_notch> duct tape will fix ANYTHING temporarily. Even cracked cpus
  1851. [11:09:55] <Caemyr> hmm
  1852. [11:10:02] <hachque> haha
  1853. [11:10:05] <Caemyr> is _notch The Notch?
  1854. [11:10:08] <entrusC> notch: I hope u limit the speed on the server side as well ;)
  1855. [11:10:09] <derinerkan> notch: are we going to be able to network generators or DCPU's together?
  1856. [11:10:10] <Mozzfly> _notch: Will ducttape get heated up and melt onto the cpu?
  1857. [11:10:11] <FireFly> Caemyr, yup
  1858. [11:10:12] <derinerkan> yes he is
  1859. [11:10:14] <Caemyr> \o/
  1860. [11:10:16] <entrusC> Caemyr: yes
  1861. [11:10:24] <FCatalan> notch: very cool, I just took a course on programming for robotics, migh come handy
  1862. [11:10:29] <Rick> he's the other notch, the notch behind the notch
  1863. [11:10:31] <doppel> unless you wanna sit around fiddlin' with high and low bytes, and DEAR GAWD lil vs big endian stuff
  1864. [11:10:34] <migerh> .twitter notch
  1865. [11:10:34] <scybot> migerh: 2012-04-17 10:21:02 notch: So much cool DCPU-16 stuff is going on. There's a dedicated irc channel with over 150 people on it! Holy moly! :D (on there as _notch now)
  1866. [11:10:34] <Caemyr> _notch: cant wait till your next coding stream
  1867. [11:10:36] <_notch> yes, you can network. If you want a HUGE ship in the multiverse, you will need multiple generators
  1868. [11:10:43] <derinerkan> awesome!
  1869. [11:10:48] <hachque> gah IRC!
  1870. [11:10:52] <Caemyr> _notch: it was always awesome experience
  1871. [11:10:55] <_notch> the monthly fee will cover one generator, and we'll work out the math so we cover the cost of emulating everything a generator can power
  1872. [11:10:55] * hachque hurries back to work
  1873. [11:11:00] <King_Rat__> i'm getting rather excited about this
  1874. [11:11:14] <_notch> so the cost of the game kinda goes hand in hand with the resource management of a generator. :D I'm quite happy with that
  1875. [11:11:16] * kierenj is supposed to be releasing a software upgrade for a major international airline, but can't peel away from the screen
  1876. [11:11:17] <Rick> it's a long ways off
  1877. [11:11:17] <entrusC> _notch: yes you should stream your coding again - I've never seen someone programming with hot code replacement that much as you did ;)
  1878. [11:11:20] <Mozzfly> _notch: Will we be able to host our own little private multiverse?
  1879. [11:11:21] <King_Rat__> the idea of notch making another minecraft is rather interesting
  1880. [11:11:28] <_ikke_> _notch: do you have any idea about monthly fees, or is that still to be considered?
  1881. [11:11:31] <derinerkan> don't want to hog questions too much, but will multiple generators "fight" each other as happens with true AC, forcing players to make separate busses?
  1882. [11:11:33] <King_Rat__> by "another minecraft" i mean one as equally original
  1883. [11:11:34] <_notch> No, Mozzfly. Or rather, that won't be officially supported
  1884. [11:11:44] <Caemyr> _notch: do you plan some kind of economical system? or will it be minecraft-alike, all to be organized by players?
  1885. [11:11:47] <jtauber> _notch: charging for generators seems an awesome approach
  1886. [11:11:48] <_notch> it would be possible to hack it, but don't charge for it or distribute hacked clients if you do
  1887. [11:11:55] <Shadikka> _notch: Why not go the EVE way of economy :) (I'm joking... mostly.)
  1888. [11:11:58] <Rick> so you'll tolerate it?
  1889. [11:11:59] <doppel> a "generator"?
  1890. [11:12:09] <_notch> I'm considering having some kind of credits system in the game
  1891. [11:12:10] <Mozzfly> _notch: Will you be fine with someone editing the net code to make there own server files?
  1892. [11:12:27] <_notch> Mozzfly: Well, yes, as long as it doesn't promote piracy
  1893. [11:12:27] <Rick> you don't edit netcode, you implement it :p
  1894. [11:12:41] <_notch> the game won't support that out of the box, though
  1895. [11:13:00] <entrusC> notch: you mean piracy like the guy that wanted to play quake against you?
  1896. [11:13:13] <_notch> we did the math on cpus and such, and the monthly cost will be quite a lot lower than, say, wow
  1897. [11:13:18] <_notch> plus the multiverse is optional
  1898. [11:13:21] <FCatalan> _notch: are you thinking about markov-chain generated names for systems/planets using real languages as source? works great in eve
  1899. [11:13:24] <migerh> that would be some serious inception. pirating a game INSIDE that game.
  1900. [11:13:26] <derinerkan> notch: would editing the netcode after purchasing the game to run a custom server hurt mojang, or you? after all, you're taking loads off the real multiverse
  1901. [11:13:37] <Mozzfly> _notch: Sounds good thankyou for the answers.
  1902. [11:13:48] <_notch> No, it won't hurt us, but it could split the game up into too many shards
  1903. [11:13:52] <_notch> I have big plans for the multiverse
  1904. [11:13:55] <derinerkan> that's what I was thinking
  1905. [11:14:02] <_notch> for example, even in single player, you will get to access parts of the multiverse
  1906. [11:14:11] <Mozzfly> _notch: for free?
  1907. [11:14:14] <derinerkan> like what?
  1908. [11:14:18] <_notch> if someone builds a huge trading station, and you have an internet connection, your client will download that station so you can use it
  1909. [11:14:19] <_notch> for no fee
  1910. [11:14:30] <Caemyr> _notch: great!
  1911. [11:14:43] <_notch> of course, you using it won't affect the multiverse in the other direction, as single player games aren't verified serverside
  1912. [11:14:43] <FCatalan> so your local copy reflects changes fromthe onlibne version? cool
  1913. [11:14:46] <Mozzfly> _notch: Have you considered paying a 6month term type of thing for the players?
  1914. [11:14:52] <Mozzfly> _notch: Instead of per month.
  1915. [11:14:54] <_notch> yes, but one-way only for hacking reasons
  1916. [11:14:55] <entrusC> notch: when do you plan the game to be finished? This year? Next year?
  1917. [11:15:09] <_notch> first release this year, no idea when finished
  1918. [11:15:10] <Rick> undefined
  1919. [11:15:14] <derinerkan> entrusc: like minecraft, never :P
  1920. [11:15:25] <_notch> mozzfly: Whatever model makes the most sense. :)
  1921. [11:15:28] <Rick> I'd be surprised if _notch gets a playable game out before the end of the year
  1922. [11:15:35] <hachque> I wouldn't
  1923. [11:15:38] <kierenj> _notch - I'm interested in payment providers. I've looked around before and found the paypal API great (amazon is good for microtransactions but everyone needs an amazon account).. do you have anything marked for that?
  1924. [11:15:39] <King_Rat__> how rude
  1925. [11:15:42] <derinerkan> there IS a playable game so far
  1926. [11:15:42] <_notch> there will be an initial cost to the game to discourage too many "free" accounts, but you'll get included multiverse time with that
  1927. [11:15:44] <kierenj> in terms of the game, ofc
  1928. [11:15:51] <entrusC> I meant first release - beta - the best games never get finished at all ;)
  1929. [11:15:52] <FCatalan> notch. do you fear or await eagerly things like the whole of GoonFleet migrating to 0x10c :D ?
  1930. [11:15:55] <derinerkan> we can toss cubes around while notch makes the game :P
  1931. [11:15:56] <hachque> tbh Notch has been dev'ing at a crazy rate
  1932. [11:15:57] <_ikke_> _notch: Would you also pay fees for the alpha end beta?
  1933. [11:15:59] <FireFly> derinerkan, depends on the definition of "playable"
  1934. [11:16:06] <_notch> yes, ikke, just like minecraft
  1935. [11:16:09] <Mozzfly> _notch: Will the servers for multiverse be located in different parts of the world? So we could get the best ping?
  1936. [11:16:20] <derinerkan> firefly: i count resizing cubes and other shapes to be playable :P
  1937. [11:16:23] <_notch> i have no idea about payment providers, that's up to the web team and our ceo. :D
  1938. [11:16:27] <Rick> FCatalan: pfft, anyone can have a huge fleet with sufficient skills :p
  1939. [11:16:33] <_notch> Not sure where the server will be
  1940. [11:16:40] <Rick> (assuming what _notch plans comes to fruition)
  1941. [11:16:46] <Mozzfly> _notch: Or will everyone be located on the one centrelized multiverse?
  1942. [11:16:59] <derinerkan> notch: buy server space from TPB's LOSS :D
  1943. [11:16:59] <_notch> it will be the same multiverse, but it will be sharded
  1944. [11:17:07] <WillWill56> _notch: Someone needs to say this amongst all these boring comments. You (and the entire Mojang) are awesome.
  1945. [11:17:13] <Caemyr> _notch: any range for mothly fee? like below/above 10 eu?
  1946. [11:17:26] <_notch> so the economy is shared, and large bases and structures are shared, but your adventures and skirmishes are sharded
  1947. [11:17:37] <_notch> thank you WillWill56! =D
  1948. [11:17:54] <_notch> Caemyr: I can't promise anything yet, but I'm aiming at below 10
  1949. [11:18:06] <hachque> _notch: what do you mean by sharded? as in, different for different groups of people?
  1950. [11:18:13] <entrusC> I hate to work for a big company - so I don't really have time to follow this interesting chat - brb ...
  1951. [11:18:21] <_notch> the more we can optomize the dcpu emulation, the cheaper the hosting can be as well, heh
  1952. [11:18:39] <_notch> hachque: Like guild wars. You choose who you want to play with
  1953. [11:18:39] <derinerkan> this is a snippet from the universe's code: if(!IsNotchAwesome()) selfDestruct();
  1954. [11:18:56] <hachque> _notch: Ah right
  1955. [11:19:10] <Caemyr> _notch: one last thing, any more of your awesome coding sessions?
  1956. [11:19:13] <_notch> I'm hoping to do randomly generated abandoned ships floating around in space
  1957. [11:19:20] <_notch> you'll find loot in those. and aliens and robots.
  1958. [11:19:25] <King_Rat__> half the channel seem to be attempted to hump notch's leg
  1959. [11:19:28] <qFox> _notch: are you planning to release more of hte dcpu spec soon? or should i stop refreshing for a bit ;)
  1960. [11:19:29] <kierenj> optimisation.. well being a .NET guy.. maybe Java can emit bytecode that can be JITted? or, you can store a 0x10000 array of function pointers, so to run an instruction at X, you do ramLookup[X](); ...
  1961. [11:19:32] <King_Rat__> attempting*
  1962. [11:19:43] <derinerkan> notch: will we be able to salvage and use those abandoned ships?
  1963. [11:19:44] <_notch> right now I'm not working at all due to awesome personal stuff
  1964. [11:19:51] <hachque> kierenj: that's asking for trouble :P
  1965. [11:19:56] <qFox> well at least it's awesome :)
  1966. [11:20:01] <_ikke_> _notch: so paying for the generators stimulate people to coop to combine power?
  1967. [11:20:02] <_notch> the live streams are fun, but I get scared of experimenting when I do them
  1968. [11:20:05] <kierenj> it's really quick.. have done a few times before
  1969. [11:20:12] <_notch> hopefully, _ikke_
  1970. [11:20:16] <Mozzfly> _notch: Will these ships be raidable for goodies like screens and more cpu's?
  1971. [11:20:19] <tristanC> Hi :D
  1972. [11:20:24] <_notch> hopefully
  1973. [11:20:33] * King_Rat__ licks fullwall.
  1974. [11:20:41] <_notch> but let's talk about dcpu stuff instead. ;D
  1975. [11:20:46] <derinerkan> :D
  1976. [11:20:47] <_ikke_> _notch: right
  1977. [11:20:48] <_notch> I'm giving out too many secrets now
  1978. [11:20:49] <bungao> haha server farm of raided dcpu's
  1979. [11:20:51] <kierenj> :)
  1980. [11:20:52] <tristanC> _notch: did you read the open_letter from 0x10c Standard Committee ?
  1981. [11:20:53] <Rick> yes, I was about to complain about that (this is -dev after all)
  1982. [11:21:08] <_notch> OH, also!! If you have spare wattage on your generators, you might want to use to to charge batteries
  1983. [11:21:15] <Mozzfly> brb
  1984. [11:21:16] <_notch> on the multiverse, power will become valuable
  1985. [11:21:19] <Caemyr> _notch: its awesome to watch, hours wasted easily, plus great music
  1986. [11:21:20] <_notch> so you can sell charged batteries
  1987. [11:21:21] <derinerkan> oh?
  1988. [11:21:28] <kierenj> that's niiice
  1989. [11:21:31] <derinerkan> or you could use it for bursts of cloak
  1990. [11:21:31] <doppel> i notice the dcpu has no interrupts
  1991. [11:21:32] <qFox> power is money, gosh :p
  1992. [11:21:37] <derinerkan> think about it
  1993. [11:21:42] <FCatalan> the live streams are what made me a notchfan. I don't even own or like Minecraft, I dislike java, but the LDs and Mojam, that I loved
  1994. [11:22:07] <kierenj> idd interrupts or a paging (virtual memory/mmu) would certainly open things up for an OS..
  1995. [11:22:09] <derinerkan> if the overhead is too small to run something directly, charge batteries, run in bursts. nothing will have to shut off to increase overhead
  1996. [11:22:16] <Caemyr> _notch: do you plan some advanced engineering when constructing ships? something like ship mass vs power ratio
  1997. [11:22:19] <doppel> so i guess there won't be any hardware exception type things
  1998. [11:22:22] <Caemyr> size vs capacity?
  1999. [11:22:41] <hachque> FCatalan: that's because rapid indie game development is awesome :D
  2000. [11:22:48] <BlamBear> 0x10co.de down?
  2001. [11:22:54] <avdg> again?
  2002. [11:22:55] <Rick> BlamBear: in server migration
  2003. [11:22:58] <_notch> it will get interrupts soon! :D
  2004. [11:22:58] <migerh> BlamBear, moved
  2005. [11:22:59] <BlamBear> ahh ok
  2006. [11:23:01] <_ikke_> BlamBear: nope
  2007. [11:23:15] <migerh> BlamBear, use 199.26.85.31
  2008. [11:23:15] <_notch> I tried to avoid them, but I do see the point. I would LOVE community suggestions on how to implement them
  2009. [11:23:17] <fullwall> King_Rat__: ?
  2010. [11:23:22] <_notch> I've always been afraid of them personally
  2011. [11:23:36] <Rick> I think rmmh had suggestions on that, or someone else did
  2012. [11:23:46] <hachque> _notch: I feel like interrupts kind of make it too easy
  2013. [11:23:55] <hachque> in the same line as you were talking before with per-pixel access to the screen
  2014. [11:24:13] <kierenj> PC-style interrupts are OK: an instruction to enable, disable, then a jump table in low RAM for each interrupt. easy to manage, chain. my 2c
  2015. [11:24:14] <BlamBear> too easy? :\
  2016. [11:24:14] <_notch> people wanted it for threading and os stuff
  2017. [11:24:20] <hachque> If I have to read from the keyboard buffer every now and then to make sure input doesn't get lost, then that's a challenge
  2018. [11:24:29] <kierenj> idd, a timer interrupt and you can do multithreading
  2019. [11:24:32] <hachque> you can do threading without interrupts
  2020. [11:24:37] <spasm> _notch: do you have a rough eta on an official dcpu emulator?
  2021. [11:24:44] <gaborsz> howdy
  2022. [11:24:46] <_notch> i uploaded one last night :D
  2023. [11:24:47] <kierenj> only if all apps regularly call to a yield function, hachque
  2024. [11:24:53] <hachque> exactly :)
  2025. [11:24:59] <Rick> .remember highnerd http://dcpu.com/highnerd/
  2026. [11:24:59] <scybot> Rick: forgetting "highnerd http://dcpu.com/highnerd/", remembering this instead.
  2027. [11:24:59] <scybot> Rick: that url has been posted 4 times in the past 8 hours by Blecki, mappum, and Twisol (last linked by Twisol 4 hours, 24 minutes ago).
  2028. [11:25:05] <Rick> oh, someone already did that
  2029. [11:25:21] <doppel> interestingly the atari 2600 has no interrupts either, so they aren't essential
  2030. [11:25:22] <FCatalan> I think the design needs some corners so asm wizards can do their magic, it's good that us mere mortals can fiddle, but masters will need their fun with harder stuff
  2031. [11:25:24] <gaborsz> can I ask @notch Will you be able to terraform dead planets in 0x10c? Can you set up defenses or a land base for your stuff? :) Thanks
  2032. [11:25:35] <Lerc> You'd potentially need an interrupt PC register. unless you don't mind hurting people playing silly buggers with the stack.
  2033. [11:25:36] <doppel> but yeah they do make some things easier
  2034. [11:25:52] <doppel> like timing tasks
  2035. [11:25:55] <_notch> what about only a 60 hz timer hardware interrupt? Nonmaskable? :D
  2036. [11:26:00] <fullwall> .logs
  2037. [11:26:02] <fullwall> .log
  2038. [11:26:04] <migerh> ?log
  2039. [11:26:05] <scybot> log http://vps.thomascomputerindustries.com/logs/freenode/0x10c-dev
  2040. [11:26:07] <doppel> yes notch
  2041. [11:26:14] <WillWill56> _notch: How central will programming be to the game? I'd love it if I learned to program well because of this game.
  2042. [11:26:15] <ngc0202> WillWill56 lost the game!
  2043. [11:26:19] <FCatalan> for example the orthogonal instruction set is sweet, but sometimes feels like easymode
  2044. [11:26:24] <Lerc> I'd be happy with a 60Hz timer interrupt.
  2045. [11:26:25] <doppel> 50 hz if you live in europe ;-D
  2046. [11:26:27] <WillWill56> D: I lost the game?!?!?!?!
  2047. [11:26:28] <ngc0202> WillWill56 lost the game!
  2048. [11:26:30] <kierenj> 60hz.. 1666 instructions between interrupts. should be OK?
  2049. [11:26:39] <WillWill56> :(
  2050. [11:26:44] <_notch> cycles, not interrupts
  2051. [11:26:45] <kierenj> *cycles
  2052. [11:26:47] <kierenj> :)
  2053. [11:27:06] <_notch> yeah, and if you spend longer than that in an interrupt, you get ANOTHER ONE in the middle of it
  2054. [11:27:14] <Shadikka> Hmm. Wonder if that's just an autoresponder to "the game"?
  2055. [11:27:15] <ngc0202> Shadikka lost the game!
  2056. [11:27:16] <hachque> haha
  2057. [11:27:27] <doppel> only 1666 cycles?
  2058. [11:27:32] <Shadikka> Yes, it is. :|
  2059. [11:27:33] <Lerc> _notch: I've had that happen in real life.
  2060. [11:27:36] <Rick> someone kick that guy :p
  2061. [11:27:43] <doppel> that seems like a very small amount of time.
  2062. [11:27:44] <kierenj> could be a virtual vsync or something
  2063. [11:27:54] <jtauber> doppel: how did the Atari 2600 do it with the 6507?
  2064. [11:27:55] <_notch> yeah, 60 hz.. haha
  2065. [11:28:02] <Sky___> good luck notch =D i'll be quiet now and listen ;)
  2066. [11:28:03] <bungao> _notch: what about a table of interupts for different events (stored outside memory) setting the table for each event would point it to memeory location, when the event happens it would set the pc to that memery location
  2067. [11:28:08] <doppel> in 6502 terms, for example, that only corresponds to roughy 10 or 11 scanlines
  2068. [11:28:19] <_notch> you can of course have your own "ignore interrupt" flag by checking a memory location manually in the interrupt
  2069. [11:28:21] <doppel> well on the nes anyway
  2070. [11:28:46] <Lerc> You knew exactly what time it was on the 2600. Otherwise you couldn't draw anything.
  2071. [11:28:49] <mozzfly> back
  2072. [11:28:56] <FCatalan> _notch: have you seen TouchOSC for iOS or Android? You need to have a look if you haven't already
  2073. [11:28:59] <doppel> well the vertical blank was handled by the programmer
  2074. [11:29:07] <kierenj> changable timer frequency I think is a bad idea, could cause incompatibilities. for lower-freq stuff and measuring could have a RTC mapped. I think 60Hz and allow people to subdivide themselves would be OK
  2075. [11:29:55] <mozzfly> _notch will there be a sort of ingame appstore for code for dcpu-16
  2076. [11:29:56] <ngc0202> mozzfly lost the game!
  2077. [11:29:57] <kierenj> could even have a memory-mapped cycle counter, RTC, and CPU status info like CPUID instruction
  2078. [11:30:03] <_notch> i hope so, mozzfly
  2079. [11:30:08] <FireFly> << 0081 00c1
  2080. [11:30:08] <dcpubot> FireFly: SET [A], A / SET [Y], A
  2081. [11:30:14] <doppel> you had to draw the line scanline by scanline
  2082. [11:30:15] <FireFly> hm
  2083. [11:30:16] <qFox> selling apps for batteries :p
  2084. [11:30:31] <_notch> ideally people would make their own, but I think I might cheat and build one in java instead of in DCPU-16 code..
  2085. [11:30:37] <doppel> then handle game logic on the "off-time"
  2086. [11:30:50] <_notch> sharing software will be quite central
  2087. [11:30:59] <mozzfly> _notch thats what i was thinking
  2088. [11:31:02] <derinerkan> player made app stores are the way to go i think
  2089. [11:31:06] <WillWill56> _notch: I'm thinking of uses for the DCPU... could you program it to automatically aim your cannons at the enemy or something?
  2090. [11:31:10] <doppel> fortunately there was a timer in the 6532 that sorta made it easier
  2091. [11:31:13] <kierenj> don't know if you saw the devkit thing, but I put in memory-mapped web access (write a URL to a port, read response back).. reckon something like that might make it into the game? :)
  2092. [11:31:20] <_notch> oh, and floppy disks. THats how you carry programs around
  2093. [11:31:21] <BlamBear> player made app stores would split the community?
  2094. [11:31:23] <derinerkan> like you go to a trading center, each one has a different app store
  2095. [11:31:28] <derinerkan> no they might not
  2096. [11:31:29] <BlamBear> but then again so do player made operating systems
  2097. [11:31:35] <derinerkan> not more than factions or governments
  2098. [11:31:50] <avdg> we need a huuuge floppy disk database!
  2099. [11:31:52] <avdg> :-)
  2100. [11:32:02] <derinerkan> DCPU controlled of course
  2101. [11:32:09] <Rick> you could call it... a zip drive!!
  2102. [11:32:10] <Rick> 8)
  2103. [11:32:11] <FCatalan> _notch: MSX ROM cartrigdes were wayyy cooler
  2104. [11:32:17] <derinerkan> like, a room full of floppies
  2105. [11:32:25] <mozzfly> _notch will we be able to have drones itd be cool to have my own c3po
  2106. [11:32:26] <derinerkan> you ask the dcpu for a file
  2107. [11:32:33] <derinerkan> it takes it and brings it to you
  2108. [11:32:47] <Rick> getting too far ahead of yourselves
  2109. [11:32:58] <mozzfly> there are so many things to do lol
  2110. [11:33:17] <FCatalan> in fact now that I think of it they weren't rom, you could write into them, they replaced the builtin ram probably
  2111. [11:33:18] <doppel> the last thing we need is another droid that nobody cares about upsetting
  2112. [11:33:23] <_notch> writing sensors and outputs will be fun
  2113. [11:33:29] <kcj> wat
  2114. [11:33:35] <doppel> trying to beat wookies at games nobody understands
  2115. [11:33:45] <kcj> Notch is here!
  2116. [11:33:46] * mozzfly ductapes 10 floppy disks together
  2117. [11:33:57] <_notch> one "goal image" I have is putting a dcpu on a platform with wheels and a large battery on it, giving it a mineral sensor and a digging module, then sending it off on a planet surface
  2118. [11:34:11] <kierenj> aww, yeah
  2119. [11:34:17] <kierenj> ..swarm!
  2120. [11:34:24] <Guizzoni> that's awesome, _notch!
  2121. [11:34:25] <kierenj> radio comms :)
  2122. [11:34:26] <Sky___> awesome idea!
  2123. [11:34:40] <ehd> so there'll be physics simulations for vehicles on planets/asteroids? neat :P
  2124. [11:34:53] <WillWill56> Would be interesting making players learn 3D math to translate the position of the enemy's ship from sensors into angles for their cannons to use in aiming.
  2125. [11:34:54] <_notch> yeah, that's the plan
  2126. [11:34:56] <Ronald_> How are you going to handle the ships atmosphere? it seems to be impossible to check for air leaks in the ships design
  2127. [11:35:01] <Jerub> _notch: pfft. the real way to do asteroid mining is to tether the ship against the asteroid, use the rocket motor to melt the entire rock, then spin it until the gold is near the outer edge. ;)
  2128. [11:35:23] <_notch> I will make it impossible to design a ship that isn't air tight. You give it a bounding volume first, then dig out rooms after
  2129. [11:36:10] <FCatalan> I recommend taking the udacity.com CS373 course to anyone wanting to automate sensors and stuff
  2130. [11:36:11] <mozzfly> _notch how different will planets be. Will we have to travel so and so lightyears to get to a copy or replica of the planet
  2131. [11:36:23] <qFox> so we'll be seeing many enterprises? :p
  2132. [11:36:27] <doppel> that wouldn't work unless the gold was less dense than the rest of the asteroid material.
  2133. [11:36:51] <ehd> qFox: i can see it coming. star wars fanboys vs. star trek fanboys vs. /b/
  2134. [11:36:52] <spasm> _notch: are you planning on making smaller/larger dcpus? like a dcpu8 or something to put in drones that requires less power, but is obviously less capable?
  2135. [11:36:55] <_notch> as many planet types as I can think of
  2136. [11:37:02] <FCatalan> it's an awesome introduction to robotics programming from the guy making the Googole self driving car
  2137. [11:37:15] <_notch> spasm: I'm thinking underclocking it. Set it to 10khz, and it uses 10% of the power
  2138. [11:37:24] <ehd> FCatalan: thanks.
  2139. [11:37:25] <Lerc> re sprites/gfx: I thought 16 8x8 sprites would work. c64 had 8 but could reuse going down the screen. Drew a test pic to see how much coverage you could get with 8x8's http://i.imgur.com/0K2zn.png
  2140. [11:37:29] <_notch> or 1khz if you're only doing basic sensor stuff
  2141. [11:37:30] <Salgar_> Can I have a lightsaber?
  2142. [11:37:33] <spasm> ok, thats even better
  2143. [11:37:35] <doppel> ehd: she made the kessel run in less than 12 parsecs
  2144. [11:37:38] <mozzfly> i wonder if overclocking will be achieved
  2145. [11:37:57] <WillWill56> Well, hope _notch enjoys developing the game, I know I'm looking forward to it. I'm off.
  2146. [11:38:03] <qFox> ehd: there's your holy war. right there!
  2147. [11:38:15] <kcj> _notch, Will the cpu be able to control the ship (thrust, direction and what not)?
  2148. [11:38:19] <mozzfly> bye will
  2149. [11:38:22] <_notch> you will be able to find more efficient DCPUs laying around in abandoned ships
  2150. [11:38:25] <qFox> i'll be on the star trek side, peewing you away with photon torpedo's. on wheels. :p
  2151. [11:38:45] <_notch> one that does 112 khz at 94% power usage, for example, might be valuable
  2152. [11:39:05] <Sky___> Notch do you have plans for player-death in multiplayer? ;)
  2153. [11:39:13] <doppel> i'll be on the star control side, pewing away with hellborne cannons on my precursor ship.
  2154. [11:39:14] <ehd> i'm with /b/, commanding the giant you-know-what shaped planet penetrator
  2155. [11:39:15] <mozzfly> _notch ram upgrades?
  2156. [11:39:15] <_notch> kcj: you control the engines, not the ship. The engines do push the ship around, however
  2157. [11:39:22] <kierenj> that timer, RTC or CPUID would be invaluable so we can determine the frequency it's running at :)
  2158. [11:39:28] <kcj> oooh
  2159. [11:39:29] <_notch> no ram upgrades, it's not adressable
  2160. [11:39:33] <kierenj> or even more fun, if it's faulty, it could be variable
  2161. [11:39:56] <_notch> fly in highly radiated areas, and random bits in ram will flip
  2162. [11:39:59] <Sky___> how about display- upgrades?
  2163. [11:40:12] <kierenj> eeeee. i hope you're keeping some secrets too :)
  2164. [11:40:21] <FCatalan> you should introduce a couple deliberate obscure bugs in the emulator
  2165. [11:40:24] <_notch> sorry, I'll stop talking about features. ;)
  2166. [11:40:31] <doppel> i bet you're all just dying to know how to play frungy
  2167. [11:40:34] <Shadikka> Note for self: Start implementing error-checking.
  2168. [11:40:37] <_notch> I'm just brainstorming a bit, very excited about getting back to work on this
  2169. [11:40:38] <Lerc> _if you can boot linux on an 8 bit ATMega with swapping, you can do plenty swapping in and out of 128k
  2170. [11:40:44] <spasm> how about getting a big metal disc and some magnets and making a big oversided hard disk?
  2171. [11:40:59] <Shadikka> Lerc: Yeah, eight hours to a Bash prompt or what was it? :P
  2172. [11:41:00] <lucian> _notch: maybe someone already asked, have you considered generating jvm bytecode to speed up the emulator, so you'd have more freedom with the subscription price?
  2173. [11:41:13] <kcj> _notch, I'm kinda hoping we can write viruses to literally crash other peoples ships in a fun, rare occurrence kind of way.
  2174. [11:41:16] <kierenj> right, I gotta go do some stuff.. have fun all. I guess someone will be redditing a summary anyway.. bbl
  2175. [11:41:17] <sbp> _notch: any plans to incorporate some of the ideas that people are putting in their emulators? thinking of BRK in mappum's emulator specifically, but I know a lot of people are architecting their own I/O stuff too. just wondering how much you're looking at that and planning to incorporate
  2176. [11:41:18] <_notch> lucian: I plan on rewriting in it jasmin once it's stable
  2177. [11:41:22] <lucian> _notch: and also, have you considered provisions for source code that isn't dcpu assembly, like C or something. and compilers?
  2178. [11:41:27] <lucian> _notch: i see, cool
  2179. [11:41:30] <ehd> kcj: that'll be possible, see 0x10c wiki faq
  2180. [11:41:36] <kcj> :)
  2181. [11:41:46] <_notch> or do you mean for runtime stuff? MAYBE.. The problem is that the code can modify itself at any time
  2182. [11:41:58] <kcj> gah smc
  2183. [11:42:13] <pairofdice> will there be a "safe-zone" ala EVE empire or will it just all depend on the players?
  2184. [11:42:15] <_notch> sbp: I want to design my own stuff, so I don't look at that yet
  2185. [11:42:29] <sbp> whoops, forget I mentioned BRK then... :-)
  2186. [11:42:44] <_notch> you choose who you play with a la guild wars, so you're safe by default
  2187. [11:43:20] <migerh> ?gol
  2188. [11:43:23] <migerh> ?gameoflife
  2189. [11:43:42] <mozzfly> _notch will mouse input be possible?
  2190. [11:43:49] <_notch> undecided
  2191. [11:43:52] <migerh> ?log
  2192. [11:43:52] <scybot> log http://vps.thomascomputerindustries.com/logs/freenode/0x10c-dev
  2193. [11:44:03] <ehd> but... joysticks!
  2194. [11:44:03] <_notch> i like the old school feeling of no mouse input
  2195. [11:44:07] <_notch> joysticks, yes
  2196. [11:44:12] <ehd> JOY!
  2197. [11:44:12] <mozzfly> yay
  2198. [11:44:27] <kcj> I like the no mouse thing.
  2199. [11:44:30] <FCatalan> _notch: About the possible MIDI interface for controls, have you seen TouchOSC? Would be awesome to control the game with that
  2200. [11:44:48] <Sky___> will there be displays with different sizes?
  2201. [11:44:54] <Lerc> _notch: I'd have [pointer device] X,Y. Empty if no device. Then just add it one day.
  2202. [11:45:23] <kcj> Anyway, I have to do other things. _notch, Enjoy the mountains of questions.
  2203. [11:46:06] <mozzfly> will the cpu be able to have burstable work loads
  2204. [11:46:15] <gaborsz> _notch Can I ask if planets can be terraformed? What will be the scale of a solar system?
  2205. [11:46:54] <dowgird> Spec question: which value of SP gets pushed with SET PUSH, SP? Pre- or post-decrement?
  2206. [11:47:39] <spasm> _notch: will we have to worry about cooling the dcpu(s)?
  2207. [11:47:41] <FireFly> "0x1a: PUSH / [--SP]" ← pre-decrement
  2208. [11:47:54] <derinerkan> cooling the dcpu's is an interesting issue
  2209. [11:48:01] <FireFly> er
  2210. [11:48:02] <FireFly> well
  2211. [11:48:05] <derinerkan> you could just put it outside
  2212. [11:48:09] <FireFly> the value that gets pushed is the new value after the decrement
  2213. [11:48:18] <derinerkan> but then a well placed gunshot would kill your computer
  2214. [11:48:20] <FireFly> since a is (currently) evaluated before b
  2215. [11:48:53] <dowgird> @fireFly: hm... does the spec really define the order of evaluation?
  2216. [11:49:15] <migerh> ?spec
  2217. [11:49:15] <scybot> spec http://0x10c.com/doc/dcpu-16.txt
  2218. [11:49:37] <migerh> dowgird, a is always handled by the processor before b
  2219. [11:50:30] <FireFly> As far as I can tell, it does
  2220. [11:50:42] <doppel> if it was post-decrement, probably it would say [SP--], am i right?
  2221. [11:50:43] <dowgird> Ah, right - it is in the spec.
  2222. [11:50:46] <doppel> heh
  2223. [11:51:28] <Ymgve> spasm: back in those days passive cooling were enough
  2224. [11:51:37] <spasm> true
  2225. [11:52:20] <SmokestormX> Hi peeps
  2226. [11:53:29] <doppel> hewwo
  2227. [11:54:15] <derinerkan> ymgve: not for mainframes though... people will want more DCPU power and build mainframes
  2228. [11:54:35] <Ymgve> well, the DCPU isn't a mainframe
  2229. [11:54:50] <derinerkan> we can make it as such by networking
  2230. [11:54:57] <doppel> i see a few familiar names here
  2231. [11:54:59] <derinerkan> suddenly there are 20 heat sources instead of 1
  2232. [11:56:26] <pairofdice> The generator + weapons will surely generate a lot more heat than the DCPUs
  2233. [11:56:41] <Lerc> Depends of course. Space is cold, but there's not much to conduct heat away.
  2234. [11:57:40] <_notch> space is not cold!!
  2235. [11:57:47] <_notch> vacuum has no temperature at all
  2236. [11:57:54] <Heliosmaster> ?log
  2237. [11:57:54] <scybot> log http://vps.thomascomputerindustries.com/logs/freenode/0x10c-dev
  2238. [11:58:01] <pairofdice> background radiation
  2239. [11:58:23] <kierenj> unless you're near a sun.. (I would say if I wasn't working)
  2240. [11:58:45] <_notch> well, yeah, you can receive heat from radiation. And you can lose heat from radiation. But the vacuum doesn't have any temperature at all
  2241. [11:59:05] <Lerc> space isn't a vacuum. It's got pressure, just not a lot.
  2242. [11:59:08] <FCatalan> still, better wear a hat when outside!
  2243. [11:59:18] <kierenj> no molecules to be vibrating I guess
  2244. [11:59:18] <spasm> slip slop slap
  2245. [11:59:20] <_notch> not enough pressure to act as an efficient carrier of heat
  2246. [11:59:31] <Montezuma> If your Spaceship is in Space then its not a vacuum because your Ship is in :D .... GENIUS
  2247. [11:59:32] <pairofdice> Nope, just radiation
  2248. [11:59:35] <Heliosmaster> yeah, the density is very low, ~ some molecules per square meter
  2249. [11:59:50] <_notch> the particles that are there are cold if far away from a star or warm if directly lit by a nearby star. So nyah.
  2250. [11:59:53] <Anteras> *cubic meter
  2251. [12:00:21] <gaborsz> _notch Can I ask if planets can be terraformed? What will be the scale of a solar system?
  2252. [12:00:48] <_notch> most solar systems will be a brown dwarf with very few surviving planets
  2253. [12:01:12] <_notch> sorry, star systems. Not solar. :D
  2254. [12:01:16] <SpacemanSpiff> and the size of the planets? realistic or exporable?
  2255. [12:01:27] <_notch> realistic
  2256. [12:01:32] <SpacemanSpiff> nice
  2257. [12:01:33] <gaborsz> there won't be any young stars at all? maybe 1 in a 1000?
  2258. [12:01:34] <_notch> unless that's not fun
  2259. [12:01:39] <SpacemanSpiff> right
  2260. [12:01:40] <spasm> _notch: I remember reading that there will be lots of black holes. wormholes? and by extension hopefully wormhole traversal?
  2261. [12:01:42] <Heliosmaster> the sun will be a black dwarf since a long time :P
  2262. [12:01:55] <ehd> i guess "unless that's not fun" is true for every early design decision :P
  2263. [12:01:57] <_notch> Maybe extremely few young stars
  2264. [12:01:58] <Ymgve> How will intersolar travel work?
  2265. [12:02:07] <Montezuma> Notch can we build stuff like Vehicels ? :D
  2266. [12:02:10] <_notch> but I'm aiming at an explorable number of stars in total due to most being dead
  2267. [12:02:23] <_notch> and by "explorable", I mean maybe 100k.
  2268. [12:02:32] <Meltdown> _notch What about flight physics? Will we have to (read: do we get to) write orbit calculation systems?
  2269. [12:02:37] <SpacemanSpiff> awesome :)
  2270. [12:02:43] <gaborsz> _notch I'm sure many of us would LOVE that. At least ..some.. star systems may be habitable.
  2271. [12:02:46] <Heliosmaster> spasm: most of the "big" stars of now, will be a black hole in the (not so near) future
  2272. [12:02:53] <rrivera> Was there any further discusson on this "leak"? Just appeared out of nowhere. Apologies if this was pre-discussed.
  2273. [12:02:56] <_notch> yes, meltdown. Or, well, you don't have you, you always orbit. ;) The question is just if you like the orbit you're in
  2274. [12:03:06] <Anteras> What about planets that do not belong to any solar system? They could be fun as there wouldn't be any indication that they existed and would make nice hidden bases.
  2275. [12:03:26] <_notch> yes, well, that is my favorite explanation for dark matter.
  2276. [12:03:33] <Meltdown> I do not like orbits that run me into planets.
  2277. [12:03:36] <SmokestormX> And all the words lead to minecraft servers
  2278. [12:03:41] <_notch> the odds of running into one are redonculously low, however
  2279. [12:03:42] <Lerc> Elite was good having lots of stars, but you could still get a feel for regions. Frontier had so much that it all felt meaningless.
  2280. [12:03:55] <FCatalan> will you let discoverers name the systems (within reason?)
  2281. [12:03:59] <Anteras> True but that would make finding one even more rewarding.
  2282. [12:04:08] <Visioneer> So this is about the ships/crew. Will there be ship to ship/planetary airspace communication?
  2283. [12:04:22] <_notch> I don't think the game will show any planet or star names at all unless you make your computer to do
  2284. [12:04:27] <pairofdice> How about stealth, I figure it's really hard to detect ships ...
  2285. [12:04:34] <derinerkan> i think it should be obvious visioneer
  2286. [12:04:42] <Lerc> But I did find the star UrQuan in Frontier which was cool.
  2287. [12:04:44] <_notch> we're getting into spoiler discussion again!!
  2288. [12:04:47] <pairofdice> :D
  2289. [12:04:51] <_notch> haha, I can't help myself, I'm very excited
  2290. [12:04:52] <derinerkan> OH NO
  2291. [12:04:56] <EmergedDragon7> A question, Will there be land/sea vehicles? Ground combat?
  2292. [12:04:59] <FCatalan> I like what you implied
  2293. [12:04:59] <_notch> keep in mind all of these things can change
  2294. [12:05:00] <Heliosmaster> _notch: i like it a lot the approach that you are taking: leaving people build stuff and figure out what to do and how to do :)
  2295. [12:05:07] <pairofdice> we all are, _notch, we all are
  2296. [12:05:17] <mozzfly> _notch will u be making a custom HUD type thing
  2297. [12:05:30] <FCatalan> umm will you hire me? I suck at nerf gunning so i will always miss
  2298. [12:05:41] <spasm> excited developer = win
  2299. [12:05:49] <mozzfly> for temps for the cpu etc
  2300. [12:05:54] <SmokestormX> I really like the hyperspace analyzer in frontier, detecting where people had jumped to
  2301. [12:06:15] <Montezuma> when does the alpha came out :D
  2302. [12:06:26] <Heliosmaster> pairofdice: ditto
  2303. [12:06:26] <Sankina> okay wow I'm sure somebody has asked bug will there be different computers with varying IO but all with the same CPU?
  2304. [12:06:31] <Sankina> that would be neat
  2305. [12:06:57] <_notch> I won't answer anything more non-dcpu-related :D
  2306. [12:07:00] <kcj> _notch, Worried that freenode may asplode if you idle here for too long?
  2307. [12:07:11] <Ymgve> _notch: when will you tell us how ship control/IO will work?
  2308. [12:07:20] <qFox> _notch: planning to codify any memory maps?
  2309. [12:07:23] <Sankina> hey, that *is* dcpu related!
  2310. [12:07:29] <Montezuma> When came the alpha with the DCPU ? ;)
  2311. [12:07:40] <avdg> _notch: then whats the most fun dcpu program you found yet? :-)
  2312. [12:07:43] <_notch> memory mapped hardware all of it, I'm thinking
  2313. [12:07:44] <Sankina> also I should get my computer, phone typing is annoying
  2314. [12:07:53] <_notch> so for an engine, you map the power and possibly rotation of it to a memory region
  2315. [12:08:05] <qFox> so you define that yourself?
  2316. [12:08:08] <derinerkan> notch wouldn't that be 3 addresses per io
  2317. [12:08:18] <gaborsz> _notch Thank you for your answers!
  2318. [12:08:19] <Heliosmaster> _notch: imho one of the exciting aspect of this game will be that it enables youngsters like me (i'm 20ish) to have a grasp of the dawn of the computing. so, kudos!
  2319. [12:08:22] <Sankina> I like that
  2320. [12:08:27] <Meltdown> Damn. That makes automated ship takeover much more difficult. D:
  2321. [12:08:28] <derinerkan> one bit flag (in/out), one location marker, another bit flag (on/off)
  2322. [12:08:29] <Sankina> various memory mapped components
  2323. [12:08:36] <sbp> avdg: Minesweeper is pretty popular: http://0x10co.de/lqnit
  2324. [12:08:37] <scybot> sbp: that url has been posted 5 times in the past 14 hours by mappum, rmmh, startling, Twisol, and Zarutian (last linked by Twisol 7 hours, 8 minutes ago).
  2325. [12:08:39] <EmergedDragon7> _notch: A question, Will there be land/sea vehicles? Ground combat?
  2326. [12:08:44] <_notch> Heliosmaster: Yesss!! That's what I was hoping for! :D I want to relive those days
  2327. [12:08:50] <Sankina> you could seal out monitors
  2328. [12:09:01] <Sankina> swap*
  2329. [12:09:04] <derinerkan> notch you've succeeded in that i think
  2330. [12:09:05] <_notch> the minesweeper intro is great :D
  2331. [12:09:11] <avdg> sbp: lol?
  2332. [12:09:13] <Heliosmaster> definitely succeeded :D
  2333. [12:09:14] <Ymgve> _notch: btw, add a clock!
  2334. [12:09:15] <qFox> _notch: like, every object that dcpu could interact with is able to hook into the cpu by giving it a memory offset? then it would do i/o through that/those addresses?
  2335. [12:09:20] <derinerkan> i'm the only one in my age group learning assembly and most of the computer age :P
  2336. [12:09:25] <_notch> yeah, qFox
  2337. [12:09:28] <kcj> _notch, Will cosmic rays cause random bit-flipping in the DCPU's memory?
  2338. [12:09:29] <Meltdown> Heliosmaster: +1. I missed out on the early hacker culture. Hoping to get some of it through this game.
  2339. [12:09:33] <Montezuma> when we will see a new Screenshot :)
  2340. [12:09:36] <Lerc> +1 on the clock.
  2341. [12:09:37] <Sankina> age doesn't matter; I knew ask years ago
  2342. [12:09:37] <qFox> awesome, simple and effective
  2343. [12:09:38] <Sky___> I'm 17 and never got to play around with 16-bit computers! Thank you notch!
  2344. [12:09:39] <_notch> kcj: Yes, but only in high radiation areas
  2345. [12:09:42] <Sankina> asm
  2346. [12:09:44] <kcj> Sweet.
  2347. [12:09:48] <derinerkan> i know but when does matter
  2348. [12:09:51] <_notch> so not realistic, where it can happen anywhere
  2349. [12:09:54] <derinerkan> so age indirectly affects it
  2350. [12:10:22] <derinerkan> oh wow
  2351. [12:10:29] <derinerkan> just got an idea for a new weapon
  2352. [12:10:32] <derinerkan> radiation beam
  2353. [12:10:36] <derinerkan> like an EMP, but directional
  2354. [12:10:53] <FCatalan> are unsigned numbers set in stone or will you consider native 2-complement?
  2355. [12:11:13] <Jerub> derinerkan: a ship that needs to travel a large fraction of the speed of light needs to be able to protect its occupants from hardcore radiation.
  2356. [12:11:21] <derinerkan> right
  2357. [12:11:30] <EmergedDragon7> _notch: I hate to spam, but could you please answer if there is going to be land/sea vehicles and ground combat? Or at least vaguely answer one of the questions?
  2358. [12:11:35] <Montezuma> how we gona save and share the programms in the Game ? kinde of CD´s oder Data-Tapes ;) ??????
  2359. [12:11:35] <_notch> FCatalan: I will consider it!
  2360. [12:11:38] <Sankina> interrupts are sti unplanned?
  2361. [12:11:41] <Sankina> still
  2362. [12:11:43] <derinerkan> oh, it's the same effect with more rain hitting a windscreen the faster you move
  2363. [12:11:50] <Toqu> _notch: would you consider memory banking for ram extensions?
  2364. [12:11:52] <kcj> _notch, Will high radiation cause harm to the player?
  2365. [12:11:59] <_notch> I won't answer more non-dcpu-questions now, EmergedDragon7. I've been promising too much, haha
  2366. [12:12:02] <kcj> Ah.
  2367. [12:12:09] <derinerkan> but still, radiation guns for internal use is a possibility
  2368. [12:12:10] <Jerub> derinerkan: if you're discussing game ideas, not cpu dev, maybe #0x10c would be better.
  2369. [12:12:15] <_notch> Toqu: That's how harddrives and disk drives will work. MD
  2370. [12:12:16] <EmergedDragon7> Ah, okay, didn't know, sorry _notch
  2371. [12:12:17] <pairofdice> I love the fractal planets btw
  2372. [12:12:25] <derinerkan> yeah, it simply stemmed from the rad-based bitflipping
  2373. [12:12:33] <mozzfly> _notch do u have an old 16bit pc laying around
  2374. [12:12:34] <ar> _notch: Will NUMA/SMP be possible?
  2375. [12:12:35] <derinerkan> went a little OT with that
  2376. [12:12:36] <FCatalan> I was worried, because we are going to need every cycle for complex calcualtions, and if you need an extra layer to have negative numbers everything would be slowwwww
  2377. [12:12:38] <Lerc> _notch: Any thoughts on changeable Palette? I went with Arne's Generic 16 colours for a fixed palette. Changable palette is getting into the 8 bit console/ 16 bit computer era.
  2378. [12:12:40] <Heliosmaster> _notch: any chance of seeing you livestreaming? I liked it a lot
  2379. [12:12:51] <EmergedDragon7> _notch: I'm just really excited :D
  2380. [12:12:58] <pairofdice> Also yes, livestream was gold, despite the chat
  2381. [12:13:01] <_notch> lerc: Yeah, I think I will do the EGA way. 16 colors onscreen, 64 in total, editable palette
  2382. [12:13:05] <King_Rat> I'm really quite impressed by all this
  2383. [12:13:14] <King_Rat> notch is being so communicative ^_^
  2384. [12:13:17] <Sankina> okay, I got a computer
  2385. [12:13:19] <mozzfly> Heliosmaster hes on holidays i think
  2386. [12:13:27] <Montezuma> _notch : how we gona save and share the programms in the Game ? kinde of CD´s oder Data-Tapes ?
  2387. [12:13:28] <ar> _notch: NUMA would be nice, especially if one would have bigger number of computers/cpus on a ship
  2388. [12:13:39] <SmokestormX> I think 1.44 floppies right?
  2389. [12:13:42] <derinerkan> floppies
  2390. [12:13:42] <_ikke_> Montezuma: only dcpu questions will be answered
  2391. [12:13:45] <Meltdown> Oh, I like the tapes idea.
  2392. [12:13:47] <sbp> Solarized palette? :-)
  2393. [12:13:51] <Montezuma> its Dcpu i think :O
  2394. [12:13:52] <snooze82> *dumdidum
  2395. [12:13:55] <derinerkan> it is a borderline dcpu question
  2396. [12:14:04] <derinerkan> we ARE talking about the programs after all
  2397. [12:14:12] <Montezuma> how do i save my DCPU programm on/with/under/in the DCPU
  2398. [12:14:14] <Meltdown> Especially with the added challenge of seek times on tape media. Much higher than disc media.
  2399. [12:14:15] <_conehead> _notch: Is the "puzzle with a reward at the end" dcpu-related? d:
  2400. [12:14:16] <SmokestormX> Yea i suppose it is the era of tapes, and bleeps and bloops
  2401. [12:14:21] <Sankina> _notch: any plans for, say, multiple monitors with different IO registers, which you could swap manually? (one could be tile-based..)
  2402. [12:14:47] <kcj> multiple monitors lol
  2403. [12:14:54] <derinerkan> haha
  2404. [12:14:55] <Sankina> I don't mean both connected at once
  2405. [12:15:03] <_notch> Not sure, at the moment, I'd rather have only the one I have now. I REALLY like limitations like that, it makes developing something that looks good a lot more interesting
  2406. [12:15:06] <SmokestormX> Will there be a way to network DCPU's ?
  2407. [12:15:09] <Lerc> a base of 64 is awkward, 6 bits doesn't go into 16 in nice chunks.
  2408. [12:15:10] <derinerkan> it's easy actually if DCPU and monitor isn't connected
  2409. [12:15:13] <mozzfly> triple screen ingame
  2410. [12:15:19] <_notch> well, yeah, you should be able to connect mutiple monitors if you want later on
  2411. [12:15:21] <Sankina> mhm
  2412. [12:15:28] <derinerkan> just use relays to move screen output
  2413. [12:15:29] <sbp> SmokestormX: I've been wondering that too, and somebody suggested DCPU mainframes earlier
  2414. [12:15:36] <_notch> memory map them to different regions if you want multiple images, or to the same if you want to split the image
  2415. [12:15:45] <Sankina> anyway, swappable memory would be nice, but only if you can get fast enough hardware
  2416. [12:15:48] <derinerkan> it was me :P
  2417. [12:15:49] <ar> _notch: "I'd rather have only the one I have now." - that was about cpu cpu numbers?
  2418. [12:15:58] <Ymgve> the talk about radiation reminds me of this contest: http://web.archive.org/web/20060224022835/http://www.symantec.com/specprog/university/
  2419. [12:15:59] <_notch> no, the monitor
  2420. [12:16:02] <Sankina> I'd expect access to floppies taking a few cycles
  2421. [12:16:08] <derinerkan> i really really want to make a mainframe
  2422. [12:16:16] <sbp> o hai derinerkan
  2423. [12:16:22] <derinerkan> o hai sbp
  2424. [12:16:36] <sbp> so there's the question of mainframes, and the question of interstellar-networking
  2425. [12:17:07] <SmokestormX> If its floppies i'd really love disk accessing sounds.. sounds wierd, but i remeber all the sounds my old ocmputers used to make , and i think it would be good for the computer systems to have a "feel" too
  2426. [12:17:11] <snooze82> vax mainframes ^^
  2427. [12:17:16] <derinerkan> mainframes might be built on space stations, then with interstellar networking DCPU's of docked ships serve as thin clients
  2428. [12:17:28] <EmergedDragon7> _notch: Any chance of tape backups?
  2429. [12:17:34] <Sankina> right, there will have to be a form of networking
  2430. [12:17:35] <reynir> is 0x10co.de down?
  2431. [12:17:38] <ehd> so when there's duct tape for ships, will there be coffee for pilots?
  2432. [12:17:40] <Ymgve> ugh, tape
  2433. [12:17:48] <Montezuma> 0x10co.de is most time down...
  2434. [12:17:50] <derinerkan> tape! yes!
  2435. [12:17:55] <reynir> tape sorting algorithms \o/
  2436. [12:18:00] <SmokestormX> reynir , its being moved to a new site. http://http://199.26.85.31 works
  2437. [12:18:03] <kcj> tape!
  2438. [12:18:04] <sbp> Montezuma: they just moved servers, should be okay now
  2439. [12:18:06] <ehd> Montezuma: IP has been updated to 199.26.85.31
  2440. [12:18:14] <derinerkan> tapes are relatively high maintenance so it should work
  2441. [12:18:14] <ar> having multiple CPUs sharing memory and other resources in a NUMA-like fashion (i.e. - addressing resources from other computer nodes being more costly than local resources) would rock
  2442. [12:18:21] <derinerkan> would be interesting
  2443. [12:18:30] <Montezuma> i want a website not a ipadress ^^
  2444. [12:18:34] <Sankina> ...
  2445. [12:18:37] <mozzfly> cloud networking
  2446. [12:18:50] <Montezuma> ipad ress höhö
  2447. [12:19:13] <Meltdown> It'd be neat if local ship networking worked by just sharing a small segment of memory between the systems.
  2448. [12:19:21] <EmergedDragon7> I love the idea of tapes, simply to add diversity to storage mediums.
  2449. [12:19:34] <Rick> _conehead: yes, and it was already solved
  2450. [12:19:41] <_notch> bbl!
  2451. [12:19:41] <derinerkan> maybe after connecting through a "modem" a specific range of memory can be edited by either side?
  2452. [12:19:48] <_conehead> Rick - Ah, what was the solution?
  2453. [12:19:49] <derinerkan> flow control
  2454. [12:19:51] <Montezuma> another puzzel :O
  2455. [12:19:52] <mozzfly> ciao notch
  2456. [12:19:54] <Meltdown> Right
  2457. [12:20:05] <ar> Meltdown: inter-ship firewire/infiniband networking!
  2458. [12:20:11] <reynir> SmokestormX: that IP doesnt work for me :o
  2459. [12:20:13] <EmergedDragon7> _notch: bye, thank you for working on this awesome game!
  2460. [12:20:16] <vidocq_3> _notch : have you considered providing ROM modules besides floppies ?
  2461. [12:20:27] <SmokestormX> yea i couldn't do ther trinary part.. i have a notepad full of 0s 1s and 2s
  2462. [12:20:28] <Montezuma> Notch <3
  2463. [12:20:29] <derinerkan> so basically, if a computer wants to send it would flip its own RTS, and the other dcpu wouldn't write to that memory
  2464. [12:20:30] <Sankina> they would probably be more expensive
  2465. [12:20:33] <ar> Meltdown: with iommu, so that one couldn't get full memory access
  2466. [12:21:12] <derinerkan> just connect some pins together using a modem, use two as RTS and the rest for data
  2467. [12:21:23] <derinerkan> 6 pins minimum for 4 bit packets
  2468. [12:21:25] <Meltdown> Well, it couldn't get full memory access anyway. It writes to the addresses that a shared, and if it writes beyond that, it's just writing to its own local memory.
  2469. [12:21:28] <Ymgve> I wonder how finding other ships will work - space is BIG
  2470. [12:21:31] <derinerkan> yeah
  2471. [12:21:36] <Meltdown> That are* shared
  2472. [12:21:37] <derinerkan> that was my thoughs
  2473. [12:21:55] <Rick> _conehead: several layers of obfuscation, followed by an hidden dcpu program which led to
  2474. [12:21:58] <Rick> ?highnerd
  2475. [12:21:58] <scybot> highnerd http://dcpu.com/highnerd/
  2476. [12:21:59] <derinerkan> ymgve: GPS
  2477. [12:22:08] <derinerkan> or astroinertial navigation
  2478. [12:22:18] <Ymgve> derinerkan: that doesn't make sense
  2479. [12:22:23] <ar> UPS - unversal positioning system
  2480. [12:22:24] <ar> ;)
  2481. [12:22:29] <reynir> I dont trust that java applet
  2482. [12:22:30] <Ymgve> derinerkan: GPS doesn't allow you to find other people
  2483. [12:22:37] <derinerkan> agree on coords
  2484. [12:22:42] <derinerkan> meet at the coords
  2485. [12:22:44] <Sankina> I expect a radar of sorts
  2486. [12:22:54] <Ymgve> I mean finding ships that don't want to be found
  2487. [12:23:00] <derinerkan> radar
  2488. [12:23:02] <Rick> that's easy
  2489. [12:23:04] <Rick> (don't find them)
  2490. [12:23:05] <Rick> :p
  2491. [12:23:21] <Rick> also, make it so scanning is active
  2492. [12:23:29] <Rick> so you can't scan and stay hidden
  2493. [12:23:30] <Ymgve> One. Ping. Only.
  2494. [12:23:53] <Meltdown> Alright. Class time. Peace.
  2495. [12:24:06] <Sankina> NOOOOOOOOOOOO
  2496. [12:24:15] <Rick> he said bbl
  2497. [12:24:18] <Rick> it's not like he's gone forever
  2498. [12:24:18] <Rick> sheesh
  2499. [12:24:22] <Sankina> (I was joking.)
  2500. [12:25:05] <Ymgve> I hope it won't be long before we get an alpha where you actually go around in space
  2501. [12:25:21] <Ymgve> doesn't matter if it's local, just something that lets you get the feel for moving around in space
  2502. [12:25:34] <cparrot> Hi. any ETA on the spec update ?
  2503. [12:26:04] <FireFly> NaN seconds
  2504. [12:26:20] <WillWill56> I just read the entire quick starter on assembly on the wiki, took about 20 min. So easy to understand, I want to start coding NOW!
  2505. [12:26:29] <sbp> WillWill56: go ahead!
  2506. [12:26:30] <FireFly> Then do it
  2507. [12:26:42] <cparrot> FireFly: always better than NaN minutes ;)
  2508. [12:26:59] <WillWill56> Kinda have to sleep now though... :P
  2509. [12:27:10] <FireFly> Ah
  2510. [12:27:12] <sbp> you'll be dreaming in assembler
  2511. [12:27:40] <WillWill56> Goodness, hope I do dream in assembler.
  2512. [12:28:07] <WillWill56> Seeya 'round.
  2513. [12:28:51] <reynir> I dreamt in brainfuck :(
  2514. [12:28:56] <Sankina> "assambler" is not a language but a program which converts assembly to bytecode
  2515. [12:29:07] <Sankina> please don't misuse the term, pet peeve :(
  2516. [12:29:21] <reynir> "assambler" is not a program, if you really want to nit pick
  2517. [12:29:53] <Sankina> typo
  2518. [12:29:58] <Sankina> :c
  2519. [12:30:03] * Sankina runs
  2520. [12:30:59] <SinZ> ?projects
  2521. [12:31:00] <scybot> projects http://www.0xwiki.com/w/index.php?title=Project_List http://0x10cwiki.com/wiki/Developer_Tools
  2522. [12:32:26] <rrivera> stabbed that leaked client until i got its glsl shaders working on ati now ;p
  2523. [12:32:39] <Rick> ?shader_fix
  2524. [12:32:43] <Rick> ?fixed_shader
  2525. [12:32:44] <brendel> ?log
  2526. [12:32:44] <scybot> log http://vps.thomascomputerindustries.com/logs/freenode/0x10c-dev
  2527. [12:32:47] <migerh> o/ reynir
  2528. [12:32:50] <Rick> ?fixed_shaders
  2529. [12:32:51] <Rick> hrrrrm
  2530. [12:32:55] <rrivera> oh was it sorted already
  2531. [12:32:59] <Rick> yeah
  2532. [12:33:02] <Rick> trying to remember the thing
  2533. [12:33:04] <Rick> ?fixedshader
  2534. [12:33:07] <Rick> ?fixed_shader
  2535. [12:33:10] <Rick> ?fixed-shader
  2536. [12:33:12] <rrivera> ah ok no worries
  2537. [12:33:13] <Rick> :|
  2538. [12:33:20] <migerh> ?life
  2539. [12:33:21] <scybot> life http://0x10co.de/75xza
  2540. [12:33:22] <migerh> ?li*
  2541. [12:33:29] <migerh> some wildcards would be nice
  2542. [12:33:45] <FireFly> Apr 12 18:58:27 <^5> .remember fixed_shader http://dl.dropbox.com/u/4838268/dcpu.jar
  2543. [12:34:07] <Rick> guess someone did a forget
  2544. [12:34:30] <reynir> hey migerh
  2545. [12:34:59] <reynir> migerh: did you see my easily fixable bug in your memmove? :)
  2546. [12:35:28] <entrusC> is anyone here still interested in minecraft or are you all about 0x10c now?
  2547. [12:35:38] <migerh> yes. check for C == 0 should suffice, right?
  2548. [12:35:39] <reynir> the fix was ife len, 0 set pc pop :)
  2549. [12:35:42] <reynir> yea
  2550. [12:35:49] <migerh> did you fix it in the gist?
  2551. [12:35:50] <reynir> it's kind of a corner case :P
  2552. [12:35:55] <reynir> uh, sorry no
  2553. [12:35:56] <spasm> what is this minecraft you speak of?
  2554. [12:36:05] <migerh> np, i'll fix it
  2555. [12:36:24] <entrusC> lol - i see ...
  2556. [12:36:31] <spasm> :P
  2557. [12:36:47] <reynir> migerh: it's also kind of silly to ask to move 0 bytes :P
  2558. [12:37:02] <entrusC> it's just that I'm currently developing some kind of scifi minecraft ...
  2559. [12:37:44] <migerh> reynir, people are silly
  2560. [12:37:58] <spasm> well, this channel is for dcpu development
  2561. [12:38:12] <reynir> Actually I think the "move 0 bytes" is a bug in my editor :o
  2562. [12:38:22] <reynir> I'm not copying the newline
  2563. [12:38:53] <SinZ> what is the easiest way to test DCPU-16 ASM
  2564. [12:39:04] <reynir> SinZ: making a proof
  2565. [12:42:06] <entrusC> .. yeah - but I'm still interested in notch's new game as well, of course :)
  2566. [12:42:57] <SinZ> entrusC: who isn't
  2567. [12:43:08] <spasm> my mother?
  2568. [12:43:24] <SinZ> alot of people want to play minecraft on the DCPU
  2569. [12:43:48] <reynir> is that true?
  2570. [12:44:24] <SinZ> reynir: people that dont understand computers, yes
  2571. [12:44:42] <Ymgve> you might be able to port minicraft
  2572. [12:46:12] <entrusC> lol - it surely won't work on a DCPU - because it's too slow for realtime 3D graphic ...
  2573. [12:46:41] <SinZ> that and alot of 32bit computers cant handle minecraft
  2574. [12:46:42] <entrusC> did notch say anything if he will return later?
  2575. [12:46:45] <SinZ> how will a 16bit one handle it
  2576. [12:46:48] <entrusC> true
  2577. [12:46:50] <SinZ> he said bbl
  2578. [12:47:07] <entrusC> but 16bit is not the main problem I think ...
  2579. [12:47:53] <reynir> main problem? for what?
  2580. [12:47:56] <Ymgve> no, the main problem is the 100khz speed
  2581. [12:50:11] <rmmh> man, I missed notch?
  2582. [12:50:27] <rmmh> fucking timezones
  2583. [12:50:43] <spasm> lol
  2584. [12:50:49] <gaborsz> :D
  2585. [12:50:57] <Ymgve> Has Notch detailed anything about ship movement? Do we have inertia, and are there local warp/intersolar warp like elite?
  2586. [12:51:06] <rmmh> Ymgve: probably haven't gotten there yet
  2587. [12:51:12] <FireFly> .quote add <rmmh> man, I missed notch? <rmmh> fucking timezones * _notch has joined #0x10c-dev
  2588. [12:51:12] <scybot> FireFly: quote added.
  2589. [12:51:30] <Anderkent> >13:51 -!- _notch is now known as Guest40256
  2590. [12:51:36] <Guest40256> omg
  2591. [12:51:43] <King_Rat> rmmh, i love you and i love skybot
  2592. [12:51:48] <Anderkent> kinda breaks the quote
  2593. [12:52:11] <Sky___> Hey guys! Ive taken a few screenshots and posted them on the 0x10c forum so that people could see some of Notch's ideas if they missed him on IRC:
  2594. [12:52:12] <Sky___> http://www.0x10cforum.com/forum/m/4932880/viewthread/2824408-notch-chats-about-gameplay
  2595. [12:52:13] <rmmh> _notch: (I'm scaevolus from reddit / mcregion etc)
  2596. [12:52:13] <gaborsz> There's part of the log with _notch from earlier: http://pastebin.com/sERj38F7
  2597. [12:52:20] <_notch> hi rmmh!
  2598. [12:52:26] <rmmh> hello!
  2599. [12:52:29] <_notch> you're a talented guy!
  2600. [12:52:48] <FireFly> Anderkent, well, same hostname as before
  2601. [12:53:00] <Anderkent> I just wish the 0x10cforum wasn't so cluttered
  2602. [12:53:07] <Anderkent> FireFly: I have joins ignored, so maybe :P
  2603. [12:53:22] <Anderkent> anyway
  2604. [12:53:34] <Anderkent> 13:50 < Ymgve> Has Notch detailed anything about ship movement? Do we have inertia, and are there local warp/intersolar warp like elite?
  2605. [12:53:41] <Anderkent> 13:50 < Ymgve> Has Notch detailed anything about ship movement? Do we have inertia, and are there local warp/intersolar warp like elite?
  2606. [12:53:42] <rmmh> _notch: thanks, though it's easier to polish someone else's code than make it yourself
  2607. [12:53:45] <Anderkent> sorry
  2608. [12:53:46] <Anderkent> i hate my client
  2609. [12:53:53] <Zackman94> there is inertia
  2610. [12:54:18] <_notch> you think? I'm the exact opposite. Perhaps that makes us compatible, haha
  2611. [12:54:26] <rmmh> _notch: did you see the minesweeper game? http://0x10co.de/lqnit
  2612. [12:54:40] <gaborsz> _notch You don't mind about the chat logs right? :D
  2613. [12:54:50] <gaborsz> I mean posting them
  2614. [12:54:58] <_notch> yeah, loved the minesweeper intro
  2615. [12:55:14] <_notch> and feel free to post! I'd appreciate a notice saying I might change my mind though, haha
  2616. [12:55:28] <gaborsz> did do :D
  2617. [12:55:28] <rmmh> Sky___: why screenshots instead of text?
  2618. [12:55:30] <_notch> it bugs me when people claim I've promised stuff I only brainstormed about
  2619. [12:55:38] <Sky___> The 0x10c is great for letting your imagination run wild, we are all totally cool with notchs decisions! ;D
  2620. [12:55:45] <Anderkent> no way, you're legally bound to provide the functionality detailed in the log now
  2621. [12:55:46] <Zackman94> _notch will there be any of these weapons? http://www.0x10cforum.com/forum/m/4932880/viewthread/2823033-weapons-what-might-me-see
  2622. [12:55:55] <kcj> _notch, Think you could spend some time in #0x10c later to ask some general questions?
  2623. [12:56:10] <_notch> at the moment, I want to keep my mind as open as possible
  2624. [12:56:20] <_notch> but yes
  2625. [12:56:21] <Stushla> _notch, is building a ship going to work similiarly to GMod? i.e. objects have input/output that you connect up to things in various ways
  2626. [12:56:34] <_notch> Sounds like a good way to do it, yes
  2627. [12:56:35] <rmmh> _notch: oh, wrt cga/ega-- how about letting people define custom 16-color palettes? you could do the cool palette switching tricks from the 80s to do rainbow effects
  2628. [12:56:49] <_notch> yeah :D
  2629. [12:56:50] <Sky___> you're an inspiration notch =D
  2630. [12:56:57] <_notch> oh thank you!
  2631. [12:57:08] <King_Rat> i think i probably agree
  2632. [12:57:10] <kcj> Of course he is. :)
  2633. [12:57:38] <Zackman94> _notch's reaction to the inspiration comment: http://weknowmemes.com/wp-content/uploads/2012/01/oh-stop-it-you.png
  2634. [12:57:39] <Lerc> I just did a test of 16 from EGA 64, I deem it to be acceptable :-)
  2635. [12:57:45] <Ymgve> _notch: can I borrow your xbox so I can play Fez?
  2636. [12:57:56] <_notch> haha, yeah, pretty accurate
  2637. [12:57:57] <King_Rat> are we posting meme faces now?
  2638. [12:57:59] <_notch> and NO, IT IS MY XBOX
  2639. [12:58:21] <Ymgve> the xbox is distracting you from coding 24/7!
  2640. [12:58:34] <_notch> I will allow that. :D
  2641. [12:58:43] <_notch> sleep and tf2 take up more time than the xbox anyways
  2642. [12:58:44] <kcj> Is there or will there be a nop instruction?
  2643. [12:58:47] <Zackman94> If he coded 24/7 we would get a game centered around coding... wait..
  2644. [12:58:52] <rmmh> kcj: SET A, A is good enough for me~
  2645. [12:58:59] <King_Rat> I didn't know you were still tf2ing
  2646. [12:59:14] <Stushla> _notch, why are there no interrupts for the DCPU-16?
  2647. [12:59:18] <_notch> set 1, 1 works too, haha
  2648. [12:59:25] <Ymgve> btw, how do display refresh work on the DCPU?
  2649. [12:59:31] <rmmh> Sky___: can you remove your link in the forum?
  2650. [12:59:32] <_notch> because I kinda dislike them. :/
  2651. [12:59:36] <sstagg> so, are there actually video interface specs yet?
  2652. [12:59:37] <reynir> kcj: there are plenty of nop operations
  2653. [12:59:42] <derinerkan> it refreshes display
  2654. [12:59:43] <_notch> screen immedately refreshes all the time
  2655. [12:59:52] <reynir> mod 0, 0 is my favorite
  2656. [12:59:57] <Baughn> Will any kind of DRM be possible for our apps?
  2657. [12:59:59] <_notch> you can to double buffering later on by switching the memory mapped regions
  2658. [13:00:04] <reynir> lol Baughn
  2659. [13:00:05] <_ikke_> Baughn: I hope not
  2660. [13:00:10] <_notch> the dcpu won't have any DRM support
  2661. [13:00:12] <Stushla> because that means we'll have to have a cycle of checking all sensors or something like that which could eat some power
  2662. [13:00:17] <Baughn> Then I shall just have to obfuscate them horribly.
  2663. [13:00:18] <Sky___> rmmh which link? the one to the IRC chat?
  2664. [13:00:21] <rmmh> yes.
  2665. [13:00:28] <Sky___> will do that! sorry
  2666. [13:00:32] <derinerkan> baughn that's the beauty of being able to write code :D
  2667. [13:00:33] <Ymgve> Speak for yourself, I will make my software DRMd!
  2668. [13:00:36] <rmmh> just don't want to get flooded right now
  2669. [13:00:41] <Ymgve> if it's not in my ship, it won't work
  2670. [13:00:47] <derinerkan> do what you want cause a pirate is free
  2671. [13:00:58] <derinerkan> i will pirate your code ymgve >:D
  2672. [13:01:01] <reynir> _notch: have you seen my brainfuck compiler written in dasm? 0x10co.de/sqll6
  2673. [13:01:01] <Lerc> Anhoo _notch, please do consider this layout for pixel data as a graphics mode. Light on memory and gets decent expressiveness, but not so much a good pixel artist can't do magic.
  2674. [13:01:04] <_notch> I am so confused about how to think about the dcpu. I mean, it's a fictional CPU that I just emulated because I want to have it in the game in that setting
  2675. [13:01:07] <rmmh> _notch: cpu-triggered interrupts are useful for OSes also
  2676. [13:01:07] <_ikke_> Ymgve: Nobody would want your software anyway
  2677. [13:01:09] <Baughn> derinerkan: I'm making up a scheme dialect for the thing. :P
  2678. [13:01:10] <_notch> does that mean it's a real cpu or not? haha
  2679. [13:01:13] <Ymgve> _ikke_: that hurts
  2680. [13:01:16] <Lerc> http://fingswotidun.com/dcpu16/GraphicsMode1.png
  2681. [13:01:32] <Baughn> rmmh: Not.. really. int 0x20, etc.?
  2682. [13:01:41] <derinerkan> notch: it's not as it doesn't have any hardware
  2683. [13:01:42] <_ikke_> Ymgve: Sorry, was a shot for an open goal ;)
  2684. [13:01:45] <Baughn> Not without memory protection
  2685. [13:01:52] <SinZ> _notch: we just need someone to actually build the DCPU and make hardware for it...
  2686. [13:01:55] <Ymgve> _ikke_: i will come for you and destroy your tiny ship
  2687. [13:01:59] <derinerkan> like you haven't designed how the actual chip will be like so it's not a real cpu
  2688. [13:02:00] <Stushla> There should be a collector's edition of 0x10c which comes with a fully functioning DCPU-16.
  2689. [13:02:04] <_ikke_> Ymgve: I'm waiting for it
  2690. [13:02:07] <vidocq_3> _notch : have you considered providing some kind of ROM modules besides floppies ?
  2691. [13:02:10] <_notch> oh god that would be aweome
  2692. [13:02:11] <SinZ> ultimate merchindice, actual computer parts from the game
  2693. [13:02:18] <_notch> floppies and hdds
  2694. [13:02:24] <Baughn> vidocq_3: Tape! :3
  2695. [13:02:26] <Anderkent> derinerkan: I thought someone designed the dcpu in VHDL
  2696. [13:02:27] <Stushla> you have the moneyz, you can make it happen!
  2697. [13:02:28] <Baughn> Would be nifty
  2698. [13:02:29] <vidocq_3> :)
  2699. [13:02:30] <gaborsz> _notch if you'll allow two out of topic questions: will there be probes with their own hardware? can you take over another ship completely?
  2700. [13:02:31] <Anderkent> so it's fairly close to being real
  2701. [13:02:39] <reynir> argh, too much text
  2702. [13:02:44] <derinerkan> it's a real cpu then
  2703. [13:02:46] <Ymgve> _notch: will there be an action replay mk 6
  2704. [13:02:49] <Baughn> Some kind of slow, linear, but high-capacity storage
  2705. [13:02:50] <kcj> _notch, Floppies, tape drives or both?
  2706. [13:02:51] <Baughn> I.e. tape
  2707. [13:02:53] <Zackman94> God we should make the collectors addition happen!
  2708. [13:03:05] <Zackman94> * edition
  2709. [13:03:15] <derinerkan> tape reading would especially be slow
  2710. [13:03:16] <Baughn> Hehe, wonder how long it'll be 'till someone implement Zippy for it
  2711. [13:03:22] <derinerkan> but it's also easier to do
  2712. [13:03:30] <_notch> no tape! floppies and hdds :D
  2713. [13:03:37] <kcj> Aw.
  2714. [13:03:42] <Baughn> HDDs?
  2715. [13:03:47] <kcj> ^
  2716. [13:03:51] <_notch> hard drives. 10 megs! WOW
  2717. [13:03:52] <Baughn> I still remember the giant 20MB module I had. That kind of thing?
  2718. [13:04:01] <_notch> or whatever. Something tiny. :D
  2719. [13:04:02] <SinZ> _notch: can we play minecraft music via multiple floppies?
  2720. [13:04:03] <Zengief> I thought the cost of fabbing new chips was in the 100k range
  2721. [13:04:04] <Anderkent> So is communication between ships made by shooting floppies at each other?
  2722. [13:04:11] <Anderkent> Or do we get laser internet
  2723. [13:04:16] <kcj> SinZ, lol
  2724. [13:04:17] <derinerkan> make HDD's as big as a pallet :P
  2725. [13:04:20] <Anderkent> shooting floppies would be so cute
  2726. [13:04:22] <Baughn> No internet, but we'd better get radio. :P
  2727. [13:04:24] <_notch> 100k? I wonder how much a collectors edition would sell..
  2728. [13:04:27] <Baughn> Then we can make internet.
  2729. [13:04:31] <sbp> rmmh: I've been running your Life simulator for a while now
  2730. [13:04:33] <derinerkan> we want radios
  2731. [13:04:36] <sbp> rmmh: it's almost stabilised!
  2732. [13:04:38] <Stushla> We need a way to play MIDIs, I want to fly with Bubble Bobble int he background.
  2733. [13:04:43] <_ikke_> what would be the radio latency
  2734. [13:04:44] <Stushla> in the*
  2735. [13:04:51] <Baughn> _ikke_: Distance/C
  2736. [13:05:08] <Ymgve> if you don't play this while flying you suck: http://www.youtube.com/watch?v=n3iki3-v6vY
  2737. [13:05:09] <_ikke_> How is C defined in the game?
  2738. [13:05:09] <scybot> Ymgve: c64 music elite docking music. - length 2m 18s - rated 4.64/5.0 (11) - 4,410 views - ratcliffave on 2010.03.31
  2739. [13:05:10] <SinZ> Can we have a worlds useless robot in the ship?
  2740. [13:05:13] <reynir> what
  2741. [13:05:18] <_notch> there will be radios. Several kinds. Normal ones work within your game session. Multiverse communicator arrays work across the multiverse. Hyperverse commuication arrays lets you talk to real world servers
  2742. [13:05:22] <reynir> what's the new IP for 0x10co.de?
  2743. [13:05:26] <Zengief> A thousand people at $100 ...?
  2744. [13:05:34] <Ymgve> _notch. wait what
  2745. [13:05:38] <migerh> reynir, 199.26.85.31
  2746. [13:05:39] <Zackman94> _notch, will cloaking take up a lot of processing power? that might be a good way to limit it...
  2747. [13:05:40] <bia> Im working on an emu. Have notch announced any memory map yet?
  2748. [13:05:50] <_notch> no, but a lot of generator power
  2749. [13:05:54] <Anderkent> Within your game session? As in only what you see?
  2750. [13:05:57] <Ymgve> _notch: hyperverse? wouldn't that enable people to exploit real-CPU power?
  2751. [13:06:04] <_notch> only people in your shard
  2752. [13:06:05] <rmmh> _notch: I had a radio proposal for in-system radios https://gist.github.com/2322687
  2753. [13:06:14] <reynir> _notch: http://199.26.85.31/sqll6 <-- optimizing brainfuck compiler \o/
  2754. [13:06:16] <_notch> Ymgve: There's no way to stop that, and the communcation will be kind of slow
  2755. [13:06:20] <SinZ> _notch: This better be possible >:( http://www.youtube.com/watch?v=IY0mDRrqcVU
  2756. [13:06:20] <scybot> SinZ: Still Alive (on Floppy Drives) - length 2m 5s - rated 4.98/5.0 (5358) - 444,843 views - sammy1am on 2011.10.22
  2757. [13:06:22] <Stushla> Will the generator run on any sort of fuel or just have a constant wattage which is consumed by components?
  2758. [13:06:26] <bia> Oh notch is here :d
  2759. [13:06:28] <_notch> constant wattage
  2760. [13:06:32] <Stushla> :(
  2761. [13:06:42] <Zackman94> Infinite power!
  2762. [13:06:47] <_notch> science magic! It survived for 0x10c years, after all, haha
  2763. [13:06:47] <Baughn> _notch: Can we also have a form of passive stealth through /not/ emitting lots of energy?
  2764. [13:06:50] <Stushla> Can we at least have oxygen that runs out?
  2765. [13:06:59] <_notch> yes baughn that's the idea
  2766. [13:07:03] <Anderkent> Well that's the only thing that makes sense, otherwise why didnt it run out when players were sleeping
  2767. [13:07:07] <Ymgve> Baughn: you can probably have passive stealth by staying the fuck far away from any planets
  2768. [13:07:14] <Zackman94> it seems your generator runs on troll science...
  2769. [13:07:37] <Stushla> I guy standing on a sheet of metal holding 2 magnets
  2770. [13:07:42] <Zackman94> FLIGHT!
  2771. [13:07:51] <Baughn> How much energy will be needed to heat the ship and run life support, anywya?
  2772. [13:07:59] <derinerkan> anderkent: they probably didn't breathe in cryo sleep
  2773. [13:08:06] <Baughn> Seems to run into kilowatts in apollo, but..
  2774. [13:08:07] <Anderkent> I was talking about generator fuel
  2775. [13:08:09] <Anderkent> not oxygen
  2776. [13:08:18] <derinerkan> turn engines off
  2777. [13:08:19] <derinerkan> drift
  2778. [13:08:22] <reynir> can we please talk about code?
  2779. [13:08:26] <bia> _notch: when will you release info about hardware mapped RAM? :)
  2780. [13:08:27] <reynir> programming*
  2781. [13:08:28] <derinerkan> use thrusters to fix direction
  2782. [13:08:29] <SinZ> http://www.youtube.com/watch?v=wjfkcdzPpLw&feature=relmfu
  2783. [13:08:30] <scybot> SinZ: Want You Gone (Portal 2 Credits) - length 2m 16s - rated 4.99/5.0 (1729) - 91,526 views - sammy1am on 2011.12.07
  2784. [13:08:33] <derinerkan> will go for a while
  2785. [13:08:47] <rmmh> guys, please try to keep volume low
  2786. [13:08:49] <Jerub> rmmh: sounds incredibly simplistic. what about speed of light propagation and redshift?
  2787. [13:08:51] <derinerkan> we want floppy disc choirs!
  2788. [13:09:06] <rmmh> Jerub: it's also possible to emulate on the server efficiently.
  2789. [13:09:14] <Baughn> Radio propagation delays are not hard
  2790. [13:09:21] <SinZ> derinerkan: its worth the waste of power
  2791. [13:09:23] <Anderkent> Jerub: assumption is local systems are not that large
  2792. [13:09:27] <Baughn> I wouldn't suggest emulating relativity..
  2793. [13:09:32] <derinerkan> of course
  2794. [13:09:32] <Anderkent> I wouldn't say 'solar systems' in that proposal
  2795. [13:09:43] <Zackman94> So you said the single player is free? does that mean entirely free or buy the game then pay to play online?
  2796. [13:09:43] <derinerkan> floppy choirs or MACHINE GUN CHOIRS
  2797. [13:09:46] <Ymgve> you can't really do relativity in a multiplayer environment
  2798. [13:10:08] <Baughn> Yeah, that's the problem. :P
  2799. [13:10:12] <SinZ> We need sci-fi doors, with the proper sound effects!
  2800. [13:10:15] <Anderkent> yep, the server reference frame will always be priviledged
  2801. [13:10:23] <warlordluke> _notch how far along in the DCPU16?
  2802. [13:10:35] <Stushla> did 100 people joing this channel after Notch?
  2803. [13:10:43] <hachque> pretty much
  2804. [13:10:44] <_ikke_> Stushla: probably
  2805. [13:10:47] <WillWill56> _notch, I was going to type a long, witty message about this game, but I thought these three words would suffice: I WANT IT!
  2806. [13:10:48] <reynir> jesus christ, stop flooding
  2807. [13:10:50] <Stushla> that's actually quite low
  2808. [13:10:53] <SinZ> Stushla: I was in the channel, but left after awhile, came back though
  2809. [13:10:55] <Zackman94> that's how the internet works
  2810. [13:10:56] <WillWill56> Don't mind waiting but it sounds awesome.
  2811. [13:11:01] <enygmata> notch is here o.O
  2812. [13:11:09] <Anderkent> It will calm down eventually
  2813. [13:11:10] <enygmata> what is going on
  2814. [13:11:23] <Ymgve> _notch: you never answered about the action replay!
  2815. [13:11:37] <net4all> quick check: is anyone working on a cross-compiling version of gcc?
  2816. [13:11:38] <lucian> _notch: are there any RNG devices in-game, perhaps to be bought? it seems to me entropy is scarse on the dcpu
  2817. [13:11:53] <Ymgve> lucian: radar noise, perhaps
  2818. [13:11:56] <Zackman94> _notch appears to be AFK
  2819. [13:11:57] <lucian> net4all: there's a llvm backend and a few from-scratch C compilers
  2820. [13:12:01] <reynir> net4all: I think perhaps some are, but I think it sounds like a Bad Idea®
  2821. [13:12:15] <lucian> Ymgve: sure, if radar has actual entropy
  2822. [13:12:22] <Anderkent> lucian: there's a channel to the real internet, you can get randomness from outside
  2823. [13:12:23] <SinZ> Zackman94: his hiding from us
  2824. [13:12:29] <net4all> lucian: perhaps a link to the backend? :)
  2825. [13:12:31] <Anderkent> latency shouldn't be that much of an issue
  2826. [13:12:34] <lucian> Anderkent: ah, there is? cool
  2827. [13:12:36] <Lerc> Buy entropy in-game. earn money by entropy mining.
  2828. [13:12:51] <Baughn> net4all: 64kW memory, less memory-mapped devices.. and you want to use gcc?
  2829. [13:12:56] <lucian> otherwise it seemed to me like battles between automated weapons would be won by whoever had the most entropy
  2830. [13:13:06] <Lerc> Getting close to bitcoin there.
  2831. [13:13:07] <lucian> Lerc: that sounds awesome
  2832. [13:13:18] <tiffany> "64kW memory", since when is memory measured in watts
  2833. [13:13:28] <Baughn> Words.
  2834. [13:13:29] <derinerkan> hahahahaha
  2835. [13:13:31] <tiffany> oh
  2836. [13:13:32] <tiffany> :s
  2837. [13:13:32] <enygmata> lol
  2838. [13:13:37] <kanzaka> huh?
  2839. [13:13:41] <Anderkent> lucian I dont see how that follows, you're assuming targeting algorithms are public knowledge
  2840. [13:13:48] <WillWill56> I'd like to strap a dcpu to a large missile, hopefully to make it a homing missile, hope they're not too expensive.
  2841. [13:13:56] <Baughn> kibiwords, I suppose. ^^;
  2842. [13:14:00] <net4all> Baughn: i have used gcc for a lot smaller things than the dcpu-16
  2843. [13:14:06] <Edzorg> I am super excited for this new game
  2844. [13:14:07] <Anderkent> WillWill56: you get 3 cpus on your basic ship, that doesnt sound like 'missile-level cheap'
  2845. [13:14:09] <lucian> Anderkent: they can be deduced, or software can be sold
  2846. [13:14:11] <DJUrsus> WillWill56: How about laser-guided?
  2847. [13:14:25] <lucian> Anderkent: it's easy to exploit lack of entropy in common software, and with some effort even in unique software
  2848. [13:14:28] <Baughn> net4all: I haven't. The code comes out less bloated for smaller targets?
  2849. [13:14:33] <tiffany> laser guided missiles still require an onboard computer :/
  2850. [13:14:38] <Lord_DeathMatch> To be fair, some missiles cost in the range of a million each :P
  2851. [13:14:43] <SinZ> _notch: will there be airlocks?
  2852. [13:14:54] <reynir> .quote reynir
  2853. [13:14:54] <scybot> reynir: [2/3] 2012-04-16 <reynir> I'll have my ship's missile interception system run brainfuck
  2854. [13:14:54] <Edzorg> _notch: hi
  2855. [13:15:04] <Edzorg> \to bia hello
  2856. [13:15:07] <Edzorg> \bia hi
  2857. [13:15:09] <lucian> that channel to the internet gives me an idea: charge for compilers-as-a-service
  2858. [13:15:10] <Baughn> lucian: Picking apart a PRNG on the fly, along with whatever algorithm it's running? Hard goal.
  2859. [13:15:13] <Edzorg> \msg bia sa
  2860. [13:15:13] <net4all> Baughn: not sure what you mean by bloated, but if you skip the std-lib and stuff you get small enough code
  2861. [13:15:14] <lucian> charge in-game that is
  2862. [13:15:20] <Anderkent> sure, but that's a hard won advantage ;) If your algorithm can model the opponent, you deserve to win
  2863. [13:15:30] <FireFly> Edzorg, looking for '/'?
  2864. [13:15:43] <DJUrsus> tiffany: Yes, but it could be a small tracking computer, rather than general-purpose.
  2865. [13:16:02] <deltab__> tiffany: "When we say it's the most powerful computer on the market, we mean it uses the most electricity"
  2866. [13:16:15] <lucian> Baughn: indeed. but if a particular PRNG was widely distributed, not so hard
  2867. [13:16:59] <Baughn> lucian: Depends. Some PRNGs require ludicrous amounts of cpu time to crack, after all.
  2868. [13:17:08] <Baughn> The DCPU ain't fast
  2869. [13:17:11] <Anderkent> If your opponent is moving randomly you don't really need to pick his algorithm apart, you win by having a good algorithm
  2870. [13:17:16] <WillWill56> I was thinking I'd wirelessly control the missile if possible...
  2871. [13:17:19] <FireFly> So then keep your specific values secret, and seed it often with new data from the radar
  2872. [13:17:30] <lucian> Anderkent: sure, but think of it the other way. your opponent will want an advantage too, and that might be a better rng
  2873. [13:17:49] <Baughn> Or fill a HDD with random numbers, and use that
  2874. [13:17:57] <lucian> Baughn: good point. although LCG is probably doable
  2875. [13:18:04] <Zackman94> what's the best way to learn programing?
  2876. [13:18:13] <lucian> Baughn: yes, that would be a solution, collect entropy constantly and store it
  2877. [13:18:18] <Edzorg> Just become bro Zackman
  2878. [13:18:25] <reynir> migerh: so what have you been up to?
  2879. [13:18:26] <Stushla> how fun is mastermind when you only know what colours are in the correct position?
  2880. [13:18:35] <Rick> ...crack...prngs? :v:
  2881. [13:18:38] <Baughn> Zackman94: Depends on your goal. Not the same if you want to just write DCPU code as if you want to become a career programmer.
  2882. [13:18:42] <Anderkent> Zackman94: google pyton tutorials for the very basics, then start doing stuff like project euler
  2883. [13:18:47] <rmmh> lucian: I've implemented a MWC RNG that doesn't have the low bit biases that LCGs do.
  2884. [13:18:57] <Rick> sup rmmh
  2885. [13:19:02] <Rick> you missed the notch visit :3
  2886. [13:19:10] <Baughn> lucian: Use a cryptographic PRNG, store for later. Probably too slow to use in real-time. :P
  2887. [13:19:13] <rmmh> no, he's still here, we just got 100 people from the forums
  2888. [13:19:14] <cafaxo> @Zackman94: first read some books or so, then start out with some small projects and then just lerning by doing ^^
  2889. [13:19:21] <Rick> oh
  2890. [13:19:23] <Rick> whaaat
  2891. [13:19:26] <Rick> he came back? swank~
  2892. [13:19:27] <Edzorg> Notch(or anyone), do you know of, or have you written any good starting points to writing games in java? For an intermediate/advanced java developer
  2893. [13:19:28] <_notch> i am kind if afkish :D
  2894. [13:19:29] <Baughn> lucian: Though AES doesn't actually take that much CPU-time
  2895. [13:19:32] <lucian> rmmh: yeah, i know. and that's cool. does it run on dcpu?
  2896. [13:19:37] <jdiez17> hey guys
  2897. [13:19:45] <reynir> hey jdiez17
  2898. [13:19:49] <jdiez17> did I miss something? I read something about some chat logs with notch
  2899. [13:19:53] <rmmh> lucian: http://0x10co.de/3odrv
  2900. [13:19:57] <lucian> Baughn: even AES is useless without no real entropy, but yeah it's not as big a problem as my initial question suggests
  2901. [13:20:04] <lucian> rmmh: awesome :)
  2902. [13:20:18] <kcj> This channel is probably going to double in size by the time I wake up.
  2903. [13:20:19] <Baughn> lucian: That's what /dev/random is for. :P
  2904. [13:20:25] <lucian> rmmh: good distribution
  2905. [13:20:37] <Baughn> You only need *one* block of true randomness
  2906. [13:20:40] <lucian> Baughn: right, but can you get the output of your /dev/random into the game easily?
  2907. [13:20:49] <Rick> offloading!!
  2908. [13:20:50] <Rick> :D
  2909. [13:20:59] <Baughn> lucian: As I said, you only need one. Then feed that through AES repeatedly.
  2910. [13:20:59] <Ymgve> gah, do I have to learn quaternions?
  2911. [13:21:01] <jdiez17> okay, so what did _notch say? reynir, Rick, give me a summary!
  2912. [13:21:08] * kcj wonders if people think /dev/ means development.
  2913. [13:21:10] <Zackman94> Thanks for the advice guys, I actually started to get into python at one point, but got distracted by other things. I'm hoping 0x10c will give me the push to really learn it
  2914. [13:21:13] <Rick> jdiez17: um, random stuff about games
  2915. [13:21:17] <Rick> *0x10c
  2916. [13:21:18] <Rick> :D
  2917. [13:21:19] <FireFly> I think stuff like entropy from input is enough, really
  2918. [13:21:20] <lucian> kcj: heh
  2919. [13:21:21] <jdiez17> nothing specific?
  2920. [13:21:22] <Rick> nothing really significant
  2921. [13:21:27] <jdiez17> fu
  2922. [13:21:37] <Baughn> FireFly: Depends on the combat model
  2923. [13:21:42] <rmmh> and standard disclaimer that everything is subject to change
  2924. [13:21:45] <derinerkan> cosmic radiation could make a rng couldn't it?
  2925. [13:21:46] <Rick> jdiez17: he talkedd about his ideas for the future, etc
  2926. [13:21:49] <Lord_DeathMatch> what about a badly configured sensor for random input? :P
  2927. [13:21:50] <tiffany> when I went to generate a key using gnupg it whined that I didn't have a big enough entropy pool :x
  2928. [13:21:58] <jdiez17> what about dcpu? no love for dcpu?
  2929. [13:21:59] <Baughn> derinerkan: Absolutely
  2930. [13:22:03] <Rick> he's here for the dcpu love
  2931. [13:22:08] <derinerkan> i mean, i looked at some of the seti@home data my pc was processing
  2932. [13:22:09] <Ymgve> tiffany: shoulda smashed your keyboard more
  2933. [13:22:12] <derinerkan> it seemed pretty random
  2934. [13:22:17] <ehd> jdiez17: lots of love, there's going to be a summary on reddit/forums i guess
  2935. [13:22:18] <reynir> Can't we somehow enforce that this is the -dev channeL?
  2936. [13:22:38] <jdiez17> ehd: uh, but what did he say?
  2937. [13:22:41] <cafaxo> @notch: i'm not really up to date here, but will there be something like a network interface for the dcpu?
  2938. [13:22:41] <Baughn> Zackman94: If you're interested in DCPU programming, Python ain't gonna help you.
  2939. [13:22:44] <Rick> given notch's presence that'll be a bit difficult :p
  2940. [13:22:54] <Baughn> cafaxo: How do you like radio?
  2941. [13:22:57] <rmmh> cafaxo: 08:05:07 < _notch> there will be radios. Several kinds. Normal ones work within your game session. Multiverse communicator arrays work across the multiverse. Hyperverse commuication arrays lets you talk to real world servers
  2942. [13:23:04] <deltab__> jdiez17: no universal memory map
  2943. [13:23:05] <Zackman94> Baughn: what will
  2944. [13:23:06] <Zengief> jdiez17 he only gave us a few huge secrets that now we can't tell to anyone.
  2945. [13:23:07] <ehd> jdiez17: sorry, i can't recollect that all now for you :(
  2946. [13:23:08] <WillWill56> I checked all the channels and notch was on this one so :P
  2947. [13:23:18] <tiffany> baughn: it's better to go into something like this knowing something than knowing nothing
  2948. [13:23:23] <Baughn> Zackman94: How good do you want to get? How much time investment do you want?
  2949. [13:23:29] <lucian> jdiez17: something interesting dcpu-related is likely interrupts at 60hz
  2950. [13:23:57] <derinerkan> wouldn't calling an interrupt repeatedly like that lag the program
  2951. [13:24:06] <Rick> oh that's right, he was asking about interrupts
  2952. [13:24:06] <Zackman94> I want to be able to write simple programs in DCPU and go from there, like maybe simple navigation, turning off and on systems as a start
  2953. [13:24:17] <jdiez17> ?log
  2954. [13:24:17] <scybot> log http://vps.thomascomputerindustries.com/logs/freenode/0x10c-dev
  2955. [13:24:24] <DJUrsus> derinerkan: That's how every modern OS works.
  2956. [13:24:28] <Baughn> Zackman94: So.. you already have another career, I assume.
  2957. [13:24:30] <Sky___> rmmh I also put that disclaimer in my 0x10c forum post!
  2958. [13:24:31] <derinerkan> huh
  2959. [13:24:39] <jdiez17> also someone whould tell notch that everyone can see his IP
  2960. [13:24:43] <Zackman94> I'm still in high school
  2961. [13:24:44] <derinerkan> i'll read up on that then
  2962. [13:25:04] <DJUrsus> jdiez17: Also his epidermis.
  2963. [13:25:11] <_ikke_> Zackman94: First start with reading from and writing to a console :P
  2964. [13:25:16] <Baughn> Zackman94: That's okay. I'd say.. learn (very simple) vector math, trigonometry, and C.
  2965. [13:25:39] <Zackman94> I know trig, and I'm in grade 12 physics
  2966. [13:25:55] <Zackman94> C is really what I need
  2967. [13:25:56] * Baughn notes that 'grade 12 physics' means nothing to people outside your school
  2968. [13:26:06] <WillWill56> I have no idea what I'd use a 10 mb hard drive for, seems so big when I think about the tiny numbers and text strings I'll be storing.
  2969. [13:26:07] <Baughn> But I'll take it you have a basic idea.
  2970. [13:26:37] <FireFly> It *is* rather big, WillWill56
  2971. [13:26:39] <Baughn> Zackman94: Grab a copy of Introduction to Algorithms.
  2972. [13:26:42] <tiffany> you can fit a linux kernel into 6mb
  2973. [13:26:53] <FireFly> It's kinda funny how modern games are tens of gigabytes
  2974. [13:27:00] <FireFly> It's pretty insane really
  2975. [13:27:01] <Zackman94> alright
  2976. [13:27:07] <derinerkan> WillWill56: permanently inserted floppy is the answer, just 1.44megs there
  2977. [13:27:08] <tiffany> most of that is not-very-compressed JPEG texture files
  2978. [13:27:11] <net4all> Zackman94: what about vector and matrix mathematics?
  2979. [13:27:21] <net4all> (very usefull for 3d-stuff)
  2980. [13:27:22] <brendel> FireFly: the size of recent game tends to decrease
  2981. [13:27:35] <WillWill56> Hey ZackMan94, seems you're in a similar boat to me.
  2982. [13:27:41] <Baughn> Zackman94: http://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-046j-introduction-to-algorithms-sma-5503-fall-2005/ <- Here's the matching lectures. Free, unlike the book, but you'll want the book.
  2983. [13:27:58] <_notch> I'm behind seven proxies, I don't care. Also tor
  2984. [13:28:00] <jdiez17> is http://dcpu.com/highnerd/ an official emulator?
  2985. [13:28:01] <scybot> jdiez17: that url has been posted 5 times in the past 10 hours by Blecki, mappum, Rick, and Twisol (last linked by Rick 2 hours, 3 minutes ago).
  2986. [13:28:11] <rmmh> yes, jdiez17
  2987. [13:28:14] <jdiez17> WOOT
  2988. [13:28:23] <jdiez17> *nerdgasm*
  2989. [13:28:34] <Rick> it's a slightly newer version of notch's dcpu code
  2990. [13:28:35] <sstagg> ro
  2991. [13:28:38] <Zackman94> I know vector addition and subtraction... but I know I need to learn more. I start calculus next year
  2992. [13:28:46] <jdiez17> okay, time to get hackin'
  2993. [13:29:02] <WillWill56> Is there a dcpu emulator for android? That's all I have access to at the moment, in bed :P
  2994. [13:29:03] <Baughn> Zackman94: You won't need calculus for this. :P
  2995. [13:29:04] <reynir> I thought dcpu.com was owned by some russian guys
  2996. [13:29:11] <Baughn> Well it /helps/ - it always helps - but not /need/
  2997. [13:29:14] <reynir> I dont trust java applets from russian guys
  2998. [13:29:15] <Ymgve> notch "bought them out"
  2999. [13:29:17] <Rick> .remember highnerd-diff http://pastie.org/pastes/3802184/text?key=to03bv10exlrc1dwoeua
  3000. [13:29:18] <scybot> Rick: done.
  3001. [13:29:25] <Ymgve> with broken kneecaps
  3002. [13:29:30] <FireFly> Rick, nice
  3003. [13:29:32] <FireFly> thanks
  3004. [13:29:37] <Zackman94> that's good to hear
  3005. [13:30:05] <Rick> OH YEAH
  3006. [13:30:08] <Rick> _notch
  3007. [13:30:11] <Ymgve> _notch: will there be something like an intergalactig GPS?
  3008. [13:30:13] <Rick> you have a bug in VirtualKeyboard
  3009. [13:30:21] <sstagg> _notch mentioned an 'official' emulator, can't find any reference to it tho?
  3010. [13:30:22] <Ymgve> that gives your exact location in space
  3011. [13:30:23] <Rick> it's harmless, but it's a silly bug
  3012. [13:30:23] <Baughn> Zackman94: This should be enough material for a month or two, easily. If you decide you want to learn *programming*, as opposed to just DCPU coding, have a look at Structure and Interpretation of Computer Programs. That one's free.
  3013. [13:30:42] <Rick> _notch: if(i < 80 || i > 255)
  3014. [13:30:51] <net4all> sicp ftw!
  3015. [13:30:53] <Rick> _notch: in keyPressed/keyReleased
  3016. [13:31:01] <Rick> _notch: that 80 is most likely meant to be 0x80
  3017. [13:31:24] <Baughn> Zackman94: Er, http://mitpress.mit.edu/sicp/
  3018. [13:31:27] <kanzaka> guys, very noob question: what does << means?
  3019. [13:31:32] <Rick> shift left
  3020. [13:31:35] <cafaxo> bitshift left
  3021. [13:31:41] <jdiez17> kanzaka: left shiftr
  3022. [13:31:42] <HenryTrollins> how would an interaglactic gps work/be explained
  3023. [13:31:42] <rmmh> print to stdou
  3024. [13:31:42] <jdiez17> well
  3025. [13:31:43] <sstagg> http://en.wikipedia.org/wiki/Bitwise_operation
  3026. [13:31:46] <jdiez17> you guys beat me to it xD
  3027. [13:31:47] <Rick> lol rmmh
  3028. [13:31:48] <tiffany> rmmh: that's only in C++
  3029. [13:31:51] <kanzaka> ooh! now it' s all clear! xD
  3030. [13:31:52] <tiffany> where nothing makes sense
  3031. [13:31:54] <rmmh> HenryTrollins: quasar positions
  3032. [13:31:59] <Ymgve> HenryTrollins: magic
  3033. [13:32:02] <HenryTrollins> hmm
  3034. [13:32:07] <HenryTrollins> i like the quasar position idea
  3035. [13:32:09] <Rick> sstagg: the 'official' emulator came as a reward for his little puzzle
  3036. [13:32:21] <jdiez17> Rick: what puzzle?
  3037. [13:32:22] <sstagg> ash, ok, I'm late to the party it seems
  3038. [13:32:26] <sstagg> ^aah
  3039. [13:32:32] <Ymgve> the alternative is that we would have to use the positions of stars and planets to calculate our position
  3040. [13:32:37] <Ymgve> and that's not fun
  3041. [13:32:39] <Zackman94> thanks, this should help for sure!
  3042. [13:32:40] <Baughn> Sounds fun!
  3043. [13:32:45] <Rick> http://t.co/GeMDiDYC
  3044. [13:32:46] <HenryTrollins> well say you had to code your gps for the dcpu16
  3045. [13:32:53] <Rick> .remember puzzle http://www.0x10c.com/screenshots/009.png
  3046. [13:32:54] <scybot> Rick: done.
  3047. [13:32:59] <HenryTrollins> you'd have need some sort of sensor input
  3048. [13:33:33] <rmmh> can we avoid too much speculation about things in the distant future?
  3049. [13:33:35] <Rick> basically through several layers of unwrapping, it led to a dcpu program
  3050. [13:33:44] <reynir> rmmh++
  3051. [13:33:51] <Rick> http://0x10co.de/whgua
  3052. [13:33:52] <rmmh> let
  3053. [13:34:03] <Rick> which gave us the emulator URL
  3054. [13:34:17] <rmmh> let's discuss how the fg color should be inverted so SET [0x8000], "A" prints white on black text to the screen
  3055. [13:34:32] <Rick> disagree
  3056. [13:34:42] <reynir> rmmh: I suggested that, but people wanted to kill me
  3057. [13:35:07] <Rick> it means two things
  3058. [13:35:14] <DJUrsus> rmmh: You'd also have to set 0x0 to be a blank character.
  3059. [13:35:17] <Rick> a) the font will have to be reshuffled so the first character is empty
  3060. [13:35:22] <Rick> b) no xor magic
  3061. [13:35:27] <rmmh> good points
  3062. [13:35:36] <DJUrsus> Rick: b) I disagree.
  3063. [13:35:42] <SmokestormX> http://199.26.85.31/whgua
  3064. [13:35:53] <Rick> oh thanks SmokestormX
  3065. [13:35:56] <SmokestormX> np
  3066. [13:36:19] <DJUrsus> Alternative: Flip the foreground highlight bit only.
  3067. [13:36:41] <deltab__> HenryTrollins: http://www.scientificcomputing.com/news-DS-Celestial-Map-uses-Observations-of-3000-Quasars-for-GPS-Directions-103009.aspx
  3068. [13:37:40] <FireFly> DJUrsus, that's a pretty good suggestion
  3069. [13:37:59] <reynir> Ah, finally it's quiet again
  3070. [13:38:06] <SmokestormX> everytime i made something on 010code matt would change the way it works. constantly changing.
  3071. [13:38:06] <deltab__> rmmh: two-color text mode (with Unicode)
  3072. [13:38:14] <Rick> unicode will never happen
  3073. [13:38:21] <Ymgve> _notch: will the DCPU have any jobs that it _must_ do, or can a ship be operated entirely without any DCPU programs?
  3074. [13:38:28] <HenryTrollins> deltab__: thanks, i will check it out
  3075. [13:38:32] <Zackman94> Baughn: thanks for showing me this I bought a book one time that was literally just a bunch of programs. it explained nothing at even though it was called "learn C".
  3076. [13:38:54] <rmmh> dropping the highlight bit might be useful so we can have 256 chars, would be foreigners aren't completely screwed
  3077. [13:39:06] <Rick> rmmh: you mean blink bit
  3078. [13:39:25] <_ikke_> rmmh: Why might better directly go to unicode then :P
  3079. [13:39:31] <Baughn> Zackman94: No problem. Ever thought about being a programmer? :P
  3080. [13:39:36] <deltab__> rmmh: 8 bits is only slightly better than 7 in that regard
  3081. [13:39:46] <Anderkent> 8bits gives you utf-8
  3082. [13:39:49] <rmmh> err, right
  3083. [13:39:51] <Rick> no it doesnt
  3084. [13:39:54] <_ikke_> Anderkent: Nope
  3085. [13:39:54] <DJUrsus> deltab__: I would posit that it's twice as good :-D
  3086. [13:39:55] <Rick> we already have ushorts
  3087. [13:40:00] <Rick> we can store utf16 just fine
  3088. [13:40:12] <rmmh> deltab__: at least you can do kana/cyrillic/etc
  3089. [13:40:26] <Anderkent> oh right it's display, sorry was out of context
  3090. [13:40:26] <deltab__> rmmh: which one, though?
  3091. [13:40:31] <Zackman94> Of course! I tried to take the course they had at my school 3 times, and it always seemed to either be full or conflicted with another course
  3092. [13:40:34] <OlaHughson> http://0x10cwiki.com/images/c/c2/DCPU_Basic_1.0.png ;(
  3093. [13:41:00] <Rick> http://199.26.85.31/os.asm
  3094. [13:41:11] <DJUrsus> deltab__: Any. Code pages!
  3095. [13:41:14] <FireFly> OlaHughson, why ";("?
  3096. [13:41:16] <deltab__> ugh, code pages
  3097. [13:41:19] <SpacemanSpiff> ?log
  3098. [13:41:20] <scybot> log http://vps.thomascomputerindustries.com/logs/freenode/0x10c-dev
  3099. [13:41:30] * OlaHughson doesn't like C64.
  3100. [13:41:33] <OlaHughson> Just that^^
  3101. [13:41:33] <Zackman94> ^ spacemanspiff... as in Calvin and Hobbs?
  3102. [13:41:36] <HenryTrollins> deltab__: that was a good read
  3103. [13:42:06] <Baughn> Zackman94: I've never heard of a high-school programming course that is any good
  3104. [13:42:13] <Rick> the easiest solution to this
  3105. [13:42:16] <Baughn> Zackman94: ..I rarely hear of good university-level courses, at that
  3106. [13:42:25] <Rick> is to make it possible to draw a tile then change it without the drawn tile changing
  3107. [13:42:32] <Baughn> Zackman94: If you want to be one, it's pretty much up to you.
  3108. [13:42:33] <Rick> then you can have all the unicode you want
  3109. [13:42:39] <rmmh> Baughn: you're the df graphics guy right?
  3110. [13:42:40] <jdiez17> okay, so I can't seem to be able to run any memory dump on the dcpu example
  3111. [13:42:43] <jdiez17> Rick: any pointers?
  3112. [13:42:47] <Ymgve> Rick: that sounds complicated
  3113. [13:42:50] <Baughn> rmmh: Yep
  3114. [13:42:53] <Anderkent> say again? Draw a tile then change it [the tile] without the tile changing?
  3115. [13:42:54] <SpacemanSpiff> Zackman94: yes
  3116. [13:42:57] <Rick> Ymgve: I know
  3117. [13:43:11] <Rick> but seriously, people thinking there's going to be native unicode support in the display are bonkers
  3118. [13:43:16] <Baughn> rmmh: And the source of all ads. >_>
  3119. [13:43:17] <migerh> completely OT so cool, since we're all gamers and asm coders: jordan mechner released the prince of persia 2 source code :)
  3120. [13:43:26] <FireFly> Rick, then we wouldn't have awesome animated tiles though :(
  3121. [13:43:27] <deltab__> Rick: for what reason?
  3122. [13:43:32] <FireFly> Not as awesome, at least
  3123. [13:43:33] <Ymgve> Rick: another alternative would be to have the screen as a separate device which accepts "plot stuff at x,y with color z" commands
  3124. [13:43:46] <Rick> Ymgve: that would achieve the same effect but be slower
  3125. [13:43:46] <Baughn> Ymgve: That would massively inflate cpu and memory costs
  3126. [13:43:47] <rmmh> we are not going back to vector displays
  3127. [13:43:54] <Zackman94> so the MIT course is an exception then?
  3128. [13:44:07] <Zackman94> or did you just send me that for starters?
  3129. [13:44:08] <Ymgve> Baughn: it would decrease memory costs, at least compared to a full bitmap
  3130. [13:44:13] <Baughn> Zackman94: It's an exception.
  3131. [13:44:16] <deltab__> rmmh: not even for radar plots etc? :-)
  3132. [13:44:19] <Zackman94> Noted.
  3133. [13:44:22] <Baughn> Zackman94: There /are/ good universities for this. MIT is definitely one of them.
  3134. [13:44:29] <Zengief> Could you use a second dcpu as a south bridge? Or bus?
  3135. [13:44:41] <Ymgve> You could use it any way you want!
  3136. [13:44:41] <Baughn> Possibly?
  3137. [13:44:50] <jdiez17> so I'm assuming the mem.dmp is the thing run by the emu, and it's little endian, isn't it?
  3138. [13:44:50] <Baughn> Ymgve: But there's no reason to have more than a character cell display!
  3139. [13:44:56] <Rick> jdiez17: naturally
  3140. [13:45:11] <Ymgve> Baughn: sure there is - if you want to do graphics
  3141. [13:45:32] <jdiez17> Rick: well, I can't run it for some reason >:(
  3142. [13:45:45] <reynir> oh crap
  3143. [13:45:46] <deltab__> Ymgve: plenty of nice symbols etc. in unicode
  3144. [13:45:53] <FireFly> You can do lots of graphics with the current setup, Ymgve
  3145. [13:46:02] <SmokestormX> wasnt there a hacked version of deNULLs emu that did graphics well
  3146. [13:46:03] <reynir> i did $ foo | vim
  3147. [13:46:08] <Ymgve> FireFly: you're limited to a 64x64 area tho
  3148. [13:46:08] <deltab__> box drawing, blocks, arrows, etc.
  3149. [13:46:09] <FireFly> Tilesets, spriteart
  3150. [13:46:21] <FireFly> Ymgve, assuming you don't reuse tiles
  3151. [13:46:38] <rmmh> I'm pretty okay with a limited display :v
  3152. [13:46:40] <dx> the tweet said 150 nicks and this channel has 251, so this must be the right place
  3153. [13:46:51] <FireFly> Haha
  3154. [13:47:03] <tiffany> notch is also here and voiced
  3155. [13:47:10] <Zengief> How was that game of life program done? Graphically. It wasn't using ASCII for sure
  3156. [13:47:15] <Rick> it's not notch, it's the notch behind notch
  3157. [13:47:28] <rmmh> Zengief: modifying character ram. the other guy's is even more insane
  3158. [13:47:31] <SmokestormX> it's the 64 bit name of god.
  3159. [13:47:31] <FireFly> Zengief, you can modify the charset
  3160. [13:47:32] <dx> notch is also getting pinged a lot
  3161. [13:47:47] <cparrot> Lets imagine we will have an os managing multiple processes, how will it manage the tilesets ?
  3162. [13:47:47] <FireFly> So you print an "A", but it doesn't show up as an A
  3163. [13:47:54] <Ymgve> Zengief: an array of 16x8 chars and then drawn directly into the font ram
  3164. [13:47:57] <Rick> ?rick-display
  3165. [13:47:57] <scybot> rick-display https://github.com/gibbed/0x10c-Notes/blob/master/VirtualMonitor.txt
  3166. [13:48:10] <dx> _notch: i love you guys for hiring the bukkit staff. that's all i have to say.
  3167. [13:48:28] <dx> lurk time for me now.
  3168. [13:48:29] <Rick> what's a bukkit staff
  3169. [13:48:50] <Ymgve> http://199.26.85.31/starfield uses a 64x64 gfx display
  3170. [13:49:00] <_ikke_> Rick: bukkit are the guys who did a lot for creating mods for minecraft
  3171. [13:49:03] <cparrot> tileset are ok as long as you dont want to switch between programs
  3172. [13:49:25] <cparrot> otherwise you have to store all tilesets
  3173. [13:49:42] <Zengief> Interesting, is that supported, or is it only ASCII for now officially?
  3174. [13:49:44] <SmokestormX> lol i was waiting for someone to do a starfield :P
  3175. [13:49:45] <FireFly> when we get floppies/HDDs that wouldn't be much of a problem
  3176. [13:49:51] <FireFly> Having to load the charset and other resources, I mean
  3177. [13:49:54] <DJUrsus> cparrot: I'm kinda hoping for fast blitting to solve that.
  3178. [13:50:03] <OlaHughson> swap RAM on floppy? ;o
  3179. [13:50:23] <reynir> I can't find my java decompiler o.O
  3180. [13:50:26] <Rick> that's where I know unicode isn't going to happen
  3181. [13:50:41] <Rick> unicode font data far exceeds the amount of memory dcpu has access to
  3182. [13:50:42] <Rick> :p
  3183. [13:50:46] <Baughn> rmmh: So yeah, I'm excited to make *EVEN WORSE* graphics, for this thing. xD
  3184. [13:50:47] <FireFly> Zengief, Notch's implementation supports modification of the charset
  3185. [13:51:02] <FireFly> Zengief, that rick-display text is what we've figured from Notch's implementation
  3186. [13:51:10] <FireFly> (or rather, what Rick figured)
  3187. [13:51:18] <reynir> Rick: I think there are a lot of glyphs taht would be unreadable at 4*8 pixels
  3188. [13:51:33] <Rick> so combine multiple tiles
  3189. [13:51:36] <Rick> not hard
  3190. [13:51:38] <deltab__> Rick: external rom
  3191. [13:51:59] <Anderkent> well all you need is a table of unicode glyph on your hdd
  3192. [13:52:16] <entrusC> is anyone planning to port spacetaxi to the dcpu? I'd really like that!
  3193. [13:52:23] <deltab__> or in the display's circuitry on a rom chip :-)
  3194. [13:52:38] <Ymgve> did unicode even exist in 1988_
  3195. [13:52:45] <reynir> No
  3196. [13:52:52] <deltab__> it was just starting
  3197. [13:52:55] <reynir> unicode is from the nineties
  3198. [13:52:59] <Anderkent> doesn't matter if we're doing it using only generic primitives
  3199. [13:53:05] * Baughn will, if possible, port a DF client to the DCPU. :P
  3200. [13:53:14] <Rick> "The origins of Unicode date back to 1987, when Joe Becker from Xerox and Lee Collins and Mark Davis from Apple started investigating the practicalities of creating a universal character set", thanks, Wikipedia.
  3201. [13:53:17] <cparrot> DJUrsus: how so ? you'll still have to save/load the current tileset and copy it to the screen tileset at every program switch
  3202. [13:53:18] <Anderkent> but yeah means notch won't provide unicode displays probably
  3203. [13:53:25] <dx> shift-jis is the standard
  3204. [13:53:25] <SmokestormX> I will look through that code later Ymgve , looks interesting
  3205. [13:53:33] <Rick> heh sjis
  3206. [13:53:38] <reynir> Baughn: with simulations and all? :o
  3207. [13:53:45] <swiley> meh I don't like unicode
  3208. [13:53:46] <Rick> the way I see it
  3209. [13:53:51] <jdiez17> what the fuck, I can't get anything to run on the official emu!
  3210. [13:53:58] <Rick> operating systems won't need many characters from any language, or it can be simplified
  3211. [13:54:04] <swiley> I'm fine with 16bit chars but my programs won't support "unicode"
  3212. [13:54:05] <Rick> the actual game interface will probably support unicode just fine
  3213. [13:54:06] <Baughn> reynir: 'DF client', as in a terminal hooked to the host CPU. Yes, okay, that's unlikely to work.
  3214. [13:54:21] <rrivera> swiley: that's awful.
  3215. [13:54:23] <DJUrsus> cparrot: True, but if we have fast blitting, we can do that in maybe 20 cycles.
  3216. [13:54:34] <swiley> why I don't know anything but english
  3217. [13:54:36] <jdiez17> Rick: any idea?
  3218. [13:54:44] <Rick> jdiez17: no idea
  3219. [13:54:55] <jdiez17> have you managed to run anything?
  3220. [13:54:55] <Rick> why do you need to run using his code?
  3221. [13:54:57] <swiley> btw: just figured out groff supported ebcdic
  3222. [13:55:02] <swiley> :)
  3223. [13:55:03] <Rick> the applet runs notch's code fine
  3224. [13:55:04] <Rick> not tried modifying it
  3225. [13:55:06] <jdiez17> yeah
  3226. [13:55:09] <jdiez17> notch's sure
  3227. [13:55:13] <dx> are there any plans/proposals for graphic video memory? that could sort the problem for people who REALLY need unicode
  3228. [13:55:16] <jdiez17> but not any that my assembler outputs!
  3229. [13:55:24] <Ymgve> who really needs unicode?
  3230. [13:55:29] <entrusC> why do you need unicode?
  3231. [13:55:29] <dx> no idea
  3232. [13:55:30] <Baughn> dx: *Nobody* really needs unicode
  3233. [13:55:32] <Anderkent> people who only speak russian
  3234. [13:55:33] <Anderkent> ;X
  3235. [13:55:34] <dx> haha
  3236. [13:55:39] <swiley> I was going to use ebcdic until I looked at it… Then I was like "that's awfull!"
  3237. [13:55:55] <rrivera> Baughn: Um, think outside the US.
  3238. [13:55:55] <DJUrsus> swiley: You scared me for a second there.
  3239. [13:55:55] <Ymgve> I don't want those non-latin-charset-using foreginers in my game!
  3240. [13:55:58] <HenryTrollins> maybe i want my terminals in shift-jis
  3241. [13:56:01] <derinerkan> hahahahahah
  3242. [13:56:02] <derinerkan> şşş
  3243. [13:56:03] <Baughn> rrivera: I'm norwegian. What's your point?
  3244. [13:56:04] <reynir> I need a program to replace all one-length strings with the ascii value of that character
  3245. [13:56:07] <reynir> in a file
  3246. [13:56:16] <rrivera> Baughn: Think of others, like the Chinese.
  3247. [13:56:16] <derinerkan> ççğşş -> unicode is baws
  3248. [13:56:29] <Baughn> rrivera: The chinese can use a romanization just fine
  3249. [13:56:36] <DJUrsus> If ym math is right, Unicode glyphs would be 1MB.
  3250. [13:56:40] <DJUrsus> *my
  3251. [13:56:47] <tiffany> if you can get onboard of other people's ships then maybe there will be good reason to set your font to something like ancient or standard galactic alphabet
  3252. [13:56:52] <Baughn> rrivera: It just isn't possible to fit unicode in this computer
  3253. [13:56:55] <swiley> I'm sorry but most people only speak english, if you want other languages you'll have to modify the program anyway
  3254. [13:57:04] <reynir> doesn't unicode have klingon glyphs?
  3255. [13:57:04] <Jerub> swiley: ....
  3256. [13:57:12] <Jerub> reynir: no, that was in draft only.
  3257. [13:57:12] <Baughn> reynir: Among other things.
  3258. [13:57:13] <rrivera> Baughn: There's not really a lot of information yet to come to that conclusion is there?
  3259. [13:57:15] <deltab__> reynir: unofficial, in CSUR
  3260. [13:57:19] <OlaHughson> swiley: they should speak polish <3
  3261. [13:57:29] <tiffany> there's several fonts which have glyphs for klingon
  3262. [13:57:34] <Khoyo> swiley : Most people only speak chinese, actually.
  3263. [13:57:34] <Baughn> rrivera: There is enough. The instruction set only allows you to address 64 kilowords.
  3264. [13:57:38] <tiffany> but afaik it's in a private range and isn't official
  3265. [13:57:44] <dx> my question about graphic video memory still stands btw
  3266. [13:57:50] <OlaHughson> actually, there is a fun satyric page http://www.wielka.net, where Poland owns most of the Earth and whole Solar System :D
  3267. [13:57:52] <Jerub> i still think that the only user-visible output should be blinking lights and a tape printer.
  3268. [13:58:00] <Jerub> ;)
  3269. [13:58:00] <Baughn> Anyway, this is a historical simulation
  3270. [13:58:01] <OlaHughson> and is based 50 years forward in time
  3271. [13:58:03] <DJUrsus> dx: We'll probably end up with a graphics mode.
  3272. [13:58:04] <derinerkan> kyoho: that's why we have cheap chinese knockoffs with horrible grammar :D
  3273. [13:58:09] <swiley> khoyo: ok, most devs speak english, at least as a secound language
  3274. [13:58:10] <Baughn> It would not be realistic to support anything but EBCDIC, or maybe ASCII
  3275. [13:58:15] <DJUrsus> dx: He did say hardware sprites at some point.
  3276. [13:58:22] <dx> cool
  3277. [13:58:23] <Baughn> Thank your lucky stars you get code-pages. :P
  3278. [13:58:30] <OlaHughson> Jerub: I would prefer something really awesome. Like, port of AROS.
  3279. [13:58:31] <usuario_> ijo de puta
  3280. [13:58:34] <cparrot> DJUrsus: thats good to know
  3281. [13:58:35] <usuario_> fuck you
  3282. [13:58:36] <swiley> YES ALL SOFTWARE WILL USE EBCDIC!!!
  3283. [13:58:51] <Ymgve> you BASTARD
  3284. [13:58:56] <jdiez17> could someone please kb usuario_? he's a repetitive troll
  3285. [13:58:59] <derinerkan> ASCII OR DEATH
  3286. [13:58:59] <OlaHughson> I speak polish, english , a bit russian, and also HTML
  3287. [13:59:00] <reynir> swiley: I vote for EBCDIC
  3288. [13:59:03] <Jerub> \asianfather{EBCDIC?}{Why not UTF-EBCDIC?}
  3289. [13:59:09] <DJUrsus> swiley: How about EBCDIC XORed with your mom's birthday?
  3290. [13:59:11] <hachque> ping Cr8 jdiez17
  3291. [13:59:12] <OlaHughson> wat
  3292. [13:59:16] <jdiez17> hachque: pong
  3293. [13:59:21] <Khoyo> swiley: True for occidental devs, but not for chinese/japanese devs.
  3294. [13:59:24] <Anderkent> wow, this degraded fast
  3295. [13:59:27] * derinerkan aims an AK-47 at swiley
  3296. [13:59:28] <dx> rmmh: kb usuario_ please
  3297. [13:59:29] <derinerkan> ASCII.
  3298. [13:59:34] <OlaHughson> no no no
  3299. [13:59:37] <OlaHughson> no ascii
  3300. [13:59:39] <OlaHughson> ISO/IEC 8859-2
  3301. [13:59:40] <swiley> DJUrsus: yes then we can be diffrent!! :D
  3302. [13:59:40] <hachque> jdiez17: to #0x10c-dcpu to avoid the noise
  3303. [13:59:41] <OlaHughson> <3
  3304. [13:59:51] * derinerkan aims the AK47 at OlaHughson
  3305. [13:59:52] <OlaHughson> or better, AmigaPL
  3306. [13:59:55] <derinerkan> what'd you say
  3307. [14:00:02] <dx> lol #0x10c-dcpu.. so what is this channel about then?
  3308. [14:00:09] <derinerkan> randomness
  3309. [14:00:12] <dx> haha
  3310. [14:00:12] <jdiez17> dx: don't worry about -dcpu
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