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OHRRPGCE goes GPL (source code!)
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Feb 28, 2005 1:51 pm    Post subject: Re: BINSIZE.BIN & ATTACK.BIN Reply with quote

phyrfox wrote:

...
So the value contained in BINSIZE.BIN (it's just one 16-bit signed number) is just for ATTACK.BIN? That's the impression I'm getting...


Right. At the moment, BINSIZE.BIN only contains one value, for ATTACK.BIN, but any future binary lumps will also have an entry there too.
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phyrfox
Avid Player




Joined: 20 Feb 2005
Posts: 96
Location: New York, USA

PostPosted: Mon Feb 28, 2005 5:13 pm    Post subject: Re: BINSIZE.BIN & ATTACK.BIN Reply with quote

James Paige wrote:

Right. At the moment, BINSIZE.BIN only contains one value, for ATTACK.BIN, but any future binary lumps will also have an entry there too.


Alright. But I think I've designed a new "permisisons" lump. Older game engines will ignore it completely, which works out fine, because it will be effectively the same as "Permissions: All Off (forced)." The values for each permission have not been determined, but it will allow for a default Permission set (prefer on or off, forced on or off) for all undefined permissions. There's a compression scheme in the works for this lump, too (a simplistic sparse-area compression algorithm).

Still working out a few details, but things are progressing more or less as planned. The original date of March 7th was a bit... hasty, I'm nowhere close to that date now. More like April. On the other hand, code is progressing well, and a small breakthrough might be all I need to make leaps and bounds of advancement.

~= phyrfox =~
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Tue Mar 01, 2005 11:53 am    Post subject: Reply with quote

I am gonna try to convert the source in visual basic, wish me luck guys, I am going to need it. I know there is no reason to do that, since phyrox is translating it to c and neota is doing python(I think), but for the fun of it, I will be doing it in vb, and directx 7(hey, ohrgfx worked, this might work as well)

oh and by the way, with the new versions of ohr, I really hope ohrgfx is going to work with it as long as no one changes the current locations of graphics in gen() and as long as password routine stays the same, and of course the whole graphic files still maintain their format, ohrgfx is going to have no problems.
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OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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phyrfox
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Joined: 20 Feb 2005
Posts: 96
Location: New York, USA

PostPosted: Tue Mar 01, 2005 4:40 pm    Post subject: Reply with quote

Ysoft_Entertainment wrote:
I am gonna try to convert the source in visual basic, wish me luck guys, I am going to need it. I know there is no reason to do that, since phyrox is translating it to c and neota is doing python(I think), but for the fun of it, I will be doing it in vb, and directx 7(hey, ohrgfx worked, this might work as well)


The more the merrier. Mine's more a re-write anyway (literally, there's no source code that is "from" the original), I'm using the source as a guideline, since QBasic is much too "spagetti-like" for the likes of C or C++; almost everything has to be done differently. Which is okay, just slightly annoying. I still have to write a "if(SMALL_ENDIAN)" style thing to be compatible with Apple/Mac. I'll deal with that when it comes; it'll all be in the load/save routines anyway. Everything else is just not written as nicely as it can be in C, but that's not Jame's fault, it's QBasic.

Ysoft_Entertainment wrote:

oh and by the way, with the new versions of ohr, I really hope ohrgfx is going to work with it as long as no one changes the current locations of graphics in gen() and as long as password routine stays the same, and of course the whole graphic files still maintain their format, ohrgfx is going to have no problems.


All of my "changes" are compatible with existing game engines; so any additions I make will not "break" ohrgfx or anything else. Although other editors may "lose" my new lumps, I don't think re/unlump will, but I never know...

~= phyrfox =~
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NeoTA
Idiomatic Nomenclature




Joined: 15 Mar 2004
Posts: 165

PostPosted: Wed Mar 02, 2005 7:07 am    Post subject: Reply with quote

there is also a 'Simon' on the ohr dev mailing list who said he is working on translating the OHR to C.


re Python translation:
I just correct the DOSisms. My code does the translation to python.
It can already translate some things, for example declarations of arrays.

the way this works:
If you think of a program as a forest..
lexing identifies the trees ('DIM')
parsing identifies what a particular grouping of trees signifies. (the lexes of "DIM arrayname(4,4) AS INTEGER" become the par "DECLARE arrayname" (and the other info like dimensions and type is stored in the symbol table))
unparsing makes a set of trees from a meaning.
( unparsing in python gives :

from numarray import array
array(type = "i2", shape = (4,4) )
)

the lexer is 100% complete, the parser is 20% complete.
the unparser is ??% complete.

Once my QBASIC parser parses everything, it will take far less time to write a unparser for your language of choice than it will to translate the code manually. This may even be true if you don't know the Python language yet (the translator program is written in Python).

So i want to be clear that you will have that option available; You don't have to translate it manually ,which i consider similar to floodfilling an area of an image one pixel at a time.

I do enjoy you guys' efforts though.
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jabbercat
Composer




Joined: 04 Sep 2003
Posts: 823
Location: Oxford

PostPosted: Wed Mar 02, 2005 7:31 am    Post subject: Reply with quote

How does one get onto the dev mailing list?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Mar 02, 2005 10:16 am    Post subject: Reply with quote

jabbercat wrote:
How does one get onto the dev mailing list?


to subscribe, visit http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
to post, send e-mail to ohrrpgce@lists.motherhamster.org
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed Mar 02, 2005 1:27 pm    Post subject: Reply with quote

Do both ohrrpgce@lists.motherhamster.org and ohrrpgce-motherhamster.org@lists.motherhamster.org work? Why the double address?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Mar 02, 2005 11:42 pm    Post subject: Reply with quote

The Mad Cacti wrote:
Do both ohrrpgce@lists.motherhamster.org and ohrrpgce-motherhamster.org@lists.motherhamster.org work? Why the double address?


That has to do with the way list work at dreamhost.com (my host for motherhamster.org)

ohrrpgce-motherhamster.org@lists.motherhamster.org is the real list, and ohrrpgce@lists.motherhamster.org is a convenience alias. I reccomend using ohrrpgce@lists.motherhamster.org because, obviously, it is shorter :)
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NeoTA
Idiomatic Nomenclature




Joined: 15 Mar 2004
Posts: 165

PostPosted: Fri Mar 04, 2005 5:51 am    Post subject: Reply with quote

my translator actually translates some things now Happy
I still need to fix the handling of repeats in my expression matcher, which will help for function calls.

( INPUT, OPEN, DECLARE, DEFINT, FUNCTION, ENDFUNCTION) are translating.
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