2014-01-22T00:13:46 *** Ramnik has joined #thcrap 2014-01-22T00:40:33 *** Tosiaki1 has joined #thcrap 2014-01-22T00:44:13 *** Tosiaki has quit IRC 2014-01-22T01:03:48 *** Tosiaki1 has quit IRC 2014-01-22T01:24:11 *** Nazeo is now known as Nazeo|Away 2014-01-22T01:34:51 *** Gotonis has joined #thcrap 2014-01-22T01:39:24 *** Tosiaki has joined #thcrap 2014-01-22T01:50:29 *** Nazeo|Away is now known as Nazeo 2014-01-22T01:55:17 *** Tosiaki has quit IRC 2014-01-22T01:55:40 *** Tosiaki has joined #thcrap 2014-01-22T01:58:36 *** Gotonis has quit IRC 2014-01-22T02:21:22 *** Gotonis has joined #thcrap 2014-01-22T02:25:45 *** natsurou has joined #thcrap 2014-01-22T03:03:23 *** Tosiaki has quit IRC 2014-01-22T03:25:35 *** Tosiaki has joined #thcrap 2014-01-22T04:33:53 *** albel727 has quit IRC 2014-01-22T05:30:30 *** magictape has joined #thcrap 2014-01-22T05:36:55 *** Ramnik has quit IRC 2014-01-22T06:53:26 *** Tosiaki1 has joined #thcrap 2014-01-22T06:56:54 *** Tosiaki has quit IRC 2014-01-22T07:07:21 *** Ibaraki_Ibuki has quit IRC 2014-01-22T08:05:48 Nmlgc: i see you are more or less familiar with the mediawiki. i want to cron a python script that would get data from a table on a wiki page, process the data and then possibly update the wiki table (modify existing rows, add new rows, remove existing rows). do you know any easy way of accessing and modifying wiki's tables from a script? 2014-01-22T08:09:37 oh, i see http://www.mediawiki.org/wiki/API:Client_code#Python 2014-01-22T08:09:38 <[Bot]MagicStone> Title: API:Client code - MediaWiki (at www.mediawiki.org) 2014-01-22T08:46:40 *** albel727 has joined #thcrap 2014-01-22T10:03:38 *** magictape has quit IRC 2014-01-22T13:44:32 *** Tosiaki1 has quit IRC 2014-01-22T14:17:51 *** Tosiaki1 has joined #thcrap 2014-01-22T14:48:39 *** Nmlgc has joined #thcrap 2014-01-22T16:55:32 *** Nmlgc has quit IRC 2014-01-22T17:36:47 *** Nazeo has quit IRC 2014-01-22T17:43:26 *** Nazeo has joined #thcrap 2014-01-22T19:27:29 anyone here? 2014-01-22T19:27:50 \o 2014-01-22T19:28:25 hello 2014-01-22T19:28:50 Hi...! 2014-01-22T19:29:57 I'm considering the idea of building a danmafuku compiler. Do you think it would actually get used? 2014-01-22T19:30:52 * Nazeo pokes linkmauve1. 2014-01-22T19:31:08 I have no idea. 2014-01-22T19:31:19 Me either... 2014-01-22T19:31:28 I am currently writing my own API for danmaku scripting, because everything I’ve found didn’t look good at all. 2014-01-22T19:31:53 Main problem for me is that I can't get a Japanese locale for wine 2014-01-22T19:32:18 Export LANG=ja_JP.UTF-8 after having generated that locale? 2014-01-22T19:32:30 and considering that scripts lag on Windows, I question how playable it would be through wine 2014-01-22T19:32:39 I think I tried that 2014-01-22T19:33:09 A lot of it is also just due to the lag inherent in dnh, though. 2014-01-22T19:33:18 interpreting slows everything down 2014-01-22T19:33:43 Danmakufu is slow? 2014-01-22T19:33:57 I've had it lag 2014-01-22T19:33:58 I’ve never actually run it, but the scripting language didn’t make me want to. 2014-01-22T19:34:13 my computer isn't the fastest, but it's under 2 years old 2014-01-22T19:34:18 it's an interpreter 2014-01-22T19:34:40 ZUN’s too, and mine too, and they are fast. 2014-01-22T19:34:56 running a script through dnh is almost guaranteed to be slower than a .exe of the same script 2014-01-22T19:35:10 and that gets worse when running through wine 2014-01-22T19:35:23 hell, SA lags on wine for me 2014-01-22T19:35:24 So you would reimplement danmakufu as a compiler, right? 2014-01-22T19:35:29 yes 2014-01-22T19:35:36 export a pattern/stage/game as a .exe 2014-01-22T19:35:48 possibly also as a *nix executable 2014-01-22T19:36:23 but I'll do .exe first because I'm assuming most of the userbase is Windows/has a Windows partition/has wine 2014-01-22T19:37:11 You may be interested in my engine, it’s a pure interpreter currently, running both ZUN’s bytecode and Python scripts. 2014-01-22T19:37:16 http://pytouhou.linkmauve.fr/ 2014-01-22T19:37:17 <[Bot]MagicStone> Title: PyTouhou (at pytouhou.linkmauve.fr) 2014-01-22T19:37:41 you can run ZUN's bytecode? 2014-01-22T19:37:46 that's useful 2014-01-22T19:37:56 does that include PC98? 2014-01-22T19:38:45 Sadly no, only EoSD and a bit of PCB currently. 2014-01-22T19:38:53 This is definitely planned though. 2014-01-22T19:39:13 I don’t have much manpower though, so it progresses slowly. 2014-01-22T19:40:00 I'd be interested in helping with that 2014-01-22T19:40:12 need an excuse to learn python anyway 2014-01-22T19:40:18 Your help would be very welcome. :) 2014-01-22T19:40:41 also part of my reason for a dnh compiler was to try to make actual RE:LLS and RE:MS 2014-01-22T19:40:52 \o/ 2014-01-22T19:41:36 originally I tried looking for decompilers to reverse engineer canon games, but we're not going to have strong enough decompilers for decades 2014-01-22T19:42:31 LLS could probably be made using only assets from PCB and IN, sprites excluded 2014-01-22T19:42:34 I documented my discoveries here about the PC-98 games: http://pytouhou.linkmauve.fr/doc/04/ 2014-01-22T19:42:35 <[Bot]MagicStone> Title: Lotus Land Story (at pytouhou.linkmauve.fr) 2014-01-22T19:42:37 IN mostly for the master spark 2014-01-22T19:43:26 PCB and IN still require a serious amount of RE work. 2014-01-22T19:44:00 really? 2014-01-22T19:44:27 They are pretty close to EoSD, but some changes make it hard to support them currently. 2014-01-22T19:44:28 I'm more of a 6-10 player, so they're what I consider a good benchmark 2014-01-22T19:44:41 Bullet “scripting” especially changed a lot between EoSD and PCB. 2014-01-22T19:44:48 okay 2014-01-22T19:44:57 I was thinking in terms of revamp/remaster 2014-01-22T19:45:08 Ah no, reverse-engineering. ^^ 2014-01-22T19:45:12 ah 2014-01-22T19:45:53 My ultimate (and probably impossible) goal is to be able to run every Touhou game from the 2nd to the 14th and counting. 2014-01-22T19:46:08 Plus allowing people to create “mods” easily. 2014-01-22T19:46:16 At least as easily as on danmakufu. 2014-01-22T19:46:41 are you planning on adding support for danmafuku? 2014-01-22T19:46:49 And I think I can do it much better, thanks to Python. 2014-01-22T19:47:06 Not in the close future, but I wouldn’t reject someone wanting to work on that. 2014-01-22T19:47:39 I still think making a compiler would work much better than an interpreter 2014-01-22T19:47:54 just because of interpreter slowdown 2014-01-22T19:48:19 Sure. 2014-01-22T19:48:57 so is your project mostly to make games more moddable? 2014-01-22T19:49:10 Once my friend working on that project too wrote a compiler from ANM to Python, to reduce the overhead of executing every instruction. 2014-01-22T19:49:53 ANM? 2014-01-22T19:49:55 At first it was to make the official games playable on non-Windows systems, especially mobile ones. 2014-01-22T19:50:20 Then we added features, and now I’m looking at getting a proper danmaku API. 2014-01-22T19:50:35 ANM is the scripting format ZUN uses for sprite animations. 2014-01-22T19:50:39 ah 2014-01-22T19:51:03 and I take it it isn't the most efficient format 2014-01-22T19:51:40 Yeah. 2014-01-22T19:52:05 makes sense 2014-01-22T19:52:55 does pytouhou have any problems with the EoSD texture patch? 2014-01-22T19:53:01 I'd assume not 2014-01-22T19:53:32 No, and I have a patch that improves its rendering a lot. 2014-01-22T19:53:43 Assuming you use a screen bigger than 640×480. 2014-01-22T19:54:19 yeah... 2014-01-22T19:54:28 where would you get one of those? 2014-01-22T19:54:37 Amongst the improvements over the original engine, we support any 4:3 resolution, have a cooperative netplay mode, stuff like that. :) 2014-01-22T19:54:44 netplay? 2014-01-22T19:54:45 Oh, and it is much more optimised, GPU-wise. 2014-01-22T19:54:59 You get two players on the same screen, shooting stuff at fairies. :) 2014-01-22T19:55:02 why would you need that for non-phantasmagorias/fighters? 2014-01-22T19:55:07 ah 2014-01-22T19:55:24 I played a bullet hell like that once 2014-01-22T19:55:39 of course, it had health bars and stuff, but... 2014-01-22T19:56:04 It isn’t that interesting using EoSD data, since it’s meant to make the player move from left to right, but I do think it can be made interesting with different data. 2014-01-22T19:56:35 yeah 2014-01-22T19:56:56 you could use it for SA 2014-01-22T19:57:02 where running around in circles is the new streaming 2014-01-22T19:57:16 ^^ 2014-01-22T19:57:33 that reminds me 2014-01-22T19:57:39 SA is still pretty far… 2014-01-22T19:57:50 ik 2014-01-22T19:58:23 but as support for more games is added it should get easier 2014-01-22T19:58:37 hopefully his style starts converging 2014-01-22T19:58:38 Indeed. 2014-01-22T19:58:56 Since MoF his engine hasn’t changed much. 2014-01-22T19:59:22 we could even take the newer games and bring back the friendly item systems 2014-01-22T19:59:28 A few new gimmicks each game, but aside from that he has his engine and works mainly on his danmaku. 2014-01-22T19:59:44 Yeah, stuff like that should be possible. ^^ 2014-01-22T20:00:09 only time SA's item system is preferable is SA boss rush 2014-01-22T20:00:14 and that doesn't allow bombs anyway 2014-01-22T20:00:37 hmm 2014-01-22T20:00:40 EoSD boss rush? 2014-01-22T20:00:47 Already implemented. :) 2014-01-22T20:00:59 does patchy use all of her spellcards? 2014-01-22T20:01:15 Yeah, why wouldn’t she? 2014-01-22T20:01:20 just checking 2014-01-22T20:01:36 SA boss rush does that with Satori 2014-01-22T20:01:43 19 spellcards + 2 nonspells 2014-01-22T20:01:48 8 minutes 2014-01-22T20:01:57 Oh, I didn’t understand the question. 2014-01-22T20:02:20 No, she doesn’t, we run the game as is without any data modification, and simply remove any enemy that isn’t a boss. 2014-01-22T20:02:21 k 2014-01-22T20:02:46 have you looked at the code for that section? 2014-01-22T20:02:53 Yeah. 2014-01-22T20:03:14 how does he structure his conditionals for spellcards? 2014-01-22T20:03:20 I have read about the entire EoSD scripts. ^^ 2014-01-22T20:03:39 I had no idea how to even get at those 2014-01-22T20:04:47 http://hg.linkmauve.fr/touhou/file/tip/pytouhou/vm/eclrunner.py#l977 2014-01-22T20:04:49 <[Bot]MagicStone> Title: PyTouhou: pytouhou/vm/eclrunner.py@41d8d553a1a1 (at hg.linkmauve.fr) 2014-01-22T20:05:33 He first uses this hardcoded instruction to put the correct numbers in the variables, and then has a switch/case to call the correct one. 2014-01-22T20:07:44 okay 2014-01-22T20:09:02 wait 2014-01-22T20:09:17 the dual sign ones aren't the only ones that change 2014-01-22T20:09:56 or is that just saying which elements to call overall? 2014-01-22T20:10:09 It’s the ordering, yeah. 2014-01-22T20:10:13 okay 2014-01-22T20:10:28 Wait, I’m going to look it up. ^^ 2014-01-22T20:11:06 looks like it's going to require a more complicated change than I thought 2014-01-22T20:14:40 The first spellcard is selected using a simple switch/case with the character’s number. 2014-01-22T20:14:50 yeah 2014-01-22T20:15:46 Look at the various ins_27(-10025, …); instructions followed by an ins_34 in the 27th function of ecldata4.ecl. 2014-01-22T20:15:47 it looks like it's expecting to use only 4 somewhere else though 2014-01-22T20:16:04 *** Nazeo has quit IRC 2014-01-22T20:18:09 where is that? 2014-01-22T20:19:18 http://linkmauve.fr/files/ecldata4.ecl.txt and search for Sub28. 2014-01-22T20:19:33 Tell me when you are done, I am not allowed to redistribute that file. 2014-01-22T20:20:05 okay 2014-01-22T20:20:06 done 2014-01-22T20:20:09 I see your point 2014-01-22T20:20:34 what do those represent? 2014-01-22T20:20:51 oh hey 2014-01-22T20:20:54 I see lambdas 2014-01-22T20:20:58 in eclrunner 2014-01-22T20:25:25 he uses the same lambda expression twice... 2014-01-22T20:26:29 “he” is me. :p 2014-01-22T20:27:37 Each instruction you can see in the ecldata file has a number, and you search by @instruction(that number) to see the function executed when this instruction is encountered. 2014-01-22T20:28:08 ah 2014-01-22T20:30:07 so what do ins_27 and ins_34 do? 2014-01-22T20:31:49 27 compares two numbers (-100xx numbers are variables) and store the result in another variable, and 34 jumps to the pointed instruction if the result of 27 was not equal to 0. 2014-01-22T20:32:07 In other means, combined they jump if the two variables are not equal. 2014-01-22T20:32:26 okay 2014-01-22T20:41:21 so...going back to remastering PC98 games 2014-01-22T20:41:34 did you see the prank videos? 2014-01-22T20:46:11 they changed some things and I was wondering whether a revamp should actually use said changes 2014-01-22T20:47:02 *** Tosiaki1 has quit IRC 2014-01-22T20:48:06 Yes, I did, and they look awesome. 2014-01-22T20:48:45 they look amazing 2014-01-22T20:48:58 LLS stage 6 2014-01-22T20:49:01 dat checkerboard vortex 2014-01-22T20:50:40 should spellcards be labeled as spellcards? 2014-01-22T21:14:23 *** Nazeo has joined #thcrap 2014-01-22T21:20:52 *** Tosiaki1 has joined #thcrap 2014-01-22T21:29:06 *** Nmlgc has joined #thcrap 2014-01-22T21:57:13 *** Tosiaki1 has quit IRC 2014-01-22T22:56:43 *** Ibaraki_Ibuki has joined #thcrap 2014-01-22T23:36:50 *** magictape has joined #thcrap 2014-01-22T23:40:21 *** Gotonis has quit IRC 2014-01-22T23:47:55 *** Ramnik has joined #thcrap