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Messages - hoffa
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46
« on: January 10, 2013, 01:40:28 pm »
I have no issues, I get this while blitting the image: (don't mind the fish) You do understand the surface IMG_Load returns is 8bpp as the GIF is 8bpp?
47
« on: January 10, 2013, 07:23:02 am »
I'll be releasing a last version of nSDL before a very long pause. 6 months ago I said I wouldn't be able to update while in the army, but I could as I did have some free time. This time I really won't be able to work on nSDL at all, as I'm going backpacking in Australia for half a year, and I won't be taking my computer with me. So I want to release an Anniversary Edition of nSDL (as the 23rd it'll be 1 year since the creation of this thread) with some new features and such, and I also want to squash the last bugs so I can travel happily. If you have ANY kind of ideas for improvements, suggestions, issues, whatever, please do say. Don't think too much about it, I'll do the filtering. Things that will be in the next release are among other things optimized pixel access functions and a solution to the relative path issue.
48
« on: January 09, 2013, 05:43:54 pm »
To render the scene, my Mode7 engine does
setPixel(screen,x,y, getPixel(bitmap, textureX % IMG_W, textureY % IMG_H)); ... Plus some more calculations 14325 times. I don't think that testing 44*16 additional pixels will change anything to the speed (moreover, the Mode7 engine uses floats - I'll optimise it later, and the detection engine will be restricted to ints).
Alrighty then. In the next nSDL release there'll be optimized versions of get/setpixel functions (as much as they can be optimized) included. You should definitely tell every single one of the floats to fuck off, as IIRC the CPU doesn't even handle floating point operations, so it's all done using integers, meaning slow as hell. I'll just go with pixel testing, I want to have a respectable accurance with collisions.
I'm not sure if that's a good idea, as pixel operations are never (on any platform) very fast
Except in some cases on the 83+ (in Axe and TI-BASIC). In TI-BASIC there isn't much difference over using matrices, but in Axe if you need accuracy it's the fastest way.
Yes, but when you have a massive 96x64 resolution...
49
« on: January 09, 2013, 05:15:28 pm »
I'll just go with pixel testing, I want to have a respectable accurance with collisions.
I'm not sure if that's a good idea, as pixel operations are never (on any platform) very fast; it could give quite a blow to performance. But what do I know, doing mode7 already involves a lot of per-pixel stuff and it doesn't seem to be that slow.
50
« on: January 09, 2013, 12:59:34 pm »
I think I'm doing something wrong, because SDL_GetTicks always returns 0. Are you sure about that? Did you try printing out the value it returns? I just tried it on the emulator and seems to be working.
Yes, I used uart_printf and it displayed 0. Anyways, I figured out how to read the timer value directly, and that works fine. However, the frame time to floats isn't working for some reason. I used:
float floatFrameTime = (float)(time - oldTime); uart_printf("\n%u %f", time - oldTime, floatFrameTime); time-oldTime displays correctly, but floatFrameTime always prints 0.00.
Yeah that's because of a bug or some issue with printing floats. The nspire syscalls for some reason can't handle printing floats. Try casting it to an integer. Also remember the value returned by SDL_GetTicks() is a Uint32. EDIT: BTW, to get the timer value, did you read the RTC or the millisecond timer?
51
« on: January 09, 2013, 12:29:00 pm »
I think I'm doing something wrong, because SDL_GetTicks always returns 0. Are you sure about that? Did you try printing out the value it returns? I just tried it on the emulator and seems to be working.
52
« on: January 09, 2013, 11:19:43 am »
If you're using... *cough* *cough* nSDL, there is SDL_GetTicks().
53
« on: January 09, 2013, 06:32:06 am »
Did you fix the color issue or not? Could you attach the file that caused problems here?
54
« on: January 08, 2013, 01:47:26 pm »
Here's nSDL drawing the OpenBSD fish loaded from a GIF file:
How did you make it to have the right colours from a gif file ? I'm loading a gif image from /documents/Examples/map.gif and it doesn't have the right colours at all ... Have I to save it as a gif with 16-bits colours ? If so, how can you do it with Gimp ?
Dunno, I just saved the file as a GIF on Paint. Can you post the file here? EDIT: Try if passing the surface through SDL_DisplayFormat() and see if it helps. BTW, for a speed boost you should always pass your files' surfaces through that function, it avoids SDL having to convert to the display format on the fly.
55
« on: January 08, 2013, 11:13:13 am »
Alrighty, but what does it have to do with this?
56
« on: January 08, 2013, 08:32:39 am »
Register the license? What's that supposed to mean? Give me some links or some concrete stuff.
57
« on: January 08, 2013, 08:19:42 am »
Did you copyright this?
What do you mean? As far as I know copyrighting software doesn't involve anyone else (copyright office, gov't, ...) at any point.
58
« on: January 08, 2013, 07:58:17 am »
You're right, didn't notice that (read: read too quickly and understood differently). But still, even though my English skills are... ahem, world-class, I misunderstood. It could easily happen to someone else, and even just the need to think even for a millisecond about whether or not the person is doing something wrong, could turn him off from using the said license. With FuPL you really do whatever the fuck you just wanna do, no strings attached. Change the license name, keep it the same, make the program commercial, rip me off, modify the code, don't credit anybody, credit your mom, share the program with your buddies, tell them you made it, tell the Police you made it, use parts of the code, rape the license, change the license into GPL, remove the license, get your anus bleached, I don't give a shit, JUST DO WHATEVER THE FUCK YOU WANNA DO. So.. Is this satire on changing the name if modified? Because this about entirely identical to the the other one.
"About" is the key here. Uh, isn't this just like Public Domain?
Yes, but "Public Domain" is also a disgusting bunch of formal words that hides more formal legalese vomit behind it. For example, the oh-so-nice CC Public Domain License is the following: The person or persons who have associated work with this document (the "Dedicator" or "Certifier") hereby either (a) certifies that, to the best of his knowledge, the work of authorship identified is in the public domain of the country from which the work is published, or (b) hereby dedicates whatever copyright the dedicators holds in the work of authorship identified below (the "Work") to the public domain. A certifier, moreover, dedicates any copyright interest he may have in the associated work, and for these purposes, is described as a "dedicator" below. A certifier has taken reasonable steps to verify the copyright status of this work. Certifier recognizes that his good faith efforts may not shield him from liability if in fact the work certified is not in the public domain. Dedicator makes this dedication for the benefit of the public at large and to the detriment of the Dedicator's heirs and successors. Dedicator intends this dedication to be an overt act of relinquishment in perpetuity of all present and future rights under copyright law, whether vested or contingent, in the Work. Dedicator understands that such relinquishment of all rights includes the relinquishment of all rights to enforce (by lawsuit or otherwise) those copyrights in the Work. Dedicator recognizes that, once placed in the public domain, the Work may be freely reproduced, distributed, transmitted, used, modified, built upon, or otherwise exploited by anyone for any purpose, commercial or non-commercial, and in any way, including by methods that have not yet been invented or conceived. You can't be fucking serious. The person or persons who have associated work with this document (the "Dedicator" or "Certifier") hereby either (a) certifies that this is bullshit and I'm not going to read it. Wait, this one's good: "Dedicator intends this dedication to be an overt act of relinquishment in perpetuity of all present and future rights under copyright law, whether vested or contingent, in the Work." Oh wait, hang on, that legal tool is retired! (as worded by CC) Why? Because "US-specific; co-mingled two very different use cases. Replaced by two separate tools: the CC0 Public Domain Dedication and the Public Domain Mark." CC0 Public Domain Dedication and the Public Domain Mark? Seriously? Give me a break.
59
« on: January 07, 2013, 08:22:11 pm »
Nope. Oh wow, that was nearly a year ago.
60
« on: January 07, 2013, 08:12:45 pm »
I decided to give a license to one of the projects I'm working on. However, none of the licenses available are truly free. The GPL is a joke, the Beerware notice requires you to retain the notice, the Do What the Fuck You Want to Public License requires you to change the name if modified, and all the other ones force me to read a headache-inducing novel of legalese. That's why I decided to create my own, genuinely permissive and free (in every single sense of the word) software license. Behold, I hereby present you the Just Do Whatever the Fuck You Wanna Do Public License! (or FuPL) Without further ado, here is the full license: JUST DO WHATEVER THE FUCK YOU WANNA DO PUBLIC LICENSE Version 1, January 2013
Copyright (C) 2013 Jane Doe <[email protected]>
Everyone is permitted to copy and distribute verbatim or modified copies of this license document, and changing it is allowed.
JUST DO WHATEVER THE FUCK YOU WANNA DO PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. Just do whatever the fuck you wanna do. Seriously. I will from now on use it in quite a few of my projects. FSF better approve this software license. Fight for your freedom! Don't let those brainwashed GPL fanboys hinder your vision!
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