On Nov 24, 2007 2:52 AM, James Paige [EMAIL PROTECTED] wrote:
H... okay, now today, I cannot reproduce the crash under any
conditions, not with any build... this is highly vexing... I hope
against hope that the crash was a fluke that occured on my computer...
but I fear against fear that
pkmnfrk
2007-11-24 08:51:59 -0800 (Sat, 24 Nov 2007)
228
Make the new battle-sprite drawing code default
Now, it toggles new-old-alternate (although, I will get rid of alternate mode
soon)
I also fixed a slight bug where choosing Default dissolve would have no
dissolving at all
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U
pkmnfrk
2007-11-24 08:58:32 -0800 (Sat, 24 Nov 2007)
86
Removed the semi-auto mode when switching drawing styles
Also updated whatsnew.txt
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U wip/whatsnew.txt
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On Nov 24, 2007 10:51 AM, [EMAIL PROTECTED] wrote:
pkmnfrk
2007-11-24 08:51:59 -0800 (Sat, 24 Nov 2007)
228
Make the new battle-sprite drawing code default
Now, it toggles new-old-alternate (although, I will get rid of alternate
mode soon)
I also fixed a slight bug where choosing Default
pkmnfrk
2007-11-24 09:15:56 -0800 (Sat, 24 Nov 2007)
65
Giving NPCs a new-style sprite, and fixing alter NPC to load it.
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U wip/udts.bi
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pkmnfrk
2007-11-24 09:20:49 -0800 (Sat, 24 Nov 2007)
99
Wow, no, I cannot believe I did that.
I forgot to compile my new code before checking it in. -_-'
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U wip/udts.bi
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pkmnfrk
2007-11-24 09:35:19 -0800 (Sat, 24 Nov 2007)
49
Fixing the warning generated by my last revision
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Ah, thanks! I've got it now. :)
Is the only reason you can't implement dissolving
because battle images are singletons, so many sprites
use the same image reference?
Why not just copy an enemy's image into a seperate
reference when an enemy is mortally wounded, and then
manipulate that? Then
Actually, when I started writing this code, that wasn't possible.
Then, I changed everything around so it was possible to make
un-referenced sprites, so it should be possible in theory to do this.
I'll see what I can do.
On Nov 24, 2007 12:55 PM, S'orlok Reaves [EMAIL PROTECTED] wrote:
Ah,
pkmnfrk
2007-11-24 10:05:22 -0800 (Sat, 24 Nov 2007)
265
New NPC sprites now draw.
I also added a toggle for the sprite drawing mode (~ again), but since NPC
drawing is so trivial, it's almost not worth the effort. To make up for it,
though, I'm going to use the same toggle for all the other
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=530
[EMAIL PROTECTED] changed:
What|Removed |Added
Status|NEW |RESOLVED
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=110
[EMAIL PROTECTED] changed:
What|Removed |Added
CC||[EMAIL
On Sat, Nov 24, 2007 at 11:50:08AM -0500, Mike Caron wrote:
On Nov 24, 2007 2:52 AM, James Paige [EMAIL PROTECTED] wrote:
H... okay, now today, I cannot reproduce the crash under any
conditions, not with any build... this is highly vexing... I hope
against hope that the crash was a
On Sat, Nov 24, 2007 at 05:33:57PM -0800, James Paige wrote:
On Sat, Nov 24, 2007 at 11:50:08AM -0500, Mike Caron wrote:
On Nov 24, 2007 2:52 AM, James Paige [EMAIL PROTECTED] wrote:
H... okay, now today, I cannot reproduce the crash under any
conditions, not with any build... this is
On Sat, Nov 24, 2007 at 06:33:52PM -0800, James Paige wrote:
On Sat, Nov 24, 2007 at 05:33:57PM -0800, James Paige wrote:
...And today, it is back with a vengenece, 100% crashy in al builds,
including the same revisions that weren't crashing yesterday... I don't
know what to think of
Pointers are evil. Pointers are evil. Also, pointers are evil.
Did I mention that pointers are evil.
I looked over the new sprite code, and there are several places where
the code DIMs a ptr in a function and later returns it. This is
compounded by the use of pointers to pointers.
Anything
On Nov 25, 2007 5:27 PM, James Paige [EMAIL PROTECTED] wrote:
Pointers are evil. Pointers are evil. Also, pointers are evil.
Did I mention that pointers are evil.
I looked over the new sprite code, and there are several places where
the code DIMs a ptr in a function and later returns it. This
On Nov 24, 2007 11:27 PM, James Paige [EMAIL PROTECTED] wrote:
Pointers are evil. Pointers are evil. Also, pointers are evil.
Did I mention that pointers are evil.
*SLAP*
James, get a hold of yourself! They are not evil. They are, at best,
neutral aligned. Sometimes word-aligned.
I looked
On Sun, Nov 25, 2007 at 12:07:16AM -0500, Mike Caron wrote:
On Nov 24, 2007 11:27 PM, James Paige [EMAIL PROTECTED] wrote:
Pointers are evil. Pointers are evil. Also, pointers are evil.
Did I mention that pointers are evil.
*SLAP*
James, get a hold of yourself! They are not evil. They
On Sun, Nov 25, 2007 at 05:58:59PM +1300, Ralph Versteegen wrote:
Those two pointers are needed because FreeBasic doesn't support variable
size arrays as members of UDTs
No functions need to return pointers, and we don't need any pointers to
pointers.
---
James
James, are you
On Nov 25, 2007 12:23 AM, James Paige [EMAIL PROTECTED] wrote:
On Sun, Nov 25, 2007 at 12:07:16AM -0500, Mike Caron wrote:
On Nov 24, 2007 11:27 PM, James Paige [EMAIL PROTECTED] wrote:
Pointers are evil. Pointers are evil. Also, pointers are evil.
Did I mention that pointers are evil.
On Sun, Nov 25, 2007 at 12:25:55AM -0500, Mike Caron wrote:
On Nov 25, 2007 12:23 AM, James Paige [EMAIL PROTECTED] wrote:
On Sun, Nov 25, 2007 at 12:07:16AM -0500, Mike Caron wrote:
On Nov 24, 2007 11:27 PM, James Paige [EMAIL PROTECTED] wrote:
Pointers are evil. Pointers are evil.
james
2007-11-24 22:13:57 -0800 (Sat, 24 Nov 2007)
180
Fixed out-of-range pointer write in sprite_duplicate that caused the memory
corruption (and crash) when enemies attacked. This does not solve the memory
corruption when dissolving
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U wip/allmodex.bas
james
2007-11-24 22:24:37 -0800 (Sat, 24 Nov 2007)
86
Fix pointer access out of range in sprite_flip_vert (which isn't called
anywhere yet)
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james
2007-11-24 22:57:19 -0800 (Sat, 24 Nov 2007)
161
Fix an out-of-range pointer access in diagonal vanish dissolve animation
*hopefully* the combination of this and the sprite_duplicate bug caused
all my crashes.
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U wip/allmodex.bas
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Ohrrpgce
On Nov 25, 2007 1:57 AM, [EMAIL PROTECTED] wrote:
james
2007-11-24 22:57:19 -0800 (Sat, 24 Nov 2007)
161
Fix an out-of-range pointer access in diagonal vanish dissolve animation
*hopefully* the combination of this and the sprite_duplicate bug caused
all my crashes.
---
U
I looked over the new sprite code, and there are several places where
the code DIMs a ptr in a function and later returns it. This is
compounded by the use of pointers to pointers.
Anything dimmed at the level of a sub or function will not persist when
you jump back to the caller.
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