Re: [Ohrrpgce] Enemy dissolve crash...lessness

2007-11-24 Thread Mike Caron
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

[Ohrrpgce] SVN: pkmnfrk/1641 Make the new battle-sprite drawing code default

2007-11-24 Thread subversion
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 --- U

[Ohrrpgce] SVN: pkmnfrk/1642 Removed the semi-auto mode when switching drawing styles

2007-11-24 Thread subversion
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 --- U wip/bmod.bas U wip/whatsnew.txt ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org

Re: [Ohrrpgce] SVN: pkmnfrk/1641 Make the new battle-sprite drawing code default

2007-11-24 Thread Kizul Emeraldfire
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

[Ohrrpgce] SVN: pkmnfrk/1643 Giving NPCs a new-style sprite, and fixing alter NPC to load it.

2007-11-24 Thread subversion
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. --- U wip/game.bas U wip/udts.bi ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org

[Ohrrpgce] SVN: pkmnfrk/1644 Wow, no, I cannot believe I did that.

2007-11-24 Thread subversion
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. -_-' --- U wip/game.bas U wip/udts.bi ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org

[Ohrrpgce] SVN: pkmnfrk/1645 Fixing the warning generated by my last revision

2007-11-24 Thread subversion
pkmnfrk 2007-11-24 09:35:19 -0800 (Sat, 24 Nov 2007) 49 Fixing the warning generated by my last revision --- U wip/yetmore2.bas ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org

Re: [Ohrrpgce] SVN: pkmnfrk/1634 New transition sink into ground (#3)

2007-11-24 Thread S'orlok Reaves
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

Re: [Ohrrpgce] SVN: pkmnfrk/1634 New transition sink into ground (#3)

2007-11-24 Thread Mike Caron
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,

[Ohrrpgce] SVN: pkmnfrk/1646 New NPC sprites now draw.

2007-11-24 Thread subversion
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

[Ohrrpgce] [Bug 530] Customizable EXP

2007-11-24 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=530 [EMAIL PROTECTED] changed: What|Removed |Added Status|NEW |RESOLVED

[Ohrrpgce] [Bug 110] Make various formulae customisable

2007-11-24 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=110 [EMAIL PROTECTED] changed: What|Removed |Added CC||[EMAIL

Re: [Ohrrpgce] Enemy dissolve crash...lessness

2007-11-24 Thread James Paige
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

Re: [Ohrrpgce] Enemy dissolve crash...lessness

2007-11-24 Thread James Paige
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

Re: [Ohrrpgce] Enemy dissolve crash...lessness

2007-11-24 Thread James Paige
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

[Ohrrpgce] Pointers are evil. Pointers are evil.

2007-11-24 Thread James Paige
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

Re: [Ohrrpgce] Pointers are evil. Pointers are evil.

2007-11-24 Thread Ralph Versteegen
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

Re: [Ohrrpgce] Pointers are evil. Pointers are evil.

2007-11-24 Thread Mike Caron
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

Re: [Ohrrpgce] Pointers are evil. Pointers are evil.

2007-11-24 Thread James Paige
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

Re: [Ohrrpgce] Pointers are evil. Pointers are evil.

2007-11-24 Thread James Paige
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

Re: [Ohrrpgce] Pointers are evil. Pointers are evil.

2007-11-24 Thread Mike Caron
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.

Re: [Ohrrpgce] Pointers are evil. Pointers are evil.

2007-11-24 Thread James Paige
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.

[Ohrrpgce] SVN: james/1647 Fixed out-of-range pointer write in sprite_duplicate that caused the mem

2007-11-24 Thread subversion
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 --- U wip/allmodex.bas

[Ohrrpgce] SVN: james/1648 Fix pointer access out of range in sprite_flip_vert (which isn't called

2007-11-24 Thread subversion
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) --- U wip/allmodex.bas ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org

[Ohrrpgce] SVN: james/1649 Fix an out-of-range pointer access in diagonal vanish dissolve animation

2007-11-24 Thread subversion
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 wip/allmodex.bas ___ Ohrrpgce

Re: [Ohrrpgce] SVN: james/1649 Fix an out-of-range pointer access in diagonal vanish dissolve animation

2007-11-24 Thread Mike Caron
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

Re: [Ohrrpgce] Pointers are evil. Pointers are evil.

2007-11-24 Thread James Paige
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.