[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] hey ;)
[Sorex(~sorre@62.58.96.2)] did you release some demos already?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I can give it here
[msg(Sorex)] nope
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] start is a 320x512 bitmap
[msg(WVL_KsZeN)] well, ok. =)
[msg(WVL_KsZeN)] yea
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] can be in any format photoshop can spit out
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] .gif comes to mind ;)
[msg(WVL_KsZeN)] sure, .gif is handy.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] 16 colors, or whatever how many
[msg(WVL_KsZeN)] what ever
[msg(WVL_KsZeN)] doesn't depend in java really... =)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] then I would want to draw lines on top of that
[msg(WVL_KsZeN)] yep. Draw vectors that is.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] but it should draw the lines in multicolor pixels too
[msg(WVL_KsZeN)] How do u mean?
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] the bitmap is multicolor
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so pixels are 2x1 pixels
[msg(WVL_KsZeN)] yeah, sure.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I want (NEED) the wall data to be multicolor pixels too
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ok
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so I want to draw lines on top of that
[msg(WVL_KsZeN)] ok, so for each MC-pixel you need an angle if applicable.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] YES
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] BUT!!!
[msg(WVL_KsZeN)] What data for none-collision areas and what data for solid areas?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] also I want to tell the program, what is the INSIDE of a wall
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] and what is the outside of a wall
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $55 == data for none collision
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] the data for solid areas depends
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] the data is RLE-ed, you see
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] and i want to keep the data as short as possible
[msg(WVL_KsZeN)] hmm, ok. But RLE would be the last step to do, before actually do the save as...
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] (data is RLE-ed horizontal line eat a time)
[msg(WVL_KsZeN)] ok
 sifox_aod [-silverfox@pD9E7D8C9.dip0.t-ipconnect.de] has joined #c-64
[msg(WVL_KsZeN)] How do you define the angles?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so I want solid areas to have to same angle value as the wall closest to it, be it left or right
[msg(WVL_KsZeN)] ahh, ok.
<sifox_aod> moin
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] for example :
[msg(WVL_KsZeN)] closest, as in closes to the line or closest bird distance?
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $55,$40,$40,$40,$c0,$c0,$c0,$55,$55
<sifox_aod> hi streetuff, got reply from AKTE
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<streetuff> sifox_aod: na dann erzaehl mal
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] the middle $40,$40,$c0,$c0 is just solid area
[msg(WVL_KsZeN)] IC
<sifox_aod> darf ich's hier hinkopieren, is lustisch =)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] it just saves a byte desribing it this way
<cupid> subtle: http://c1.zedo.com/OzoDB/w/z/44986/V1/fastflash_lobster_728x90.gif
<streetuff> sifox_aod: wenn es nicht zuviel is
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] instead of something like $55,$40,$aa,$aa,$aa,$aa,$c0,$55
<sifox_aod> n
<sifox_aod> Erstmal vielen Dank fr Ihre Email und Ihre Hinweise. Wir haben natrlich auch bemerkt, dass sich Herr Hoppe bezglich der "64" Farben geirrt hat, die ja nur 16
            sind.
<sifox_aod> Dafr mchten wir uns bei allen C64 Fans entschuldigen.
<sifox_aod> Einen schnen Tag fr Sie!
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] actually it saves 2 bytes ;)
<sifox_aod> =)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] and that's quite a lot!!!
<streetuff> hehe
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] about the angles :
[msg(WVL_KsZeN)] yea, ok.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $00 == horizontal wall, with non-collision above, solid below
<sifox_aod> Ich hatte nicht gesagt, dass ich eion C64 Fan bin!!!
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $40 == vertical wall, solid on the right
<streetuff> du warst bestimmt nicht der einzige. sieht aus wie ein standartmail
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $80 == horizontal, solid above
<sifox_aod> jo
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $c0 == vertical wall, solid on the left
<sifox_aod> im Akte Forum haben sich auch ein paar gemeldet
[msg(WVL_KsZeN)] hmmm, ok. But how do you handle layers as in ramps?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] and all values in between
<streetuff> und sowas ist dann leiter vom computermuseum berlin :-P
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] but only even numbers, odd numbers are used for special cases
<Graham_> lol, ein sturm der entrstung
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so $00,$02,$04,$06, etc are walls
[msg(WVL_KsZeN)] ok
<Graham_> "64 farben, IHR SPINNER"
[msg(WVL_KsZeN)] understand
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $01,$03 == layer change
<sifox_aod> jo, ich wohn ja in Berlin, ich hau' dem persnlich auf die Fresse
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $55 == empty space
<streetuff> rofl
<DINO252> aod? all out destruction? ;D
[msg(WVL_KsZeN)] ahh, ok. So the editor need to be able to draw in multiple layers.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] and maybe I'll put some more special stuff in later, but only in odd numbers that is..
<sifox_aod> hm..
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] yeah, 2 layers
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] but you can do that seperately from each other
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] no need for being able to draw 2 layers at once IMO
[msg(WVL_KsZeN)] and pixels under a layer is always considered non-wall right? I mean, you can't have different collisions under the same pixel in two layers right?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] and ofcourse a way to save the vector data, and change it later
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] just don't care about 2 layers ;)
[msg(WVL_KsZeN)] hmm, ok.
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] the 2nd layer is drawn just like the first, the final stuff you have to do manually
[msg(WVL_KsZeN)] ahh, ok.
<g00blin> hello
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] *BUT*
<sifox_aod> na bidde, meine Atari2600 ZaxxonVerpackung (ohne Modul) lsst sich sogar auch bei ebay verscherbeln =D
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] here comes the hard part ;))
[msg(WVL_KsZeN)] =)
<streetuff> yo. zaxxon hab ich auch
<streetuff> fuer 1 euro vom flohmarkt
<DINO252> well, never mind
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] after drawing all the lines,
<sifox_aod> ROCKT!!
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] you can calculate an angle field, like described before
<streetuff> und 2 xonnox double ender fliegen hier auch noch rum
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so each pixel you assign a number
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ok, that's fine
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] but then you have to do one more thing :
<sifox_aod> oder wizard of wor am atari, macht mir mehr spa als am C64
[msg(WVL_KsZeN)] ok
<franticHT> dino: But it was a good try!
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] take into account the size of the ball
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] my x/y value is the centre of the ball
<DINO252> :)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] but if I want to read the map, I don't want to scan around all the edges of the ball
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I just want to know :
[msg(WVL_KsZeN)] ahh, ok. You have to "outline" the vector data by the radius of the ball.
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] if my ball is at position x,y, does it hit or not, and if so, what angle?
<sifox_aod> destruction could fit to blood, body-destruction
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] 'outline', whatever you call it
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ;)
[msg(WVL_KsZeN)] that is, moving vectors towards empty space by the radius of the wall.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] wall=ball? :)
[msg(WVL_KsZeN)] yeah..
<DINO252> all out destrucion/angels of destruction is a swedish/danish/german graffiti crew, I was just trying.. ;D
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] also this should take into account where the ball hits, i think..
[msg(WVL_KsZeN)] imaging a solid rectangle. That rectangle should be enlarged with rounded corners when the ball is taken into account... =)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so the angles should also change..
[msg(WVL_KsZeN)] of course.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] yeah
<sifox_aod> and I was not understanding...
[msg(WVL_KsZeN)] as I said, the corers have to be rounded.
<sifox_aod> ;D
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] that's kinda hard ;)
<DINO252> well, sorry for that ;D
[msg(WVL_KsZeN)] well, not neccesary.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] for me anyway, I'm not good @ pc work
[msg(WVL_KsZeN)] it's morel like... interesting. =)=
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] btw
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] it's only necessary to calc the angle of the outside of the walls, for 1 pixel
<DINO252> frantic, have a nice day! I'm off for the weather!
[msg(WVL_KsZeN)] what exactly do u mean?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I don't need/want to know about the insides, the engine makes sure the ball will never go inside
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ok
<cupid> standard du deutschmichel
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] if the wall is like this :
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ...***
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ******
<franticHT> dino: yo
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ... == empty
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] *** == solid
<sifox_aod> cpuid!
<sifox_aod> cupid
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I need to know angles of only these pixels
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ...***
<sifox_aod> ich deutschnichel
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ***X..
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I need X also
 cupid/#c-64 wonders how swedish/danish/german graffiti looks like
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] better
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ...***
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ****dd
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] * = angle I need
<cupid> "knullap0lserficken" or something
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] d = don't care
[msg(WVL_KsZeN)] yes, of course. And the .. should be $ff and the *** should be same as X (because X is in this example closest to the *'s) right?
<streetuff> hehe
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] X should just the the angle at that spot
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] d = whatever is closest
[msg(WVL_KsZeN)] yea
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] . = $55
[msg(WVL_KsZeN)] one thing...
<fortytwo> cupid: hah
[msg(WVL_KsZeN)] Would it be sufficient to only be able to describe closed polygons? For instance, let a clockwise polygon determine a solid area and a counter-clockwise
                 polygon determine empty space?
[msg(WVL_KsZeN)] Standards geometric-trickery...
<DINO252> cupid, like all other europeean graffiti, probably.. similar to a german/swedish/danish demo would look like, I guess
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] er...
<cupid> but copenhagen had wicked graf
<cupid> http://www.icant.co.uk/galleries/copenhagen/index.php?d=graffiti
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] i think so..
[msg(WVL_KsZeN)] you don't follow?
<DINO252> cupid: so I know, I like 1hours from there
<DINO252> like, live I ment..
[msg(WVL_KsZeN)] yeah, ok. If you always have closed polygons then infinitly small walls are avoidied and the 'outlining' would be MUCH simplier.
<cupid> http://www.icant.co.uk/galleries/copenhagen/index.php?d=graffiti&p=0402_dk_138_christiania_graf.jpg
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] except that empty space has holes ofcourse
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so you cannot describe empty space with 1 polygon
[msg(WVL_KsZeN)] holes are also polygons, but they're CCW.
[msg(WVL_KsZeN)] non holes are CW.
<sifox_aod> nice one!
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<DINO252> photo-graff
<morphfrog> C64.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] if I have a small wall section in the middle
<fortytwo> mf
<DINO252> morph
<morphfrog> 42.
<DINO252> frogger
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I can draw that with one close polygon
<morphfrog> dinon.
[msg(WVL_KsZeN)] yes.
[msg(WVL_KsZeN)] exactly
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] but the empty space around it, cannot be described with only that one polygon?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] it needs to take into account all the other walls?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] well
[msg(WVL_KsZeN)] no, empty space is actually the space between a CC-polygon and a CCW-polygon...
<sifox_aod> better than here in berlin, aka "Susi ich lieb dich"
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] it's enough to describe only walls
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] anyway
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] then RLE-ing
<fortytwo> anyone wanna gimme a hint on how fast/slow the lcp website is?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] which is easy
[msg(WVL_KsZeN)] If you descript the solids as CW polygons, then the rest is space...
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I use a special way, for fast decoding
<fortytwo> (eg do a "time lynx -dump www.lcp.c64.org")
[msg(WVL_KsZeN)] ok
<fortytwo> real    0m0.103s
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] which works like this :
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] first you give the angle, then the last position where that angle holds
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $55,$55,$55,$40
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] would become
<morphfrog> 1.249s
<morphfrog> real
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $55,$03,$40,$04
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] or maybe it is $55,$02,$40,$03, can't remember ;)
[msg(WVL_KsZeN)] hmm, ok...
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so every odd byte is an angle
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] every second byte is a position
<[BalancE]> re
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] (that way I do not have to add to decode!)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] position == position of multicolor pixel
[msg(WVL_KsZeN)] that I didn't understand. Do a larger example.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so 0..159
[msg(WVL_KsZeN)] yeah
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $55,$55,$55,$55,$55,$40,$40,$40,$40,$a0,$a0,$a0
[msg(WVL_KsZeN)] ##############|__________|#############
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] -> $55,$04,$40,$08,$a0,$0b
[msg(WVL_KsZeN)] ahh, ok. So... [value,end-x]*
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $04,$08,$0b == position of the LAST pixel with that angle
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] not the amount of pixels with that angle
[msg(WVL_KsZeN)] no, as I said, end-x, not width.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] yeah
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] oh
[msg(WVL_KsZeN)] is the end-x inclusive or exclusive?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] inclusive, I think..
[msg(WVL_KsZeN)] hehe, ok.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] $55,$40
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] == $55,$00,$40,$01
[msg(WVL_KsZeN)] yeah.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I think
[msg(WVL_KsZeN)] that makes sence.
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] well, it doesn't really matter...
[msg(WVL_KsZeN)] no
[msg(WVL_KsZeN)] easy to change...
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] easy to change if i make a mistake
<franticHT> real    0m2.434s
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] oh yeah
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] last x-end should not be 159, but 161 or something
[msg(WVL_KsZeN)] but isn't is slow to figure out the angle for let say X=75. Then you have to go through the list until you hit an end-x > 75.
[msg(WVL_KsZeN)] ok
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] it's not that slow
[msg(WVL_KsZeN)] nah, ok.
<franticHT> next time I got:
<franticHT> real    0m1.086s
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] most walls are vertical
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] and there are like max 10 changes in most lines or so..
[msg(WVL_KsZeN)] yes, and you don't have that many walls per scan-line.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] searching is really fast too
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] cmp ($40),y
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] bcc found
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] iny
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] iny
[msg(WVL_KsZeN)] yeah
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] bne loop
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] that's all
[msg(WVL_KsZeN)] yep
<cupid> berlin used to have good graf, same as munich, but the flood of hiphop kids killed it it seems
 ZaCki is now known as ZaCk
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] to get a hit for the last pixel too, it needs to be >159
<cupid> london has not much that is noteworthy, except for theymademedoit
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] if the position of the ball is 159, and everything is x-inclusive, it doesn't find a hit
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] i think..
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] anyway
[msg(WVL_KsZeN)] if the ball is at x=159 then it halfway outside...
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] if position == 159 -> make it 161 for safety issues
[msg(WVL_KsZeN)] ok
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] finally,
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] all double lines are removed
<sifox_aod> oh, I starting to hate the movie =)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] (i think this happens a lot, since there are a lot of simple vertical walls)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] and a table is added that points to an RLE-line for each pixelrow
<cupid> which movie
[msg(WVL_KsZeN)] what do u mean now...
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] .byte >rle0,<rle0
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] .byte >rle1,<rle1
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] .byte >rle0,<rle0
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] -> pixelrows 0 and 2 are the same
<sifox_aod> theymademedoit- "Johnny Darko", oder so
[msg(WVL_KsZeN)] ahh, ok.
[msg(franticHT)] do u really need so save that memory?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so when everything is done, it make a table of 512 pointers (one for each pixelrow) to an RLE-ed line
[msg(WVL_KsZeN)] yes
 SignOff shogoon: #c-64 ("")
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] all double lines are removed that way
<cupid> nah I am talking about these guys: http://www.theymademedoit.com/
[franticHT(HT@h27n2fls35o814.telia.com)] heoye? Fel fnster?
[msg(WVL_KsZeN)] yes
<JackAsser> franticHT : jee? =)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] (you need pointers anyway, otherwise you don't know where the data of line 67 starts, coz everything is RLE-ed!!!)
 SignOff turo: #c-64 (Ping timeout)
<sifox_aod> OK =)
>>> franticHT [HT@h27n2fls35o814.telia.com] requested VERSION  from JackAsser
[msg(What)] about the pit hole? How's that done? Just open space?
What: No such nick/channel
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] that way you get double-line removal for free
[msg(WVL_KsZeN)] true
[franticHT(HT@h27n2fls35o814.telia.com)] "do u really need so save that memory?" Vilket minne? :)
<JackAsser> franticHT : ahh! =)
[msg(franticHT)] fel fnster. jepp...
[msg(WVL_KsZeN)] about the pit hole? Is that just $55 there also?
 turo [j_kyto@mutteri.net] has joined #c-64
[franticHT(HT@h27n2fls35o814.telia.com)] ..eller fel person, eller whatever..
[msg(WVL_KsZeN)] can u send me the bitmap?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] pit hole?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] what do you mean?
[msg(WVL_KsZeN)] were the ball is lost. =) The hell... =)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] where the ball disappears?
[msg(WVL_KsZeN)] yeah
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] i don't care what's there ;)
[msg(WVL_KsZeN)] ok
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ball == lost if y > 511 and speed is negativ
[msg(WVL_KsZeN)] well, send me the bitmap.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] w8
[msg(WVL_KsZeN)] y>511-radius...
 Graham_ [~erwin@B8a78.b.pppool.de] has left #c-64 []
[msg(WVL_KsZeN)] if y marks the center of the ball.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] well, yeah
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] x,y == always centre of the ball
<JackAsser> yep.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] you need a pic of the ball too?
[msg(WVL_KsZeN)] yep
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] for 'outlining' ? :)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] w8
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] gotta transfer to this pc
[msg(WVL_KsZeN)] no, just the radius. But the radius will ofcourse be adjustable in the editor.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] radius == fixed in the game anyway
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] bcoz of the way it draws the sprite ;)
<cupid> 1 2 3 FICKEN!
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] it just cannot be bigger than 15 pixels :))
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] er
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] no
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] it could be max 17 pixels..
[msg(WVL_KsZeN)] yeah, true. 12..
[msg(WVL_KsZeN)] ok.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] did you look into how it draws the ball sprite each frame? :))
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] that's nice stuff
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] done for the clipping engine
[msg(WVL_KsZeN)] well, doing the outlining will be the toughest. Like, imagine you draw a narrow space, should the editor warn if it's do narrow for the ball to fit?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] no :)
[msg(WVL_KsZeN)] nope, din't. =)
<g00blin> bb all
 SignOff g00blin: #c-64 ("tribe..the show is over")
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] would be nice if you could see a prv of all the angles though..
<sifox_aod> ich nehm 3
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] as a bitmap for example
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] black == empty
[msg(WVL_KsZeN)] yea, sure.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] or yellow = empty
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] and greyscales for angle values
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so you can check for yourselve
[msg(WVL_KsZeN)] I let R,G be the sin(a) and cos(a) and B=0 or something.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] is a .psd good?
[msg(WVL_KsZeN)] no, save as .gif perferably, non interlaced.
[msg(WVL_KsZeN)] i'm on linux u know.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] oh
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] ok
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] w8 some more then ;)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] the whole darn thing is drawn in Photoshop, you see :D
[msg(WVL_KsZeN)] just save as gif, it'll flatten automatically. =)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] almost done
[msg(WVL_KsZeN)] =)
<Jari--> Stripping School
<Jari--> A group of Australian men are exploring their sensual side by taking a class that teaches them how to seductively strip.
<cupid> http://www.ivysbar.de/2004/img/xl/040430.gif
<cupid> the sheep will be thrilled
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] sent
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] did you log all of the above btw?
[msg(WVL_KsZeN)] thanx
[msg(WVL_KsZeN)] nope, can u?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] no, I didn't :DD
