If no one else are going to pick the low-hanging points, I might as well do it.
Edit: Should have watched the other replays before pipsqueakin' myself...
Edit: Should have watched the other replays before pipsqueakin' myself...
Herr Otto Partz says you're all nothing but pipsqueaks!
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Show posts MenuQuote from: dreadnaut on February 10, 2013, 02:05:11 PMDo you run a pre-Vista 32-bit OS? Didn't expect it to run natively on any platform released in this century.
First feature requests thenDump only the last state of the simulation, and maybe dump to stdout so I can pipe it into other programs.
edit: also, at least on windows the program could run in the standard 16bit environment, without dosbox; the only issue is that it switches to graphics mode. Would it be possible to make it a console program?
uint16 numFrames;
uint8 gamestate[numFrames][1120];
Quote from: Duplode on February 07, 2013, 05:00:17 AMNice-o-rama! But please don't tell me you extracted that data set manually...?
Teaser.
Quote from: Duplode on February 04, 2013, 04:09:12 PM
Dstien and co.: how hard would be doing that today given what we already know? I believe we already have located where the coordinates are stored in the ASM, but I am too clueless about debuggers and other low-level stuff to know how far along the way that takes us.
Quote from: dreadnaut on February 04, 2013, 04:28:43 PM
Two other things related to this come to my mind: dosbox has an integrated debugger —can it watch memory locations? and also, if we know where tile coords are kept in memory, we could just write a small tsr to dump them to a text file.
Quote from: dreadnaut on February 04, 2013, 02:26:31 AMRestunts is just a 1:~1 translation from ASM to C. The replay functions haven't been documented yet, but I don't think there should be any problems* creating a separate executable that loads a replay, iterates through the buffer and dumps the final game state without the need to invoke any display code. Locating the needed functions and their signatures should be enough, as we are mixing ported and untouched code in the build process.
How much code from restunts is reusable? Could the replay engine (i.e., the fast forward button) be used to run replays?
Quote from: CTG on January 23, 2013, 08:37:15 AMlose is an animation. To get it recognized automatically you can delete %APPDATA%\stuntstools\stressed.ini to get the settings regenerated. Since .PRE files are packed, you'll have to save as .RES. I guess we should try to merge the config when launching, and add a dummy compression header when saving as a packed file. Well, well.
If I try to edit OPP[number].PRE files, Stressed can't recognize the 'lose' part. Whatever I choose from 'opening as...' list, saving the file after modification will result a crash in opponent's selection menu. How can I avoid it, if I want to edit the opponents' performance?
Quote from: Duplode on January 22, 2013, 12:47:16 PM
I will test cross-compiling it in the way you describe once I am done with rearranging my environment (just moved from Fedora to Arch, after five long years).
./configure -prefix ~/build/qt/inst -opensource -confirm-license -release -static -xplatform win32-g++ -device-option CROSS_COMPILE=i686-pc-mingw32- -nomake tests -nomake examples -no-sql-odbc -no-sql-sqlite -no-javascript-jit -no-accessibility -qt-zlib -qt-libpng -qt-libjpeg -no-openssl -qt-pcre -no-audio-backend