1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
1:30TEST
TESTTake II
1:29FIXED
FIXEDIdentifier issues
1:19STATUS
STATUSWell I can start with the tests, but I am tired now so I hope this'll be short
1:17LINK
LINKI've linked the foe compiler... or that is the little it has now as it cannot yet prepare the data the (future) battle engine will need to the start up routine... All it does not is the pre-load of data. Once this is done it will go into the next step which is to compile and process the data into workable data the combat engine can actively use
1:01NOTE
NOTEThis is dirty code straight from hell and is only possible due to Neil relying on Lua and having to do most of its stuff run-time.
1:00TECHNO
TECHNOFor the enemies I've set the level as a readonly int, this is to make it easier to get the actual Foe Stat compiler to create the stats the enemy should have on the start of the battle. Remember, that Foe records do not exist prior to the start of the battle so this was only the easiest way to go. Now to make things easier, I've used a property on the heroes which reads the level directly out of the character record, since that does exist prior to battle. The battle engine won't notice the difference at all, as the respective classes both know what to do.
0:05NOTE
NOTEThis won't bring any noticable effect now, but it will safe me some headaches later.. or at least, I hope so
0:04LINK
LINKAstrilopup Quick Link HP
- = 27 Dec 2020 = -
21:25CONFIRMED
CONFIRMEDWell it appears to be working now
21:23TEST
TESTTake III
21:23VOID
VOIDWTF?
21:21TEST
TESTFoxy Take II
21:21FIXED
FIXEDAdmiral Lovejoy Syntax error
20:32TEST
TESTTake I
20:32NOTE
NOTEThis should conclude #47 but before I go there, first a little test!
20:32DONE
DONECombat music should now start UNLESS the system has been instructed not to
12:53DYRT
DYRTBefore anything else,first another test of Dyrt.... See ya soon
2:04STATUS
STATUSBut it's late now.... More comes later!
2:04C#
C#A basis has been set up for the foe compiler
1:47STUDY
STUDYThe original Lua exporter I wrote in Blitzmax.... Looks pretty straightforward.... I need to see how I can best make this accessible for Neil... I have a few ideas....
1:37STUDY
STUDYAnalysis of the original datafiles was easy... That's just GINI and I do have a GINI parser, so that shouldn't be a problem.
1:36NOTE
NOTEA new compiler is however needed, due to the new game using Neil in stead of pure Lua, and to allow it to blend in better with the current Apollo Engine
1:35NOTE
NOTEIt might not be needed anyway.
1:35NOTE
NOTEThe original Foe editor was written in BlitzMax and as the original game was developed on a Mac only compiled for Mac, making the code entirely useless... Now technically speaking I can try to manually translate the editor to C++ and attaching it to my June 19 system, but I got a bit of a bad taste in my mouth from that attempt after things went completely beyond my scope with TFT... Of course an entire engine and only a simplistic database are two different things, but still....
1:33TECHNO
TECHNOSince Star Story works with a dynamic enemy system, this unlike Dyrt, 63 fires and TFT. That makes the Foe Compiler I coded for Dyrt completely useless and even in an adapted form I cannot do anything with that. The dynamic system is what allows enemies the have different levels based on where you encounter them, your difficulty setting or your chosen game cycle. A very few enemies can even level based on your level (this is only reserved for bosses where this level has a kind of scenario meaning), all in all, this requires a completely different approach....
1:29TRANSFER
TRANSFEREnemy data
- = 26 Dec 2020 = -
23:19DYRT
DYRTSue Some more Dyrt testing.... That game is close to completion, but then I mustn't neglet it now, as then it'll never get finished...
22:57TEST
TESTAnd let's see if that works
22:57COSMETIC
COSMETICDouble size
22:57JUDGMENT
JUDGMENTFINALLY
22:54TEST
TESTTake X
22:54FUCKYOU
FUCKYOUYirl WILL THIS WORK!?
22:54COCKROACH
COCKROACHThis is REALLY getting on my nerves now
22:52TEST
TESTTake IX I think
22:52NOTE
NOTEI really should find a way to get that one fixed
22:52VOID
VOIDOh wait a minute... It's the table pointer bug
22:46TEST
TESTNEXT!
22:46FIXED
FIXEDAdmiral Johnson Oh wait, that was just a misplaced debug line
22:44BUG
BUGAnother thing is... it only had to retrieve the picture ONCE, and according to the log it did so every draw frame, which is also not the way it should be
22:43BUG
BUGOnce, twice, three times a lady..... In this case Wendicka.... WTF is going on here?
22:42FUCKYOU
FUCKYOUWell let's see how it work snow!
22:41FUCKYOU
FUCKYOUI guess there MUST be trouble, eh?
22:40NOTE
NOTEI'll investigate that later for now I'll just give both Foes and Heroes their own Tag variable hoping that'll solve things
22:39BUG
BUGIt seems that when classes get expanded they all share their pointer... That was not what my test script pointed out, though
22:37DEBUG
DEBUGAn extra line must show me a bit of info here
22:35INVESTIGATION
INVESTIGATIONBakina WHY!
22:35BUG
BUGBut their image files are not alright as I see three times Lt. Briggs, in stead of Briggs and the three girls
22:35JUDGMENT
JUDGMENTTheir spots seem to be already
22:35JUDGMENT
JUDGMENTI see three combatnants
22:33TEST
TESTTake IV
22:33FIXED
FIXEDIllegal function call
22:29TEST
TESTExHuRU Take IV
22:28STUPIDITY
STUPIDITYCan't imagine I didn't bring that one in before.... Dang!
22:28C++
C++Image.LoadNew()
22:21TEST
TESTTake III
22:21FIXED
FIXEDAnd another
22:21FIXED
FIXEDFixed code typo
22:19TEST
TESTTake II
22:19FIXED
FIXEDSyntax error
22:17TEST
TESTTake I
22:17LINK
LINKLinked that to the main combat engine (as far as you can speak of an engine at THIS point)
22:14DONE
DONEHero draw should owkr now... I have not yet adapted scaling (which I'm planning to, but hey I can't do all in once).
21:48STATUS
STATUSBriggs This will now allow me to show the heroes in combat
21:40STATUS
STATUSAT LAST!
21:39GENERATION
GENERATIONKota Well we'll only know after a new generation is done
21:39FIXED
FIXEDI hope
21:39COCKROACH
COCKROACHGRRRR
21:37GENERATION
GENERATIONGenerated the walking sprites for the playable characters the way this game needs them
21:24JUDGMENT
JUDGMENTthat looks better
21:23TEST
TESTLet's see now
21:23TEST
TESTAliased the old Blitz Pictures, but that would lead to rather crazy effects I do NOT want
21:23FIXED
FIXEDCrystal I hope!
21:23JUDGMENT
JUDGMENTFOUT! OPNIEUW!
21:21TEST
TESTLet's do that again, shall we?
21:21FIXED
FIXEDI think
21:20FAILURE
FAILUREDin't work the way it should and it actually failed on Wendicka in uniform, Crystal in uniform and Briggs, the three characters I needed right now (and all the others were succesful... good news, but it rubs the error in even more, so I'm not sure how to feel)
21:19APOLLO
APOLLOProject adaption in order to create aliases I'm gonna need for combat
21:04JUDGMENT
JUDGMENTSo far it all looks good to me
20:52TODO
TODOAnd now I need a good cup o' coffee
20:51APOLLO
APOLLOBarf required
20:50FIXED
FIXEDOkay, that works now
20:31BUG
BUGI see that "abstract" is not completely functional... yet!
19:02DYRT
DYRTBack to my Dyrt duties, but I'll be back soon, as things are slowly getting interesting here
19:00CONFIRMED
CONFIRMEDReggie It LOOKS like it's working.... Oh my....
18:55FIXED
FIXEDI hope....
18:47TECHNO
TECHNOThis should not be due to the way that class work, but rather due to the #use interface being very very buggy
18:46NOTE
NOTEAnd that is what I wanted to know.... That it does NOT work!
18:44TEST
TESTDr. Sal’pr’drita Well Only one way to find out, eh?
18:44EXPERIMENT
EXPERIMENTWill this work then?
18:40INVESTIGATION
INVESTIGATIONHow come?
18:40MYSTERY
MYSTERYNow the "fun part" comes... It looks like the files in question have not been seen nor been translated nor executed at all....
18:33DONE
DONEWendicka Basis for Hero Creation in combat (this should be easy so far, but hey, ya never know)
18:33EXPERIMENT
EXPERIMENTAnd I must see if this all works, eh?
17:48SCRIPT
SCRIPTA bit of a base for the class for the fighters
17:02STATUS
STATUSTime for a little break
17:01TECHNO
TECHNOThis was significantly harder, but IT WORKS NOW TOO! :)
16:42STATUS
STATUSNow for property overriding
16:42NEIL
NEILMethod overriding works.....
16:32TECHNO
TECHNOFor the time being ONLY non-static methods and properties can be overridden... This to prevent a lot of trouble on the way.
16:32STATUS
STATUSBut now the "evil" part.... overriding... I'm sure that doesn't yet work, as that will require some workout
16:28STATUS
STATUSGood, that appears to work as well, good good good!
16:27STATUS
STATUSNow for methods
16:26NEIL
NEILAdmiral Lovejoy Variable transfer into extended classes appears to be working
16:08NOTE
NOTEOverriding is NOT yet possible, though
16:08NEIL
NEILProperties should now be copied properly into the class extension
15:39CONFIRMED
CONFIRMEDSo far the translation looks the way I want it to be
15:38FIXED
FIXEDA few fixes required to recognise this all well
15:34NEIL
NEILNeil should now recognize the keyword "extends", but it won't have much effect yet
14:51STATUS
STATUSBRB :)
14:51STATUS
STATUSSo I only Gotta wait for it
14:51DONE
DONEBread into the oven
14:50DONE
DONEFeeding the cat
14:47TODO
TODORolf And I should also have fed my cat a little while ago... Luckily she ain't mad at me for it.
14:47TODO
TODOBut first time for food.... My stomach hurts and shouts out for food....
14:45TECHNO
TECHNOBefore I get into the combat routine I really need to experiment on extendable classes, as I really don't know if I already properly covered that in Neil... It ain't that much of trouble if not, as I can still work it out by a bit of cheating, but as long as I don't have to... Why should I?
12:39DYRT
DYRTHowever first I have a few obligations to Dyrt.NET so I guess I should get onto that first
12:38STATUS
STATUSJust like in "DYRT.NET" I'm planning to work with a kind of class that basically houses the data a combatnant should have.... Now Neil is not yet full adaptable with extendable classes, but due to the most of all run-time nature of Neil (due to it using Lua) I can easily get around that... I think.... ;)
12:36STATUS
STATUSWell, from here I can try to get a few things on the move
12:34CONFIRMED
CONFIRMEDYES!

YES!

YES!

12:32TEST
TESTTake X
12:31STATUS
STATUSThis should mean though I am now really close to getting everything to work the way it should.... (Almost sounds too good to be true)
12:31FIXED
FIXEDAdmiral Johnson Code typo
12:29TEST
TESTTake IX
12:28STATUS
STATUSOkay, This should get me close to getting things to work... I hope?
12:07FIXED
FIXED"Killed" was NEVER supposed to be "read-only" (the system cannot know it has to remove an actor otherwise)
12:03TEST
TESTTake VIII
12:03FIXED
FIXEDSyntax issue
11:57TEST
TESTTake VII
11:57VOID
VOID?
11:57HUH
HUH?
11:55INVESTIGATION
INVESTIGATIONWhy?
11:55COCKROACH
COCKROACHANd still no good! :(
11:55TEST
TESTOnto Take VI
11:55TEST
TESTTake V pointed those out
11:44FIXED
FIXEDUnknown identifier
11:43FIXED
FIXEDScope issue in Neil glue code
11:41VISUALSTUDIO
VISUALSTUDIOAnd of course, I must compile all that crap first, so here goes....
11:41NEIL
NEILXenobi Some new glue code was therefore also needed, so let's come up with that
11:37REMOVED
REMOVEDI removed the most unsafe one that is bound to cause trouble only from Apollo.... Projects so small the function act act safely are close to non-existent, so why should I care about those anyway?
11:36C++
C++So I wrote a few alternate API functions which should be a lot safer
11:33STUDY
STUDYBriggs I've looked up table pushing, but my analysis says that since must of the same functions are being used as for regular value returns the function is just as risky, so best it not to go there.
1:07NOTE
NOTEI will take a look, as I believe Lua can push tables from C, but I am not fully sure how this works, so I'll require some study for this!
1:06SOLVED
SOLVEDI know what it is..... JCR6.Entries must deal with too many return values... I thought I had taken care of that now... Apparently not....
1:03STATUS
STATUSHowever given the time, and the fact that I must stop at some moment as I too need sleep this will have to wait until later no matter what the computer wants me to do!
1:02FAILURE
FAILUREA sudden total crashdown happens without any error message at all.... This mostly refers to serious trouble
0:58TEST
TESTTake IV
0:58FIXED
FIXEDGroup issue
0:58TEST
TESTTake III
0:58VOID
VOID????
0:50TEST
TESTTake II
0:50FIXED
FIXEDMouse pointer unknown
0:50FIXED
FIXEDErrorlink
0:47TEST
TESTLet's throw this to da test
0:47DONE
DONEThe development escape... I insist on having that active before running this all up
0:44TODO
0:43STATUS
STATUSA few more things to be done before I can test, though
0:42PLAN
0:42DONE
DONEThe game should now be able to engage into combat... that is no more than showing the background "arena" picture, but hey Rome wasn't built in one day either
- = 25 Dec 2020 = -
21:23CONFIRMED
CONFIRMEDAs far as I can trust the logs, the issue should be succesfully voided
21:20TEST
TESTDr. Sal’pr’drita Take XV
21:20VOID
VOIDAh yeah, that bug within Neal with the declaration of table variables
21:17TEST
TESTTake XIV
21:16DEBUG
DEBUGFoxy More debug then!
21:11DEBUG
DEBUGThe log shows that the array in question is really that long.... But why does that happen?
21:09TEST
TESTTake XIII
21:09FIXED
FIXED"static"
21:09STUPIDITY
STUPIDITY"static"
21:07TEST
TESTTake XII
21:07MYSTERY
MYSTERYAs that mystery still isn't cleared up
21:07DEBUG
DEBUGMore infor on why the overload on enemies happens though
21:01FIXED
FIXEDEach getting a function (sigh)
20:57NOTE
NOTEHighest number I saw was 8 (which is actually already too much, but still withing reasonable limits given the way stuff's been set up)
20:56DEBUG
DEBUGAnd the log also confirms there should NEVER be that many enemies
20:55HUH
HUHThe error I got now I really really odd, I tell ya!
20:54TEST
TESTTake XI
20:54DEBUG
DEBUGAnd I wanna know more about the enemy overload in the process of the next test so let's put in an extra line, eh?
20:52NOTE
NOTEThat does not yet fix the enemy overload, but I gotta start somewhere, eh?
20:52FIXED
FIXEDI think I fixed the "nil" issue
19:48TECHNO
TECHNORolf The latter is likely an API error, but that doesn't seem likely (as that would mean the music couldn't start either, as that data is also received from the same API function)
19:47COCKROACH
COCKROACHAnd two NIL values, and that makes me worried the most
19:47COCKROACH
COCKROACHFor started 44 enemies were put into combat for no reason at all
19:47STATUS
STATUSThe error message I should see is there at least, but loads of things are not right yet, and need to be sorted out!
19:45TEST
TESTTake X
19:45INVESTIGATION
INVESTIGATIONOh well
19:44COCKROACH
COCKROACH"nil" for arena?
19:37TEST
TESTTake IX
19:35VOID
VOIDToo many enemies?
19:23FIXED
FIXEDYirl Bad identifier
19:22NOTE
NOTEThat's even one more than I counted in the last test
19:22CONFIRMED
CONFIRMEDAnd also confirmed that there are indeed 32 enemies added to combat
19:22CONFIRMED
CONFIRMEDConfirming the Neil bug in the process
19:22CONFIRMED
CONFIRMEDBoolean issue voided
19:20TEST
TESTTake VIII
19:20FIXED
FIXEDOh crap!
19:18TEST
TESTTake VII
19:18DEBUG
DEBUGAn extra debug line will have to confirm if this is really what is happening
19:18BUG
BUGThe logs indicate though that 31 enemies are put in one fight... Even for the hard mode that is way too much (not just for plauyability, but actually much more for the CPU and RAM to process also).
19:17VOID
VOIDXenobi I hope I voided the boolean issue (which should not be possible unless Neil itself is bugged)
19:10TEST
TESTTake VI
19:10DEBUG
DEBUGExtra debug required
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57