| 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 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 | ||
| 11:55 | TEST | Onto Take VI |
| 11:55 | TEST | Take V pointed those out |
| 11:44 | FIXED | Unknown identifier |
| 11:43 | FIXED | Scope issue in Neil glue code |
| 11:41 | VISUALSTUDIO | |
| 11:41 | NEIL | Some new glue code was therefore also needed, so let's come up with that |
| 11:37 | REMOVED | |
| 11:36 | C++ | |
| 11:33 | STUDY | 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. |
| 1:07 | NOTE | |
| 1:06 | SOLVED | I know what it is..... JCR6.Entries must deal with too many return values... I thought I had taken care of that now... Apparently not.... |
| 1:03 | STATUS | However 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! |
| 1:02 | FAILURE | A sudden total crashdown happens without any error message at all.... This mostly refers to serious trouble |
| 0:58 | TEST | Take IV |
| 0:58 | FIXED | Group issue |
| 0:58 | TEST | Take III |
| 0:58 | VOID | ???? |
| 0:50 | TEST | Take II |
| 0:50 | FIXED | Mouse pointer unknown |
| 0:50 | FIXED | Errorlink |
| 0:47 | TEST | Let's throw this to da test |
| 0:47 | DONE | |
| 0:44 | TODO | |
| 0:43 | STATUS | A few more things to be done before I can test, though |
| 0:42 | PLAN | |
| 0:42 | DONE | |
| - = 25 Dec 2020 = - | ||
| 21:23 | CONFIRMED | As far as I can trust the logs, the issue should be succesfully voided |
| 21:20 | TEST | ![]() Take XV |
| 21:20 | VOID | Ah yeah, that bug within Neal with the declaration of table variables |
| 21:17 | TEST | Take XIV |
| 21:16 | DEBUG | More debug then! |
| 21:11 | DEBUG | |
| 21:09 | TEST | Take XIII |
| 21:09 | FIXED | "static" |
| 21:09 | STUPIDITY | |
| 21:07 | TEST | Take XII |
| 21:07 | MYSTERY | |
| 21:07 | DEBUG | |
| 21:01 | FIXED | Each getting a function (sigh) |
| 20:57 | NOTE | |
| 20:56 | DEBUG | |
| 20:55 | HUH | |
| 20:54 | TEST | Take XI |
| 20:54 | DEBUG | |
| 20:52 | NOTE | |
| 20:52 | FIXED | I think I fixed the "nil" issue |
| 19:48 | TECHNO | ![]() 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) |
| 19:47 | COCKROACH | And two NIL values, and that makes me worried the most |
| 19:47 | COCKROACH | For started 44 enemies were put into combat for no reason at all |
| 19:47 | STATUS | The error message I should see is there at least, but loads of things are not right yet, and need to be sorted out! |
| 19:45 | TEST | Take X |
| 19:45 | INVESTIGATION | |
| 19:44 | COCKROACH | "nil" for arena? |
| 19:37 | TEST | Take IX |
| 19:35 | VOID | Too many enemies? |
| 19:23 | FIXED | ![]() Bad identifier |
| 19:22 | NOTE | |
| 19:22 | CONFIRMED | And also confirmed that there are indeed 32 enemies added to combat |
| 19:22 | CONFIRMED | Confirming the Neil bug in the process |
| 19:22 | CONFIRMED | Boolean issue voided |
| 19:20 | TEST | Take VIII |
| 19:20 | FIXED | Oh crap! |
| 19:18 | TEST | Take VII |
| 19:18 | DEBUG | |
| 19:18 | BUG | The 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). |
| 19:17 | VOID | ![]() I hope I voided the boolean issue (which should not be possible unless Neil itself is bugged) |
| 19:10 | TEST | Take VI |
| 19:10 | DEBUG | |
| 19:10 | COCKROACH | Or so I thought |
| 19:08 | TEST | Take V |
| 19:08 | VOID | ALmost there |
| 19:06 | NOTE | |
| 19:06 | TEST | Take IV |
| 19:06 | FIXED | ![]() ID conflict |
| 19:04 | TEST | Take III |
| 19:04 | VOID | GRRR! |
| 19:00 | TEST | Take II |
| 19:00 | FIXED | And the other fixed |
| 19:00 | VOID | One issue voided |
| 18:59 | NOTE | |
| 18:59 | BUG | ![]() Wishful thinking |
| 18:59 | NOTE | |
| 18:58 | TEST | Take I |
| 18:40 | STATUS | Now even though the game will crash when engaging into combat, I can try to see if stuff in general works.... I know the exact error I should get when all else works... or at least without crashing, as true bugs cannot be expected until the actual engine itself is set in motion... Oh well.... |
| 18:37 | STATUS | ![]() Good! |
| 18:37 | VERIFIED | And tune number 2 also works |
| 18:36 | STATUS | Just waiting for tune number 2 then ;) |
| 18:35 | VERIFIED | At least I can say that boss tune number 1 plays the way it should |
| 18:35 | NOTE | |
| 18:34 | NOTE | |
| 18:33 | SCRIPT | |
| 18:32 | STATUS | ![]() NOT THERE YET THOUGH! |
| 18:32 | SCRIPT | |
| 18:31 | SCRIPT | |
| 18:30 | TEST | Another test coming up |
| 18:30 | DONE | |
| 17:52 | POWERSHELL | |
| 17:51 | APOLLO | Another pack is required though so..... |
| 17:51 | FIXED | That should be fixed now |
| 17:50 | INVESTIGATION | |
| 17:50 | FAILURE | That didnit work |
| 17:48 | STATUS | Well, since that looks like it's in order, the boss songs will now come into play |
| 17:47 | VERIFIED | Mob song 002 works |
| 17:46 | VERIFIED | ![]() Mob song 001 works |
| 17:45 | MUSIC | |
| 17:43 | STATUS | ![]() So far so good! |
| 17:43 | POWERSHELL | |
| 17:43 | APOLLO | I've made some aliases for the music used in combat, this so I can be sure the random tune picker picks this all up accordingly |
| 16:39 | TECHNO | In order to save myself tons of bugs, I will always add the "kill" attribute to foes on the map as soon as you touch them igniting combat. You cannot run away anyway (you can use ability to force the enemy out of combat in stead) and if you respawn after combat the map is reloaded also, so all in all no reasons not to do this. All that would cause are needles bugs... or rather cockroaches |
| 16:35 | OFFTOPIC | Now I didn't create that Einstein quote picture that I placed onto this page out of protest for the imbecile way in which the COVID19 virus is being combated, however whoever did misspelled "stupidity" |
| 16:34 | CHECKED | |
| 14:59 | NOTE | |
| 14:59 | LINK | |
| 12:47 | TECHNO | In order not to stress things up too much, I'm going to look into a kind of possibility to fake a lower resolution screen in order to make combat possible without having to redo all arenas, like I had to do in Dyrt, however it is possible that life will be harsh and that I will have to keep that setup going.... This to prevent too much pixellation in higher resolutions... I really gotta sort this out |
| 12:45 | SCRIPT | |
| 1:35 | FIXED | Voila |
| 1:32 | INVESTIGATION | |
| 1:29 | COCKROACH | Doesn't work... at all |
| 1:29 | STUPIDITY | |
| 1:20 | TEST | Hopefully this works, and if so, I can go to bed |
| 1:19 | ENHANCEMENT | The Scroll value in the savegame screen should now be saved whenever a savegame is accessed... Counts for both loading and saving |
| 1:03 | MYSTERY | |
| 1:03 | HUH | It appears to work now |
| 1:01 | FAILURE | ![]() Cool.... Visual Studio crashes on searching aon |
| 1:01 | COCKROACH | This is really really odd |
| 0:56 | EXPERIMENT | |
| 0:49 | BUG | Chasing works FAR from perfect |
| 0:47 | FIXED | ![]() Missing check |
| 0:38 | NOTE | |
| 0:38 | DEBUG | |
| 0:34 | STATUS | ![]() Very well, I expected this to take some time |
| 0:34 | BUG | Doesn't work.... at all |
| 0:24 | TEST | But I can of course check if the chasing itself works the way it should work |
| 0:23 | NOTE | |
| 0:22 | DONE | |
| - = 24 Dec 2020 = - | ||
| 20:59 | FIXED | Code typo |
| 20:59 | VOID | An error in Rolf's experience stat data has been voided.... This "error" is actually non-existent, but the zlib encoder I could get for C# keeps on refusing it. The data I added will by my inside parser just be read normally, but some checkup data has been written in a way making the the actual level initiator always ignore it |
| 20:13 | FIXED | Several issues |
| 20:05 | NOTE | |
| 20:05 | NOTE | |
| 19:59 | FIXED | Crash in debugger |
| 19:59 | MYSTERY | Computers are sometimes beyond human comprehension |
| 19:58 | HUH | |
| 19:44 | DEBUG | |
| 17:56 | DEBUG | |
| 17:53 | COCKROACH | ![]() Except for the standstill enemies, all enemies have disappeared..... |
| 17:49 | TEST | GRRR! |
| 17:49 | FIXED | Illegal Function Call |
| 17:49 | CONFIRMED | At least I know the API appears to work now |
| 17:47 | NOTE | |
| 17:46 | FIXED | Everything fixed now? |
| 17:40 | STUPIDITY | |
| 17:39 | FAILURE | No, neither do I |
| 17:39 | FAILURE | And it was A MISSING NAMESPACE REFERRECE! The compiler never missed it before, the code I changed was not even close (and the audio couldn't even have worked with that error in place), and suddenly it's an error... You follow? |
| 17:36 | COCKROACH | Of course C++ had to return 1200k+ errors, as I didn't touch my code in awhile.... typical |
| 17:34 | DONE | It's there now! |
| 17:34 | HUH | |
| 17:19 | FIXED | Several fixes |
| 16:28 | TEST | Of course, the question now is... Do they work? Well, let's see... |
| 16:28 | NOTE | |
| 16:26 | DONE | The enemies should now move |
| 0:10 | STATUS | However, Dyrt is at a point that I can almost reap what I sowed.... once that is done, I will first put myself to Star Story,.... |
| 0:09 | STATUS | This is still in a standstill....This is because the combat stuff is very complicated and then having multiple projects may not be the best way to go.... |
| - = 18 Dec 2020 = - | ||
| 16:21 | ANNOUNCEMENT | I see Github.com now supports a DARK MODE, and all DECENT people now think FINALLY! (better late than never, eh?) |
| - = 16 Dec 2020 = - | ||
| 18:57 | STATUS | Oh, this picture of Einstein is annoying ya?Sorry, it will remain visible for awhile :-P |
| - = 14 Dec 2020 = - | ||
| 21:43 | TECHNO | ![]() ![]() |
| 21:42 | TECHNO | ![]() |
| 21:37 | TECHNO | ![]() ![]() |
| - = 4 Dec 2020 = - | ||
| 16:50 | MEDICAL | And I really must take a break now.... I seem to have overexhausted myself in my work in general. I hope I can resume the action, soon! |
| - = 1 Dec 2020 = - | ||
| 0:16 | C++ | |
| 0:14 | C++ | |
| - = 28 Nov 2020 = - | ||
| 11:59 | STATUS | This project is temporarily on hold.... Dyrt being almost ready and TFT REVAMPED being done in a way that may produce a playable result in only a very few months, and this being the longest project measuered in estimated time left, I did have to make choice...Please note, I said ON HOLD, and NOT CANCELED. This project will be continued, but I cannot yet say when.... |
| - = 27 Nov 2020 = - | ||
| 11:02 | FAILURE | Now C# appears to refuse to read the level data for Rolf between level 600 and 699, while it does compress it properly. This appears to be an issue in the C# zlib expander. Now I did try it with my JCR6 tools written in Go, and there the file offers no issues. This only causes some trouble with some mini tools setting things right, and I can get around it, however what matters, of course is if C++ is able to expand it nonetheless, and it will take awhile before I can check all that.... Let's hope it does, and if not, then there are always a few way to cheat things. |
| - = 26 Nov 2020 = - | ||
| 14:58 | C++ | ![]() It works! Cool! Now I do not know if it searches for zlib.dll as a dependency or that it uses internal code only.... This is hard to tell with the stuff I got to get zlib working, but hey it works, for the short term my most important concern.... |
| 12:59 | C++ | |
| - = 25 Nov 2020 = - | ||
| 21:15 | TECHNO | At least I can try to get stuff working now... Better a working zlib than an lzma beyond understanding, but it remains odd nonetheless |
| 21:13 | FIXED | zlib packing now works in C# of some odd reason.... I don't understand why, but it does..... |
| 20:02 | C++ | ![]() I got the zlib routine working for JCR6 in C++ This is not half as good as lzma and there are still some issues with packing zlib in C# which will still get me issues here, but at least it's something and when worst comes to worst I can create a repacker in GO or even C++, but I hope I don't have to go down that route! |
| 0:00 | STUPIDITY | |
| - = 24 Nov 2020 = - | ||
| 23:59 | CONFIRMED | All sealed bosses are okay, I only need the test the two located in Dyrt |
| 22:04 | REMOVED | |
| 22:04 | TEST | Let's see if the problem's been solved now |
| 22:04 | FUCKYOU | Done |
| 22:02 | FUCKYOU | I really need to turn off jEdit's ~ style backups.... The engine hates them, or so it seems |
| 21:58 | HUH | |
| 21:54 | NOTE | |
| 21:54 | FIXED | Possible crash in red temple for GJ only dungeon |
| 18:53 | VOID | It's not possible this random routine could crash the game, but I made now sure that if it crashes now I can 100% irrefutable proof that Lua is busted! |
| 18:20 | FIXED | Broken steal on Kabi sealed boss |
| 17:49 | MYSTERY | |
| 17:47 | FUCKYOU | |
| 17:44 | POWERSHELL | |
| 17:43 | HUH | |
| 17:35 | DONE | |
| 15:55 | INVESTIGATION | |
| 15:15 | FIXED | |
| 15:15 | DEBUG | |
| 14:27 | TEST | Going for the black priosn now... No issues expected there, but hey, ya never know, right? |
| 14:27 | STATUS | I hope everything is in order now.... :-/ |
| 12:10 | FAILURE | for some reason my mouse is malfunctioning now, though |
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