Lace
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  • Lace my man, I have a question about your MiMask hack. If you do it and save and quit, will you still be the same char when you load game?
    Heh, Chome? Extensions? Whatever are you talking about?

    Yeah, I know they finally have em now, but nothing really seems to appeal to me... (not until AdBlock or NoScript gets ported over)
    lol
    Yeah, an engine with the biggy (TSC) would be appreciated.
    Weapons can be done pretty much anytime.
    I know TSC is boring as heck to do, though. ^^;
    And doomtext is always required.
    I don't know, the rule applies so long as the offtopicness can be related to the original topic, but it had been about assembly for 20 posts already. If people come and read the thread, they're going to be all "what the f(x)?" when they see the thread.

    I think offtopic is cool, but to a certain point. As in once offtopicness takes over, well then it shouldn't be allowed.
    He has a point though, we were seriously hijacking the thread.

    The only reason I'd be peeved about him calling it out is that he's normally one to verge offtopic, more than us I'd think. His point is still valid though.
    Hmm...
    Yeah, I think a couple people would be really interested in said code; especially the guy behind weapon story.

    Also, I'm having second thoughts about the negative flag jumping.
    Maybe just another command set (<FNJ, <ANJ, <MNJ, and <INJ?) that do it instead.
    Just a thought, because working with negatives can be a bit of a pain. ^^;
    Either way, I've reached a point in the scripting where I can't continue without an engine, so I'mma be tile-ing it up with 18 new tilesets.
    Then spriting...
    Then NPC editing...
    Then I'm basically waiting on you. ^^;
    EAX 80000000
    ECX 000000D2
    EDX 004AE320 KingCamN.004AE320
    EBX 7FFDE000
    ESP 0012FB40
    EBP 0012FBBC
    ESI 00000019
    EDI 760B28F7 kernel32.GetModuleHandleA
    EIP 004537CA KingCamN.004537CA

    ST0 bad -NAN FFFF C0000000 00000000
    ST1 valid 0.0174532925199432955 PI/180
    ST2 valid 180.00000000000000000
    ST3 valid -0.5000000000000001326
    ST4 valid 0.0174532925199432955 PI/180
    ST5 valid 180.00000000000000000
    ST6 valid -0.5000000000000001326
    ST7 empty -NAN FFFF C0000000 00000000

    I got that, and EAX which should have been something reasonable is like, what, 2billion?
    It resets itself each time the whole program goes through one loop it seems but if the function gets called multiple times in succession then it'd need to be cleaned it would seem.
    ST0 empty -??? FFFF 00000000 00000000
    ST1 empty 0.0
    ST2 empty 0.0
    ST3 empty 0.0
    ST4 empty -2048.0000000000004550
    ST5 empty -0.5000000000000001326
    ST6 empty 0.0174532925199432955
    ST7 empty 180.00000000000000000

    Those are the Float value stack. As far as I know, esp has nothing to do with it. I hardly know how it works, so I'm hesitant to mess with it too much. Basically Float values get pushed onto this before you can multiply or divide em or what-have-you.

    I don't know why it says -??? but that's probably because I left two values on there and let the program run through, and I can only assume it's bad.
    Added a thing that does sine and cosine functions to the note database, take a look N' tell me what you think.

    Also, saw the mask code, got tired of waiting for me to get around to it? :p
    But you don't know what they do?
    Eh, I don't like the sound of that. I'd rather stick with something I know should be safe like the stars. Oh, and the cool thing about using flags is that you can save values that way, which makes it ideal for moneys yeah?
    eh, I hardly know any... I think there wouldn't be any that are entirely unused, but there are some only used in certain situations that you could "borrow" right?
    Like, high # flags...
    0049E6CE NumWhimStars If you weren't using the stars in a mod
    004A5800 WhimsicalStar [3 elements [68 bytes]: 004A5800 - 004A58CB] this also
    00499c70 MenuRectFlash [I have no idea what that is]
    0049E1E4 CursorPosition not needed outside of title screen, just have to append something to zero it if the player hits esc>F2

    Probably not very helpful sorry :/
    Sweet flaming monkey pizzles I love you! D:
    You shall be the first to recieve a 2010 DB seal of approval come May 31st.
    For 10, you must have just counted white keys wrong...

    For 11, yeah, you're approach is wrong. You can't just assume that if you count white keys you'll end up with either a major or perfect interval. That ONLY works if you start on C and go UP. It doesn't work if you're going down or if you start on a note other than C. You need to actually count half steps in addition to counting white keys. Counting half steps tells you what note it is (i.e. on the keyboard) and counting white keys tells you which enharmonic it is (i.e. is it B#, C, or Dbb?). You need to do BOTH in order to get the correct answer.

    Remember that, when counting white keys, you count the starting note, but when counting half steps, you don't. You seem to be doing fine remembering this, but it's good to reinforce since it can be kinda confusing.

    So, I'll walk you through 10 and 11, and then see if you can figure out 12-15 on your own.

    10. We want to count up a M7 from F2. Counting up 7 white keys from F2, we go F2, G2, A2, B2, C3, D3, E3. So the answer must be some kind of an E (either Ebb, Eb, E, E#, or Ex). The interval M7 is 11 half steps, so counting up 11 half steps from F2, we go F#2, G2, G#2, A2, A#2, B2, C3, C#3, D3, D#3, E3. So the answer is E3.

    11. We want to go down a m3 from C3. Counting down 3 white keys from C3, we go C3, B2, A2, so the answer is some kind of an A. The interval m3 is 3 half steps, so counting down 4 half steps from C3, we go B2, Bb2, A2. So the answer is A2.

    And I just realized I forgot to give an octave # for question 15. Lemme give you one:

    15. From ___ to Bbb3 is d3.
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