Received: from mail-qa0-f56.google.com ([209.85.216.56]:62814) by stodi.digitalkingdom.org with esmtps (TLSv1:RC4-SHA:128) (Exim 4.76) (envelope-from ) id 1SqWTk-0003b6-FD; Sun, 15 Jul 2012 14:35:58 -0700 Received: by qaas11 with SMTP id s11sf2681856qaa.1 for ; Sun, 15 Jul 2012 14:35:42 -0700 (PDT) DKIM-Signature: v=1; a=rsa-sha256; c=relaxed/relaxed; d=googlegroups.com; s=beta; h=x-beenthere:date:from:to:message-id:in-reply-to:references:subject :mime-version:x-original-sender:x-original-authentication-results :reply-to:precedence:mailing-list:list-id:x-google-group-id :list-post:list-help:list-archive:sender:list-subscribe :list-unsubscribe:content-type; bh=6j82H/h+D1DKyyuTNhXpq5Gl5edo5ZGw1gW8VXpyF+Y=; b=qBkO4q5uAuXkd590Yhv0Uab+fmmr8+aIbIQonDmvspx61ot+WOIzCcGtwmJvowtCrE lrPDx+BF2F042m5Y/3Dm2DxnfJkkIQmj/hjBX65jjif4c3LQ0J77L2dOvNn/EiBu3pdr oJd0WbkrrRFhUN1QJw6qDS1Q+Nq8/+kZvaLI4= Received: by 10.52.21.79 with SMTP id t15mr530796vde.16.1342388141871; Sun, 15 Jul 2012 14:35:41 -0700 (PDT) X-BeenThere: lojban@googlegroups.com Received: by 10.52.75.106 with SMTP id b10ls2494952vdw.4.gmail; Sun, 15 Jul 2012 14:35:41 -0700 (PDT) Received: by 10.52.95.238 with SMTP id dn14mr531285vdb.1.1342388141361; Sun, 15 Jul 2012 14:35:41 -0700 (PDT) Date: Sun, 15 Jul 2012 14:35:40 -0700 (PDT) From: djandus To: lojban@googlegroups.com Message-Id: In-Reply-To: References: <3ff6a666-ef57-4139-9a40-a5cc4ddc2a70@googlegroups.com> <5002BEC9.4010101@gmx.de> Subject: Re: [lojban] Re: Pokemon translation MIME-Version: 1.0 X-Original-Sender: jandew@gmail.com X-Original-Authentication-Results: ls.google.com; spf=pass (google.com: domain of jandew@gmail.com designates internal as permitted sender) smtp.mail=jandew@gmail.com; dkim=pass header.i=@gmail.com Reply-To: lojban@googlegroups.com Precedence: list Mailing-list: list lojban@googlegroups.com; contact lojban+owners@googlegroups.com List-ID: X-Google-Group-Id: 1004133512417 List-Post: , List-Help: , List-Archive: Sender: lojban@googlegroups.com List-Subscribe: , List-Unsubscribe: , Content-Type: multipart/alternative; boundary="----=_Part_409_32027203.1342388140931" X-Spam-Score: -0.7 (/) X-Spam_score: -0.7 X-Spam_score_int: -6 X-Spam_bar: / ------=_Part_409_32027203.1342388140931 Content-Type: text/plain; charset=ISO-8859-1 Holy crap. On Sunday, July 15, 2012 2:29:14 PM UTC-5, djandus wrote: > > The issue was, what I originally thought I could upload quickly is > actually very broken up and disjointed. > So, I figured something out that should help explain both this and what I mean by "let me handle line endings." For all displayed text in boxes at the bottom, (what I'm broadly calling "dialogue") there are about 4 different line ending types. They vary based on extra instructions of clearing the two lines, merely going to the next line, continuing to a new page, etc. They have very confusing interactions that I'm still getting the hang of. The terrible part is that these endline characters are written in as references to instructions or characters that are contextually determined. So, the endline character set for the pokedex entries is different from when Professor Oak is talking in the intro is different from when Professor Oak stops you from leaving Pallet Town is different from when you talk to that random stallion in that one place... yeah. Assembly is awesome. And while I'm on random assembly tidbits, somepony else disassembled the code I'm working with. They have spent two years on the project, giving everything good variable names and even commenting the code pretty well. The fun part is, whoever did this actually has found some pretty amusing bugs in the code. My favorite comments so far are: During movement: > ; the code below is strange > ; it computes whether or not the player did a 180 degree turn, but then > overwrites the result > ; also, it does a seemingly pointless loop afterwards During the beginning of a turn in a battle, when it checks for fly/dig status, etc: > ; this code is buggy. it's supposed to prevent HP draining moves from > working on substitutes. > ; since $7b79 overwrites a with either $00 or $01, it never works. -- You received this message because you are subscribed to the Google Groups "lojban" group. To view this discussion on the web visit https://groups.google.com/d/msg/lojban/-/GlYeEEPRZzsJ. To post to this group, send email to lojban@googlegroups.com. To unsubscribe from this group, send email to lojban+unsubscribe@googlegroups.com. For more options, visit this group at http://groups.google.com/group/lojban?hl=en. ------=_Part_409_32027203.1342388140931 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable
Holy crap.

On Sunday, July 15, 2012 2:29:14 PM UTC= -5, djandus wrote:
The iss= ue was, what I originally thought I could upload quickly is actually very b= roken up and disjointed.

 So, I = figured something out that should help explain both this and what I mean by= "let me handle line endings."

For all displayed t= ext in boxes at the bottom, (what I'm broadly calling "dialogue") there are= about 4 different line ending types. They vary based on extra instructions= of clearing the two lines, merely going to the next line, continuing to a = new page, etc. They have very confusing interactions that I'm still getting= the hang of.

The terrible part is tha= t these endline characters are written in as references to instructions or = characters that are contextually determined. So, the endline character set = for the pokedex entries is different from when Professor Oak is talking in = the intro is different from when Professor Oak stops you from leaving Palle= t Town is different from when you talk to that random stallion in that one place...

yeah. Assembly is awesome.

And whil= e I'm on random assembly tidbits, somepony else disassembled the code I'm working with. They have spent two years o= n the project, giving everything good variable names and even commenting th= e code pretty well. The fun part is, whoever did this actually has found so= me pretty amusing bugs in the code. My favorite comments so far are:

During movement:
; the code below = is strange
; it computes whether or not the play= er did a 180 degree turn, but then overwrites the result
; also, it does a seemingly pointless loop afterwards

During the beginning of a turn in a battle, when= it checks for fly/dig status, etc:
; th= is code is buggy. it's supposed to prevent HP draining moves from working o= n substitutes.
; since $7b79 overwrites a with either $00 or $01, it nev= er works. 

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