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[2016-4-16. : 6:28 pm]
jjf28 -- FaRTy1billion
FaRTy1billion shouted: jjf28 get rid of it? but I need it
https://youtu.be/aFW6FGV_tls?t=31s
[2016-4-16. : 6:20 pm]
Moose -- :farty:
[2016-4-16. : 6:17 pm]
O)FaRTy1billion[MM] -- Oh--wait, right. because the PCX is loaded as 8-bit now.
[2016-4-16. : 6:16 pm]
O)FaRTy1billion[MM] -- jjf28
jjf28 shouted: aha, in PCX::load remove the "CorrectPaletteForWindows(pcxDat);" line
get rid of it? but I need it
[2016-4-16. : 6:14 pm]
O)FaRTy1billion[MM] -- While it's rebuilding I'm going to make waffles :wob:
[2016-4-16. : 6:13 pm]
O)FaRTy1billion[MM] -- it uses EBP even (for lineDat)
[2016-4-16. : 6:12 pm]
O)FaRTy1billion[MM] -- it doesn't help that the code has half the variables in registers, then shuffles them around as it uses those registers :P
[2016-4-16. : 6:12 pm]
O)FaRTy1billion[MM] -- let's see if that fixes it.
[2016-4-16. : 6:10 pm]
O)FaRTy1billion[MM] -- and I just copy+pasted the code through all of the draw functions
[2016-4-16. : 6:09 pm]
O)FaRTy1billion[MM] -- I sort of skipped part of the top of the loop that starts it on the next line, so I just sort of keep reading when the rest of the GRP is cut off
[2016-4-16. : 6:09 pm]
O)FaRTy1billion[MM] -- lol I found the problem with GRPs I think
[2016-4-16. : 6:05 pm]
jjf28 -- to replicate: just place any unit overlapping the bottom of the window
[2016-4-16. : 6:02 pm]
jjf28 -- o also imageRenderFxn0_0 overflows
[2016-4-16. : 6:01 pm]
jjf28 -- StarCraft screens are ofc fixed whereas we have variable resolution, probably some optimization in their code
[2016-4-16. : 6:00 pm]
jjf28 -- also there's an overflow in imageRenderFxn10_0 , so that might be the source of the streching problem
[2016-4-16. : 5:59 pm]
jjf28 -- aha, in PCX::load remove the "CorrectPaletteForWindows(pcxDat);" line
[2016-4-16. : 5:59 pm]
O)FaRTy1billion[MM] -- I think I was writing the palette index into the A channel in the screen buffer and using that for the pcx lookup, maybe something with that got screwed up
[2016-4-16. : 5:53 pm]
jjf28 -- but those are all innocuous, so that narrows it down to a palette or PCX issue
[2016-4-16. : 5:46 pm]
jjf28 -- differences on lines 2213, 3732, 4826, 4845, 5250, 5265, 5586, and 5767
[2016-4-16. : 5:44 pm]
jjf28 -- o I'm doing this the wrong way; should just remove all spacing then find the difference :P
[2016-4-16. : 5:30 pm]
jjf28 -- yup something with shadows is off, I'll search for the diff...
[2016-4-16. : 5:28 pm]
jjf28 -- compiling....
[2016-4-16. : 5:27 pm]
Moose -- OK, yeah, they do. I had to check again.
[2016-4-16. : 5:25 pm]
O)FaRTy1billion[MM] -- Is that not what your battlecruisers look like?
[2016-4-16. : 5:24 pm]
Moose -- No, I didn't do FaRTy1billion
FaRTy1billion shouted: http://i.snag.gy/0dutl.jpg
, you did
[2016-4-16. : 5:22 pm]
O)FaRTy1billion[MM] -- :moose: pls
[2016-4-16. : 5:18 pm]
Moose -- :farty: pls
[2016-4-16. : 5:18 pm]
Moose -- LMAO
[2016-4-16. : 5:17 pm]
O)FaRTy1billion[MM] -- http://i.snag.gy/0dutl.jpg
[2016-4-16. : 5:15 pm]
O)FaRTy1billion[MM] -- maybe it did, but shadows and stuff are definitely broken on the newer one and weren't on the old one
[2016-4-16. : 5:14 pm]
jjf28 -- i'll load the backup and try it again then
[2016-4-16. : 5:13 pm]
O)FaRTy1billion[MM] -- I didn't see any graphics being stretched and stuff before the merge ;o
[2016-4-16. : 5:13 pm]
jjf28 -- pretty sure the issue had been replicated in the pre-merge version
[2016-4-16. : 5:11 pm]
O)FaRTy1billion[MM] -- still needs selection circles and stuff, and did we ever figure out what was wrong with the merge that causes the graphics to go all funky?
[2016-4-16. : 5:11 pm]
jjf28 -- hmm
[2016-4-16. : 5:11 pm]
jjf28 -- :P:P
[2016-4-16. : 5:10 pm]
O)FaRTy1billion[MM] -- also I should probably finish cleaning that up :P
[2016-4-16. : 5:07 pm]
jjf28 -- as long as we're not making money or stealing it from blizzard, we shouldn't have a problem :P
[2016-4-16. : 5:06 pm]
O)FaRTy1billion[MM] -- If it were up to me, I feel like it should be fine because CHKD is useless without a valid copy of SC and it's used only for SC (I'm/we're not selling it or using it for other purposes) :P
[2016-4-16. : 4:56 pm]
O)FaRTy1billion[MM] -- But people have done it so much for like modding and stuff, like with GPTP or BWAI (from which I used a lot of stuff for reference/definitions), and they don't seem to mind for that
[2016-4-16. : 4:55 pm]
O)FaRTy1billion[MM] -- I'm pretty sure they EULA says not to. :P
[2016-4-16. : 4:55 pm]
jjf28 -- I don't think reverse engineering is illegal anyways - it's often used by competing companies & EULAs hold little weight in court as a prosecution tool
[2016-4-16. : 4:53 pm]
lil-Inferno -- SoLMAOris lmao
[2016-4-16. : 4:53 pm]
lil-Inferno -- Mini Moose 2707
Mini Moose 2707 shouted: How does the Li in Linux sound anything like the ow in Windows, ROFL
IDK
[2016-4-16. : 4:52 pm]
O)FaRTy1billion[MM] -- Clokr_
Clokr_ shouted: Emulators for example are kind of legal as long as they don't include the bios (propietary code).
I think that's true here, too
[2016-4-16. : 4:51 pm]
O)FaRTy1billion[MM] -- Also it's not a direct copy, just like 90% :P
[2016-4-16. : 4:50 pm]
O)FaRTy1billion[MM] -- Though the difference I guess is that it is not open source
[2016-4-16. : 4:50 pm]
O)FaRTy1billion[MM] -- Clokr_
Clokr_ shouted: Things are very different if your editor containes a direct translation of the starcraft engine routines I suppose
I'm pretty sure SCMDraft contains stuff directly ripped from SC/SE
[2016-4-16. : 4:39 pm]
Moose -- How does the Li in Linux sound anything like the ow in Windows, ROFL
[2016-4-16. : 4:38 pm]
lil-Inferno -- Macintosh? More like MacintoSMH
[2016-4-16. : 4:37 pm]
lil-Inferno -- LMAOnux IMO
[2016-4-16. : 4:34 pm]
Moose -- Windows, more like WinLMAOs
[2016-4-16. : 4:30 pm]
lil-Inferno -- LMAO
[2016-4-16. : 3:23 pm]
Moose -- Clokr_
Clokr_ shouted: Mini Moose 2707 I'm powerless in bash moose, what have I become D:
a windows user?
[2016-4-16. : 2:38 pm]
Clokr_ -- Mini Moose 2707
Mini Moose 2707 shouted: :wob:
I'm powerless in bash moose, what have I become D:
[2016-4-16. : 2:17 pm]
Moose -- :wob:
[2016-4-16. : 11:45 am]
Clokr_ -- Emulators for example are kind of legal as long as they don't include the bios (propietary code).
[2016-4-16. : 11:44 am]
Clokr_ -- Yeah I'm probably safer here in Spain :P
[2016-4-16. : 11:39 am]
Neiv -- But legal stuff is a mess, especially when different countries have different laws D:
[2016-4-16. : 11:38 am]
Neiv -- They only appeared to care about the name, not the fact that it's a rts engine that can read their data files?
[2016-4-16. : 11:37 am]
Neiv -- Also, a blizzard-related case: https://en.wikipedia.org/wiki/Stratagus
[2016-4-16. : 11:35 am]
Clokr_ -- We all agreed to the EULA here though.
[2016-4-16. : 11:34 am]
Clokr_ -- I have no idea about legal stuff, but yeah it's probably hard to sue someone if they are not using propietary assets/code even it contains similar code which does the same.
[2016-4-16. : 11:29 am]
Neiv -- Even if they have enough differnces to make .mpq protections a thing
[2016-4-16. : 11:28 am]
Neiv -- If you look at the source for the mpq libraries, they are clearly based on storm/staredit's code :P
[2016-4-16. : 11:28 am]
Neiv -- Yeah. I guess you can also argue that mpqs are a propietary format, and any libraries that are able to read them are as bad as copying the gameplay code. But blizzard has never cared about mpq editors (I think?)
[2016-4-16. : 11:26 am]
Clokr_ -- contains*
[2016-4-16. : 11:26 am]
Clokr_ -- Things are very different if your editor containes a direct translation of the starcraft engine routines I suppose

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