00:20:39 -!- ZeroOne_ has changed nick to ZeroOne. 00:26:06 -!- calamari has joined. 00:26:09 hi 00:48:14 -!- Flannel has joined. 00:49:34 -!- Flannel has left (?). 00:53:00 -!- kipple has quit (Read error: 104 (Connection reset by peer)). 00:58:47 -!- kipple has joined. 01:16:27 -!- wildhalcyon has quit ("Whoops, There I go"). 01:28:28 -!- Aardwolf has quit ("Ik zen der is mee weg"). 01:30:58 -!- calamari has quit ("Leaving"). 03:10:37 -!- wildhalcyon has joined. 03:41:47 -!- kipple has quit (Read error: 110 (Connection timed out)). 04:10:29 -!- wildhalcyon has quit (Read error: 104 (Connection reset by peer)). 04:22:18 -!- calamari has joined. 04:24:58 hi 05:48:38 -!- wildhalcyon has joined. 06:03:57 -!- wildhalcyon has quit ("Whoops, There I go"). 06:32:48 -!- nooga has joined. 06:33:29 hi 06:35:41 hi all 06:39:14 hi puzzlet, nooga 06:39:44 well, EsoShell doesn't work with gcj.. does compile tho! :) 06:41:37 gcwhat? 06:43:35 aaa 06:43:38 java compiler 06:43:52 i don't believe in such things 06:44:50 java was designed to produce it's own bytecode 06:45:43 hehe 06:46:02 i just saw the jsux, do you know what's it? 06:46:35 jsuix 06:47:36 I have no idea what you're talking about, I feel okay about that in this channel, tho :) 06:48:03 hm 06:48:23 jsuix is a javascript unix implementation :) 06:48:45 UNIX-like OS written in JavaScript 06:48:48 http://www.masswerk.at/jsuix/ 06:51:03 click "open terminal" 06:51:19 it's amazing, they even have ported vi 06:53:52 -!- Anulka has joined. 06:54:51 -!- Anulka has changed nick to nooga_. 07:01:51 -!- nooga__ has joined. 07:07:41 nooga__: what you meant to say was 07:07:45 "java was designed to be slow" 07:07:51 a fact which i can't really agree with :) 07:11:17 -!- nooga has quit (Read error: 110 (Connection timed out)). 07:19:04 -!- nooga_ has quit (Read error: 110 (Connection timed out)). 07:25:21 -!- nooga__ has quit (Read error: 110 (Connection timed out)). 07:47:54 -!- calamari has quit (Read error: 110 (Connection timed out)). 07:59:59 -!- clog has quit (ended). 08:00:00 -!- clog has joined. 08:19:55 -!- nooga has joined. 08:20:00 bleh 08:26:30 -!- Keymaker has joined. 08:26:38 argh.. 08:26:54 the gammaplex inventor is not here, right? :( 08:27:40 anyways, perhaps someone else could help me; how do it store the stack's top value to something register? 08:36:04 don't ask me :D 08:55:39 ok 08:55:45 :) 08:56:25 * nooga is trying to write a SADOL compiler for x86 09:04:41 btw, i found it out.. 09:04:46 ')' 09:05:43 oh 09:58:45 -!- Aardwolf has joined. 10:01:04 aardwolf, hellow! 10:01:09 *hello 10:01:19 you were the gammaplex author? 10:01:30 -!- jix has joined. 10:01:33 hiya 10:01:35 yes 10:01:38 ok 10:01:45 moin 10:01:49 i just 10 seconds ago completed my first ever gammaplex program: 10:01:49 uu N)u N)u N)uu y) u h) dddv 10:01:49 v K;e;y;m;a;k;e;r; v? Ds m < 10:01:49 v 2;0;0;5; )n <> ?v D ^ 10:01:50 > c B R ( ( ^ >1-)^ 10:02:00 (not very space efficient) 10:02:02 I'll check out what it does :) 10:02:17 it's nothing special but it was my first :) 10:02:22 click the screen 10:02:25 btw jix, Brainloller can't have infinite loops, the IP rotarors are reversible, and the IP starts at top left ;) 10:02:25 ha 10:03:46 Aardwolf: ahh 10:03:53 im' writing the "hunt the wumpus" game in SADOL :D 10:04:25 gotta recompile the gammaplex interpreter 10:04:30 o-k 10:04:37 Keymaker: cool 10:04:44 thanks 10:04:56 it does more than my first gammaplex program 10:04:59 it works... 10:05:03 heh 10:05:56 who has write access to the esolang file archive? 10:06:09 no idea 10:06:41 it makes the screen blue if you click on it? :) 10:06:47 yes 10:06:53 and the darkens it 10:06:55 ooh and it fades out 10:07:02 yes 10:07:24 neat 10:07:49 cheers 10:07:50 I think pgimeno has access 10:08:04 who will help me with my 3d engine project in gammaplex? 10:08:08 (joke) 10:08:27 that's what deltaplex is for, if I ever manage to finish it :) 10:08:41 yeah 10:08:45 drawing textured 3D triangles with only a few commands 10:08:55 mmh nice 10:09:11 there's even a terrain engine in it which is already finished :) 10:09:30 woah.. it'll be something never-seen-before 10:09:32 you just give a heightmap, a texture, a colormap, some coordinates, and the drawterrain command :) 10:10:43 heh 10:10:58 -!- nooga has quit. 10:12:48 aardwolf; how do i get random numbers for example between 0 and 50? 10:13:18 use K, then multiply it by 50 10:13:36 (not k, but K) 10:13:51 oK 10:17:01 i think we should run a gammaplex demo competition 10:17:42 c'mon people! :) 10:18:51 well why not? 10:20:07 yeah 10:20:29 should there be something theme, limitation or other? 10:20:42 hehe yeah, a limitation in code size maybe 10:21:06 yeah, that could be the best 10:21:19 and probably non-interactive demo as well? 10:21:25 can someone do better than tron3k's pong? :) 10:21:39 easy :o) 10:22:01 non interactive demos would be cool but maybe a bit slow on gammaplex 10:22:14 after all, drawing a single mandelbrot is already taking a while 10:22:15 why slow? 10:22:22 probably not slower than intereactive 10:22:37 yeah but in a non interactive the graphics are a bit more important :) 10:22:48 in interactive you can get away with two paddles and a ball :D 10:22:56 to clear; 10:23:10 i meant with "interactive" stuff that user can click buttons and something happens 10:23:24 and with "non-interactive" a demo that just runs and ignores all clickings 10:23:46 but in every case the demo should be not a still picture 10:23:59 something like those demos (Unreal and Second Reality and such) would be too slow :( 10:24:24 it won't need to be anything very awesome 10:24:41 i mean for example a bouncing ball would be neat already 10:24:49 oh that would be fast yeah :) 10:25:56 Has anyone ideas how I can optimize the interpreter? Also it has a huge switch case because there are so many commands, I wonder if that is taking away a lot of speed? 10:26:31 sorry, no idea. 10:26:57 btw; it will take about two or three weeks until i have properly spare time for this 10:27:05 but then i guess we could start a competition 10:27:12 I'm all for it 10:27:20 o-k :) 10:27:47 just wondering how we would get 'nuff entries 10:28:29 hmm I wonder if the demo scene can be attracted to gammaplex 10:28:41 You know, Deltaplex would be so much better for this sort of stuff with it's 3D graphics :) 10:28:54 heh 10:29:04 except it's harder to code in it 10:29:09 because the commands are on an image 10:30:23 i've got one idea you could possibly do 10:30:42 to optimize? 10:30:45 for example make all the deltaplex files to be some dpx packages 10:31:00 and some program to stuff all the textures, code and images into a dpx package 10:31:09 then the interpreter reads the package and so on 10:31:20 and the code could be 2d txt like in gammaplex 10:31:22 -!- kipple has joined. 10:31:35 and it'd be a lot easier to handle all the textures and stuff if they were separate files 10:31:43 hmm but that would remove something I find so nice, the textures and code being together on an image 10:31:52 yes 10:31:59 I have another idea, make a sort of IDE that will put it all on the image 10:32:10 mmh, that's better 10:32:32 otherwise it can be rather difficult to do anything 10:32:42 apart from paint shop pro, no painting program is good enough to do it 10:32:50 and PSP doesnt work in linux :cries: 10:33:00 :\ 10:33:07 (only PSP shows the RGB color if you go with the mouse over the pixel) 10:33:16 heh 10:33:31 and that's important to know which command the pixel is 10:33:36 yes 10:33:56 I've been thinking about making a simple painting program that would do this, but I'm stuck in QT 10:36:52 I could make the painting program in OpenGL tho, using my OpenGL gui :) 10:36:52 but that would be weird, not? A IDE/painting program in OpenGL? 10:36:52 noo 10:36:52 have you got any suggestions for new gammaplex commands? 10:37:05 "frames per second"? 10:37:35 oh wait no 10:37:42 i was thinking about deltaplex 10:37:43 :) 10:37:52 let's see.. 10:38:33 perhaps something set RP to 0 10:40:13 -!- J|x has joined. 10:40:28 that can be done with 0] 10:41:29 oh 10:41:35 didn't notice that command :) 10:42:04 what's the point of E? 10:42:31 it's an infinite loop to make the program stop, a sort of fake way to end 10:42:46 when does the program stop, by the way? 10:42:58 when you reach E 10:43:00 or never 10:43:04 depends on how you view it 10:43:11 there's a close button and a menu in the interpreter to quit 10:43:19 ah 10:43:28 but no "terminate program" command? 10:43:34 no 10:43:50 ok. i was already wondering why i couldn't find one 10:44:10 when I look back at the spec, the { and } commands are really weird, and I should have let it store the working color and working coordinates in the registers (and should have called the registers the memory instead :)) 10:44:24 and I should have allowed memory of arbitrary size 10:46:43 epsilonplex? ;) 10:46:50 or epsiplex 10:47:25 epsiplex sounds nice :) 10:47:58 I'm going to try to improve the gammaplex interpreter later, and will remove the memory limit then (but not now yet) 10:48:09 I mean, backwards compatibility isn't lost by removing the limit :) 10:48:10 ok 10:49:21 by the way I really like the mandelbrot renderer code because it has a subroutine using gosub and return 10:49:38 is it written by you? 10:49:45 yeah :p 10:49:49 nice :) 10:49:57 ty :) 10:50:12 -!- jix has quit (Read error: 110 (Connection timed out)). 10:50:24 -!- J|x has changed nick to jix. 10:51:26 i'll write a maze game in gammaplex 10:51:52 i'll write something cool in gammaplex 10:52:00 cool :) 10:52:09 but first i'll complete the subskin wiki page 10:52:13 I'll write tetris or breakout when I have the time :) 10:52:28 ah, that'd be neat! 10:52:36 tetris! 10:52:45 tetris is in the suggestion list of gammaplex programs if I remember correctly :) 10:53:42 yeah 10:53:51 snake/worm game would be nice too 10:54:22 yeah 10:54:40 or something like Elite!!!! :) 10:54:51 but that would probably be too slow :) 10:55:17 dunno what that is 10:55:47 one of the first 3D space shooters, featuring wireframe ships, trading goods to earn money and buy better ships, pirates and so on :) 10:55:55 cool 10:56:33 i'll port the TI 92+?/89/v200 pheonix (platinum)? game 10:56:51 its written in m68k asm 10:59:04 looks like a neat game http://www.ticalc.org/archives/files/ss/48/4815.gif 11:00:03 hmm but i can't read m68k asm.. 11:00:50 hehe 11:00:58 :0 11:01:16 then you have to make a totally new one 11:01:17 but the game is the best game for ti calcs 11:01:19 but you can try to copy the gameplay 11:01:34 Aardwolf: yeah 11:02:23 but first i've to finish this stupid subskin wiki article 11:02:30 ok 11:03:13 haha my friends always ask me what i'm going to do today and i always tell them i'm going to write programs the whole day.. 11:03:46 hehe 11:03:56 I say something similar to my friends often too 11:04:01 I don't think they like it :( 11:05:13 i think they would be shocked if i say "i'm going somewhere to play football because the weather is nice" ;) 11:06:14 heh 11:06:34 in brainfuck, if you type input and you type something of multiple letters, will each next , command in brainfuck use these next letters? (I'm just trying to figure out how the C getchar() command works in fact ;)) 11:07:02 yes, i think 11:07:09 everything you write to STDIN is written to a buffer 11:07:19 its pushed to it 11:07:25 and getc shifts one char out 11:07:33 (queue not stack) 11:07:36 ah a FIFO buffer 11:20:39 yeah 11:33:46 by the way, is gammaplex file extension .txt? 11:33:56 and, if you pop an empty stack, it returns 0? 11:39:21 it doesn't have to be .txt 11:39:34 hmm let me check the code for that last question 11:40:10 nope, but i mean should i use .gpx on my site.. 11:40:50 you can if you want 11:40:59 ok :) 11:41:00 it's only a very little bit harder to open with a text editor :) 11:41:32 in windows explorer at least 11:42:18 I implemented the gammaplex stack in a sort of weird way, but it'll probably return 0 unless it's memory is full 11:42:34 I hadn't discovered std::vectors back then hence the dumb memory limits and weird stack :) 11:43:06 ok 11:47:56 done: http://esolangs.org/wiki/Subskin 11:51:59 yam.. 11:52:02 i like this 11:52:33 wow 11:52:36 one command? 11:52:40 and turing complete? 11:52:40 Aardwolf: yes 11:52:42 yes 11:52:55 but thats nothing special.. there were some OISC implementations before subskin 11:53:05 I see 11:53:08 but i don't know any that uses my instruction 11:53:19 this certainly is short ruby code for an interpreter :) 11:54:22 but didn't my professor Object Oriented Programming warn us that one letter variable names are bad? :D 11:54:26 i had the subskin idea (and name!) a long time ago but never implemented it.. yesterday i searched a language for writing a super short interpreter for... 11:54:39 Aardwolf: haha 11:55:17 i don't understand it fully however.. :\ 11:55:38 i use them often in ruby... but only in a scope that has a length of... 1 line... ["h4","37"...].map{|i|i.hex} for example.. 11:56:40 I use them often too, except in tasks for this professor heh 11:57:32 the only other name for i that would fit is iterator_variable... and thats too long because you need such kind of variables every 10th line 11:57:35 aardwolf: the second rgb is 0 0 0 in the beginning in the gammaplex..? 11:58:02 I'll look it up in the source 11:58:28 You know what's sort of stupid, the gammaplex specification is based on the interpreter sometimes instead of the opposite 11:58:47 :) 11:58:57 subskin is spec first... 12:00:02 the Hello, world! subskin example is self modifying... 12:00:40 cool :) 12:01:12 every a-bit-more-complex subskin program has to use self modification 12:01:48 yeah the second color is initially 0 0 0 appearantly 12:02:03 that's cool 12:02:21 that must make it pretty hard to program in :) 12:03:49 with a text editor it is 12:04:04 with a assembler like thing it's easier 12:04:55 hehe this is always fun, first write the complete interpreter in C++, when done, compile it for the first time and see how many errors there are 12:05:02 cool only 3! 12:05:18 subskin interpreter? 12:05:22 (in c++?) 12:05:37 no, Mycelium interpreter 12:05:46 mmh what's that? 12:05:56 a new language :) 12:06:00 cool 12:06:06 image based, and about as complex as befunge 12:06:22 http://en.wikipedia.org/wiki/Mycelium 12:06:24 mycelium has something to do with mushrooms too btw :) 12:06:38 :9 12:06:44 all befunge clones should have a mushroom like name ;) 12:07:27 now I gotta make some mycelium programs to see if the interpreter works correctly 12:07:45 ok 12:08:15 kolourpaint to the rescue 12:25:25 -!- grim_bed has changed nick to grim_. 12:26:18 wb grim_ 12:26:33 lo all 12:29:46 'ello 13:13:26 aardwolf, does the 'i' command print the number to locations in x and y? 13:18:38 yes 13:18:43 ok 13:19:27 it's good that you ask those questions, it'll allow me to improve the spec some time 13:21:03 yeah 13:46:42 hi 13:47:04 jix, I have access to the repository 13:47:23 When typing something in console and pressing enter, is this enter character 10 or 13? 13:48:07 10 when getchar() receives it, but that happens in Unix only 13:48:30 I receive it with getchar(). How to make it platform independent? 13:48:34 in Windows getchar() receives a 13 then a 10 13:48:44 and in mac a 13? 13:49:01 I think so, maybe jix can give a definitive answer 13:49:34 I wonder if Lost Kingdom checks for both 10's and 13's 13:50:00 {^Raven^}: does it? 13:50:10 I think that the language specifications free you of those problems 13:51:42 so even in Windows the language gets always 10 after a carriage return 13:51:48 I wonder if they did it on purpose, each choosing a different way to represent enter (mac, win and unix) 13:51:59 no idea 13:52:07 Now all that's missing is an OS that does 10 first and then 13 :rolleyes: 13:52:08 I suppose there are historic reasons 13:52:36 is the reason that ascii was not well defined? I mean maybe the carriage return and newline thing was too confusing? 13:54:00 yeah, that's probably the reason 14:02:07 in some old typewriters a carriage return was to move the carriage horizontally and then you needed to press line feed, which rotated the drum 14:02:47 there's not an end-of-line character well-defined in ASCII 14:03:14 -!- Keymaker has quit ("I've seen this déjà vu before.."). 14:03:37 the ZX Spectrum (a Z80-based micro) took CR as end-of-line too 14:04:26 it's CP/M the one which took the CR/LF combination, later inherited by DOS 14:08:03 mac os 9 (oooold) uses 13 as return 14:08:11 mac os x uses 10 14:08:52 ah okay 14:09:08 was the change painful? 14:09:45 which is like asking, would it be painful if Windows switched to 10 too? 14:10:33 pgimeno: mac os x is another system .. not the next version of mac os 9 14:10:42 so you can't compare it with windows 14:10:45 oh ok 14:11:05 mac os x has some compatibility libs and binary loaders to allow the user to run some old apps 14:12:10 but mac os 9 was a really old kernel.. there was no command line no STDIN no STDOUT no posix at all cooperative multi tasking resource forks... mac os x is based on NextStep and BSD 14:13:47 mac os x uses the Mach kernel (mach started as a fork of the bsd kernel but got rewritten) used by Next. Most cli programs and parts of c libs are from BSD afaik and the whole Objc thing + Cocoa is just a newer version of NextStep 14:14:26 all cocoa classes start with NS for NextStep (NSWindows NSArray NSString NSDictionary....) 14:14:38 what happened to NeXT? 14:15:11 apple buyed next 14:15:23 some people say it was the other way around 14:15:44 NeXT activists, I expect 14:16:44 I tried windows longhorn beta, and was wondering what was actually changed except a nerf in the file searching system 14:16:47 because steve jobs (one of the apple founders and ceo at some time and today) got fired by apple and founded Next.. Next had no money and apple buyed it... but steave jobs is now apple ceo and apples software is based on next... 14:16:54 nice job the Subskin page, btw 14:17:06 so it was like NeXT buying apple 14:17:20 pgimeno: ah about the file archive 14:17:32 i'd like to submit my bfx.rb brainfuck interpreter 14:17:55 no problem 14:18:09 and i'd like to have write access too because i often write interpreters for languages 14:18:19 except I'm having lunch right now 14:18:37 do you know how to use svn? 14:21:23 i used it once to download source code.. seems to be pretty ease (not like cvs) 14:21:23 it's very CVSish, just properly done 14:21:23 ask graue for access then 14:21:23 i know it works like cvs.. but cvs is not as easy as svn because of cryptic commands and and and... 14:21:23 if i see svn commands i can guess what they do 14:21:23 if i see cvs commands i just hope they don't act like rm -rf / 14:21:23 anyway the cvs/svn up / cvs/svn commit cycle is similar in both 14:21:52 i want to learn how to use svn anyway 14:22:26 it's easy enough for you, I guess 14:23:36 meaning, I don't expect you having the trouble many people have with it 14:25:18 one thing i don't like about svn is that under osx it detects the UI language instead of don't finding a local and using english as default 14:25:24 i want gui in german 14:25:26 but cli in english 14:27:51 graue was active on the wiki yesterday but wasn't here yesterday... 14:28:31 what are your locale settings? I use English CLI 14:28:41 i have no locale settings 14:28:54 it isn't set on mac os x by default 14:29:04 try LANG=en svn 14:29:10 it works 14:29:27 but svn is the first cli program that uses the gui lang if it doesn't find a locale 14:29:27 then you can write a wrapprt 14:29:41 strange 14:30:30 edited my environment.plist 14:35:13 I'm ready, do you want me to upload the file? 14:47:02 I've taken the code from the wiki (removing the LF) and I'm ready to commit 14:47:11 jix? 14:49:31 -!- wildhalcyon has joined. 14:50:18 added cat.subskin and hello.subskin, ready to commit too 15:00:45 <{^Raven^}> Aardwolf: Lost Kingdom checks for and accepts both CR and LF for line endings 15:03:05 <{^Raven^}> Aardwolf: If the console returns CRLF or LFCR as a line ending the second byte is treated as a null command 15:11:47 <{^Raven^}> Aardwolf: RISC OS return 10 for Enter 15:18:50 ok 16:18:34 -!- nooga has joined. 16:18:42 hello :D 16:35:16 hi 16:43:10 wassup? 17:03:13 I'm busy testing and debugging the Mycelium interpreter 17:05:55 mycelium? 17:08:01 a fungeoid 17:08:23 an image based fungeoid :) 17:08:41 It's doing weird though, there are no floats and no doubles in my interpreter, yet I get a "Floating point exception" 17:09:22 oooh 0/0 17:17:39 -!- lindi- has quit (Read error: 110 (Connection timed out)). 17:19:19 ah yay 17:19:29 anyone from London here? 17:27:37 * {^Raven^} is in Sheffield - not *that* far away 17:28:11 pgimeno: bfx.rb isn't on the wiki 17:28:15 but thanks for adding subskin 17:28:27 i just saw the Battersea Power Station on Pink Floyd's cover 17:28:50 pgimeno: can i dcc bfx.rb to you? 17:28:54 this building looks just awesome 17:32:34 http://upload.wikimedia.org/wikipedia/en/thumb/9/9e/Battersea_Powerstation_-_Across_Thames_-_London_-_020504.jpg/800px-Battersea_Powerstation_-_Across_Thames_-_London_-_020504.jpg 17:35:12 it does? :D 17:36:10 it does 17:41:17 maximally surrealistic eh? 17:41:30 i'd love to go there and make some photos 17:41:40 heh, g2g, bye all 17:41:43 -!- nooga has quit. 17:43:09 * grim_ is in Edinburgh 17:45:52 howdy! 17:48:23 i've written skasm (SubsKin ASseMbler).. it's a big ruby hack but it works 17:48:35 yay! 18:23:09 jix: is subskin.rb an appropriate name? 18:24:30 re bfx.rb: dcc is ok, what is it supposed to be? 18:26:01 bfx.rb is the shortest ruby brainfuck interpreter 18:26:08 (dcc is ok as long as I'm not afk, of course) 18:26:09 and yes subskin.rb is the name i use 18:26:35 so brainfuck/impl looks like a sensible place, right? 18:26:39 yes 18:28:04 -!- Aardwolf has quit ("Ik zen der is mee weg"). 18:34:17 commited both - now you'll have to wait for the archive copy to be updated or look at the repository directly 18:38:10 the direct link to the repository is http://esoteric.voxelperfect.net/svn/esofiles/ but graue discourages using it 19:16:54 -!- kipple has quit (Read error: 104 (Connection reset by peer)). 19:17:08 -!- kipple has joined. 20:20:21 my old hello world implementation was stupid... 20:22:42 graue was on the wiki today 20:22:47 why isn't he here? 20:23:56 he fixed my Subskin article 20:24:23 -!- Aardwolf has joined. 20:24:56 hrhr it's good to have someone fixing the spelling/grammar of the wiki articles 20:32:38 here is a trace of the new hello world program: http://www.harderweb.de/jix/hello-world-trace.html 20:34:39 ... 20:37:26 wow, that really is a trace... 20:37:34 :o 20:38:32 it's useful for debugging 20:38:40 but i wrote all programs without it 20:38:52 but for my next program i need a trace 20:39:10 and an assembler 20:51:03 i have a routine for printing a number in reverse 21:11:09 Nice trace Jix 21:11:35 I don't really understand it, but it looks nice 21:11:57 i'm working at 99 bottles of beer 21:12:04 good luck! 21:37:32 -!- wildhalcyon has quit (Read error: 104 (Connection reset by peer)). 21:38:07 <{^Raven^}> jix: you know that ruby, bf to c compiler you made 21:38:14 yes 21:38:23 i should know it.. i made it 21:38:25 <{^Raven^}> did you ever manage to compile lostkingdom.c 21:38:30 no 21:38:40 <{^Raven^}> me either 21:38:41 i have no other c compiler than gcc on my machine 21:38:43 and gcc fails 21:38:48 because the stack is too small 21:39:06 and i removed all non-hw stack limits and set the hw stack to the highest possible value 21:39:12 <{^Raven^}> after two hours of compiling the machine terminally crashes 21:39:24 <{^Raven^}> :) 21:39:34 <{^Raven^}> it's fun 21:39:37 i get a "Stack size to small" error after 2 mins 21:40:22 if you have access to a linux machine http://fabrice.bellard.free.fr/tcc/ may work for you 21:40:26 <{^Raven^}> mine takes 2 hours to mention the missing linefeed at the end of the file and soon after the machine explodes 21:40:39 haha 21:41:21 <{^Raven^}> only the TCP/IP stack survives and I can't even shh in to kill gcc! 21:41:32 <{^Raven^}> *ssh 21:41:57 <{^Raven^}> i'm sure it works though, everything else has 21:44:36 port LK to subskin 21:44:41 *g* 21:45:04 without my assembler or tracer or interactive debugger 21:45:56 i'm done with the "N bottle[s] of beer" routine! 22:00:50 it works!!! 22:01:17 hmm it was a bad idea to trace all verses of 99 bottles of beer 22:02:06 295 words 800 characters 22:02:50 it's 2 lines shorter than the output! 22:08:21 * {^Raven^} 's game is finished and uploaded to the competitions site :D 22:08:32 cool 22:09:21 <{^Raven^}> The game is called 23:15 and the page is here: http://us.geocities.com/dunric/advcomp.html 22:10:13 <{^Raven^}> Aardwolf: (named after the first version of brainloller that compiled) 22:11:24 99bob in subskin WORKS! 22:11:34 <{^Raven^}> cool! 22:13:11 brb 22:18:10 -!- calamari has joined. 22:28:27 re 22:31:12 hi jix 22:31:18 moin calamari 22:31:27 i wrote 99bob in subskin 22:31:33 (you know subskin?) 22:31:45 jix: your project yesterday got me thinking about a minimal tc implementation 22:31:50 no 22:32:00 subskin is my OISC implementation 22:32:08 the result of my project from yesterday 22:32:19 ahh there's a bug in 99bob 22:32:20 oh, cool 22:32:30 didn't know you finished it 22:32:41 how many bytes did it end up as? 22:33:11 http://esolangs.org/wiki/Subskin 22:33:15 148 22:34:05 I'm curious what the smallest tc interpreter I can make for ms-dos x86 22:34:28 maybe oisc is the way to go, but maybe not 22:34:49 imo subskin is the best oisc instruction 22:35:43 I always remember subtract and branch if borrow 22:35:55 i have no branch in the instruction 22:36:02 but a memory mapped IP 22:36:15 you can do more calculations without stupid branching 22:36:57 if you don't know if the result is negative or not you just put a nop-like instruction after it 22:37:10 -!- jix has quit (Remote closed the connection). 22:37:22 -!- jix has joined. 22:37:28 wb :) 22:37:37 whoops 22:37:49 how did you do io? 22:38:00 {^Raven^}: cool, good luck with the competition 22:38:07 calamari: memory mapped 22:38:10 see the wiki page 22:39:52 <{^Raven^}> Aardwolf: thanks 22:40:24 <{^Raven^}> calamari: finally finished my game! it's on the competition site now 22:40:42 raven: cool 22:44:53 Hmmm 22:45:51 for some reason that reminds me of monsters inc.. 23-19!! :) 22:46:00 2315.exe in Wine sais: invalid channel at line 10, and every command I try is either Syntax Error or a Mistake 22:46:11 or is it part of the puzzle :) 22:49:09 i can't eat myself! 22:49:12 Aardwolf: I get the same 22:49:41 under my pc emulator it works 22:50:27 Wine must not be that good, I wonder if Dosbox could run it? 22:50:42 not if its a windows exe 22:50:46 (actually wine has been having poor results on almost any program I tried :s) 22:50:51 trying anyways :) 22:51:28 yeah, it's a windows proggy 22:51:35 you could try a risc-os emulator 22:51:37 * calamari loads up qemu 22:51:49 This program can not be run in DOS mode 22:51:59 http://www.redsquirrel.fsnet.co.uk/ 22:52:58 hmm weird 22:53:10 it's working in wine now 22:53:31 I ran it from the command line rather than from the gui 22:54:06 let's try 22:54:12 ah maybe it didn't find the data file 22:54:29 yes it works, thanks :) 22:54:41 i'm in this silly tube and can't do anything... :( 22:55:03 It sais I'm very hungry, but if I type eat it sais I'm not that hungry :) 22:55:09 jix: did you eat? 22:55:16 by the way is the font only this screwed up in my wine? 22:55:28 calamari: ouch i typed eat tueb 22:55:31 "eat from feeding tube" :) 22:55:57 hmm weird.. wine lost focus and now I can't type.. need to restart 22:56:11 lol I have the choice between hungry or tired 22:56:25 Aardwolf: no... 22:56:47 the font is only barely readable in my wine, default settings afaik 22:56:48 The chamber door opens. 22:57:25 ouch wine lost focus on me too, after typing "rest", so don't type it 22:57:45 sounds like whatever emulator he used wasn't up to the challenge :) 22:58:40 darn, can't go n, e, s, w, u, d 22:58:51 the door is open but i cant go through it 22:59:12 whoohoo! got the door open, need to save :) 22:59:31 lol i type: b and it says: violence is not the answer 22:59:42 <{^Raven^}> Aardwolf: It's an issue with wine, the CSD is not set correctly and the program cannot find the data file 23:00:02 yeah it's solved if you open it from console :) 23:00:03 oops, doesn't look like it can save under wine 23:00:12 wine isn't really too great :( 23:00:55 * {^Raven^} tests the game on wine 23:01:49 {^Raven^}: i opened the door but i can't walk through it 23:02:06 i don't know the command 23:02:12 jix: east 23:02:22 oh 23:02:30 it really understands a lot of commands :) 23:02:33 try break glass :) 23:03:07 try break * 23:03:34 <{^Raven^}> ok... 23:03:36 aha, look = room description, examine = look at something in particular 23:03:43 hmm what was again this secret 6 letter word of Zork? 23:03:57 xyzzy? 23:04:01 yeah that one 23:04:01 no 23:04:04 thats 5 23:04:06 might be helpful.. was trying "look at" 23:04:15 it was something like that 23:04:47 it was xyzzy 23:04:56 <{^Raven^}> When the game dies with a invalid channel error, type: *cd z:\home\ 23:05:06 <{^Raven^}> And then type RUN 23:06:05 nothing happens if i type xyzzy BUT it understands the command 23:06:25 access denied! 23:06:31 <{^Raven^}> (save and load work here) 23:07:00 hmm maybe I can steal a card off that dead guy 23:07:05 yeah it recognises it :D 23:07:08 "nothing happens" 23:07:16 i get tons of Mistake msgs now 23:07:20 I think we found a clue to one of the secrets :) 23:07:51 i answered with >n to Play again 23:07:57 instead of just 23:07:59 n 23:08:18 <{^Raven^}> jix, hte game has exit, type RUN to begin again 23:08:29 argh, froze again 23:08:33 {^Raven^}: i'm not using wine 23:08:43 {^Raven^}: i'm using a complete pc emulator with win xp 23:08:54 because wine needs a x86 cpu 23:09:02 what emulator is that? 23:09:09 virtual pc (comercial) 23:09:11 -!- wildhalcyon has joined. 23:09:14 <{^Raven^}> if you end up exiting the game without closing the window type RUN to begin again 23:09:16 hi wildhalcyon 23:09:25 hey calamari 23:10:05 raven: cool game, I'll have to play it again when I have more time and from qemu where it should be more reliable :) 23:10:19 hows everyones esolangs? 23:10:38 langing in there 23:10:48 debugging Mycelium is very annoying, even tho the syntax is easy, writing code in a painting program is hellish :p 23:10:58 wildhalcyon: i wrote 99bob in subskin! 23:11:24 awesome jix! 23:11:34 its 2 lines shorter than the output 23:12:07 ouch 23:12:09 output: 297 lines 11756 bytes, program: 296 lines 786 lines 23:12:20 there are many 1 char lines 23:12:28 most lines are 2 chars 23:12:30 oh, ok 23:12:33 and some are 3 chars 23:13:11 and i wrote an improved hello world version 23:13:27 and a trace program: http://www.harderweb.de/jix/hello-world-trace.html (sample output) 23:13:55 and an assembler (used in 99bob.. cat and hw are written 100% by hand) 23:14:23 WhaTry writing something like LK 23:14:26 :-D 23:14:32 -Wha 23:15:02 hrhr 23:16:12 Im trying to wrestle with the topology issues in my lang before I write the spec & interpreter; then I'll write a roguelike 23:17:43 see, I encourage everyone to write games in there languages 23:19:06 hmm but what game 23:19:47 in a language without i/o, how is the result of the computation expressed? 23:20:12 is it just the ending state? 23:23:21 jix: btw, how does skip() work? is it possible to form an endless loop with it? 23:28:20 a,b,c,d,e,f,g,h,i .. if subskin a,b,c skips the next instruction is g,h,i if it doesn't skip the next instruction is d,e,f 23:28:48 is it possible to get back to a,b,c? 23:28:59 of course.. IP is memory mapped 23:29:11 aha 23:29:14 you can branch everywhere by setting the IP to any adress 23:30:59 I wonder if a lang could be tc if it was allowed to contain only a single loop 23:31:36 i'm trying to trace the whole execution of 99bob 23:32:13 im at 92 and the trace is > 10mb 23:33:33 it's going to be > 100mb 23:33:47 80 bottles left 32mv 23:33:49 mb 23:34:12 hmm, perhaps I can answer this by construction with a dfa.. if a dfa with only one loop is still a dfa, I'd bet all is ok 23:35:11 need to define loop more precisely tho 23:35:53 there may be only one place where the IP is allowed to move in reverse direction 23:36:33 jix: it'd be a state with more than one transition to it 23:37:23 so states would only be allowed to have a single transition to them, except the start state which is allowed two 23:37:34 wrong 23:37:54 ? 23:37:55 code_a;if(bla){code_b};code_c 23:37:59 no loop right? 23:38:24 there is a code_a => code_c transition and a code_b => code_c transition 23:38:59 a loop less code is a code where there is no way to enter a state after it was entered once 23:39:26 104mb 38bottles left 23:40:32 jix: good point 23:42:09 most browser have problems with 160mb of html? 23:43:03 ahh, drawing out a transition table helps 23:43:15 ;-) 23:43:29 each transition that doesn't result in a loop is a transition to a state that has not yet been seen 23:44:08 no... it's the same thing you said before... 23:44:19 jix: nope, slightly different 23:44:56 jix: the exit state of the if and else parts go to the same state but it has not yet been seen 23:45:12 jix: however, the start state has been seen 23:45:21 ah ok 23:45:28 but i think my definition is simpler 23:45:28 so transitioning to it is a loop 23:45:46 jix: neither definition is quite there yet.. 23:46:07 i define a loop as a code that gets executed multiple times 23:46:22 and my definition of a loop less code makes that impossible 23:46:23 there is no such thing as "code" in a dfa tho :) 23:46:32 it's all states and transitions 23:46:37 replace code by state+transition 23:53:23 -!- jix has quit (Remote closed the connection). 23:54:16 -!- jix has joined.