From: <ti...@da...> - 2007-03-19 10:19:00
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> BTW, I think this is currently broken, because you were > using a value of "macintosh", which (from what I've read > in the docs) is not a valid thing... Guess we can try > fitting a nice unicode character in a sequence name, and > see what happens... Well, "macintosh" was just a guess of mine :-) However it always worked at least with Italian accents. It does not work with the degree symbol, which appears correct on Linux but gives an infinity symbol on MacOS (SequenceView). > We could also try to use the original fixed type, because > other files uses fixed as well (I'm thinking of Sounds > files, which I'm working on...). Yep, I mean that. A fixed value in range 0-1 is represented as an integer ranging from 0 to 0x10000 (provided I understand correctly how fixed works...). I don't know if the wxTree behaviour I see is correct... Seems quite ok to me. > I've started work on handling Sounds files, but I'm > waiting to have enough material to put on svn (and I'm > currently away from my computer). Nice. Bye, T |
From: tiennou <tie...@gm...> - 2007-03-19 10:47:46
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Le 19 mars 07 =E0 11:17, ti...@da... a =E9crit : >> BTW, I think this is currently broken, because you were >> using a value of "macintosh", which (from what I've read >> in the docs) is not a valid thing... Guess we can try >> fitting a nice unicode character in a sequence name, and >> see what happens... > Well, "macintosh" was just a guess of mine :-) However > it always worked at least with Italian accents. It does > not work with the degree symbol, which appears correct > on Linux but gives an infinity symbol on MacOS > (SequenceView). After reading some wx Docs, (and a quick look at wikipedia), it =20 appears that you were right : http://en.wikipedia.org/wiki/Mac_OS_Roman I'll try fixing this as soon as I get back to my computer, hopefully =20 in 2 days. > >> We could also try to use the original fixed type, because >> other files uses fixed as well (I'm thinking of Sounds >> files, which I'm working on...). > Yep, I mean that. A fixed value in range 0-1 is represented > as an integer ranging from 0 to 0x10000 (provided I > understand > correctly how fixed works...). > > I don't know if the wxTree behaviour I see is correct... > Seems quite ok to me. If you can't close a node from the wxTree, then you see what I meant... tiennou= |
From: Tito D. C. <ti...@da...> - 2007-03-21 17:16:15
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Hi, I completed my 0.3 roadmap and would like to release. As you can see I've included the fix for fixed fields (I've fixed fixed fields! :-) Sorry). Can you test it a bit before? Also, would you like to take care of building the OS X binary? I'll take care of porting the SequenceView changes to trunk. I'm not completely satisfied with the SequenceView though, particularly about the small arrows to edit frame indexes. It's slow and annoying. I want to add a button to set all frame indexes at once: you specify a frame index to start and ShapeFusion will take a block of N frames and fill the sequence with them. Do you have alternative ideas about that panel? My personal "contribute plan" before 0.4 includes a color table editor and a state-of-art color reduction algorithm to use when importing bitmaps. Of course we have to make sure the new wxdoc code brings all features of 0.3. Bye T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-03-23 10:33:03
Attachments:
PGP.sig
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Hi ! I'm getting into problems with linking with wx-2.6, so I can't release yet. I've modified the project file to use a wxWidgets source directory that would be placed next to ShapeFusion source directory, but I'm getting linker errors with the Deployment versions, both in pcc and i386 builds (ppc has more though...). I'll try fixing these today. tiennou |
From: tiennou <tie...@gm...> - 2007-03-21 17:46:15
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Le 21 mars 07 =C3=A0 18:16, Tito Dal Canton a =C3=A9crit : > Hi, I completed my 0.3 roadmap and would like to release. As you can > see I've included the fix for fixed fields (I've fixed fixed =20 > fields! :-) > Sorry). Can you test it a bit before? Also, would you like to take =20 > care > of building the OS X binary? Yes, I will take care of building the OS X binary, I'm trying to link =20= wx statically, so that I can tag shapefusion and release this... I'll do some testing too, after I have done with that. I'll take a look at your "fixed" fix ;-), because I need it for =20 sounds... > I'll take care of porting the SequenceView changes to trunk. I'm not > completely satisfied with the SequenceView though, particularly about > the small arrows to edit frame indexes. It's slow and annoying. I want > to add a button to set all frame indexes at once: you specify a frame > index to start and ShapeFusion will take a block of N frames and fill > the sequence with them. Do you have alternative ideas about that =20 > panel? Actually, I got some ideas about some changes in the interface. I =20 thought of putting a tab panel for ColorTables/Bitmaps/Frames/=20 Sequences, instead of putting this into the wxTreeCtrl. This could =20 allow for shortcuts in a menu to easily switch between the data of a =20 given chunk... I would also like the interface not to "move" so much. Currently when =20= there's nothing selected, there's nothing displayed, and the editors =20 show up only when there has been a selection... I've made some sketches of my "ideal" GUI, I can put them somewhere =20 if ou want to take a look at them. Currently, I'm trying to learn wx-interface-making ;-). I've finished =20= Sounds loading code, and I'm setting up the View from the sketches I =20 made... > My personal "contribute plan" before 0.4 includes a color table editor > and a state-of-art color reduction algorithm to use when importing > bitmaps. Of course we have to make sure the new wxdoc code brings all > features of 0.3. Yes, it's right that if there's features missing, there will be =20 questions ;-). I think the missing thing at the moment is colortable =20 exporting. tiennou |
From: Tito D. C. <ti...@da...> - 2007-03-21 19:19:03
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On Wed, 2007-03-21 at 18:45 +0100, tiennou wrote: > Yes, I will take care of building the OS X binary, I'm trying to link > wx statically, so that I can tag shapefusion and release this... > I'll do some testing too, after I have done with that. > I'll take a look at your "fixed" fix ;-), because I need it for > sounds... Now is certainly better than before, but keep in mind that the bug was triggered because the wxTextCtrl sends a "spurious" event when you set its value from code. We probably wouldn't have noticed if that was not the case. Maybe this won't be the case with the sound editor. BTW I don't really understand the wxTextCtrl behaviour, why does it need to trigger an event when set by program? It brings more problems than solutions IMO, and you can't disable it. > Actually, I got some ideas about some changes in the interface. I > thought of putting a tab panel for > ColorTables/Bitmaps/Frames/Sequences, instead of putting this into the > wxTreeCtrl. This could allow for shortcuts in a menu to easily switch > between the data of a given chunk... Not a bad idea... I'll think about it. > I would also like the interface not to "move" so much. Currently when > there's nothing selected, there's nothing displayed, and the editors > show up only when there has been a selection... I agree, you select a frame and suddenly your selection jumps away because thumbnails are rescaled and reflushed. I don't like that. Maybe we could just keep the space for editors always visible. I did so because 1024x768 on my iBook is not much for ShapeFusion, and I wanted to avoid wasting space. > I've made some sketches of my "ideal" GUI, I can put them somewhere if > ou want to take a look at them. Please do. > Currently, I'm trying to learn wx-interface-making ;-). I've finished > Sounds loading code, and I'm setting up the View from the sketches I > made... Nice. Gregory Smith suggested to look at Wail for a good GUI. I don't remember Wail but maybe you can see it. > Yes, it's right that if there's features missing, there will be > questions ;-). I think the missing thing at the moment is colortable > exporting. Yep, and I'll fix it. T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-03-21 20:13:21
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Le 21 mars 07 =C3=A0 20:18, Tito Dal Canton a =C3=A9crit : > On Wed, 2007-03-21 at 18:45 +0100, tiennou wrote: > >> Yes, I will take care of building the OS X binary, I'm trying to link >> wx statically, so that I can tag shapefusion and release this... >> I'll do some testing too, after I have done with that. >> I'll take a look at your "fixed" fix ;-), because I need it for >> sounds... > Now is certainly better than before, but keep in mind that the bug was > triggered because the wxTextCtrl sends a "spurious" event when you set > its value from code. We probably wouldn't have noticed if that was not > the case. Maybe this won't be the case with the sound editor. BTW I > don't really understand the wxTextCtrl behaviour, why does it need to > trigger an event when set by program? It brings more problems than > solutions IMO, and you can't disable it. I'll take a look at how you did things, but I want to train my wx =20 reflexes before, and creating the Sound editor GUI is a good start. I think there's a bunch of things to update in the ShapesView code, =20 now that we moved to wxDoc, and some things could be simplified... >> Currently, I'm trying to learn wx-interface-making ;-). I've finished >> Sounds loading code, and I'm setting up the View from the sketches I >> made... > Nice. Gregory Smith suggested to look at Wail for a good GUI. I don't > remember Wail but maybe you can see it. I got Wail sourcecode next to ShapeFusion, as reference stuff... Alas =20= I can't run it because it's Metrowerks Powerplant stuff, I don't have =20= Codewarrior, and can't run it because I got no Classic on a MacBook =20 Pro :-(. I'll try with my old iBook (and give a spin to Anvil too, it's been =20 too long ;-)) tiennou= |
From: tiennou <tie...@gm...> - 2007-03-23 12:55:28
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Sorry, made a mistake with GPGMail, I encrypted this one... Le 23 mars 07 =C3=A0 11:32, tiennou a =C3=A9crit : > Hi ! > > I'm getting into problems with linking with wx-2.6, so I can't =20 > release yet. I've modified the project file to use a wxWidgets =20 > source directory that would be placed next to ShapeFusion source =20 > directory, but I'm getting linker errors with the Deployment =20 > versions, both in pcc and i386 builds (ppc has more though...). =20 > I'll try fixing these today. > Never mind, I got it. It seems ppc compilation need to be done by =20 gcc-3.3 (not 4.0 as for intel). I'm testing it on my iBook right now, =20= and it works fine. I have some quirk with th GUI though : In the frames editor, the Minimum Lightness field is out of the =20 window, but we can resize to put it inside... In the Sequences editor, the text "Transfer mode" is drawn on the =20 Sequence type menu, and resizing make the separator between both =20 columns appear (but there is a leftover at the top...) The degree symbol is still a infinity... ARGL Major Bug ! Changing the Sequence type makes all frames index -1 ! I can also trigger a lockdown by pressing Cmd-O (to open a file). I =20 can have more info on this one... Yes actually pressing a key when no =20= file is loaded triggers an event in wxTreeCtrl, which asserts because =20= it's empty... For the rest, I've been able to add/delete bitmaps, sequences, frames =20= with no problem at all, saving colortable to Gimp/Photoshop (haven't =20 tried reading them though), but can't add them back (menu item grayed =20= out). If you could take a look at the Major Bug, I'll feel better about a =20 release ;-). I'll try fixing the GUI (degree symbol & alignment), and =20= try to find why the wxTreeCtrl trigger a crash... I've found a fix for the wxTreeCtrl bug. Do not add a root element at =20= window creation (ShapesEditor.cpp, line 143). For a fix to the =C2=B0 character, try replacing the lines 118-199 in =20= SequenceView by those. char *deg =3D "=C2=A1"; wxString deg2(deg, wxConvLocal); // FIXME doesn't = work on OS X =20 (draws infinity char) tiennou |
From: Tito D. C. <ti...@da...> - 2007-03-24 10:45:13
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On Fri, 2007-03-23 at 13:55 +0100, tiennou wrote: > In the frames editor, the Minimum Lightness field is out of the > window, but we can resize to put it inside... > In the Sequences editor, the text "Transfer mode" is drawn on the > Sequence type menu, and resizing make the separator between both > columns appear (but there is a leftover at the top...) The GUI fitted nicely the last time I tried on MacOS... Strange... > ARGL Major Bug ! Changing the Sequence type makes all frames index > -1 ! That's not really a bug, it's a FIXME. I'll introduce a more intelligent behaviour on 0.4. > For the rest, I've been able to add/delete bitmaps, sequences, frames > with no problem at all, saving colortable to Gimp/Photoshop (haven't > tried reading them though), but can't add them back (menu item grayed > out). Of course adding color tables is a TODO. > I've found a fix for the wxTreeCtrl bug. Do not add a root element at > window creation (ShapesEditor.cpp, line 143). Yep, it's more correct. Doesn't seem to cause problems on Linux. Fixed. > For a fix to the ° character, try replacing the lines 118-199 in > SequenceView by those. > char *deg = "¡"; > wxString deg2(deg, wxConvLocal); // FIXME doesn't work on OS X (draws > infinity char) Why should this work? I just get imaginary degrees ;-) I begin suspecting the problem is a MacOS wx bug. Could you look up the char code of the infinity and degree symbols on Mac? I'm curious. Bye T -- Physics is reverse engineering |
From: Tito D. C. <ti...@da...> - 2007-03-30 17:44:20
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I tried to build 0.3 on MacOS X, but failed. I can't really say Xcode is my friend... The first problem I experienced was a strange duplication in source compiling: each .cpp was being compiled twice. This resulted in an infinity of multiply-defined symbols at linking. This happened because the Xcode project is configured to build for "ppc" and "NATIVE_ARCH". Of course I'm building on ppc; apparently Xcode isn't smart enough to understand that it should build once, and panics. I guess you should put "ppc" and "intel" instead. Can you do this and commit? After this correction building still failed because my wx is configured as static linking only (as far as I remember). So I tried to replace libwx_mac with libwx_mac_static in the ShapeFusion project. Xcode was happier but still failed to build, complaining about a couple undefined symbols. I couldn't solve this. I think I'll release regardless, but I'd feel better if you could fix the first problem. Bye T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-03-30 18:39:50
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Le 30 mars 07 =C3=A0 19:44, Tito Dal Canton a =C3=A9crit : > I tried to build 0.3 on MacOS X, but failed. I can't really say =20 > Xcode is > my friend... > > The first problem I experienced was a strange duplication in source > compiling: each .cpp was being compiled twice. This resulted in an > infinity of multiply-defined symbols at linking. This happened because > the Xcode project is configured to build for "ppc" and =20 > "NATIVE_ARCH". Of > course I'm building on ppc; apparently Xcode isn't smart enough to > understand that it should build once, and panics. I guess you =20 > should put > "ppc" and "intel" instead. Can you do this and commit? Yes, you're right, I didn't thought of this when putting ppc $=20 (NATIVE_ARCH) in the settings. It should be $(NATIVE_ARCH) for Debug and ppc i386 for Release. I'll =20 change this... > After this correction building still failed because my wx is =20 > configured > as static linking only (as far as I remember). So I tried to replace > libwx_mac with libwx_mac_static in the ShapeFusion project. Xcode was > happier but still failed to build, complaining about a couple =20 > undefined > symbols. I couldn't solve this. I've set things such that you just need to put wx 2.6.3 sources next =20 to shapefusion... It's right I link with the shared wx, but you can change this by =20 checking the libwx_mac_static.a instead of the libwx_mac.dylib. Only =20 that static linking in Development makes a 140meg Shapefusion, which =20 hogs my computer at link time, so I prefered the dynamic way... I added a small script to copy the dylib to the Frameworks folder =20 automatically, this was the step I forgot. > I think I'll release regardless, but I'd feel better if you could fix > the first problem. I'm testing a full build (Development & Deployment) before I commit. =20 No problem, I just got prebinding disabled because wx overlaps with =20 Shapefusion... tiennou |
From: Tito D. C. <ti...@da...> - 2007-03-31 10:17:04
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On Fri, 2007-03-30 at 20:39 +0200, tiennou wrote: > I'm testing a full build (Development & Deployment) before I commit. > No problem, I just got prebinding disabled because wx overlaps with > Shapefusion... > tiennou Fine, I'll release the sources ASAP when you succeed in building the binary. Let me know. You'll be able to add the binary without problems then. T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-04-01 09:33:16
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Le 31 mars 07 =C3=A0 12:17, Tito Dal Canton a =C3=A9crit : > On Fri, 2007-03-30 at 20:39 +0200, tiennou wrote: >> I'm testing a full build (Development & Deployment) before I commit. >> No problem, I just got prebinding disabled because wx overlaps with >> Shapefusion... >> tiennou > Fine, I'll release the sources ASAP when you succeed in building the > binary. Let me know. You'll be able to add the binary without problems > then. Then you can go, I have a working Shapefusion UB (Works on my MBP, =20 and on my iBook). I'm not sure about 10.3 though, because it's there that prebinding is =20= used, but I don't have a test system with this... Anyway I think OS X =20= can manage prebinding issues by itself. tiennou |
From: Tito D. C. <ti...@da...> - 2007-04-06 16:52:49
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I've released source for 0.3. You can edit the release and add the MacOS X binary. Please name it ShapeFusion_0.3_OSX.zip to keep consistency. I'll post to the A1 list when you're done. What about the 0.3 svn branch now? Should it be deleted? Bye Tito -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-04-07 18:39:51
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Le 6 avr. 07 =C3=A0 18:52, Tito Dal Canton a =C3=A9crit : > I've released source for 0.3. You can edit the release and add the =20 > MacOS > X binary. Please name it ShapeFusion_0.3_OSX.zip to keep consistency. > I'll post to the A1 list when you're done. Done. The file ShapeFusion_0.3_OSX.zip is on Sourceforge. I'm trying =20 to download it, but I think mirror won't update until 1 hour. If you =20 can try on your side, I'll be glad to hear how it's going on your OSX =20= side (There shouldn't be any problem, but we never know ;-)). > What about the 0.3 svn branch now? Should it be deleted? I've tagged it in svn (read: moved it to the tags folder for future =20 reference), so we can keep an eye on it... tiennou |
From: Tito D. C. <ti...@da...> - 2007-04-07 21:12:25
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On Sat, 2007-04-07 at 20:39 +0200, tiennou wrote: > Done. The file ShapeFusion_0.3_OSX.zip is on Sourceforge. I'm trying > to download it, but I think mirror won't update until 1 hour. If you > can try on your side, I'll be glad to hear how it's going on your OSX > side (There shouldn't be any problem, but we never know ;-)). It works like a charm. I can't wait trying trunk and all its new features ;-) > I've tagged it in svn (read: moved it to the tags folder for future > reference), so we can keep an eye on it... I like this. Wee, we can now concentrate on 0.4. I'll keep on cleaning shapes code and implementing a preliminary color table editor. If you want I can also code a routine for saving sounds to WAVE format. T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-04-08 09:26:58
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Le 7 avr. 07 =C3=A0 23:12, Tito Dal Canton a =C3=A9crit : > On Sat, 2007-04-07 at 20:39 +0200, tiennou wrote: > >> Done. The file ShapeFusion_0.3_OSX.zip is on Sourceforge. I'm trying >> to download it, but I think mirror won't update until 1 hour. If you >> can try on your side, I'll be glad to hear how it's going on your OSX >> side (There shouldn't be any problem, but we never know ;-)). > It works like a charm. I can't wait trying trunk and all its new > features ;-) > >> I've tagged it in svn (read: moved it to the tags folder for future >> reference), so we can keep an eye on it... > I like this. > > Wee, we can now concentrate on 0.4. I'll keep on cleaning shapes code > and implementing a preliminary color table editor. If you want I can > also code a routine for saving sounds to WAVE format. I'll be glad if you can handle this... I'm at a loss concerning file =20 formats for export. I know sounds are stored as System 7 sound file =20 (from Aleph sources), but I haven't found anything to read them after =20= export. Maybe export to AIFF too ? I'll look at Physics file handling too... Net players will =20 appreciate ;-). tiennou |
From: Tito D. C. <ti...@da...> - 2007-04-08 11:18:58
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On Sun, 2007-04-08 at 11:26 +0200, tiennou wrote: > I'll be glad if you can handle this... I'm at a loss concerning file > formats for export. I know sounds are stored as System 7 sound file > (from Aleph sources), but I haven't found anything to read them after > export. Maybe export to AIFF too ? I already tried to feed a sound exported by ShapeFusion into baudline (my favourite signal analysis tool) and everything plays fine with the right parameters. I just have to extract the relevant info from the System 7 sound header and use it to write the WAVE headers. > I'll look at Physics file handling too... Net players will > appreciate ;-). I think you better ask on the A1 list for opinions before... Let's know what people wants, then we may code it regardless ;-) Also keep in mind that physics data is not in a simple, separate file like sounds and shapes: it's embedded in the map, which is also a forked file. We'd have to engineer a good framework for handling that. I've had a chat with treellama and he says we could benefit from the file loading classes he's introducing in A1. We should think about that expecially for things like physics (our shapes code rocks already ;-) Bye T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-04-08 17:08:18
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Le 8 avr. 07 =C3=A0 13:19, Tito Dal Canton a =C3=A9crit : > On Sun, 2007-04-08 at 11:26 +0200, tiennou wrote: > >> I'll be glad if you can handle this... I'm at a loss concerning file >> formats for export. I know sounds are stored as System 7 sound file >> (from Aleph sources), but I haven't found anything to read them after >> export. Maybe export to AIFF too ? > I already tried to feed a sound exported by ShapeFusion into baudline > (my favourite signal analysis tool) and everything plays fine with the > right parameters. I just have to extract the relevant info from the > System 7 sound header and use it to write the WAVE headers. I was thinking that I could write a class for SoundHeaders (instead =20 of using BigEndianBuffer, that was to haste sound support), so we =20 could write input/output code from/to System 7 sounds... I'll write =20 one based on Aleph code... >> I'll look at Physics file handling too... Net players will >> appreciate ;-). > I think you better ask on the A1 list for opinions before... Let's =20 > know > what people wants, then we may code it regardless ;-) Also keep in =20 > mind > that physics data is not in a simple, separate file like sounds and > shapes: it's embedded in the map, which is also a forked file. We'd =20= > have > to engineer a good framework for handling that. I've had a chat with > treellama and he says we could benefit from the file loading classes > he's introducing in A1. We should think about that expecially for =20 > things > like physics (our shapes code rocks already ;-) I'm not sure about embedded... IIRC, Physics files can be standalone =20 too ? I think we shouldn't bother about embedded Physics files yet, =20 they should be taken care of when we get to editing map files. I'll =20 look at the file loading classes you're talking about... BTW, since I'm talking about map editing (and this is my ultimate =20 goal) : I'm thinking that we should focus on editing raw (non-precalculated/=20 merged) map files before introducing full map file support (Opening a =20= map file and providing a 'Level' menu). I don't want to go the =20 Pfhorge way (redoing each map structs in Obj-C Data classes), and I =20 think "merging" was a good thing. I also want to take a look at wx 3D capabilities for a visual mode, =20 but that's only for testing... I think the doc/view framework permits =20= having two 'views' : a visual/3d editor, and a Grid view. What is =20 cool is that we should be able to move map vertexes in 3d view, and =20 provide real-time update on the Grid view, and the other way around... What to you think about this ? tiennou |
From: Tito D. C. <ti...@da...> - 2007-04-08 17:44:07
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On Sun, 2007-04-08 at 19:07 +0200, tiennou wrote: > I was thinking that I could write a class for SoundHeaders (instead of > using BigEndianBuffer, that was to haste sound support), so we could > write input/output code from/to System 7 sounds... I'll write one > based on Aleph code... I'm experimenting right now. I wrote SoundsDefinition::SavePermutationToWAVE today, it parses the sound header in the BigEndianBuffer and writes a WAVE file. It works. However maybe your idea is better, since I'd like to provide the GUI with some feedback about what's actually inside each sound. You know, selecting the sound makes some text field pop up saying sample rate, etc. It would be nice. For detailed info about the sound header, download Inside Macintosh: Sound and see chapter 2. Let me know, I won't commit in the mean time. Also, I'm realizing that broken/damaged sounds are not so rare between different scenarios. Rubicon sounds don't load at all. Can you take care of this? > I'm not sure about embedded... IIRC, Physics files can be standalone > too ? I think we shouldn't bother about embedded Physics files yet, > they should be taken care of when we get to editing map files. I'll > look at the file loading classes you're talking about... > > > BTW, since I'm talking about map editing (and this is my ultimate > goal) : > I'm thinking that we should focus on editing raw > (non-precalculated/merged) map files before introducing full map file > support (Opening a map file and providing a 'Level' menu). I don't > want to go the Pfhorge way (redoing each map structs in Obj-C Data > classes), and I think "merging" was a good thing. > I also want to take a look at wx 3D capabilities for a visual mode, > but that's only for testing... I think the doc/view framework permits > having two 'views' : a visual/3d editor, and a Grid view. What is > cool is that we should be able to move map vertexes in 3d view, and > provide real-time update on the Grid view, and the other way around... > What to you think about this ? Well, honestly I think you are running too fast. My initial plan was to make a good Shapes editor (hence the name ;-) and I'm not really sure I want to include a map editor. A map editor is *way more complex* than our Shapes/Sounds class bunch, I won't have time for such a big thing. Think about that: terminals, geometry, platforms, light definitions, visual mode, merging, handling both AppleSingle / AppleDouble / MacBinary / separate forks... Of course, it would be *very* interesting, with 3D math and all that, but I can't maintain such a big creature. If ShapeFusion should become a map editor, we should better rename it to AlephOne Editor or something like that and we should bring other people to work with us. I prefer if we keep on creating an ideal Shapes/Sounds editor... For now. T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-04-08 17:52:10
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Le 8 avr. 07 =C3=A0 19:44, Tito Dal Canton a =C3=A9crit : > On Sun, 2007-04-08 at 19:07 +0200, tiennou wrote: >> I was thinking that I could write a class for SoundHeaders =20 >> (instead of >> using BigEndianBuffer, that was to haste sound support), so we could >> write input/output code from/to System 7 sounds... I'll write one >> based on Aleph code... > I'm experimenting right now. I wrote > SoundsDefinition::SavePermutationToWAVE today, it parses the sound > header in the BigEndianBuffer and writes a WAVE file. It works. =20 > However > maybe your idea is better, since I'd like to provide the GUI with some > feedback about what's actually inside each sound. You know, selecting > the sound makes some text field pop up saying sample rate, etc. It =20 > would > be nice. For detailed info about the sound header, download Inside > Macintosh: Sound and see chapter 2. Let me know, I won't commit in the > mean time. Ok, I'll work on coding this. I'll be glad if you sent me your code, =20 so I'll have a correct starting point. > Also, I'm realizing that broken/damaged sounds are not so rare between > different scenarios. Rubicon sounds don't load at all. Can you take =20= > care > of this? I had noticed this, but hadn't got time to investigate. I'll take =20 care of this too... > >> I'm not sure about embedded... IIRC, Physics files can be standalone >> too ? I think we shouldn't bother about embedded Physics files yet, >> they should be taken care of when we get to editing map files. I'll >> look at the file loading classes you're talking about... >> >> >> BTW, since I'm talking about map editing (and this is my ultimate >> goal) : >> I'm thinking that we should focus on editing raw >> (non-precalculated/merged) map files before introducing full map file >> support (Opening a map file and providing a 'Level' menu). I don't >> want to go the Pfhorge way (redoing each map structs in Obj-C Data >> classes), and I think "merging" was a good thing. >> I also want to take a look at wx 3D capabilities for a visual mode, >> but that's only for testing... I think the doc/view framework permits >> having two 'views' : a visual/3d editor, and a Grid view. What is >> cool is that we should be able to move map vertexes in 3d view, and >> provide real-time update on the Grid view, and the other way =20 >> around... >> What to you think about this ? > Well, honestly I think you are running too fast. My initial plan =20 > was to > make a good Shapes editor (hence the name ;-) and I'm not really =20 > sure I > want to include a map editor. A map editor is *way more complex* than > our Shapes/Sounds class bunch, I won't have time for such a big thing. > Think about that: terminals, geometry, platforms, light definitions, > visual mode, merging, handling both AppleSingle / AppleDouble / > MacBinary / separate forks... Of course, it would be *very* =20 > interesting, > with 3D math and all that, but I can't maintain such a big =20 > creature. If > ShapeFusion should become a map editor, we should better rename it to > AlephOne Editor or something like that and we should bring other =20 > people > to work with us. I prefer if we keep on creating an ideal Shapes/=20 > Sounds > editor... For now. Yes, you're right, I'm running too fast... I'll work on this on spare =20= time, so I'll see what can be done (and how, because this is a really =20= big task to handle)... tiennou |
From: Tito D. C. <ti...@da...> - 2007-04-08 17:59:59
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On Sun, 2007-04-08 at 19:51 +0200, tiennou wrote: > Ok, I'll work on coding this. I'll be glad if you sent me your code, > so I'll have a correct starting point. Come on #alephone, I'm there. BTW I'm cleaning the code I just wrote, then I'll send. T -- Physics is reverse engineering |
From: Tito D. C. <ti...@da...> - 2007-04-08 18:23:29
Attachments:
wave.diff
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Here's the diff. T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-04-10 19:41:36
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Hi ! I fixed the problem with Rubicon sounds. It was caused by my loading code trying to load 16-bit sounds that didn't have permutations, but whose offsets where still present. This one triggers the "8-bit/16-bit sounds differents" warning, and it works well (doesn't do anything yet). I've implemented the SoundsHeader class, to handle converting to/from System 7 Sounds format. For now I'm just accessing a BigEndianBuffer as you did, because I don't want to mess with loading/saving such things. Oh well, I guess I'll have to do it for importing, so... tiennou |
From: Tito D. C. <ti...@da...> - 2007-04-11 10:34:17
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On Tue, 2007-04-10 at 21:41 +0200, tiennou wrote: > I've implemented the SoundsHeader class, to handle converting to/from > System 7 Sounds format. For now I'm just accessing a BigEndianBuffer > as you did, because I don't want to mess with loading/saving such > things. Oh well, I guess I'll have to do it for importing, so... I'll commit some necessary fixes ASAP. Also, I think SoundsHeader should better be called System7SoundBlock, MacSound or something like that, since it contains everything (header+waveform). I can do this if you agree. T -- Physics is reverse engineering |