[00:12:46] <Darke> I think setinfo might pop two bytes off the stack when it's called. It appears to be either called with two bytes pushed to the stack directly before it, or else with the first two bytes of the 'class information', like this:
[00:12:53] <Darke> 1EFF: 40 push dword [BP+06h]
[00:12:54] <Darke> 1F01: 4C push indirect 02h bytes
[00:12:54] <Darke> 1F03: 77 set info
[00:16:38] <wjp> Yay! Homework done!
[00:16:39] <wjp> woohoo :-)
[00:16:44] <Darke> Yay!
[00:16:49] <wjp> and it's only 2:15am
[00:21:44] <wjp> ok, time for me to go
[00:21:47] <wjp> bye
[00:52:50] <Darke> Hi.
[00:57:56] <Kirben> Hi
[01:04:21] --- Darke is now known as Darke|afk
[06:00:06] --- Darke|afk is now known as Darke
[06:01:19] --- Kirben2 is now known as Kirben
[08:36:06] --- Darke is now known as Darke|afk
[09:35:21] <Dominus> hi ho
[09:36:28] <Dominus> hm compile error
[09:43:27] <Dominus> schedule.cc: In method `void Follow_avatar_schedule::now_what()':
[09:43:27] <Dominus> schedule.cc:283: implicit declaration of function `int SDL_GetTicks(...)'
[09:43:27] <Dominus> make: *** [schedule.o] Error 1
[09:43:49] <Kirben> yep same for me
[09:44:00] <Kirben> no one around at moment though.
[09:44:13] <Dominus> yeah :-(
[09:44:51] <Dominus> Jeff's pathfinding freeze fix, I guess :-)
[09:58:43] <Kirben> Adding a #include "sdl.h" at start of schedule.cc will work
[09:58:51] <Kirben> for now
[10:01:20] <Ske-EebSe> Hi
[10:01:56] <Dominus> hi Pyro... aeh, Ske-EebSe
[10:03:33] <Ske-EebSe> Aii!
[10:03:33] * Ske-EebSe blows up.
[10:03:40] <Dominus> he he
[14:53:47] <Colourless> hi
[15:47:30] <wjp> hi
[15:47:47] <Colourless> hi
[16:05:38] <Colourless> i've been kind of looking at the intro and endgame file. they appear to be fairly simple. Pretty much all i've worked out is it appears that index 0 is a 'playlist' which contains when to display/activate the various components in the flic. the other indices are all the components.
[16:07:06] * wjp nods. Yes, index 0 was kind of different from the rest
[16:07:27] <Colourless> as far as I can tell, there are various different component types and these are specified by the first 2 bytes of each component. type 1 is a palette, type 2 has to be some sort of shape (format unknown), type 0xD is a voice sample, type 0x11 is a voice 'subtitle'
[16:08:12] <Colourless> index 0 seems to be an array of 3 shorts
[16:08:27] <Colourless> (i.e. 6 bytes per member)
[16:11:34] <Colourless> for the intro index 0 each of the voice sample numbers are listed in it
[16:13:17] <Colourless> strangely enough the voice samples are 8 bit signed, which is rather unusual
[16:13:32] <wjp> it is?
[16:13:44] <Colourless> yep, 8 bit samples are usually unsigned
[16:14:00] <wjp> with silence = 80 or something?
[16:14:05] <Colourless> yeah
[17:45:19] --- wjp is now known as wjp|away
[18:05:41] --- Darke|afk is now known as Darke
[18:06:21] * Darke listens to the crickets chirping. It's very... quiet today.
[18:07:32] <Fingolfin> yo
[18:12:07] <Darke> Hi.
[18:28:27] <Colourless> hi
[18:29:20] <Darke> Hi.
[19:13:13] <Fingolfin> hi
[23:06:56] --- wjp|away is now known as wjp
[23:08:46] * Darke is off to research functional languages. Yay! *bleah*
[23:09:06] --- Darke is now known as DarkeResearch