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Comments

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Anonymous No More: Your Coding Style Can Give You Away

Mr Z Re:Can they do it with corporate code? (218 comments)

Did you read the part in the article where they're actually doing the matching based on the ASTs (abstract syntax trees), and so are able to identify authors even after the code goes through an obfuscator? Relevant quotes:

Their real innovation, though, was in developing what they call “abstract syntax trees” which are similar to parse tree for sentences, and are derived from language-specific syntax and keywords. These trees capture a syntactic feature set which, the authors wrote, “was created to capture properties of coding style that are completely independent from writing style.” The upshot is that even if variable names, comments or spacing are changed, say in an effort to obfuscate, but the functionality is unaltered, the syntactic feature set won’t change.

Accuracy rates weren’t statistically different when using an off-the-shelf C++ code obfuscators. Since these tools generally work by refactoring names and removing spaces and comments, the syntactic feature set wasn’t changed so author identification at similar rates was still possible.

Regarding the first quote: The author of the article probably didn't realize that ASTs aren't a new thing; it's just this application of ASTs that's new. ASTs are as old as the hills. I learned about them from the Dragon Book, and by the time that was written they were old hat.

2 days ago
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YouTube Ditches Flash For HTML5 Video By Default

Mr Z Re: Sucks to be you (224 comments)

You mean that the cost savings of rolling out internal websites didn't drive the cost to zero, and there is a small, periodic maintenance cost to this otherwise scalable communication medium? *shock* *horror*

Maybe we should go back to mimeographed inter-office memos. Quick, someone take dictation and get this to the typing pool stat!

3 days ago
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YouTube Ditches Flash For HTML5 Video By Default

Mr Z Re:Come again? (224 comments)

So where's youtube.com? It's not a web page on the web is it? Oh, wait...

I think we can agree that the original article has some supremely sloppy writing. What they meant to say, if I interpreted everything correctly, is this:

* Modern browsers visiting YouTube directly will get HTML5.

* Folks embedding YouTube videos into other websites will be nudged toward HTML5 by encouraging folks to use the the embedded frame API, as opposed to embedding a flash app.

Does that decompress the situation properly?

3 days ago
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YouTube Ditches Flash For HTML5 Video By Default

Mr Z Re:Come again? (224 comments)

Yeah, I was sorta wondering this too. Do people browse YouTube in Chrome/IE/Safari/etc. on DVD or something?

Or is there a direct web interface that allows directly watching HTML5 videos, but doesn't involve a browser? And, presumably, doesn't involve spiders.... I'm interested in the World Wide Web, not a spiderweb.

Note that I don't really count wget / curl, since they just transfer files from the web server. There's no good reason to get web assets with wget / curl, and then browse them (sans web) with Chrome / IE / Safari / etc. on the local disk. It's a victory for pedantic semantics but also spectacularly missing the point.

3 days ago
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Police Organization Wants Cop-Spotting Dropped From Waze App

Mr Z Re:Pot, meet Kettle (461 comments)

National Sheriff's Association, not National Security Agency. I think that makes a difference.

4 days ago
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UHD Spec Stomps on Current Blu-ray Spec, But Will Consumers Notice?

Mr Z Meh (332 comments)

I only hope that formats like these drive production of more UHD displays, bringing their price down. I don't want to watch UHD movies. I want cheap, high-res monitors for my computers.

about a week ago
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UHD Spec Stomps on Current Blu-ray Spec, But Will Consumers Notice?

Mr Z Re:There's more to it than that (332 comments)

Of course, I didn't follow his reasoning one bit:

Using 10-bit color may end up limiting chroma sub-sampling to 4:2:0.

The two details are completely orthogonal to each other!

In any case, 4:2:0 at UHD gives you as much color information as 4:4:4 at HD. You'd have a very hard time noticing the chroma subsampling....

about a week ago
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Smartphones, Tablets and EBay Send SkyMall To Chapter 11

Mr Z Re:Not surprised (65 comments)

My favorite things to laugh at were:

Well, among everything else in there. It seems that SkyMall has moved on from these favorites. But, they were reliable point-and-laugh items when I was flying regularly a few years ago.

about a week ago
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Smartphones, Tablets and EBay Send SkyMall To Chapter 11

Mr Z Re:Or: (65 comments)

Isn't that a common pattern, though? Spin off the few profit centers that are actually profitable, and then fold the rest of the business?

about a week ago
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Justified: Visual Basic Over Python For an Intro To Programming

Mr Z Who cares? (648 comments)

I learned programming in Microsoft BASIC, assembly language and a touch of Pascal, prior to reaching college. I don't use any of those languages now. (Ok, I still program in assembly language, but for different processors.)

As long as it's actual programming, with variables, data structures, and code to manipulate those things, then great! I don't really care if it's VB, Python, TCL, Lua, Perl, C++14, Delphi, Haskell, LISP, Erlang...

The real point is to open up the computer as a programmable device, and to get kids seeing the computer as something they can extend themselves with their own creativity. For that to happen, you want to choose a language that students can pick up quickly enough to see interesting results early on. You don't want their first meaningful program to come in the last weeks of a year-long class.

about two weeks ago
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Linus On Diversity and Niceness In Open Source

Mr Z Re:perspective, rise (361 comments)

Interesting. I work in Texas also—and lived here full time since 1997—and I've found the environment at my employer to be very mature and inclusive, with women at all levels of the company. That includes my previous boss. When she retired (after 33 years at the company), she had risen to the rank "Fellow," which is a fairly high title at the company.

However, I don't know that the fact we're in Texas has all that much to do with it. One startup I interviewed with here definitely had a culture that was tilted in more the direction of a frathouse mentality, I think. They offered to take me to lunch at Hooters for an informal interview, and hinted they sometimes do lunch as more interesting places. *wink* *wink* I didn't join that company.

I see your point about my use of the term "rise". Overall, things have gotten more inclusive, not less. The specific moniker brogrammer is a recent one, and is perhaps more indicative of programming / development appealing to a wider range of personality types, including extroverted "bros", as opposed to shy and/or introverted geeks. Just the term itself is inherently gender biased.

about two weeks ago
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Linus On Diversity and Niceness In Open Source

Mr Z Re:genitals don't code, and Linus doesn't know my (361 comments)

"Everybody knows boys will be boys." Bullshit. Treating creepy, gross, harassing behavior as somehow normal, and that "everybody knows" it'll happen just perpetuates it. Not acceptable.

Read some of the horror stories from DEFCON 20. Whether or not you're there to get laid, none of that shit's acceptable, period.

about two weeks ago
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Linus On Diversity and Niceness In Open Source

Mr Z Re:genitals don't code, and Linus doesn't know my (361 comments)

The goal of diversity initiatives is to make the pool of qualified candidates more diverse. But it doesn't say anything about the differing attributes having anything to do with how qualified you are. Yes, diversity includes gender diversity. But, that has absolutely nothing to do with the (correct, but meaningless) assertion that people don't program with their genitals.

My statement was meant to be read as "We need more vaginas in here programming, as if vaginas have some role in the process of programming." They don't. And to suggest "diversity initiatives" imply that they do is a strawman.

about two weeks ago
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Linus On Diversity and Niceness In Open Source

Mr Z Re:genitals don't code, and Linus doesn't know my (361 comments)

It sounds like your workplace is respectful, and that race and gender rightfully don't factor into your opinions of each others' work. It sounds like your workplace happens to be diverse, which helps keep everyone centered on what does matter (technical chops), as opposed to what doesn't (gender, race, age).

But what are your feelings on the rise of brogrammers? Sexual harassment at conferences? Companies with cultures that do fixate on gender / race / what-have-you? Typically these cultures arise when the population is too insular, too homogeneous.

Diversity isn't about saying "we need more vaginas in here programming." What an irrelevant strawman. Rather, it's about preventing the myopic echo chamber that can result when things are too homogeneous.

about two weeks ago
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Silk Road Trial Defense: Mt. Gox CEO Was the Real Dread Pirate Roberts

Mr Z Re:100% Pure USDA-Disapporoved Bull (119 comments)

Right. But DerYeghiayan's testimony is just testimony, not factual evidence. The whole point of this cross examination is to discredit the testimony. Testimony doesn't rise to the same level as fact by default, as humans are unreliable. It's not the same as hard evidence or accepted facts that are undisputed in a case.

about two weeks ago
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Microsoft Ends Mainstream Support For Windows 7

Mr Z Re:It was the best Windows (640 comments)

I have better memories of Win98 SE than Win95 OSR2. USB was actually stable, at least on my machine.

With WinXP, it finally was reasonable at SP2. Prior to that... glitch-tastic!

I'm currently using Win7 SP1 on my work laptop, configured to use the classic interface. To me, it's like WinXP SP5 or something. ;-) For the most part, nice and stable. Although the WiFi network detection is still slow, unreliable and occasionally requires reboots to work.

Haven't touched Win 8.x and don't plan to any sooner than necessary. I hope to skip it entirely, as I did with WinME and Vista.

about two weeks ago
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Ask Slashdot: Sounds We Don't Hear Any More?

Mr Z At the tone, the time will be... (790 comments)

The time lady!

At the tone the time will be One Fifty Nine and Forty Seconds. *BEEP* At the tone the time will be One Fifty Nine and Fifty Seconds. *BEEP* At the tone the time will be Two O'clock Exactly. *BEEP*

about three weeks ago

Submissions

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Under the Smogberry Trees: Kickstarter aims for Dr. Demento Documentary

Mr Z Mr Z writes  |  about 2 years ago

Mr Z (6791) writes "A favorite of geeks, nerds and quirky folk everywhere, Dr. Demento has been a fixture since 1975, bringing funny, demented music to us all. Dr. Demento both inspired and helped launch many artists, including such diverse talents as Weird Al Yankovic and Richard Cheese.

The group at Meep Morp Studio are working to put together a documentary about both the good Dr. himself as well as his alter ego, the globally respected musicologist and historian Barret Hansen.

The catch? They have a a Kickstarter here that still has 40% to go in the next 5 days. That's a pretty tight deadline. But, if even a small fraction of Slashdotters that have enjoyed Dr. Demento over the years pitch in a nice dinner's worth of dollars each, this documentary will get made."

Link to Original Source

Journals

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Space Patrol: Almost there

Mr Z Mr Z writes  |  more than 7 years ago

Production continues to move forward. The ROMs are all programmed, and the CPLDs are close behind. PCBs are getting fabbed right now, and when they come it, they'll be stuffed shortly thereafter. If we hurry, we may be able to ship something by year's end.

Manual and overlay are finalized, box layout's finalized, trial box looks good... It's all becoming real!

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Space Patrol: Teaser Edition now available

Mr Z Mr Z writes  |  more than 7 years ago

Space Patrol: Teaser Edition is now available, with source code! The Teaser is identical to the full release, except:

  • No splash screen
  • No Easter eggs :-)
  • Each course ends at checkpoint J instead of checkpoint Z

The full version will be available when the cartridge gets released. Sign up for the cartridge announcement at David Harley's Space Patrol page.

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Space Patrol: The Final Stretch!

Mr Z Mr Z writes  |  about 8 years ago

Space Patrol, as mentioned here is entering the home stretch. I figure I have a week of solid coding left to do on it, meaning I'll probably be finished with it by the end of January. (It is a hobby.) Currently, I'm adding the final few missing pieces:

  • Scoring, including high-score tracking.
  • Game over and continues.
  • Splash screen.
  • General cleanups, including maybe a few cycle-count reductions.

Once I get the game done, I'm going to begin working on an extra secret special feature that, if I can get it to work, will make this one of the most unique Intellivision games of all time. Whoo hoo!

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Space Patrol!

Mr Z Mr Z writes  |  more than 8 years ago

I'm actually working on Space Patrol again! It pretty much sat on the shelf for 2-3 years. I've dusted it off and really put some work into it.

I made a post about it on my LiveJournal. David Harley, who is helping me with level design, has his own page up on it on his website.

So far we have 2 complete worlds finished. We're adding 6 more. The engine itself is 90-95% complete. Now it's for all the work around the edges--sound effects, level data, transitions, scoring and dying.

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Good, working code heading for the wastebin *sniff*

Mr Z Mr Z writes  |  more than 12 years ago

Shameless rambling about a personal project...

I'm working on a video game that is similar to Moon Patrol. It's a game for the venerable, underpowered Intellivision video game system. You can find more information and a developer's kit on the Intellivision on my SDK-1600 page.

Well, I spent Thanksgiving up through now working on various aspects of the game. One large piece was working out a method for controlling the 'bad guys.' I figured I'd write a small interpreter that would read a "Bad Guy Motion Program", and move the guys around. I even wrote a very simplistic assembler to assemble the command words for the interpreter. The whole thing actually works pretty reliably.

Turns out, though, that I need something else. My current approach is 'timer based.' That is, the motion programs are essentially of the form "Set velocity to dx,dy", "wait XX tics", "set velocity to dx,dy", "wait XX tics", "fire", "wait XX tics", "leave the screen." The problems are twofold:

  • In Moon Patrol, at least, the bad guys are cued into the level and cued out of the level by location. That is, when I cross a particular marker, the bad guys show up. When I cross a different particular marker, they leave. I'd like similar behavior for my game, but the timer method causes the bad guys to leave too soon if the tank is driving slowly, and too late if the tank is driving quickly.
  • The bad guys always move in EXACTLY the same pattern. In Moon Patrol, at least, the bad guys move consistently only if you move consistently. That is -- their movements seem rule based, not hardcoded.

So, I'm going to have to scrap my current interpreter. I'm torn between writing a new interpreter (or extending this one) to allow me to write rule-based motion programs for the bad guys, or just writing the rule-based programs directly in CP-1600 assembly. The latter is less convenient, I think, but will likely be smaller and is more likely to fit in my cycle budget.

So it appears I will probably scrap the interpreter.

The interpreter wasn't much, but it was something. And it worked. And I was proud of it. It provided some neat concepts, such as a looping construct that combined initialization, decrement, and branching into a single instruction. FWIW, here's how the looping instruction worked:

I offer two loop-counters per program. The LOOPA instruction uses the 'A' loop counter, and LOOPB uses the 'B' loop counter. The counters are initialized to 0 at the start of the program. Upon reaching an instruction of the form "LOOP[AB] label, count", the loop instruction checks the corresponding loop counter. If it's 0, it's initialized to the specified count and a branch is made to the label. If it's non-zero, it's decremented, and if the result is non-zero the branch is taken. That's it.

Here's an example motion program that causes a bad-guy to move in a box-shaped spiral:

####
## sample motion programs
####
MP_BOX PROC

@@box
. . . . GO (3) rg1
. . . . GO (3) dn1
@@boxb GO (3) lf1
. . . . GO (2) up1
. . . . LOOPA @@box, 5 # do the box 5 times

. . . . GO (2) rg2
. . . . GO (2) dn2
. . . . LOOPB @@boxb, 4 # slide over and do this 4 times total.
. . . . GO (9) lf3
. . . . DIE
. . . . ENDP

The names "lf1", "dn2" represent directions and velocities. The number in parentheses is number of ticks to wait after the instruction executes (at a 30Hz tick-rate). Nothing particularly mind-bending.

Now it looks as though I might bin all this code and write up motion programs in straight assembly. *sigh*

Ah well, here's the interpreter (or at least the heart of it) for posterity.

;; ======================================================================= ;;
;;. UPBGM -- Update Bad Guy Motion.. Called on a 30Hz tick.. . . . . . . . ;;
;; ======================================================================= ;;
UPBGM. PROC
. . . . PSHR. . R5

. . . . MVII. . #BGMPTBL, R4
. . . . CLRR. . R1

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. Iterate through the motion programs . . . . . . . . . . . . . . ;;
. . . . ;;. R0 -- scratch. . . . . . . . . . . . . . . . . . . . . . . . . ;;
. . . . ;;. R1 -- Slot # for MOB (within group 1). . . . . . . . . . . . . ;;
. . . . ;;. R2 -- Program counter for current record . . . . . . . . . . . ;;
. . . . ;;. R3 -- scratch. . . . . . . . . . . . . . . . . . . . . . . . . ;;
. . . . ;;. R4 -- Pointer to BGMP state tables . . . . . . . . . . . . . . ;;
. . . . ;;. R5 -- scratch. . . . . . . . . . . . . . . . . . . . . . . . . ;;
. . . . ;; --------------------------------------------------------------- ;;
. . . . B . . . @@first_bgmp. . ; skip first INCR R1

@@next_bgmp:
. . . . INCR. . R1. . . . . . . ; next slot #

. . . . CMPI. . #5,. . R1. . . ; Is this the end?
. . . . BGE . . @@done_bgmp . . ; Yes, done.

@@first_bgmp:
. . . . SDBD
. . . . MVI@. . R4,. . R2. . . ; Get program counter
. . . . TSTR. . R2. . . . . . . ; If it's zero, motion program is inactive
. . . . BNEQ. . @@active_bgmp. ; Non-zero, it's active.

. . . . ADDI. . #3,. . R4. . . ; Skip rest of record.
. . . . CMPI. . #BGMPTBL+25, R4 ; Is this the end?
. . . . BLT . . @@next_bgmp . . ; No, do the next one.
. . . . B . . . @@done_bgmp . . ; Yes, done.

@@active_bgmp:
. . . . MOVR. . R4,. . R3
. . . . MVI@. . R4,. . R0. . . ; Get delay counter for this motion program
. . . . ADDI. . #2,. . R4. . . ; point to next record
. . . . DECR. . R0. . . . . . . ; Count down the delay counter.
. . . . MVO@. . R0,. . R3. . . ; Store the updated delay counter

. . . . BPL . . @@next_bgmp. . ; If not expired, go to the next program.

@@expired:
. . . . MVI@. . R2, . . R0. . . ; Get next program word.
. . . . INCR. . R2
. . . . MVO@. . R0, . . R3. . . ; Store out lower byte as delay count.
. . . . XOR@. . R3, . . R0. . . ; Clear delay byte
. . . . SWAP. . R0. . . . . . . ; Extract command byte.

. . . . SUBI. . #64,. . R0. . . ; Less than 64?. It's a motion command.
. . . . BMI . . @@cmd_move. . . ;
. . . . SLL . . R0,. . 1
. . . . ADDR. . R0,. . PC. . . ; Otherwise, vector to the other commands.
. . . . B . . . @@cmd_loopa . . ;. 0 : LOOPA
. . . . B . . . @@cmd_loopb . . ;. 1 : LOOPB
. . . . B . . . @@cmd_jump. . . ;. 2 : JUMP
. . . . B . . . @@cmd_fire. . . ;. 3 : FIREA
. . . . B . . . @@cmd_fire. . . ;. 4 : FIREB
. . . . B . . . @@cmd_fire. . . ;. 5 : FIREC
. . . . B . . . @@cmd_die . . . ;. 6 : DIE
. . . . B . . . @@cmd_attr. . . ;. 7 : ATTR
. . . . B . . . @@cmd_seths . . ;. 8 : SETHS
. . . . B . . . @@cmd_clrhs . . ;. 9 : CLRHS
; . . . B . . . @@cmd_wait. . . ; 10 : WAIT aka. NOP.

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. WAIT/NOP:. Just set the delay counter and go to next command.. ;;
. . . . ;; --------------------------------------------------------------- ;;
@@cmd_wait:

@@finish_cmd:
. . . . SUBI. . #5,. . R4. . . ; Rewind to program pointer in record.
. . . . MVO@. . R2,. . R4. . . ; \.
. . . . SWAP. . R2. . . . . . . ;. |-- Store program counter as double-byte
. . . . MVO@. . R2,. . R4. . . ; /. . data
. . . . ADDI. . #3,. . R4. . . ; point to next record.

. . . . B . . . @@next_bgmp. . ; No, do the next one.

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. LOOPA/LOOPB:. Count down the loop counter.. If it goes -ve, . . ;;
. . . . ;;. we're just starting the loop so initialize it and branch. . . . ;;
. . . . ;;. If it goes 0, the loop is just finishing, so fall through.. . . ;;
. . . . ;;. Otherwise, store updated counter and branch.. . . . . . . . . . ;;
. . . . ;; --------------------------------------------------------------- ;;
@@cmd_loopb:
. . . . INCR. . R3. . . . . . . ; Point to loop counter B
@@cmd_loopa:
. . . . INCR. . R3. . . . . . . ; Point to loop counter A

. . . . MVI@. . R2,. . R0. . . ; Read argument to loop into R0
. . . . INCR. . R2. . . . . . . ;

. . . . MVI@. . R3,. . R5. . . ; read loop counter
. . . . DECR. . R5. . . . . . . ; count it down
. . . . BMI . . @@init_loop . . ; if it goes negative, we need to init it.
. . . . BEQ . . @@done_loop . . ; if it goes to zero, it's expiring

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. +ve case:. Store updated counter and branch.. . . . . . . . . . ;;
. . . . ;; --------------------------------------------------------------- ;;
@@exec_loop:. . . . . . . . . . ; otherwise it was an active loop.
. . . . MVO@. . R5,. . R3. . . ; store updated loop counter

@@loop_jump:
. . . . ANDI. . #$FF,. R0. . . ; execute the jump.
. . . . XORI. . #$80,. R0. . . ;
. . . . SUBI. . #$80,. R0. . . ;
. . . . ADDR. . R0,. . R2. . . ;

. . . . B . . . @@finish_cmd. . ; finish this command.

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. -ve case:. Initialize the loop counter and branch.. . . . . . . ;;
. . . . ;; --------------------------------------------------------------- ;;
@@init_loop:
. . . . SWAP. . R0. . . . . . . ;
. . . . MVO@. . R0,. . R3. . . ; initialize the loop counter.
. . . . SWAP. . R0. . . . . . . ;
. . . . B . . . @@loop_jump

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. Zero case:. Zero out the counter and don't branch.. . . . . . . ;;
. . . . ;; --------------------------------------------------------------- ;;
@@done_loop:
. . . . MVO@. . R5,. . R3. . . ; store updated loop counter
. . . . B . . . @@finish_cmd. . ; and that's it.

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. JUMP:. Just read the argument into the program counter.. . . . ;;
. . . . ;; --------------------------------------------------------------- ;;
@@cmd_jump:
. . . . MVI@. . R2,. . R2
. . . . B . . . @@finish_cmd. . . . . . ; Done.

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. MOVE:. Read the X velocity, Y velocity into SPXYV table.. . . . ;;
. . . . ;; --------------------------------------------------------------- ;;
@@cmd_move:

. . . . MOVR. . R1,. . R5. . . . . . . ;\
. . . . ADDR. . R5,. . R5. . . . . . . ; |-- convert slot number to sprite
. . . . ADDI. . #SPXYV, R5. . . . . . . ;/. . X/Y velocity table pointer

. . . . ADDI. . #@@xvel_tbl + 64, R0. . ; Index into X velocity lookup table
. . . . MOVR. . R0,. . R3

. . . . MVI@. . R3,. . R0. . . . . . . ; Get X velocity from lookup
. . . . MVO@. . R0,. . R5. . . . . . . ; Write it to X vel for this sprite

. . . . ADDI. . #@@yvel_tbl - @@xvel_tbl, R3. . ; Index into Y vel lookup tbl
. . . . MVI@. . R3,. . R0. . . . . . . ; Get Y velocity from lookup
. . . . MVO@. . R0,. . R5. . . . . . . ; Write it to Y vel for this sprite.

. . . . B . . . @@finish_cmd. . . . . . ; Done.

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. FIREA:. Make this bad guy drop a bomb. . . . . . . . . . . . . ;;
. . . . ;;. FIREB:. Make this bad guy fire a crater-maker. . . . . . . . . ;;
. . . . ;;. FIREC:. Make this bad guy shoot horizontally to the left.. . . ;;
. . . . ;; --------------------------------------------------------------- ;;
@@cmd_fire:.
. . . . MVII. . #@@firetype - 6, R3
. . . . ADDR. . R0,. . R3
. . . . MVI@. . R3,. . R0. . . ; read X/Y velocity
. . . . INCR. . R3
. . . . MVI@. . R3,. . R3. . . ; read sprite attribute index
. . . . CALL. . BGFIRE
. . . . B . . . @@finish_cmd

@@firetype:
. . . . DECLE. ((VBIAS + $40) SHL 8) + (VBIAS + $00) ; drop the bomb
. . . . DECLE. SPATBL.b2

. . . . DECLE. ((VBIAS + $40) SHL 8) + (VBIAS + $40) ; drop the crater maker
. . . . DECLE. SPATBL.b1

. . . . DECLE. ((VBIAS + $00) SHL 8) + (VBIAS - $80) ; fire left.
. . . . DECLE. SPATBL.b4

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. DIE:. Time for this guy to die.. . . . . . . . . . . . . . . . ;;
. . . . ;; --------------------------------------------------------------- ;;
@@cmd_die:
. . . . CALL. . BGKILL
. . . . B . . . @@finish_cmd

. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. ATTR:. Set the Sprite Attribute for this sprite.. . . . . . . . ;;
. . . . ;; --------------------------------------------------------------- ;;
@@cmd_attr:
. . . . MVI@. . R2, . . R0. . . ; Get attribute
. . . . INCR. . R2
. . . . MOVR. . R1, . . R3. . . ; \
. . . . ADDI. . #SPAT,. R3. . . ;. |-- Store attribute number into slot
. . . . MVO@. . R0, . . R3. . . ; /. . in sprite attribute table.

. . . . B. . . @@finish_cmd

. . . .
. . . . ;; --------------------------------------------------------------- ;;
. . . . ;;. CLRHS:. Set the horizontal-scroll bit for this sprite. . . . . ;;
. . . . ;; --------------------------------------------------------------- ;;
@@cmd_clrhs:

. . . . ;; ---------------------------------------------------------------- ;;
. . . . ;;. SETHS:. Set the horizontal-scroll bit for this sprite. . . . . ;;
. . . . ;; ---------------------------------------------------------------- ;;
@@cmd_seths:
@@do_hs:
. . . . MOVR. . R1, . . R3
. . . . ADDI. . #@@shl_tbl, R3
. . . . MVI@. . R3, . . R3
. . . . MOVR. . R3, . . R0
. . . . COMR. . R3
. . . . AND . . SPHSCR, R3
;;. . . ADCR. . PC
. . . . XORR. . R0, . . R3
. . . . MVO . . R3, . . SPHSCR

. . . . B . . . @@finish_cmd

@@shl_tbl:
. . . . DECLE. 1, 2, 4, 8, 16
. . . .

@@done_bgmp:
. . . . PULR. . PC

@@xvel_tbl:
. . . . DECLE. VBIAS - $20, VBIAS - $40, VBIAS - $60, VBIAS - $7F. ; lf0..lf3
. . . . DECLE. VBIAS + $20, VBIAS + $40, VBIAS + $60, VBIAS + $7F. ; rg0..rg3
. . . . DECLE. VBIAS,. . . VBIAS,. . . VBIAS,. . . VBIAS. . . . ; up0..up3
. . . . DECLE. VBIAS,. . . VBIAS,. . . VBIAS,. . . VBIAS. . . . ; dn0..dn3

. . . . DECLE. VBIAS - $20, VBIAS - $40, VBIAS - $60, VBIAS - $7F. ; lu0..lu3
. . . . DECLE. VBIAS + $20, VBIAS + $40, VBIAS + $60, VBIAS + $7F. ; ru0..ru3
. . . . DECLE. VBIAS - $20, VBIAS - $40, VBIAS - $60, VBIAS - $7F. ; ld0..ld3
. . . . DECLE. VBIAS + $20, VBIAS + $40, VBIAS + $60, VBIAS + $7F. ; rd0..rd3

. . . . DECLE. VBIAS,. . . VBIAS - $08
. . . . ;; directions 33 .. 63 not defined yet.. in no hurry....

@@yvel_tbl:
. . . . DECLE. VBIAS,. . . VBIAS,. . . VBIAS,. . . VBIAS. . . . ; lf0..lf3
. . . . DECLE. VBIAS,. . . VBIAS,. . . VBIAS,. . . VBIAS. . . . ; rg0..rg3
. . . . DECLE. VBIAS - $20, VBIAS - $40, VBIAS - $60, VBIAS - $7F. ; up0..up3
. . . . DECLE. VBIAS + $20, VBIAS + $40, VBIAS + $60, VBIAS + $7F. ; dn0..dn3

. . . . DECLE. VBIAS - $20, VBIAS - $40, VBIAS - $60, VBIAS - $7F. ; lu0..lu3
. . . . DECLE. VBIAS - $20, VBIAS - $40, VBIAS - $60, VBIAS - $7F. ; ru0..ru3
. . . . DECLE. VBIAS + $20, VBIAS + $40, VBIAS + $60, VBIAS + $7F. ; ld0..ld3
. . . . DECLE. VBIAS + $20, VBIAS + $40, VBIAS + $60, VBIAS + $7F. ; rd0..rd3

. . . . DECLE. VBIAS,. . . VBIAS
. . . . ;; directions 33 .. 63 not defined yet.. in no hurry....

. . . . ENDP

And there it is. (The dots are added to preserve the original formatting, although it appears I'm not entirely successful. Ah well... it's pretty close.)

--Joe

top

This whole Friend/Foe/Fans/Freaks thing

Mr Z Mr Z writes  |  more than 12 years ago

Heh. My journal -- probably a bit like pissing in the ocean. It feels good, but nobody notices. ;-)

Anyway, I was clicking through my 'user' pages today (clicking aimlessly, noticing how much snappier Moz 1.1 feels relative to 1.0 on this Solaris box), and noticed that whoa, I have fans!

Up until now, I've entirely avoided the whole friend/foe mechanism. For awhile now, I've checkmarked "unwilling to moderate", and "hide scores". I also browse at '0'. (I used to browse at -1, but it really was too noisy.) Moderation just doesn't seem all that reliable or meaningful, and so I largely ignore it. Too much $3 crack going around. (I don't mind being modded up occasionally though -- if my post is really worth "promoting" to those who browse at higher thresholds.)

The friend/foe mechanism just seemed like another bad idea. It seemed to have the potential to turn Slashdot into a popularity contest like highschool. Either that, or it'd lead to even greater segmentation of the posting populace, with everyone auto-modding up their friends and ignoring everyone else. A sort of "show me only what I agree with and want to hear" mechanism that does little to encourage intelligent discourse and does everything to silo individual cliques. So I just ignored it.

I've thought it over more, now. I certainly don't mind if others mark me as friend or foe. (Although I'd certainly wonder why someone might choose to mark me 'foe'.) I don't have any qualms about marking someone 'friend' anymore either. I don't plan to use the moderation adjustment facility though. I ignore comment moderations for the most part anyway, and I see no reason to change that.

So, I've marked a couple people 'friends' today. Some are longtime acquaintences (either in meatspace or on /.). Others were in my list of 'fans'. And if someone posts a helpful response to one of my posts, or posts something I think is particularly insightful, I may just mark 'em 'friend.' Or maybe not. Who knows.

Well, enough rambling. This post is so long, I've received about 9 or 10 spam emails in the meantime:

Mutt 1.0i@caffeine:=spool/incoming*(reverse-threads) [3173/3173(1% of 71M)][b=0|
. 1 . NDL Sep 26 Jacelyn0828c77@h ( . .25) [Spam] High investment potential ret
. 2 . NDL Sep 26 Rockne Renate . .( . 117) [Spam] Why Wait... Rates Below 4.75%
. 3 . NDC Sep 26 cedrickmills0123 ( . .11) [Spam] how would you like to increas
. 4 . NDL Sep 27 Zared Lucio . . .( . .71) [Spam] Stop going bald, time is stil
. 5 . NDL Sep 27 Brittany Bond . .( . 130) [Spam] In Debt? Get Help!---Free Quo
. 6 . NDL Sep 26 Frayne Clio . . .( . 167) [Spam] Coral Calcium Discovery Lette
. 7 . NDL Nov 25 refi_loans_2@yah ( . .70) [Spam] dont loose sales - take credi
. 8 . NDL Sep 27 celularshop@hotm ( . .38) [Spam] Fwd: Faith is all that is req
. 9 . NDL Sep 27 brellis10@hotmai ( . .54) [Spam] Attn: Do it yourself.

As Stimpy would say: Joy!

--Joe

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