ADC2 Importer

The ADC2 Importer is more or less complete. The file format is completely reverse-engineered with the exception of the odd byte which may not actually serve any purpose. That took much longer than I thought.

ZunTsu looks much easier to do, but I won’t think about that until we have some direction with respect to JOGL as there is actually very little to ZunTsu in the first place except for its rendering abilities. Cyberboard will wait until it’s open sourced.

Thus spake “mkiefte”:

I’ll get that last batch of changes merged later today. Thanks!

(Out of curiosity, how many bytes are left untranslated?)

If I can get the remaining 3.1.0-beta1 stuff off my plate, I’ll get
you the JOGL prototype I worked up—since you have more experience
with OpenGL than I do, I’m hoping we can get something going without
too much effort.


J.


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There is one block which consists of the changes log. I was fortunate that I could figure out how to get to the end of that block without knowing what was in it. That block is potentially huge and you don’t actually need it to determine the current state of the game as it’s just a history. Other than that, there are a few bytes (around 10 or 15?) that appear to do nothing at all. They could be padding structures out to four bytes or something. Some of them change value for no reason.

Wow, a prototype! I’m curious to see what you have. I haven’t even looked at JOGL although the first bit I read led me to believe that it was a thin layer over OpenGL.

  • M.

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Thus spake “Michael Kiefte”:

If some bytes are padding, then it’s possible that the programmers were
being lazy and not zeroing them first. That would explain why they
seem to change at random, since they’d just contain whatever happened
to be in that memory location at the time it was allocated.

Is the history something that would be of value? Will many people want
to import games in progress?

It’s a window which loads a map image, which you can then pan around by
dragging. It doesn’t work very well yet, but once we get that, I think
we’re a good chunk of the way there.


J.


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Not really. The current state is independent of that. If you import a game that’s in progress, it looks exactly like it should. The only thing we’re missing is the move history. That would be the equivalent of the log file in VASSAL. I can do it, but it looked like a big job and not otherwise particularly useful.

Is this part of the VASSAL base or is it just a quick-dirty-utility you made up to test JOGL? I wouldn’t mind looking at it actually. If you got that far, you may not need me at all. Half the battle is getting the bitmap on the GPU. After that it’s just transforming the viewport.

I don’t wish to overstate my experience with OpenGL. I said I have SOME experience, but I don’t spend a whole lot of time doing image rendering in C. I rendered some Smarties once (or M&Ms if you don’t know what Smarties are). They didn’t do much.

  • M.

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Thus spake “Michael Kiefte”:

I wouldn’t bother with it unless you get a bunch of uses clamoring for
it, then.

No, it’s a stand-alone demo. That’s how I’ve tended to work with
proof-of-concept graphcs things (like the tiling and the improved
scaler), because it’s easier to get them right that way without
having to negotiate with code in VASSAL.

That means you have more experience with it than I do.


J.


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Thus spake Joel Uckelman:

“users”, not “uses”.


J.


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Caught that.

Could you send me your mock-up? I’d like to play with it.

Where did you get your documentation for JOGL? Just from the website?

  • M.

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Thus spake “Michael Kiefte”:

It’s here:

nomic.net/~uckelman/tmp/vass … mo.tar.bz2

Yes. And I looked around on the web some, but I don’t recall where now.

J.


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Seems to work fine, but it’s a little hard on the heap for what it’s doing. I’m going to play with it for a bit.

  • M.

2008/4/18 Joel Uckelman <uckelman@nomic.net (uckelman@nomic.net)>:

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