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Posted on 19-03-26, 05:50 in Announcing the bsnes history kit
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Posted by sureanem
The archive was made from a HTML4 page. Won't Python's built-in parser be good enough for any page that validates as HTML?

Does it validate as HTML4? I haven't checked myself, but I'd be very surprised; a vanishingly small number of web-pages validate cleanly.

Python's "parser" isn't really a parser so much as a lexer: given mis-nested tags like:
<div>Some <b>bold</div> <div>text</b> here</div>
Python's parser will just report:
div start tag
b start tag
div end tag
div start tag
b end tag
div end tag
...and it's up to the user to figure out what that means, if anything. My first attempt failed hilariously because certain HTML tags like <br> don't need to be closed, so I never got an "end tag" event, and wound up with the entire document coiled inside the first line-break.

Line 81645 of bsnes_thread.html. Firefox 60.6.0esr (64-bit) from Debian stable repos (60.6.0esr-1~deb9u1).

Ah, I see it. For me:

- The original bsnes_thread.html encodes the text as regular, pure-ASCII HTML entities, which is good because the page header declares itself to use the "us-ascii" charset (that is, windows-1252)
- The text renders in proper Japanese for me in Firefox Nightly 68a1 on Debian Testing
- My extract-posts script decodes the entities and writes out a body.xml file in proper UTF-8
- None of the affected posts seem to be WIP announcements, so they're not normally converted to text, but if I do that manually they text still shows up in proper Japanese
- Interestingly, that post is a reply to byuu who seems to have pasted Shift-JIS-encoded text into his post (search for "What did I tell you guys about Japanese text")
- byuu's post *does* show up with a bunch of ƒs in it, but all of those are correctly encoded as pure-ASCII HTML entities in the source-code, too

It looks like this particular issue is not causing problems, but thanks for noticing it and bringing it to my attention.


-----

In preservation news, I've updated the copy of the tukuyomi collection on archive.org. Previously I uploaded it as a tarball for maximum compression, but it turns out that IA just offered it up as a downloadable blob. That is definitely Better Than Nothing™, but awkward for other people to refer to.

Today I tried uploading the contents as individual files, but it turns out some of the archives in the collection are corrupt and so IA won't let me upload them.

As a compromise, I made a .zip file of all the contents and uploaded that. It means IA won't give you a nice gallery of images, etc. but at least you can browse the archive's files and download them individually.

The ending of the words is ALMSIVI.
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Post: #182 of 443
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I didn't know what a "generic key" was, so I looked it up.

Windows has always asked for a key at install time, but originally it wasn't checked, and later it *was* checked but you could skip it and get a 60-day "trial". Apparently Microsoft got sick of people abusing this to get Windows for "free" and has started requiring a valid key at install time.

But there are valid use-cases for the 60-day trial, so there's a set of well-known "generic keys" that will be accepted by the installer, but only give you a 60-day trial instead of full activation, just like it always was, but more complex and annoying.

This kind of thing makes me sad. :(

The ending of the words is ALMSIVI.
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Post: #183 of 443
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My guess: Elsevier is bad at this. The software, music, and movie industries have been dealing with copyright infringement and international law for a long time, they've got the contacts, people have heard of Windows and Shrek and Metallica, higher-up like the State Department or Department of Foreign Affairs see the importance of working on cases like that, and elected officials see the prestige. I get the impression that Elsevier has only had to deal with universities before, and not cared too much about copyright infringement as long as universities kept paying their subscription fees. Now suddenly they care a lot, but they're having a much harder time persuading the people in charge to make international incidents about it.

Some quick investigation reveals that "ameliorated.info" is registered by Tucows (a Canadian company) and hosted by Hosting Solution Ltd. (a American company), so not quite as difficult to take offline as Sci-Hub.

The ending of the words is ALMSIVI.
Posted on 19-03-27, 14:16 in Announcing the bsnes history kit
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Post: #184 of 443
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According to my notes, bsnes_v055.zip and bsnes_v073.tar.bz2 are corrupt. However, bsnes_v055.zip is the pre-compiled Windows binaries, and the source in bsnes_v055.tar.gz is fine. bsnes v073 is legit missing, but I don't mind *too* much because that's recorded in the unofficial higan repo.

The file that actually caused me grief was ssnes.zip, which (now that I look more closely) I *think* is a redundant copy of the files in the "ssnes" directory beside it? Maybe it can just be removed.

> After moultes hesitations and multiple-checks that I did not own a sane copy of said file, I resolved myself to delete it.

I figure I might as well keep even broken archives. Usually it's still possible to extract *some* files from before the corruption point, and that might be useful to somebody the same way that even broken clay tablets and torn scrolls are valuable to archaeologists.

The ending of the words is ALMSIVI.
Posted on 19-03-28, 01:24 in Mozilla, *sigh*
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Posted by Screwtape
Today Firefox 66 was released, which means Firefox Nightly got bumped to version 68. For the first time in as long as I can remember, I actually found some regressions and filed bugs for them:

- browser.display.use_document_fonts=0 is not respected
- Tree Style Tab requires an extra click to do anything

Much to my (pleasant) surprise, both bugs got triaged, confirmed, and somebody found the exact commit that caused each regression within a couple of hours of my reporting them.

I'm still a bit annoyed that the regressions happened, but I'm pleased to get a response so quickly, and now I'm keen to see how long it takes the regressions to be fixed.

The fix for "extra click in the sidebar" landed relatively quickly, but the font-override fix only just made it into nightly yesterday. I guess that makes sense - the extra-click thing was super annoying while the font problem was largely cosmetic, it's natural that one would be prioritised higher than the other.

The ending of the words is ALMSIVI.
Posted on 19-03-28, 01:53 in Monocultures in Linux and browsers (formerly "Windows 10") (revision 1)
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Post: #186 of 443
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Pretty sure he means the little ghosts in Zelda games.

The ending of the words is ALMSIVI.
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Post: #187 of 443
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My problem with LightDM is that when you login, it launches a shell to run all the X11 startup scripts, but it doesn't launch it as a login shell, which means the shell doesn't read ~/.profile. That means any environment variables you set in ~/.profile specifically so that they would be available everywhere (like $PATH and $LD_LIBRARY_PATH so you can use programs you compiled yourself, or $PAGER and $EDITOR to configure your favourite helper tools) are missing.

The LightDM maintainers have been informed of this deficiency, but apparently it's deliberate because they think ~/.profile is only for textual logins, like on the console or via SSH. I guess that makes sense if you start from the assumption that X11 logins break the whole Unix login model, so why bother trying to choose sensible behaviour. However, it makes sense (to me) to handle all logins in a similar fashion. Also, it's what GDM (probably the most widely-used DM) does and I think XDM (the original "official" DM) too, so they should do it even just for compatibility, if nothing else.

The ending of the words is ALMSIVI.
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Post: #188 of 443
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Posted by tomman
I've always used ~/.xprofile (although never verified if it works with LightDM as I don't have specific use cases for such setups yet), so exactly what's the difference between both files?

There's a bunch of files that get involved at different parts of the process — .xinitrc, .xprofile, .xsession — and I'd have to read through all the X11 startup scripts to figure it out for sure.

The main thing, though, is that .xprofile would only be read during graphical logins, while .profile is read for all logins. If I want an environment variable to *always* be set, no matter how I log into my computer, .profile is where I want to put it.

See also: How to set your $PATH.

The ending of the words is ALMSIVI.
Posted on 19-03-31, 08:56 in Games You Played Today REVENGEANCE
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Post: #189 of 443
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Many years ago, I bought the original Torchlight in a Humble Bundle, and fell instantly in love with the game. I didn't like Torchlight II quite as much, although it was a much more impressive game, so when Runic announced that their next game was going to be something completely different, I was interested in trying it. Unfortunately, a month or so after Hob was released, Runic Games closed its doors, so the game didn't have much of a chance to get a fanbase going.

Hob is a top-down isometric action game, vaguely like Link To The Past - you get a sword and shield, you can cut long grass, you get upgrades that can be used for combat as well as unlocking new paths through the over-world. However, unlike LttP it seems the emphasis is much more on exploration and platforming rather than combat. I've only played the first bit of the game, but I've had more fall-in-a-bottomless-pit deaths than combat deaths, and spent much more time looking for places to use my shiny new powerup than running from things.

Of course, Hob's biggest strengths are the look and feel. A beautiful, atmospheric soundtrack from Matt Uelmen, a gorgeous, cartoony visual style, and a landscape that's a fascinating mix of natural grass and stone with ruins and steam-punky copper mechanisms. I get the feeling that a lot of those mechanical bits are things I'll eventually be able to activate with future powerups too, not just decoration.

I also want to talk about dialog, or the lack thereof. Outside the menus, I'm pretty sure I haven't seen or heard an intelligible word. There's a robot that speaks in mechanical gibberish, and sometimes when you walk near something you can use a button prompt appears at the bottom of the screen, but once you hit "new game" on the main menu, everything is presented visually: the main character, their robot friend who shows them around (and demonstrates abilities you'll get later in the game), the problem that's threatening the land, where and when to use the power-ups you acquire... it's an excellent example of show-don't-tell.

My one problem with the game so far is that due to some combination of beautiful graphics and dusty heatsinks, I can only play the game for a few minutes before I start getting "CPU overheating" beeps. I did blow a bunch of dust off it recently with a can of compressed air, but maybe I should give it another go so I can play some more...

The ending of the words is ALMSIVI.
Posted on 19-03-31, 12:25 in Games You Played Today REVENGEANCE
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Post: #190 of 443
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> You could try limiting the games frame rate to reduce heat.

I've already got vsync on, I'm not sure what other options I have. It does seem to be maxing out all four cores, though.

As for TL2, I didn't really have any of those issues (especially since I've only ever played multiplayer once), but I'm a bit surprised you had issues with splitting up to cover more ground; in my memory TL2's levels are generally pretty linear so there's not really anywhere to split off *to*. It sounds like those are artefacts of TL2's somewhat unusual networking architecture, though - instead of having a central, authoritative server like Diablo 2, Diablo 3, or Path of Exile, it's a peer-to-peer system where each player's computer is responsible for managing the things that happen near that player. That means things are a bit more erratic, but it also means that the game still works even though the studio is closed and all their servers shut down.

The ending of the words is ALMSIVI.
Posted on 19-03-31, 13:59 in Games You Played Today REVENGEANCE
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Post: #191 of 443
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Posted by Nicholas Steel
Hmm, you could try limiting the game to use 3 or 2 CPU Cores (assuming it has no noticeable impact on performance) to keep the CPU cool. Are you sure it's the CPU and not the GPU (or both) overheating?

I can see it using all my CPU if I tab over to the task manager.

Also, I'm pretty sure my GPU fan bearings are a little worn; when I do something really GPU intensive I can hear a bit of a rattle, and that's not happening here.

> Also I was confused when you said Hob was kinda like Zelda and that it has a top-down isometric view, since images I've seen portrayed it had multiple camera perspectives

Think of it a bit like the Zelda games on the DS - 90% of the time it's top-down isometric, but sometimes when you hit a switch the camera pans across to show you the door that you just unlocked, or to give you a pretty view of the new area you just entered, or zooms in to let you see the body-language of your robot companion. Naturally, since those images are the most dramatic, those are the ones that make it into the trailer and press-kit.

Man, I just played a little more and I can't get over how polished the tutorial level design is.

So, the first zone taught me that I can punch through crumbly walls. In the second zone, I came across a hole in the ground with crumbly edges, and I could very definitely see some kind of walls and floor down there, so I jumped down. I landed on a small platform, with a thin ledge leading off to the left. I can't go anywhere else, so I walk left. As I do, off to the north (moving slowly in parallax, with a depth-of-field blur) I see another underground room, with interactive-looking stuff in it, so I definitely want to get over there and have a look, but there's no way to get there from the ledge I'm on.

Once I get all the way to the left, there's a ladder up and I can get back to the surface where I started. If I go back to the hole I fell in, walk left for a bit then north, I come across some crumbly looking floor, with a button prompt that says "jump and punch". When I do, presto! I make a hole and fall into that other underground room I wanted to get to!

So to recap, we have a pre-made hole that looks safe to enter, a perfectly sensible directional clue to another interesting location, and a logical combination of previous concepts (crumbly things can be punched to create a hole, floors can have holes, jump + VERB to VERB downward, a crumbly floor). A clue, a goal, and a logical puzzle. All without a single word displayed on-screen, or a quest marker, or a "hey, listen" or anything. As a result, I feel super-smart for doing a thing, instead of super-annoyed at being spoon-fed instructions, even though really I *was* being spoon-fed.

Incidentally, that room I found turned out to be another simple puzzle introducing me to another game mechanic... in a way, this game has no tutorial, and in a way the whole game is a tutorial.

The ending of the words is ALMSIVI.
Posted on 19-04-01, 01:16 in I have yet to have never seen it all.
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An interview with one of the NEC engineers behind the PC Engine

The ending of the words is ALMSIVI.
Posted on 19-04-01, 12:07 in Announcing the bsnes history kit
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I have updated the bsnes-history-kit once again, this time adding a whole bunch of WIP changelogs provided by Jonas Quinn. Most of them were already present in the tukuyomi collection, but not all of them (and likewise there's a few WIPs mentioned by tukuyomi that Jonas didn't have), so it's good to have a second source.

The ending of the words is ALMSIVI.
Posted on 19-04-01, 12:12 in I have yet to have never seen it all.
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Post: #194 of 443
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Is all the excitement happening on a board theme I'm not using?

The ending of the words is ALMSIVI.
Posted on 19-04-02, 06:17 in Board feature requests/suggestions
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Post: #196 of 443
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Apparently this is enough to trigger the "this post would break the forum layout" message.
[quote="a"]a[/quote]
Kawa must *really* hate reply pyramids.

The ending of the words is ALMSIVI.
Posted on 19-04-02, 06:33 in Announcing the bsnes history kit (revision 1)
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> https://nikel.me/~jiefk/snesemu/emus/bsnes/SHA256.txt

I downloaded the SHA256 manifest and used it to check my archive:
$ sha256sum -c ~/Downloads/bsnes-archive-tukuyomi/SHA256.txt | grep -v "OK$"
bsnes-068.dmg: FAILED
sha256sum: WARNING: 1 computed checksum did NOT match

That's, uh, not quite what I expected.

Here's what I get when I test the two files I mentioned as corrupted:
$ 7z t bsnes_v055.zip 

7-Zip [64] 16.02 : Copyright (c) 1999-2016 Igor Pavlov : 2016-05-21
p7zip Version 16.02 (locale=en_AU.UTF-8,Utf16=on,HugeFiles=on,64 bits,4 CPUs Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (306A9),ASM,AES-NI)

Scanning the drive for archives:
1 file, 3669928 bytes (3584 KiB)

Testing archive: bsnes_v055.zip
--
Path = bsnes_v055.zip
Type = zip
Physical Size = 3669928

ERROR: CRC Failed : QtGui4.dll

Sub items Errors: 1

Archives with Errors: 1

Sub items Errors: 1
$ 7z t bsnes_v073.tar.bz2

7-Zip [64] 16.02 : Copyright (c) 1999-2016 Igor Pavlov : 2016-05-21
p7zip Version 16.02 (locale=en_AU.UTF-8,Utf16=on,HugeFiles=on,64 bits,4 CPUs Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (306A9),ASM,AES-NI)

Scanning the drive for archives:
1 file, 874627 bytes (855 KiB)

Testing archive: bsnes_v073.tar.bz2
--
Path = bsnes_v073.tar.bz2
Type = bzip2

ERROR: Data Error : bsnes_v073.tar

Sub items Errors: 1

Archives with Errors: 1

Sub items Errors: 1

Also, if it's not too much bother, would you mind uploading a SHA256 manifest for the entire collection, not just the bsnes archives? Now I'm worried about any other corruptions that might have found their way into my copy.

EDIT: I found some kind of packaging metadata that gives a SHA256sum for bsnes_v073.tar.bz2, which matches the copy in Alcaro's mirror of the old Google Code downloads.

The ending of the words is ALMSIVI.
Posted on 19-04-03, 03:00 in Announcing the bsnes history kit
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Post: #197 of 443
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I've added automatically generated lists of history holes to the README in the bsnes-history repo. Basically, if we have an archive with no changelog, or a changelog with no archive, we know the other part is missing. I figure if there's ever a mass effort to get people to dig up old bsnes archives, this'll be a good place for people to start.

The ending of the words is ALMSIVI.
Posted on 19-04-04, 01:54 in Dear modern UXtards...
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Post: #198 of 443
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Posted by sureanem
It is a mystery though, why doesn't Firefox implement jQuery as a part of their JS engine instead of having to import 84kb of code?

document.querySelectorAll() is a thing that works much like the most common use of jQuery, and jQuery will use that method instead of its own CSS selector query engine if the method is available. Most of the cool things jQuery did have standard DOM APIs these days... perhaps not as convenient and monadic as jQuery, but jQuery was always a bit too magical to get standardised as-is.

The ending of the words is ALMSIVI.
Posted on 19-04-04, 04:51 in Announcing the bsnes history kit
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Post: #199 of 443
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Posted by sureanem
Maybe take a look at https://web.archive.org/web/*/http://byuu.cinnamonpirate.com/?page=bsnes_news?

I haven't forgotten! It's in the TODO list. However, I'm feeling a bit burned out by all the judgment-calls this sort of project requires, so I'm going to work on more straight-forward things for a little while.

Of course, if *you'd* like to collect that data and send a patch that adds it to the Kit, I'd be more than happy to review your changes and provide advice. Hopefully the existing subdirectories of the sources directory should give you enough examples to work from, but if they don't you can ask about that too.

The ending of the words is ALMSIVI.
Posted on 19-04-05, 00:10 in Something about cheese!
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Post: #200 of 443
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I guess that's a new, vegetarian retelling, but the basic story is old enough that it was comic relief thirty-five years ago.

The ending of the words is ALMSIVI.
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