Saturday, June 16, 2018

iris mouse to the rescue

It is pretty handy to have the boox to draw sketches, but I don't find them as nice as the one I draw on paper. . Plus, when I'm using the boox to read the code, I can't update notes too. If I ever try, I'll have to face a near-minute swapping time every time.

So as I found the 'IRIScan Mouse' near my boarding gate, I just bought it. It's pretty funny. It's a hand-moved scanner (like the very first one I had) but fit into a mouse, and it can do both ... on Windows at least.

So it won't really make the USB printer/scanner obsolete at home, but it will certainly be helpful at the office. it has pretty nice rendering of my tiny handscript, avoids doing JPEG-by-default (afaik) and makes export of captured files pretty easy.

Or well, it should have been useful. Unfortunately, plugging the dongle into my Windows7 workstation didn't let me use the scanner feature. The mouse remains unreachable through the WiFi.

On my Linux laptop, all I see is a USB device with vendor ID 274f (Systech Electronics, according to dmesg) and product ID c001 (Zcan Wireless). no text identification of the device. The "mouse" feature does work, though. but I don't get an additional WiFi interface. So what is in the dongle exactly ? Some forum post suggests it is using the uvcvideo driver. It indeeds gets loaded. It doesn't seem like the USB device offers multiple

The dongle could be featuring just one NRF LU1P16 chip (there's one additional 1101GE marking), possibly made by NORDIC, although I couldn't find such a chip in their catalog.

But the original manufacturer's manual is clear:
Scan function requires Wi-Fi connection between computer and Zcan Wireless directly. Please add a Wi-Fi adapter (802.11 n is recommended) if Wi-Fi function is not available in your computer
my workstation at the office doesn't have any WiFi, and the dongle won't provide it. It also explains why scanning would fail on the office's laptop I've used so far when I had wifi enabled. When I'm actually connected to a network with my WiFi, the scanner can no longer reconfigure the WiFi interface to communicate with the mouse. Looks like I'll have to do some more shopping ...

Sunday, June 10, 2018

simplifying events engine

I want to get rid of some static pointers in the management of events. The idea turned cleaner as I was flying over Denmark. But the result isn't convincing yet.
- you can't jump out of inkjets anymore (event from dpad controller is ignored - apparently because TrackAttached produced an event too -- although it has no corresponding transitions)
- you might get pushed away from spongebops when you try to grab them -- weird things still occur here with my best solution for inkjets.
- if Bilou starts swimming up, he'll keep swimming up forever -- that's fixed with swapped-priorities
- the little stars shining around you when you pick a health bonus keep shining forever. -- seems fixed with swapped-priorities too.

The thing is, when I want to combine the "thoughts" of two controllers, only one events list can survive. And of course, things don't get fixed if I swap the order in which they are produced (unless I swap them properly, that is). Weird things remains with that swapped-priorities, though. Like why don't we play the 'roll-in-the-air' animation anymore when Bilou's direction is changed while jumping ? I'll have to re-activate InspectorWidget and use the combined powers of InspectorWidgets and DDD to find out.

By the way, did you know that we could have methods, operators overloading and constructors for unions ?

Friday, June 08, 2018

GameObject::useEvent() should go away.

https://sourceforge.net/p/dsgametools/hg/ci/refactory-engine/tree/libgeds/include/GameObject.h#l175
That shouldn't happen. The way controllers fire an event is not satisfying. A static pointer set by class X so that it is used by class Y with no restriction on who does what and that merely works because we know X calling ::useEvent() and Y checking *::doevents happens to take place with the right timing ? No.

I mean, look at the documentation: "assumes no re-entrance until gobRunController". That has turned false the minute I introduced 'attach-to-other-game-object' feature where you might have to run the object you're attached to before you can run yourself.

I'd like to convert {NONE, FAIL, EVENT}  enum into something else that allow "EVENT" to carry the list of transitions to check by itself.

Sunday, June 03, 2018

bubsy

I think I was 20 years younger the last time I need a SNES gamepad to press start on Bubsy title screen. After a month of training, I was able to reach world 4 and found a few 2"continues". I couldn't beat the level 3 last week-end, but at least I got the confirmation that Bubsy "claws encounters" is a fun game.

It might be the only fun thing made with that character (I do not expect much of Black Forrest's "woolies strike back"), it may have arguable pixel art, the tunes are catchy, the atmosphere is playful, the character is fun, and there is enough variety in the level design to keep us entertained.


It is clearly difficult and sometimes even frustrating without becoming utterly unfair or boring. As far as I've played it, it is challenging.


It is far from being a masterpiece in terms of game mechanics, though. The air control is sometimes a bit awkward, Packing precision, - and the "GLIDE" mechanics isn't always sufficient to save the day, But what really seem broken is what happen when you jump off a slope. First, you don't move purely upwards (if standing), but slightly backwards on a climbing slope. You'll have to compensate that with more air control. I've never seen that happening to any mammal in the real world, presumably because we feel the slope and compensate when jumping. But I can accept it: it makes sense from a pure physics perspective, and it echoes a similar mechanics in Sonic. What is broken is that if you then release the directions pad, you will find yourself pushed backwards again!