egg|nomz|egg changed the topic of #kspacademia to: https://gist.github.com/pdn4kd/164b9b85435d87afbec0c3a7e69d3e6d | Dogs are cats. Spiders are cat interferometers. | Космизм сегодня! | Document well, for tomorrow you may get mauled by a ネコバス. | <UmbralRaptor> egg|nomz|egg: generally if your eyes are dewing over, that's not the weather. | <ferram4> I shall beat my problems to death with an engineer.
<kmath>
<✔pitchjokes> new lacroix flavors! ⏎ -transported in a truck near bananas ⏎ -hint of hint of lime ⏎ -single skittle dissolved in water… https://t.co/Rhi3rLUHFa
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<bofh>
!wa peak flow rate of the Great Molasses Flood of 1919
<Qboid>
bofh: Seems that Wolfram is unable to understand that.
<bofh>
>_>
<bofh>
7.5ML of molasses travelling at 55km/h in a 7.5m x 50m advancing wavefront, it seems.
<iximeow>
55km/h is quite the speed for molasses
<bofh>
anyone know what the Reynolds number for molasses is?
<SnoopJeDi>
I am stuck on the dumbest nerd snipe right now
<SnoopJeDi>
"why does OoT's blue warp use a timer to determine a cutscene pointer offset?"
<bofh>
SnoopJeDi: that is a good question that I actually have no idea as to the answer to.
<SnoopJeDi>
like, it can't be a space concern
<SnoopJeDi>
because there is unused garbage in the OoT ROM
<SnoopJeDi>
I left youtube on autoplay from a gdq video and it wandered into a glitch exhibition, and it got me wondering if "pointers explained using OoT inventory glitches" would be an interesting take
<SnoopJeDi>
but that quickly turned into "what the actual fuck was the point of these tricks to begin with?"
<bofh>
code golf, I think.
<SnoopJeDi>
and frustratingly, tasvideos does not seem to have information along the lines of Masterjun's write-up of how the arbitrary code execution trick in SMW works (which is one of my favorite reads in this genre)
<SnoopJeDi>
I wonder if @0xabad1dea would know the answer to this, she seems very savvy
<SnoopJeDi>
Loved her looooong thread on the leaked pokemon gold demo
<bofh>
I suspect she might, or at least'd know who to ask.
<kmath>
<micsolana> “cortisol-as-a-service” is the only description of twitter i ever want to see again https://t.co/krslc3Htpc
<SnoopJeDi>
nice
<SnoopJeDi>
...also apparently the frame-counter in the in-ROM debug is labeled "FLAME XXXXXX"
<bofh>
LOL
<SnoopJeDi>
hmm, maybe I've misunderstood the counter entirely, the value itself may not actually determine *anything*
<SnoopJeDi>
but establishing the race condition is frame-specific. enough time left that you override the base index, but not enough to actually load anything in that other room
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<bofh>
Hm. I'm not sure now, let me poke around & read myself.
<SnoopJeDi>
so I know that that specific warp sets the base index to 0xEE (Kokiri Forest) and the cutscene flag to 0xFFF1, so it normally jumps to 0xEE + 4 + 1 for the kokiri emerald scene
<SnoopJeDi>
the 4 being a jump over the 4 variants of Kokiri forest (all combinations of child/adult, day/night), and the 1 being the cutscene number (only the rightmost from the offset is actually used)
<SnoopJeDi>
so if I understand right, you touch the blue warp, which sets up (0x00EE, 0xFFF1), and then overwrite 0x00EE with 0x0252. If you do that early, you just enter 0x0252, and if it's too late I guess it's already entered the load so the swap doesn't matter. But on frame 101, the jump info becomes (0x0252, 0xFFF1), so you jump to 0x0252 + 4 + 1 = 0x0257
<SnoopJeDi>
there's some additional texture there in that it apparently tries to play a cutscene because of a command (0x18) in the scene header. There's no cutscene there, so it just uses whatever crap was last written into that state, which means the last cutscene that played out
<SnoopJeDi>
and apparently the title screen cutscene is stored in the Hyrule Field scene, which is huge, so if you save/quit between entering the deku tree and then trying the warp, it tries to load all of the field and clobbers the memory causing OOB or something
<SnoopJeDi>
idk, the technical details are pretty vague, there's not a lot of middle ground between "do exactly this to do the trick" and "I discovered this exploit and can read MIPS asm in my sleep"
<SnoopJeDi>
but it makes a hell of a lot more sense that the timer doesn't actually *determine* the offset, it's just a property field on the warp
<SnoopJeDi>
and I think the other bits in the cutscene offset are bitpacking for "other stuff" like how to transition the screen if you're not jumping into a cutscene (like the dust effect in the desert and apparently an unused spinny triforce "wipe")
<SnoopJeDi>
but that's all a few orders of magnitude more detail than I would have been able to process a few years ago when I first learned about the warp, so I feel good about that?
<SnoopJeDi>
(thank goodness I wondered about a game people have already turned inside out)
<bofh>
OHH
<bofh>
I think I see now.
<bofh>
Yes, this makes sense.
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<egg|work|egg>
!wpn whitequark
* Qboid
gives whitequark a technetium ICBM
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<kmath>
<PlanetaryKeri> When I first saw this @NASA_Dawn image from Ceres when it came down a few days ago, I literally got confused that w… https://t.co/LrDpELot65
<kmath>
<rygorous> I just typed "gro" in the store part of the Kindle reader app and got two autocomplete suggestions: ⏎ "group theory"… https://t.co/2jneMmsnJm
<APlayer>
Ellied: If I'm looking for MOSFETs and the power dissipation spec is important, I use the voltage across the important component, rather than the source-ground voltage, right?
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<kmath>
<OkuusFabFacts> Did you know: The United States of America is an odd constitutional monarchy run by a whimsically mad cartoon monop… https://t.co/0dP2oxYNob
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<awang>
!u ⿰⿲⿱
<Qboid>
U+2FF0 IDEOGRAPHIC DESCRIPTION CHARACTER LEFT TO RIGHT (⿰)
<Qboid>
U+2FF2 IDEOGRAPHIC DESCRIPTION CHARACTER LEFT TO MIDDLE AND RIGHT (⿲)
<Qboid>
U+2FF1 IDEOGRAPHIC DESCRIPTION CHARACTER ABOVE TO BELOW (⿱)
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<bofh>
fun ways to start your afternoon: by having to look up vapour pressures of Cadmium & Cadmium Hydroxide.
<kmath>
<Vordio> Hey @SurePetcare your chip activated #SureFlap catflap is not very secure. You need to improve the design. My neigh… https://t.co/xuGg10QaQ1
<SnoopJeDi>
hm, it looks like this implementation in CPython isn't even DJBX33A "proper," it has an additional XOR with the length (addressing arbitrarily long collision construction?) and a hash_secret.
<SnoopJeDi>
(plus it's only an inline shortcut for short strings, disabled by default)
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<egg>
!wpn Ellied
* Qboid
gives Ellied a widget
<egg>
!wpn whitequark
* Qboid
gives whitequark an atmospheric inequality/dependency hybrid
<egg>
!choose zzz|notzzz
<Qboid>
egg: Your options are: zzz, notzzz. My choice: zzz
<kmath>
<whitequark> if, however, we are talking about cuddle parties, then "transpile" is not only appropriate but mandatory
<bofh>
21:46:46 <@SnoopJeDi> egg, bofh are you familiar with DJBX33A |
<bofh>
sadly nope, not offhand (actually this is my first learning of its existence, oops).
<egg|phone|egg>
Bofh: also have you considered: cats
<egg|phone|egg>
!u |
<Qboid>
U+007C VERTICAL LINE (|)
<egg|phone|egg>
Bofh: what if up with the stray line
<bofh>
copypasta from mosh with a multi-attached screen where the window size of screen is smaller than the particular terminal I did the copy-paste in.
<SnoopJeDi>
it is apparently baked into PHP with hilarious consequences
<SnoopJeDi>
I ended up reading some more CPython innards today because someone claimed tuple hashes are cached. Apparently they used to be, aren't anymore, but then someone wanted to bring them back in 2010 and it was shot down.
<bofh>
That's interesting, since hashing tuples sounds like it'd cause a decent speed improvement.