nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
NrgSpoon wrote:
You guys are arguing terminology, when it already exists as AND, OR, NOT, and XOR.
That makes no sense at all. Who wrote that? Someone with a 3 letters limit. Doesn't matter, what we need is an emulator with the functions implemented.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Lex wrote:
NrgSpoon wrote:
You guys are arguing terminology, when it already exists as AND, OR, NOT, and XOR.
To be honest, those names are terrible. They may be assembly standard, but just suck for anything meant to be read by a human rather than a machine.
I completely agree. Basic English that many will understand is far better than boolean logic terms. Not everyone who uses emulators are computer scientists/coders/mathematicians. I have no objection with the boolean logic term in brackets alongside the english meaning, however. Dammit, my typo of the word 'brackets' is now in 2 quotes :(
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Raiscan wrote:
I have no objection with the boolean logic term in BRACKERS alongside the english meaning, however.
This.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Raiscan wrote:
I have no objection with the boolean logic term in brackers alongside the english meaning, however.
Oh, agreed!
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
NrgSpoon wrote:
You guys are arguing terminology, when it already exists as AND, OR, NOT, and XOR.
Except that they don't really work. "AND" would mean that if a keypress exists in the movie at a certain frame and it's also pressed at that frame, it's preserved, else removed. I don't think anyone suggested such a mode, nor do I see it as very useful. (It would mean that if you press a key, your keypress will be basically ignored if it wasn't already in the movie at that point. Also any existing keypress in the movie will be removed if you don't press it.) "NOT" is not a binary operator and thus wouldn't be a comparison between what is in the movie and what is being pressed. It can only be applied to one of them. If applied to the movie, it would mean that all keys which are not pressed are added, and vice-versa (in other words, if at some point of the movie the only key which is being pressed is B, that frame would be changed so that all keys except B are pressed.) I fail to see the utility of a "XOR" mode, which would mean that if the key you press already existed in the movie, it's removed, else it's added. Maybe if the pressed keys are shown visually (eg. on a piano roll style view or whatever) it might be usable.
Editor, Emulator Coder, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
So I got completely ignored?
klmz wrote:
* Read-Only/Read+Write Toggle - this switch decides whether user input affect the movie file. This is combined with each Interactive Mode below. * Interactive Modes:
    * OR (accumulate) - any user input is ADDED to movie input. * XOR (invert) - any user input inverts corresponding movie input state (on/off). * AND (filter) - only reserves matching input. * True Override (overwrite) - always overrides and only overrides played frames of movie input with user input.
EDIT: and add "Truncate Movie" function then. EDIT 2: And finally the traditional mode:
    * Classical - what nowadays emulators are doing:
      * Overwrite (with Read+Write) - overrides played frames of movie input with user input and truncate the movie whenever the user stops it. * Neglect/Ignore (with Read-Only) - any user input doesn't matter, as ignored.
EDIT 3: [ list ] trick.
Note: every "track" is virtually a "movie".
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do