• What Are You Working On? V13
    5,003 replies, posted
What about the ads? on my phone, can't watch that video
No ads. Just downloads the track, decodes the OGG stream and then re-encodes it as MP3.
Oooh. Is there something like an api for spotify, or did you reverse engineer it? :v:
There are several APIs, one official, and lots unofficial. Using the official one at the moment because it's the only one that works reliably. If Spotify block us via that, we could just use another one of the unofficial ones, fix the bugs, and change the user-agent.
[QUOTE=Hexxeh;25520431]No ads. Just downloads the track, decodes the OGG stream and then re-encodes it as MP3.[/QUOTE] I don't really know much about Spotify since I'm in the USA, but what's the bit-rate? My only concern is that OGG -> MP3 is even more lossy since OGG is already lossy. Of course the degree of degradation depends on the source quality and encoding bit-rate.
[QUOTE=Hexxeh;25520526]There are several APIs, one official, and lots unofficial. Using the official one at the moment because it's the only one that works reliably. If Spotify block us via that, we could just use another one of the unofficial ones, fix the bugs, and change the user-agent.[/QUOTE] Doesn't that kinda count as wares/piracy? talking about how plan to access something if they block you, which kinda indicates they are disallowing the action.
[QUOTE=nekosune;25520629]Doesn't that kinda count as wares/piracy? talking about how plan to access something if they block you, which kinda indicates they are disallowing the action.[/QUOTE] I said could, I don't plan on doing so. May not even release, only designed this because I wanted something to put Spotify playlists on my iPod really..! [editline]20th October 2010[/editline] [QUOTE=bladerunner627;25520592]I don't really know much about Spotify since I'm in the USA, but what's the bit-rate? My only concern is that OGG -> MP3 is even more lossy since OGG is already lossy. Of course the degree of degradation depends on the source quality and encoding bit-rate.[/QUOTE] 128kbps for free users, 320kbps for premium.
[QUOTE=Hexxeh;25520707]I said could, I don't plan on doing so. May not even release, only designed this because I wanted something to put Spotify playlists on my iPod really..! [editline]20th October 2010[/editline] 128kbps for free users, 320kbps for premium.[/QUOTE] Sounded very much like a plan to is all :-S and yeah, I wish could on my PSP (use it for mp3 etc)
I don't get it, can't hear a single difference between 128/320/640/flac whatever.. Do i have hearing problems? :downs:
[QUOTE=Giraffen93;25520903]I don't get it, can't hear a single difference between 128/320/640/flac whatever.. Do i have hearing problems? :downs:[/QUOTE] Nah, you're just not an audiophile :P
So is exporting my homemade music in 128kbps trolling? :v:
[QUOTE=Dj-J3;25517281][b]TextCraft Beta[/b] Time for another beta test :buddy: Included some items this time so you don't have to add some yourself if you don't want too. (although i haven't made all craft recipes for them) Download at - [url=http://filesmelt.com/dl/TextCraft1.rar]Filesmelt[/url] [release] [b]Updates:[/b] - Core engine stability is improved(hopefully, and most likely). - Added requested features. (all of them afaik, if i haven't forgotten about any)[/release] Yet again i fail to create a proper shortcut. :sigh: You know what to do. :v:[/QUOTE] Nice, this was funner than the last version. Possible improvments could be: -The default answer to, "do you want to mine this?", be yes. Minor but sames a tiny bit of typing -Displaying some sorta progress bar for finding. -Find some materials require you to have an item in your inventory. (only find diamond if you have a pick) -Maybe a system were you type "find log" and it would have a chance and random time to find it or fail at finding it. But maybe that is to easy. I hope you don't think just because I am suggesting ideas I think the game isn't fun, I do like it.
I just added client to client Lua to my game, now if you prefix the chat with "L " then it will silently execute the code on all other clients.
[QUOTE=Giraffen93;25520903]I don't get it, can't hear a single difference between 128/320/640/flac whatever.. Do i have hearing problems? :downs:[/QUOTE] If you do an A/B test between 128 and 320 the difference is not hard to hear.
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Just got around to spitting out that function declaration with the call-related errors: [img]http://filesmelt.com/dl/declarationyay.png[/img] Also, everyone's favourite programming mistake, now in colours: [img]http://filesmelt.com/dl/semicolonyay.png[/img]
I've been thinking of how bump mapping works, and I've been thinking of writing my own algorithm without any external help or math, just to see how efficient/accurate of an algorithm I can make. It's not too bad, I've been drawing a bunch of stuff on my notes, and I've pretty much got all the math done. What I need now is the time to sit down, code it, and figure out how to render it to a picturebox, probably with GDI+ or something like that...
[QUOTE=jA_cOp;25523929]Just got around to spitting out that function declaration with the call-related errors: [img_thumb]http://filesmelt.com/dl/declarationyay.png[/img_thumb] Also, everyone's favourite programming mistake, now in colours: [img_thumb]http://filesmelt.com/dl/semicolonyay.png[/img_thumb][/QUOTE] Why are there Yen signs everywhere?
[QUOTE=i300;25524118]Why are there Yen signs everywhere?[/QUOTE] [url]http://www.facepunch.com/showthread.php?1000894-What-Are-You-Working-On-V13&p=25395292&viewfull=1#post25395292[/url]
Just "Fixed" my insecure system to require the user to send the right password along with the msg or else the client will not run it. Also I added private messages.
Yay, so I got branching finally implemented. I decided to scrap the current compiler but I haven't rewritten it yet. Unfortunately, that means that for this test I had to manually type out the byte-code which isn't too bad considering it's a very small program. ASM Source [code] LDA 1 ;Load Register A with 1 CMA 2 ;Compare Register A with 2 BNE SomeRoutine ;Branch if A!=2 LDB 100 ;Load Register B with END ;Terminate program SomeRoutine: LDA 4 ;Load Register A with 4 RTS ;Return from subroutine [/code] Equivalent Bytecode [code] 0x01, 0x01, 0x0E, 0x02, 0x10, 0x0A, 0x00, 0x03, 0x64, 0x0D, 0x01, 0x04, 0x0C [/code] Here it is in action: [img_thumb]http://www.tinyimg.org/images/920virtualconsole.png[/img_thumb] Making some progress :dance: Note that the stack pointer is set to 128000. You get access to a whopping 128KB of memory that's shared with the program code and stack. I should probably try nesting routines and see if it works well, but the fact that the stack pointer is pointing to the last memory address + 1 tells me it's working correctly.
[QUOTE=jA_cOp;25524137][url]http://www.facepunch.com/showthread.php?1000894-What-Are-You-Working-On-V13&p=25395292&viewfull=1#post25395292[/url][/QUOTE] Oh.
[QUOTE=bladerunner627;25524164]You get access to a whopping 128KB of memory that's shared with the program code and stack.[/QUOTE] Didn't you say this was 8 bit?
That should allow for only 64KB of memory, but there is exceptions to the matter
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[QUOTE=Chief Tiger;25525346]Hi guys, I normally lurk around the lua WAYWO thread, but lua has gotten boring, so I'm trying new languages. I'll just throw in what I've been working on in PHP. It's a web-based limited RCon panel that I'm making for my GMod Trouble in Terrorist Town server. With it, my admins will be able to grab logs and send messages to players, as well as eventually kick/ban people with it. Here's a few screenshots: [url]http://i53.tinypic.com/15zsf9k.png[/url] [url]http://i52.tinypic.com/eivaj4.png[/url] [url]http://i55.tinypic.com/16i6xie.png[/url] [url]http://i53.tinypic.com/oucihc.png[/url] And by the way, this is my first PHP project from scratch. :smile:[/QUOTE] [url=http://www.facepunch.com/showthread.php?969888-What-are-you-working-on-v3]This way please[/url]
[QUOTE=Vbits;25524961]That should allow for only 64KB of memory, but there is exceptions to the matter[/QUOTE] No, 8 bit addressing only allows for 256 bytes. If you're using segments, (eg. 8 bit segment, 8 bit offset), then you get 64 KiB.
Woops, sorry. v:v:v
[QUOTE=Siemens;25525387]No, 8 bit addressing only allows for 256 bytes. If you're using segments, (eg. 8 bit segment, 8 bit offset), then you get 64 KiB.[/QUOTE] 8 bit data bus, 16-bit addressing. Yes you are correct but I'm debating implementing some sort of paging system where you get access to 64Kb chunks, the problem with this obviously being that you can only access one 64kB chunk at a time. The upside to this is you get some extra memory but it'll require some tricks to utilize both chunks. The Freescale 68HC12 had a way of doing this which allowed up to 512kB of memory but I'll have to do some research on how to properly implement this. I had the stack sitting in inaccessible memory space. EDIT: You know what I'll just keep it simple now and leave it at 64kB. I was planning to use the other 64kB for a 320x200 back-buffer like the Commodore 64.
Instead of using pages, why don't you just use 32-bit addressing instead?
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