I was wondering If the wiki can only be edited by some people. I want to create an account, but It say's it doesn't reconize my user name, by the Log in/ create account page. I would like to add some examples and add a document for the calloc() function.
I'd say that anonymous editing is on. You should be able to use it.
Ok, but how do I create a new page, i.e. for a function? It is possible to edit existing articles, but I can't find any button for creating one. This is why I thought it was nessesary to log in.
[EDIT]: I've figured it out by looking on the media wiki site. There should now be a work in progress article about calloc() in the mod_mem section. (http://wiki.bennugd.org/index.php?title=Calloc (http://wiki.bennugd.org/index.php?title=Calloc))
There is!
Thanks :)
Handsource-dyko, if you feel inspired, here you have a list of functions that are waiting to be documented in the wiki.
http://forum.bennugd.org/index.php?topic=1972.0
iI've got a few things in mind already: define_region, out_region and sizeof. I've browsed through all the modules in bennu's own source code, but it's a bit hard finding the argument names for the functions. I figured out that moddesc only showns the amount of arguments and their type. I've seen that some functions directly map to their C equivalent, and others to sdl functions. It would be handy if moddesc could print the arguments names, that would remove some of the guess work.
There are no default names for the arguments, just use some fancy ones or use the names that the C functions use.
Calloc article completed, also added extra example to alloc and realloc. Also created an article for sizeof.
Appearantly, the articles for our_region and define_region exist in mod_screen. I always associated them with scroll windows, so I thought they weren't documented. In my old DIV manual there are listed under the "scrolls" section.
In my old manual too. Good work.
added the following docs:
- dirread
- stop_scroll
- move_scroll
If you have any remarks or additional code examples, let me know, and I'll add it.
Thanks! :)
Handsource-dyko. Thanks for the documentation, but specially for the examples. They are very useful and well explained!
added march 8:
- say_fast
- filter
- format (mod_string)
- missing constants of mod_effects, used for grayscale (don't show up in list, don't know why, created a page called Grayscale_modes)
- file dialog tutorial, although I could not upload an image to display, because it requires a login.
also added in mod_file:
- frewind
- fmove
- fremove
- fflush (looks like a very miscellanous function, according to stuff I could find about it, it's from the standard C library and it's use is a bit unclear, some people say it's unnecessary to use it). Maybe it explains the difference between say() and say_fast().
Wow! keep up the good work :)
more karmas!
Thanks! :) Added today:
mod_regex:
- join
- regex
- regex_replace
- regex_reg in the constants section
mod_math:
- atan2
- isinf
- isnan
- finite
- near_angle
thanks! karma!
added today march 10:
all the mod_flic functions, with short examples:
- start_fli
- end_fli
- frame_fli
- reset_fli
- fli_getinfo
- fli_params
- fli_move
- fli_z
- fli_angle
- fli_size
- fli_flags
added mode 7 documentation, see also this post: http://forum.bennugd.org/index.php?topic=2929.msg52043#msg52043 (http://forum.bennugd.org/index.php?topic=2929.msg52043#msg52043)
added today, monday 12-03:
- local height
- local xgraph
- local cnumber
- control point
- added example program to the start_scroll article (wich also covers the realively new ability to draw a scroll/mode7 window on a map).
- did same thing for mode7 article
added:
- get_status (mod_proc)
- added some functions to mod_sound, still a few of them left to do
wanted to add path finding functions, I created the pages for the three functions in mod_path, but they are unfinished because I can't find any sample in bennupack about pathfinding. The subject is a little too complicated at the moment, unless someone has an example for them.
Quote from: handsource-dyko on March 13, 2012, 04:42:16 PM
(...)
wanted to add path finding functions, I created the pages for the three functions in mod_path, but they are unfinished because I can't find any sample in bennupack about pathfinding. The subject is a little too complicated at the moment, unless someone has an example for them.
If I can remember, there were some little tests for these functions in the original Fenix. Sadly, I haven't these file anymore, but I fnd a simple test file made by TYCO, that shows path finding (comments are in spanish), but if you're interested i can send you.
I'm studing the example from TYCO, and I have translated it with google translate, and it's pretty helpfull. I might convert it into a wiki tutorial. The translation is still a bit rough, I need to tidy it up a little. If I understand it correctly, pathfinding is based on an two dimensional array with a hardness map style design. I just wonder where path_wall() is used for. It isn't used in TYCO's example. It takes only one integer as argument. Is it a color index value? The mod_path.c file has very little comments in it, so it's a lot of guessing.
O, I completed most of the mod_sound now. Only two functions sound_init() and sound_close() are left to do, but I don't really see a use for these to functions, so they are not high on my list, unless someone can tell what these two functions are for. I can't remember ever needing them.
Mod_map has about 50 functions left to do, then it's pretty much complete.
I think that path_wall sets the value for the walls, but I'm not sure.
Mod_path documentation is finished (needs checking by someone familair/experienced with path finding). I also created a tutorial on the wiki, it is a translated version of the TYCO tutorial with some debug printing in it. I referenced it in the path_find and path_getxy articles as example. About path_wall, I've been looking in the spanish section and bennu's mod_path.c and I think it allows path_find() to use a different color for the walls instead white (or at least multiple colors on the "search" map for different uses). I think splinter or someone familiair with it could verify if whether my theory about this is correct.
I only found some parts estrange that I didn't undestrand from your translation, but everything else is ok. Good work.
// the pixel pixel grid we use is 10 times smaller then the "world_map" (logicmap)[size=78%]// If the speed of the enemy is less than the maximum they can reach, [/size][/size][size=78%]is [/size][/size][size=78%]increase it.[/size]
I know, I had some difficulty with that section, everything google translate did, I "corrected" to something that makes sense. But this section was quite long and weirdly translated, that I had a bit of difficulty understanding what the section means. :) Google seems to translate things literally (and failing on some words), without taking into account the word order differences between the source and target language. It can't really reconize the context or the intent of the writer. Whenever I want to translate things from dutch to english for my website, I always have to correct it anyway. I only do this for long texts to save some time, but usually I translate it directly. You know some words (especially jargon) do not always have a english equivalent. Simply put, a human translator is much better then a computer translator.
I can take a look to these parts. I do a lot of translating work in my job (I teach in a minority lenguage).
Great! :) That would really help me out. If you want, you can simply edit the text in the wiki page.
You should probably change the subject name lol