←2017-09-16 2017-09-17 2017-09-18→ ↑2017 ↑all
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02:42:38 <moriarty> howdy
02:42:52 <pikhq> Sal'
02:43:06 <pikhq> That looks like a suspiciously familiar nick and greeting...
02:43:08 * pikhq squints
02:53:43 * moriarty burps
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03:10:13 <doesthiswork> hola
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03:42:25 * Sgeo goes to try Gwent
03:42:35 <Sgeo> Not sure why I see MtG people expressing enjoyment of Gwent
03:45:53 <Cale> Why not?
03:47:01 <shachaf> `hi Cale
03:47:01 <HackEgo> Hi Cale. Hale.
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03:48:15 <Sgeo> `hi T is a terrible letter.
03:48:15 <HackEgo> Hi T is a terrible letter.. His a terrible letter..
03:48:55 <Sgeo> `hi T is a terrible letter.
03:48:56 <HackEgo> Hi T is a terrible letter.. His a terrible letter..
03:49:01 * Sgeo glares
03:52:43 <Sgeo> `cat bin/hi
03:52:44 <HackEgo> ​#!/usr/bin/perl \ $_ = (join " ", @ARGV) || `words`; s/^\s+|\s+$//g; print "Hi $_. "; if (/[aeiouyAEIOUY]/) { s/^[^aeiouyAEIOUY]*/H/; } else { s/^./H/; } print "$_.";
03:59:37 <fizzie> `cat bin/thanks
03:59:38 <HackEgo> ​#!/usr/bin/perl -CSDA \ $_ = (join " ", @ARGV) || `words`; s/^\s+|\s+$//g; print "Thanks, $_. "; if (/[aeiouyAEIOUY]/) { s/^[^aeiouyAEIOUY]*/Th/; } else { s/^./T/; } print "$_.";
03:59:54 <fizzie> Same general shape.
04:00:16 <fizzie> `thanks ants
04:00:17 <HackEgo> Thanks, ants. Thants.
04:14:41 <zzo38> Have you try to play a poker game using the tarot cards? If so, you will have to figure out the kind of hand and ranking of the hands. I made up such a list (including "impure", "semi-pure", "pure", and "all-trump" hands), but does not specify the ranking of hand, yet. Do you know what ranking it will be?
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05:07:22 <\oren\> https://www.youtube.com/watch?v=nHd3xfDzTg8 awesome scene, props to the seiyuu
05:07:37 <\oren\> seriously, epic rant there
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07:58:48 <zzo38> Is there a kind of encryption that is design to make decryption very slow even if you know the key and algorithm and have a lot of parallel and/or quantum computing?
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08:25:26 <zzo38> I read about the deniable encryption and have various ideas. One document says: As soon as you have over 4 pass-phrases, the excuse "I can't recall" or "there's nothing else there" starts to sound highly plauseable.
08:26:15 <zzo38> I think that you could even make "I can't recall" to be one of the actual passwords for one of the layers, too.
08:27:45 <zzo38> (Or to be a kind of self-destruct mechanism password? You could even put in data which is meant to take advantage of vulnerabilities and damage the government's computer)
08:30:00 <zzo38> You could also frame yourself for something you didn't do (but the police won't know that until they investigate) and encrypt that.
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08:31:32 <zzo38> Multiple hidden computers (with MAC spoofing if needed, non-internet, etc) can also be in use.
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08:54:35 <HackEgo> [wiki] [[Complode]] https://esolangs.org/w/index.php?diff=53083&oldid=53003 * Zzo38 * (+216) The exception
08:55:49 <HackEgo> [wiki] [[Complode]] https://esolangs.org/w/index.php?diff=53084&oldid=53083 * Zzo38 * (+20)
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10:05:58 <\oren\> have you seen the groundbreaking research into whether cats are liquid or solid?
10:06:02 <\oren\> http://www.rheology.org/sor/publications/rheology_b/RB2014Jul.pdf#page=16
10:08:32 <S1> awesome
10:09:13 <\oren\> heassumptionofincom-
10:09:13 <\oren\> pressibilitymayalsofailforoldercats,whichcanacquire
10:09:31 <\oren\> god damn it i hate PDF;s that don't copy right
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15:29:52 <wob_jonas> "<zzo38> There can also be the challenge game. And, for the character creation, you can try to win with every combination, some may be more difficult than the others" => sure, that happens.
15:31:16 <wob_jonas> there are games where people challenge themselves to win with each of the different starting character classes. I know of at least three: nethack (everyone agrees that some classes are more difficult, eg. valkyrie is one of the easiest for beginners, wizard is easiest for advanced players, some roles are hard for everyone),
15:33:06 <wob_jonas> one of the 3d fps games from id software with three classes (I don't remember the name), or even Super Mario Bros.: The Lost Levels which has two playable characters
15:34:54 <wob_jonas> This also seems to happen with some versus games: in Age of Mythology and extensions, in two players playing against each other (even at competitive level), sometimes challenge themselves or each other to play with a different god than their favourite
15:35:30 <wob_jonas> the favorite varies, but there are some gods that seem weaker and almost no player uses them as their favorite, even though it's not clear if there's a strongest god everyone agrees on
15:36:02 <wob_jonas> This is a great way to make the games less repetitive, because the different starting characters add not just extra difficulty, but different styles of play.
15:39:15 <wob_jonas> "<zzo38> Is there a kind of encryption that is design to make decryption very slow even if you know the key and algorithm and have a lot of parallel and/or quantum computing?" => yes
15:39:28 <wob_jonas> well, no, not necessarily if you know the key
15:40:41 <wob_jonas> (1) there's public-key encryption that's designed to be hard to break if you have the public key but not the private key, people started to design some because most of the currently popular public-key encryption is easy to break with a good quantum computer.
15:41:16 <wob_jonas> (2) there's one-way functions that are designed to be slow to compute (and practically impossible to reverse compute), for hashing passwords,
15:42:07 <wob_jonas> (3) and there's also one-way functions designed to be very slow to compute even if you have lots of parallel computing (also quantum, but quantum doesn't really help much for any of this anyway),
15:43:14 <wob_jonas> proposed as a sort of time-lock to lock a symmetric key for when you want to release encrypted documents in such a way that people will be able to decrypt them eventually, but not soon enough, without a trusted third party, because this would have some practical uses.
15:44:12 <APic> 😸
15:44:22 <wob_jonas> I haven't heard of any public-key cipher where parallel computing doesn't help, and that seems like it would be impossible, but you have have public key cipher that's hard enough to break even with all the parallel computing people will ever have.
15:44:53 <wob_jonas> And of course none of this cryptography stuff is proven, because we don't even know P=NP, all of them depend on various very reasonable hardness assumptions.
15:46:55 <wob_jonas> To clarify, (2) is used because if you hash passwords with a fast to compute one-way function and someone somehow steals the hashed password database, then they can do a dictionary attack using parallel computing, and (2) makes this somewhat less practical.
15:48:24 <wob_jonas> (3) is used because if you just use a (good) symmetric key encryption and reveal nothing about the key, then it could take so much work that nobody will be able to decrypt it, or the key could be too short so people can decrypt it in reasonable time, or anything between, but in either case parallel computing speeds up breaking the key almost linear
15:48:25 <wob_jonas> ly with the number of parallel computers,
15:49:03 <wob_jonas> so (3) is a solution to make the problem take about a fixed number of time regardless of how much parallel computers (how much money) you throw at the decryption.
15:50:47 <wob_jonas> "have you seen the groundbreaking research into whether cats are liquid or solid?" => do you mean like bonsaikitten?
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16:15:33 <wob_jonas> `? pho
16:15:34 <HackEgo> Phở is a Vietnamese soup invented by lyyyyyyynn to stress-test implementations of Unicode combining characters.
16:15:41 <wob_jonas> => http://www.smbc-comics.com/comic/hunting-man
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17:16:25 <zzo38> wob_jonas: In addition to the character classes there can be multi dimensions, such as classes and the species of your character, or classes and species and gender, or even more (which you would have to multiply together if all combinations are allowed)
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17:16:55 <wob_jonas> zzo38: sure
17:17:07 <wob_jonas> and people care about that in some games
17:17:25 <wob_jonas> heck, it even goes down to how I'd like to be able to make good mono-black and good mono-blue decks in M:tG
17:19:36 <zzo38> O, yes, there is the stuff like that too I suppose. (Especially if you are playing Commander, where color identity can matter; but you can do that even if you don't play Commander.) Anyways I meant single-player games in my comments anyways
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17:20:24 <wob_jonas> I don't play commander, although I like singleton/highlander decks as a challenge (whether 100 or 60 cards)
17:21:39 <zzo38> To see if it is the ordinary singleton game or the "functional singleton"
17:22:04 <wob_jonas> some constructed decks can be made singleton quite nicely, like decks where half of the non-land cards are black kill spells, because there really are that many different good kill spells; some decks really don't work like that
17:22:39 <zzo38> (And then, there is the version including the basic lands that must be the single, too)
17:24:20 <wob_jonas> zzo38: ordinary singleton. no card other than basics repeated with same English name throughout deck and sideboard (or throughout two decks and sideboards for a team as an extra), but a Terramorphic Expanse and an Evolving Wilds is fine
17:28:30 <int-e> I should stop moving lambdabot to a new VM every 6 months :P
17:28:51 <int-e> @google this may be broken again?
17:28:53 <lambdabot> http://www.zerohedge.com/news/2017-08-18/gartmanthis-may-be-one-most-important-days-future-equity-markets
17:28:53 <lambdabot> Title: Gartman: "This May Be One Of The Most Important Days In The Future Of Equity ...
17:29:02 <int-e> well, time will tell
17:30:01 <APic> *tic*
17:31:25 <int-e> > 1
17:31:28 <lambdabot> 1
17:31:55 <zzo38> And, about slow decryption, I did mean symmetric algorithms
17:34:14 <int-e> @dice 5d6
17:34:14 <lambdabot> int-e: 17
17:34:21 <int-e> @djinn a -> b -> a
17:34:22 <lambdabot> f a _ = a
17:34:37 <int-e> @hoogle id
17:34:38 <lambdabot> Prelude id :: a -> a
17:34:38 <lambdabot> Data.Function id :: a -> a
17:34:38 <lambdabot> Control.Category id :: Category cat => cat a a
17:34:52 <int-e> is there any other external program that I usually forget, hmm
17:34:58 <int-e> @type 1
17:35:00 <lambdabot> Num p => p
17:36:45 <wob_jonas> @pl \x->\a->\b->case x of {None => b; Some(y) => a(y);}
17:36:45 <lambdabot> (line 1, column 23):
17:36:45 <lambdabot> unexpected '{'
17:36:45 <lambdabot> expecting variable, "(", operator or end of input
17:36:51 <wob_jonas> @pl \x->\a->\b->case x of {None => b; Some(y) => a(y);}
17:36:51 <lambdabot> (line 1, column 23):
17:36:51 <lambdabot> unexpected '{'
17:36:51 <lambdabot> expecting variable, "(", operator or end of input
17:36:54 <wob_jonas> @type \x->\a->\b->case x of {None => b; Some(y) => a(y);}
17:36:55 <lambdabot> error: parse error on input ‘->\’
17:37:07 <wob_jonas> @type \x=>\a=>\b=>case x of {None => b; Some(y) => a(y);}
17:37:08 <lambdabot> error: parse error on input ‘=>\’
17:37:19 <wob_jonas> uh, whatever, haskell
17:37:37 <int-e> type \x a b->case x of {None => b; Some(y) => a(y);}
17:37:38 <int-e> @type \x a b->case x of {None => b; Some(y) => a(y);}
17:37:39 <zzo38> @type \x -> \a -> \b -> case x of {None -> b; Some y -> a y;}
17:37:40 <lambdabot> error: parse error on input ‘=>’
17:37:41 <lambdabot> error:
17:37:41 <lambdabot> Not in scope: data constructor ‘None’
17:37:41 <lambdabot> Perhaps you meant one of these:
17:37:56 <zzo38> @type \x -> \a -> \b -> case x of {Nothing -> b; Just y -> a y;}
17:37:57 <lambdabot> Maybe t -> (t -> p) -> p -> p
17:38:02 <int-e> @type \x a b->case x of {None -> b; Some y -> a y}
17:38:04 <lambdabot> error:
17:38:04 <lambdabot> Not in scope: data constructor ‘None’
17:38:05 <lambdabot> Perhaps you meant one of these:
17:38:07 <int-e> err.
17:38:11 <int-e> thanks zzo38
17:38:20 <int-e> @pl id
17:38:21 <lambdabot> id
17:38:29 <wob_jonas> @pl \x -> \a -> \b -> case x of {Nothing -> b; Just y -> a y;}
17:38:29 <lambdabot> (line 1, column 29):
17:38:29 <lambdabot> unexpected '{'
17:38:29 <lambdabot> expecting variable, "(", operator or end of input
17:38:35 <wob_jonas> @pl \x -> \a -> \b -> case x of Nothing -> b; Just y -> a y;
17:38:36 <lambdabot> (line 1, column 39):
17:38:36 <lambdabot> unexpected '>'
17:38:36 <lambdabot> expecting operator
17:38:47 <wob_jonas> @type \x -> \a -> \b -> case x of Nothing -> b; Just y -> a y;
17:38:49 <lambdabot> Maybe t -> (t -> p) -> p -> p
17:39:04 <wob_jonas> @pl doesn't like me
17:39:05 <lambdabot> doesn't like me
17:39:17 <wob_jonas> @unpl flip id
17:39:17 <lambdabot> (\ x y -> y x)
17:39:25 <wob_jonas> @unpl flip const
17:39:25 <lambdabot> (\ x y -> y)
17:39:30 <wob_jonas> @unpl const id
17:39:30 <lambdabot> (\ _ x -> x)
17:39:46 <int-e> I didn't think @pl does pattern matching.
17:39:48 <wob_jonas> hah
17:40:06 <int-e> @pl \a b c -> b c a
17:40:07 <lambdabot> flip flip
17:40:13 <wob_jonas> int-e: what does it do then? only already pointfree replacements like library functions?
17:40:19 <wob_jonas> oh wait
17:40:46 <wob_jonas> @pl f Nothing a b = b; f (Just y) a b = a y;
17:40:46 <lambdabot> (line 1, column 18):
17:40:46 <lambdabot> unexpected ';'
17:40:47 <lambdabot> expecting letter or digit, variable, "(", operator or end of input
17:40:59 <wob_jonas> not that either?
17:41:04 <wob_jonas> @pl f (Just y) a b = a y
17:41:05 <lambdabot> (line 1, column 17):
17:41:05 <lambdabot> unexpected " "
17:41:05 <lambdabot> expecting operator
17:41:09 <wob_jonas> what
17:41:21 <wob_jonas> @pl f y a b = a y
17:41:22 <lambdabot> f = (const .) . flip id
17:41:28 <wob_jonas> how does this work?
17:41:37 <quintopia> it doesn't
17:41:47 <quintopia> you, the world, and the math are mistaken
17:42:05 <wob_jonas> @djinn Maybe t -> (t -> p) -> p -> p
17:42:05 <lambdabot> f a b c =
17:42:05 <lambdabot> case a of
17:42:05 <lambdabot> Nothing -> c
17:42:05 <lambdabot> Just d -> b d
17:42:16 <wob_jonas> @@ @pl @djinn Maybe t -> (t -> p) -> p -> p
17:42:16 <lambdabot> (line 1, column 39):
17:42:16 <lambdabot> unexpected '>'
17:42:16 <lambdabot> expecting operator
17:43:07 <int-e> @pl really only knows abstraction and application and a few library functions
17:43:39 <wob_jonas> quintopia: https://www.xkcd.com/298/
17:43:41 <int-e> and if it sees f x y z = t, it turns that into f = \x y z -> t
17:44:46 <wob_jonas> Hoogle probably knows the answer though
17:44:52 <wob_jonas> @hoogle Maybe t -> (t -> p) -> p -> p
17:44:53 <lambdabot> Prelude maybe :: b -> (a -> b) -> Maybe a -> b
17:44:53 <lambdabot> Data.Maybe maybe :: b -> (a -> b) -> Maybe a -> b
17:44:53 <lambdabot> Data.Strict.Maybe maybe :: b -> (a -> b) -> Maybe a -> b
17:47:00 <wob_jonas> In https://www.xkcd.com/298/ , did black hat deliberately say "so cute" with a heart-shaped letter "o"?
17:47:11 <APic> Good old XKCD
17:47:32 <wob_jonas> `? rock
17:47:33 <HackEgo> rock? ¯\(°​_o)/¯
17:47:33 <wob_jonas> `? xkcd
17:47:34 <HackEgo> xkcd ([ɪkskɑsede]) is a webcomic that updates every M/W/F.
17:47:35 <wob_jonas> `? xkcq
17:47:36 <HackEgo> xkcq? ¯\(°​_o)/¯
17:49:12 <HackEgo> [wiki] [[MIX (Knuth)]] https://esolangs.org/w/index.php?diff=53085&oldid=52862 * Zzo38 * (+301)
17:56:10 <wob_jonas> `? hammer
17:56:11 <HackEgo> hammer? ¯\(°​_o)/¯
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18:03:11 <int-e> @pl \x y z -> if x then y else z
18:03:12 <lambdabot> if'
18:03:38 <wob_jonas> hahaha
18:03:39 <int-e> wob_jonas: that's the one bit of haskell syntax beyond application and abstraction I know about that @pl actually parses.
18:03:50 <int-e> but the treatment is a bit... silly.
18:04:09 <wob_jonas> @pl \x -> x
18:04:09 <lambdabot> id
18:04:12 <int-e> (if' is not a standard operator)
18:04:18 <wob_jonas> @pl \x -> x {- hi -}
18:04:18 <lambdabot> id
18:04:36 <wob_jonas> at least it parses comments, unlike some modules
18:04:53 <wob_jonas> @djinn a -> a {- hi -}
18:04:54 <lambdabot> Cannot parse command
18:04:58 <wob_jonas> @djinn a -> a
18:04:58 <lambdabot> f a = a
18:05:22 <wob_jonas> @kind a -> a {- hi -}
18:05:24 <lambdabot> error: Not in scope: type variable ‘a’
18:05:24 <lambdabot> error: Not in scope: type variable ‘a’
18:06:05 <wob_jonas> what
18:06:17 <wob_jonas> @kind foreach a. a -> a
18:06:20 <lambdabot> error:
18:06:20 <lambdabot> Illegal symbol '.' in type
18:06:20 <lambdabot> Perhaps you meant to write 'forall <tvs>. <type>'?
18:06:29 <wob_jonas> @kind forall a. a -> a
18:06:31 <lambdabot> *
18:06:38 <wob_jonas> @djinn forall a. a -> a
18:06:39 <lambdabot> f a = a
18:06:46 <wob_jonas> @kind forall a. a -> a {- hi -}
18:06:49 <lambdabot> *
18:06:51 <wob_jonas> @djinn forall a. a -> a {- hi -}
18:06:52 <lambdabot> Cannot parse command
18:07:13 <wob_jonas> typical. it's a malicious djinn that tries to interpret every comment you say as a wish.
18:08:42 <wob_jonas> "Hey, Jim! Look what I found! A real wish-fulfilling djinn!" "Jim is looking, your wish is fulfilled. Goodbye."
18:09:17 <wob_jonas> s/fulfilling/granting/
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19:16:33 <zzo38> Once I dreamt in a hotel someone had just exited an elevator on the third floor and I entered the same one intend to go to the fourth floor, but the only button was one labeled "Elevator" (there was no open/close button either)
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19:22:45 <shachaf> Did that button take the elevator to its own position?
19:23:09 <HackEgo> [wiki] [[Talk:Lenguage]] N https://esolangs.org/w/index.php?oldid=53086 * Rottytooth * (+210) question about Lenguage
19:23:31 <zzo38> No, it took it to a secret floor.
19:24:40 <HackEgo> [wiki] [[Talk:Lenguage]] https://esolangs.org/w/index.php?diff=53087&oldid=53086 * Rottytooth * (+98) forgot to sign
19:26:23 <zzo38> In there they had some other elevators, but there seem no call button, but I figured out, the elevators are called by attempting to pry open the doors by hand. Inside these elevators they have two sets of floor buttons, as well as open, close, alarm, telephone, cellular phone, two diamonds, and four arrows (up, down, left, right).
19:28:35 <shachaf> What do the diamonds do?
19:29:22 <zzo38> I don't know
19:30:44 <zzo38> (one hollow diamond and one filled diamond)
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19:33:18 <wob_jonas> zzo38: secret floor like https://www.xkcd.com/288/ ?
19:34:40 <wob_jonas> or like the space station in Charlie and the Great Glass Elevator?
19:36:22 <zzo38> I think not like those thing
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19:53:56 <wob_jonas> The solid diamond is probably a secondary shift key, for extra functions with fewer keys. That's how the symbol is used on one of the brands of programming calculators.
19:54:13 <wob_jonas> Wait, which brand is that? <looking up>
19:57:17 <wob_jonas> TI. newer TI programmable calculators like TI-89
19:59:01 <wob_jonas> And this seems like a new feature, the previous TI programmables didn't have it.
20:00:31 <wob_jonas> This doesn't explain what the hollow diamond does though.
20:01:34 <zzo38> My TI-92 calculator also has a solid diamond like that too
20:01:58 <wob_jonas> yes, the TI-92 and the TI-89 are very similar
20:02:25 <wob_jonas> they're the same generation, one of them just has a bigger keypad with a qwerty alphabetic set of keys
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20:27:26 <HackEgo> [wiki] [[Talk:Lenguage]] https://esolangs.org/w/index.php?diff=53088&oldid=53087 * Zzo38 * (+162)
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20:56:49 <int-e> . o O ( Quern was pretty good, though also a tad buggy... savegames don't store all state, with consequences ranging from annoying (having to redo something that you had already done) to, in one case just before the end of the game, closing a door that you cannot open again, locking you in and making the game impossible to finish. (This is the Linux version, but that really shouldn't matter...
20:56:55 <int-e> ...(unity engine).) )
20:57:26 <wob_jonas> fungot, do you know glitches about saving games?
20:57:26 <fungot> wob_jonas: in this fallacy, t-rex?
20:57:56 <shachaf> hint-e
20:58:05 <shachaf> Did you get Psychonauts when it was free the other day?
20:58:29 <int-e> shachaf: I saw that, but there was no point.
20:58:53 <int-e> (I already own a copy, have played it through a few years ago.)
20:58:54 <shachaf> No point?
20:58:58 <shachaf> Oh.
21:00:29 <zzo38> Other games also have some glitches about saving games (once someone complained about a MegaZeux game they were making where the robots started moving in the wrong direction if the quicksave key is pushed; since I have previously examined the MegaZeux source codes (in order to modify it, mainly), I have been able to identify exactly which subroutine is causing this problem).
21:01:26 <zzo38> Some VMs are designed to avoid problems with save games, and/or may just have their own save game function anyways (MegaZeux does this). RogueVM is my own design and one of its feature is specifically the design to avoid problem with save games.
21:01:48 <int-e> @bot
21:01:48 <lambdabot> :)
21:01:59 <wob_jonas> Yes, savegame glitches are popular. Ones where some of the state isn't restored when you reload are the easiest, but there are also crazy ones people get by interrupting the save to slow eprom on older game consoles that didn't make the saves atomic..
21:02:00 <int-e> @google haskell
21:02:02 <lambdabot> https://www.haskell.org/
21:02:31 <int-e> wob_jonas: I wasn't doing a speedrun :P
21:03:02 <int-e> (nor was I trying to root my PC.)
21:04:05 <zzo38> (Unlike Z-machine, RogueVM has "display segments", so it is like having video memory, but it isn't actually video memory but rather normal memory that uses a display program to display it, if the display bit is set for that segment.)
21:05:09 <zzo38> Do you like RogueVM?
21:10:53 <shachaf> Do you like this?
21:11:11 <zzo38> Do YOU like this?
21:11:40 <Phantom_Hoover> do you like this?
21:12:53 <wob_jonas> int-e: the save glitches can help complete the game easier even if you're not speedrunning. Although it can feel like cheating. There's a particularly easy one save glitch in the Commander Keen series that lets you skip many of the levels.
21:15:53 <wob_jonas> (In the second trilogy only.)
21:16:38 <wob_jonas> (It's quite funny, basically it forgets to save or restore the fact that you're dead, so you save when you're dead and reload and end up in an undead state.)
21:18:01 <int-e> "In a similar vein, Keen can see what is offscreen by saving his game" -- I think that's the only one I knew
21:19:00 <HackEgo> [wiki] [[User talk:Moon]] M https://esolangs.org/w/index.php?diff=53089&oldid=47024 * HereToAnnoy * (+395) still working on hellborne?
21:19:41 <zzo38> Many computer games I have played you can save game, but if you do the restoring is at the beginning of that level (with your score, arrows, etc as they were at the start of the level). Some game (such as Apogee's Arctic Adventure) will automatically do that for you (and actually only allows saving on the map anyways).
21:20:02 <zzo38> Cosmo's Cosmic Adventure seems to have a bug; if you save on a bonus level, it restores on the wrong level.
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21:43:49 <izabera> dumb furry artists draw themselves hanging from power cables https://2.bp.blogspot.com/O65fmrug_jnuU7HDonP2MllLQBJ_hF3G1QF4Fxf1KPUlWcs5tUBkhh1YfLwihBd_NMyd7xOniMUY=s0
21:44:10 <izabera> without realizing how power cables work and why birds can do it and why cows can't
21:54:35 <HackEgo> [wiki] [[WCDA]] M https://esolangs.org/w/index.php?diff=53090&oldid=53079 * HereToAnnoy * (+0) /* JavaScript interpreter (7 bytes) */ is now 6 bytes
21:55:34 <int-e> izabera: . o O ( she should should probably lose some weight before trying that trick )
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21:58:14 <imode> sometimes I look at things like that and remember how good I have it.
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21:58:58 <zzo38> Then people who draw that should learn better; you can write to them such notice
21:59:20 <wob_jonas> izabera: that does look like she's sitting on just one wire, not multiple wires. and cows supposedly can't even go down a stairs or something.
22:03:18 <imode> the way the authors of that tetris-in-GoL thing accomplished their goal is nothing short of amazing.
22:03:48 <imode> mulitple metapixels following different rules.. damn.
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22:19:52 <zzo38> Who is <check212014@gmail.com>? I have received attempts to my server (from 88.116.57.10) attempting to relay mail to them (always rejected).
22:20:05 <zzo38> imode: I have not seen such thing?
22:21:19 <imode> zzo38: https://codegolf.stackexchange.com/questions/11880/build-a-working-game-of-tetris-in-conways-game-of-life
22:21:27 <imode> enjoy.
22:22:35 <zzo38> OK thanks
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22:26:30 <kurolox> Hey, fizzie
22:26:32 <kurolox> long time no see
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