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<title>TaSTT.git/SetLetters.cs, branch master</title>
<subtitle>Free self-hosted STT for VRChat.</subtitle>
<id>https://git.yummers.dev/TaSTT.git/atom?h=master</id>
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<updated>2022-09-29T22:09:29+00:00</updated>
<entry>
<title>delete SetLetters.cs</title>
<updated>2022-09-29T22:09:29+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2022-09-29T22:09:29+00:00</published>
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<id>urn:sha1:963f8aecb44a6cff83a75a60deec102562d79ff1</id>
<content type='text'>
Doesn't work in game.

Also change # of characters per slot to 80, down from 128.

Also realize that VRChat supports 256 BITS of parameter, not 256 BYTES.

Next design idea:
* 3 8-bit parameters: letter, row, col
* 1 boolean parameter: active
* one animation for each slot/letter combo, as usual
* one fx layer like this:
    if !active:
      do nothing
    if row == 0:
      if col == 0:
        if letter == 0:
          play row00_col00_letter00 animation
* because write defaults are off, we should be able to "save" letters
  by simply setting active = false
* thus we don't need to simultaneously address the entire board, saving
  memory
</content>
</entry>
<entry>
<title>Generate 128 animations per cell (up from 60)</title>
<updated>2022-09-29T00:24:11+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2022-09-29T00:24:11+00:00</published>
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<id>urn:sha1:a4df4f826e377eeb3171fc927ed8ec6205ea7dac</id>
<content type='text'>
Also generate the full 6 rows instead of just 3
</content>
</entry>
<entry>
<title>big code dump</title>
<updated>2022-09-28T23:54:01+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2022-09-28T06:04:34+00:00</published>
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<id>urn:sha1:98c6d47d73abfad32eb32520531c887d34bb31ed</id>
<content type='text'>
Summary: added generator for animations and FX layer.

* add generate_animations.sh
  * generates an animation for every cell (14*6=72) and every letter (60);
    72*60 = 4212 total animations
* add generate_fx.py
  * seems to work in-game
  * drives every parameter needed
* add {group,cell}_names.txt
  * name of every group &amp; cell parameter
    * the STT has 72 individual character slots called cells. They are
      grouped into 4-character groups to save on parameter bandwidth.
      Thus each slot may be indexed with 8 bits.
* add SetLetters.cs
  * this thingy looks at each group parameter and uses it to set each
    cell parameter. The generated fx layer hooks the script in.
* check in SDK-generated assets as references until code generators are
  complete
</content>
</entry>
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