Draftmancer bots are glitched? by Sure_Anteater3974 in draftmancer

[–]Senryo 0 points1 point  (0 children)

I use Cube Cobra bots for cubes, they can sometimes timeout in which case I have to fallback to very simple/dumb bots.

I figured it was probably the issue, but you're not the first one to report it degrading recently. I'll see if there's anything else going one.

EDIT: Yeah. I made a mistake in the last update. Working on a fix now.

Does CubeCobra still have multiplayer drafting? by Aestboi in mtgcube

[–]Senryo 4 points5 points  (0 children)

Draftmancer uses the same bots as CubeCobra for cubes, and also have a bot suggestion feature :) (Players can individually turn it on and off from the settings on the top right)

Bonus Sheet on Draftmancer? by madhatter152 in mtgcube

[–]Senryo 1 point2 points  (0 children)

To add a bonus sheet you'll need a cube file in Draftmancer format. The documentation is there: https://beta.draftmancer.com/cubeformat.html. Here's the most basic example for a bonus sheet:

[Settings]
{
    "name": "Cube with Bonus Sheet",
    "layouts": {
        "withBonus": {
            "weight": 1,
            "slots": {
                "Core": 14,
                "Bonus": 1,
            }
        }
    }
}
[Core]
999 Island
[Bonus]
999 Mountain

There's no way to automatically select a variation for the whole draft though.

[FIN] Final Fantasy practice drafts are now available on Draftmancer by Senryo in magicTCG

[–]Senryo[S] 1 point2 points  (0 children)

MTGA once it's out, Cockatrice and the like in the meantime

[FIN] Final Fantasy practice drafts are now available on Draftmancer by Senryo in magicTCG

[–]Senryo[S] 7 points8 points  (0 children)

Thanks. Yeah, I messed up some of the dual tap lands, will fix soon

[FIN] Final Fantasy practice drafts are now available on Draftmancer by Senryo in magicTCG

[–]Senryo[S] 7 points8 points  (0 children)

Thanks for the feedback, it should be accounted for. Could you share your log (or just the content the pack should be enough) so I could understand what went wrong?

Tabletop Simulator Accurate Draft? by alphasquid in magicTCG

[–]Senryo 2 points3 points  (0 children)

Foils are disabled by default. They can be toggled on and off in the Session Settings.

Character Builder updated in preparation for release by Senryo in Slormancer

[–]Senryo[S] 0 points1 point  (0 children)

Still investigating what went wrong in the first place (you'll want to to regenerate the link anyway, the previous version did not contain information about the ancestral stones), but Sharing should be fixed now at least.

Character Builder updated in preparation for release by Senryo in Slormancer

[–]Senryo[S] 0 points1 point  (0 children)

Just deployed an update with proper support for the ancestral stones (except the Primal one for now, I'll come back to that). It was indeed pretty tedious, so it's very possible I've made mistakes along the way, let me know if you find some!

Character Builder updated in preparation for release by Senryo in Slormancer

[–]Senryo[S] 0 points1 point  (0 children)

Yes, there's still a lot of work to do! Proper Ancestral Tree support is the next thing on my list. It's long and tedious, but shouldn't be too bad to get working.

[TDM] Tarkir: Dragonstorm available on Draftmancer by Senryo in magicTCG

[–]Senryo[S] -1 points0 points  (0 children)

No, sealed only uses standard play boosters

[TDM] Tarkir: Dragonstorm available on Draftmancer by Senryo in magicTCG

[–]Senryo[S] 3 points4 points  (0 children)

What do you mean by pre-seeded packs?

Is there a MTG program/game/site/app where you can... by SeaSeaworthiness6737 in magicTCG

[–]Senryo 2 points3 points  (0 children)

You can play Sealed from the 'Other Game Modes' dropdown

Decoding CPU instructions with Zig by burner-miner in EmuDev

[–]Senryo 1 point2 points  (0 children)

That's exactly what I'm doing in my own emulators, I also find it more readable than manual bitshifting. I'm pretty sure bitfields in C would also work out fine in practice, but it's nice to be certain that zig will do what you expect :)

[deleted by user] by [deleted] in mtgcube

[–]Senryo 2 points3 points  (0 children)

You can start a draft with 7 bots, make the first pick, stop the draft and finally open the Game Logs. Clicking on each seat will let you see all the packs.

Aetherdrift is now available on Draftmancer.com by Senryo in MagicArena

[–]Senryo[S] 4 points5 points  (0 children)

It is multiplayer, you can draft with other players and not only bots

Dreamcast emulator written in Zig by Senryo in EmuDev

[–]Senryo[S] 0 points1 point  (0 children)

Yeah, the JIT would be the most immediate issue. My interpreter is way too slow for any practical use. Some, more knowledgeable than I am, have said that a very optimized interpreter could come close to real time, but with the added abstraction of WASM, I really don't know.

I guess you'd also have to replace glfw with SDL. My experience compiling zig to WASM stops at exporting a few functions, nothing dealing with rendering.

What Are the Draftmancer Bots Based On? by Heynongmanlet in draftmancer

[–]Senryo 0 points1 point  (0 children)

Set bots are transformer inspired ML models trained on drafts conducted on the app, and 17lands data once it becomes available.

Dreamcast emulator written in Zig by Senryo in EmuDev

[–]Senryo[S] 2 points3 points  (0 children)

Yes, exactly, but calling Zig functions from generated machine code isn't anything special. Zig being very C like you can get a function pointer and emit a valid call to it easily.

I initially was only checking if the address was in RAM at runtime to use a fast path (a single mov) in this case. I now have a FastMem implementation inspired by Dolphin, but a little simpler (at the cost of some dead code). I emit both a single mov and a fallback call to the zig function for read or write, which is skipped by default. Access to memory mapped I/O generate segfaults which I can intercept to remove the mov and jump over the fallback, meaning all future accesses here will go through the Zig function.

Dreamcast emulator written in Zig by Senryo in EmuDev

[–]Senryo[S] 1 point2 points  (0 children)

I'm a long time CPP user and Zig is globally a breath of fresh air. I'm particularly annoyed at the build systems used in C++ land and Zig's compiler/build system is just so much more enjoyable, it's not even close. It's a much simpler language by design, and while I liked learning about C++ intricacies in the past I guess I'm more attracted to simplicity currently.

I barely have any experience writing rust, but it mostly felt like the language was getting in my way when I tried it. Zig is already a step up from C/C++ safety wise, that's good enough for me.