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[00:35] <GitHub161> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgeiZ
[00:35] <GitHub161> scummvm/master c28e101 Martin Kiewitz: AGI: implement predictive dialog
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[00:49] <GitHub197> [scummvm-web] criezy closed pull request #19: WEB: Convert the German website to a more polite form of address (master...formal) https://git.io/vzdK0
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[00:49] <GitHub46> [scummvm-web] criezy pushed 9 new commits to master: https://git.io/vgePW
[00:49] <GitHub46> scummvm-web/master 548d3a4 rootfather: WEB: Convert German "New Home" news to the more polite form of address
[00:49] <GitHub46> scummvm-web/master 086c9d0 rootfather: WEB: Convert German BS2.5 news to the more polite form of address
[00:49] <GitHub46> scummvm-web/master 7d8e79e rootfather: WEB: Convert German announcement of AGoE to the more polite form of address
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[01:10] <GitHub96> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgeXV
[01:10] <GitHub96> scummvm/master a377407 Martin Kiewitz: SCI: Revert ascii detection for key event handling...
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[01:18] <GitHub125> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgeX5
[01:18] <GitHub125> scummvm/master 83ad64f Martin Kiewitz: AGI: Keyboard handling change...
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[01:31] <GitHub101> [scummvm] lordhoto pushed 1 new commit to master: https://git.io/vge1l
[01:31] <GitHub101> scummvm/master 24c6d50 Johannes Schickel: SDL: Don't mix our key code with SDL's....
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[04:32] <ScummBot> Port build status changed with 24c6d503: Failure: master-amigaos4
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[04:37] <GitHub111> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vgeFu
[04:37] <GitHub111> scummvm/master 8640914 Paul Gilbert: SHERLOCK: SS: Fix Settings dialog hotkeys
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[05:06] <GitHub83> [scummvm] tsoliman pushed 2 new commits to master: https://git.io/vgeNc
[05:06] <GitHub83> scummvm/master 6b4255d Tarek Soliman: MAEMO: Split packaging of engine-data into multiple lines
[05:06] <GitHub83> scummvm/master 7b521ed Tarek Soliman: MAEMO: Package missing engine-data files
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[05:21] <tsoliman> does the www2 branch of scummvm-web still need to exist?
[05:24] <_sev> nope
[05:25] <_sev> killed
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[05:25] <GitHub128> [scummvm-web] sev- deleted www2 at bae7b47: https://git.io/vgeAW
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[05:34] <GitHub127> [scummvm-web] tsoliman opened pull request #20: WEB: Update Maemo downloads (master...maemo-1.7) https://git.io/vgeA7
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[05:59] <ScummBot> Port build status changed with 86409142: Success: master-amigaos4
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[06:03] <waltervn> morning
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[07:56] <t0by> arf
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[09:11] <wjp_> hi
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[09:36] <GitHub134> [scummvm] sev- closed pull request #657: Handle Alt-x internally in SCUMM. (master...scumm-alt-x) https://git.io/vzxZ0
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[09:36] <GitHub143> [scummvm] sev- pushed 3 new commits to master: https://git.io/vgvWT
[09:36] <GitHub143> scummvm/master 3b73408 Johannes Schickel: SCUMM: Allow Alt-x to be used to quit SCUMM games....
[09:36] <GitHub143> scummvm/master 94cd15b Johannes Schickel: SDL: Do not quit on Alt-x....
[09:36] <GitHub143> scummvm/master 68ff933 Eugene Sandulenko: Merge pull request #657 from lordhoto/scumm-alt-x...
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[09:56] <m_kiewitz> _sev: it seems the AmigaOS Fx keys + Ctrl-keys issue was not caused by my SCI changes
[09:56] <m_kiewitz> _sev|work: someone should bisect it
[09:58] <wjp> we don't have many people running AmigaOS
[10:02] <m_kiewitz> yeah that's a shame
[10:02] <wjp> hrm, sci/event.cpp hasn't been touched much at all
[10:03] <m_kiewitz> i wonder which commit broke it
[10:03] <m_kiewitz> yes, it seems it's not SCI, but backend
[10:03] <m_kiewitz> i assumed that it was my keyboard handling commit, although i discussed that with LordHoto and it didn't make real sense at all
[10:03] <m_kiewitz> so the current situation is at least not surprising
[10:04] <m_kiewitz> because it seems ScummVM backend sets .ascii for at least the Fx keys
[10:04] <m_kiewitz> so that should have worked
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[10:30] <t0by> arf
[10:30] <t0by> he'll have a blast with this.
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[10:50] <GitHub173> [scummvm] sev- opened pull request #658: WAGE: New Engine (master...wage) https://git.io/vgv2q
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[10:54] <wjp> would reviving and improving FreeSCI tools make sense as a suggested GSoC project?
[11:07] <Endy> Nice to see someone wanting to use ScummVM in a educational setting :)
[11:09] <wjp> hm?
[11:09] <Endy> http://forums.scummvm.org/viewtopic.php?p=82359
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[11:23] <fuzzie> hm, I don't remember a hiss
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[11:37] <m_kiewitz> what kind of tools?
[11:53] <fuzzie> hm
[11:54] <fuzzie> adding AGI games and getting presented with some dialog containing CoCo3 is a bit confusing
[12:24] <m_kiewitz> fuzzie: which game did you add?
[12:25] <m_kiewitz> i thought about actually removing the version numbers etc. from those strings
[12:25] <m_kiewitz> we can still keep them internally, but the user is probably not interested in that data
[12:25] <m_kiewitz> and there is the new console command "version" anyway
[12:25] <fuzzie> gog's kq1
[12:26] <wjp> m_kiewitz: the old FreeSCI tools, although my memory is a bit foggy on their exact contents. But basically whatever would be useful for developing/debugging SCI32 support
[12:28] <fuzzie> as an end-user I would just be mystified by that dialog
[12:28] <fuzzie> that's all I meant :) I went off and googled coco3 now
[12:29] <wjp> ...CoCo3?
[12:29] <fuzzie> a console, apparently :p
[12:29] <wjp> ah, yes
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[12:30] <wjp> heh, indeed
[12:30] <wjp> a CoCo3/DOS choice
[12:31] <wjp> hrm, with OpenGL rendering, we don't redraw when switching virtual desktops it seems
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[12:33] <fuzzie> hm, no GMM in sci?
[12:39] <m_kiewitz> did FreeSCI have tools for SCI32?
[12:39] <m_kiewitz> i thought FreeSCI was primarily SCI0/SCI01 with a bit of SCI1
[12:40] <m_kiewitz> if there only was some sort of SCI Studio with SCI32 support
[12:40] <m_kiewitz> that could be really useful
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[12:43] <fuzzie> not realistic for gsoc I guess?
[12:45] Nick change: LePhilousophe_ -> LePhilousophe
[12:45] <L0ngcat> wjp: how about fixing up ScummEX and adding SCI Tools to it for agsoc.
[12:46] <L0ngcat> *GSOC task
[12:46] <m_kiewitz> no GMM?
[12:47] <m_kiewitz> there should be GMM available for sci + agi
[12:47] <L0ngcat> Give Me Money?
[12:47] <fuzzie> well, the usual problem here is that I'm being stupid, which is why I ask
[12:48] <m_kiewitz> what's a CoCo3 anyway?
[12:48] <L0ngcat> General Midi?
[12:48] <fuzzie> L0ngcat: global main menu
[12:48] <L0ngcat> m_kiewitz: The third and final version of the TRS-80 Color Computer, a 6809-based home computer launched by Radio Shack
[12:49] <L0ngcat> fuzzie: thanks
[12:49] <m_kiewitz> ah, Tandy computer?
[12:50] <m_kiewitz> i guess that one had a different font...and i thought it was done with platform specific stuff
[12:51] <m_kiewitz> shouldn't we better say "Tandy Color Computer" or "Tandy Color"?
[12:51] <m_kiewitz> CoCo3 sounds weird :P
[12:51] <m_kiewitz> like something to eat, some snack
[12:51] <fuzzie> to me, CoCo is Compiler Construction :)
[12:51] <fuzzie> in any case it's confusing ;-)
[12:51] <wjp> strangely for me too :-)
[12:52] <fuzzie> pft, that damn sq3 rodent steals the wire too :(
[12:52] <fuzzie> so mean
[12:52] <wjp> m_kiewitz: re. tools; I was just thinking out loud a bit about what kind of SCI things could potentially be GSoC tasks
[12:54] <fuzzie> some kind of tools sounds like quite a nice idea, if possible
[12:55] <m_kiewitz> so i guess the only difference between those is the sound/music support?
[12:55] <m_kiewitz> https://www.youtube.com/watch?v=4G3Kdbc7EoY
[12:55] <wjp> tools are in some ways a relative easy "way in" to REing
[12:56] <fuzzie> hm, I should print some gsoc flyers and put them up irl
[13:01] <m_kiewitz> actual footage on Tandy: https://www.youtube.com/watch?v=9XZQb_HMfl0
[13:08] <m_kiewitz> fuzzie: you can't open it?
[13:08] <m_kiewitz> it should open on Ctrl-F5
[13:09] <fuzzie> :(
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[13:12] <m_kiewitz> L0ngcat: did those Tandy computers really use MS-DOS?
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[13:51] <GitHub139> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgfeW
[13:51] <GitHub139> scummvm/master cf51337 Martin Kiewitz: AGI: Improve original save/load menus...
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[13:53] <_sev|work> Coverity is stuck at analysis phase
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[13:57] <wjp> AGI is too complex to analyze? :-)
[13:58] <_sev|work> that was my first thought too
[13:58] <wjp> Should we have a news item about AGI, by the way?
[13:58] <_sev|work> good idea
[13:58] <_sev|work> but I wanted to announce the release testing today
[13:58] <wjp> Explaining the major rewrite, and asking to keep an eye out for new bugs
[13:59] <wjp> It could also be folded in there
[13:59] <_sev|work> maybe I'll combine the two>
[13:59] <_sev|work> yep
[13:59] <wjp> what are your thoughts on the current open PR's relative to the release?
[13:59] <wjp> (ManagedSurface, WAGE, config file location in particular)
[14:00] <_sev|work> config file location has a chance to get in there
[14:00] <_sev|work> I wish create_project could make it too
[14:01] <_sev|work> ManagedSurface, I see no urge need to squeeze it in. WAGE, no
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[14:02] <GitHub193> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgffO
[14:02] <GitHub193> scummvm/master 14f338e Martin Kiewitz: AGI: Revert revert the keyboard handling changes...
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[14:02] <wjp> That's how I feel about those too
[14:03] <wjp> (I haven't looked at WAGE yet, but it would've been very short notice)
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[14:03] <GitHub122> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgffR
[14:03] <GitHub122> scummvm/master 0b17a67 Martin Kiewitz: SCI: Revert revert the keyboard handling changes...
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[14:03] <_sev|work> I have no plan for WAGE to be in 1.8.0. It is not yet ready
[14:04] <wjp> next step: revert revert revert? :-)
[14:04] <_sev|work> I'd like it to be merged within couple of weeks once it passes the reviews
[14:05] <_sev|work> but I will continue committing to some part os it, primarily the detection tables, and then occasional bugfixes
[14:05] <_sev|work> now, once WAGE is there, I'll try to switch back to Full Pipe...
[14:06] <_sev|work> and AGI1 also is on my plate, since Martin's work is there
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[14:07] <wjp> Shall we also schedule a bug tracker move for shortly after the release?
[14:08] <fuzzie> that sounds great
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[14:14] <_sev|work> wjp: the problem is that the forums theme is not yet ready :(
[14:14] <wjp> my current thinking is that we could only use GitHub accounts for authentication
[14:15] <wjp> it might be slightly less convenient for users than forum accounts, but not compared to the current requirement of SF accounts
[14:15] <_sev|work> Well, I think this could be fine as well. Anyway we do require sf.net account nwo
[14:15] <wjp> exactly
[14:15] <_sev|work> so then, that would be great to move them
[14:15] <wjp> and github auth is working in my test setup (as long as we have https)
[14:15] <_sev|work> ah, there is an issue
[14:16] <_sev|work> need to write again the the hoster
[14:16] <wjp> about what?
[14:16] <_sev|work> currently they're not allowing any outbound e-mail from the box
[14:16] <_sev|work> so need them to open it first
[14:16] <wjp> ah
[14:17] <wjp> notifications are also one of the items on my Trac TODO list
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[14:17] <wjp> (along with a decent ticket workflow, and figuring out a good way of merging SF and github user accounts)
[14:17] <_sev|work> in the meantime, if you have time, this doesn't prevent us from starting installing Trac and trying test DB conversion
[14:17] <wjp> you can try the DB conversion in on my test setup already
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[14:18] <wjp> if you can give me an account, I can get started on installing it on the host
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[14:51] <GitHub61> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgfqb
[14:51] <GitHub61> scummvm/master 896bf83 Martin Kiewitz: AGI: Fix pause command effectively freezing game...
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[15:13] <GitHub59> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgfs4
[15:13] <GitHub59> scummvm/master 6749f22 Martin Kiewitz: AGI: Remove _game.hasPrompt, no longer needed
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[15:15] <GitHub101> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgfsD
[15:15] <GitHub101> scummvm/master 264222e Martin Kiewitz: AGI: Change _game.exitAllLogics to boolean
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[15:20] <GitHub130> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgfZG
[15:20] <GitHub130> scummvm/master 839ac0a Martin Kiewitz: AGI: Rename _game.lognum to _game.curLogicNr...
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[15:30] <L0ngcat> m_kiewitz: They used some form of Microsoft Basic as far as I know, might be some variant of dos
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[15:35] <GitHub82> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgfCy
[15:35] <GitHub82> scummvm/master 9fff168 Martin Kiewitz: AGI: Pass vm pointer directly to commands...
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[15:36] <wjp> morning
[15:38] <m_kiewitz> _sev / _sev|work: the current cmdCallV1 code sets VM Var 13, which would be "hours" normally. AGI1 has a completely different set or limited set of standard VM variables?
[15:39] <m_kiewitz> because at the moment, I guess those variables would be overwritten by the in game timer anyway
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[15:56] <_sev|work> m_kiewitz: I do not remember right away, have to consult the idb
[15:57] <snover> hi wjp
[15:57] <snover> m_kiewitz, _sev|work, et al :)
[15:57] <m_kiewitz> hi snover
[15:58] <snover> lots of exciting release-related discussions going on! fun! :)
[15:59] <_sev|work> hi snover
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[16:23] <RichieSams> TZAG everyone :)
[16:24] <RichieSams> Does anyone know if we have any convenience function somewhere for converting a byte * to a uint24?
[16:25] <RichieSams> In this example, I need to compare pixels against a color
[16:25] <RichieSams> but they could be in various pixel formats
[16:28] <_sev|work> we had those for a moment, but I think we killed them as not used
[16:28] <wjp> aren't they still in endian.h?
[16:29] <wjp> although I'm not 100% sure what you mean by "converting to a uint24"
[16:29] <_sev|work> yes! RichieSams, you're lucky
[16:29] <_sev|work> READ_LE_UINT24
[16:29] <_sev|work> and READ_BE_UINT24
[16:29] <_sev|work> respectively
[16:29] <_sev|work> he wants to read 3 bytes
[16:30] <_sev|work> as his color info doesn't have alpha
[16:32] <RichieSams> so, in Dreammaster's pull request
[16:32] <RichieSams> he implements ManagagedSurface::transBlitFrom
[16:32] <RichieSams> however, it assumes 8 bits per pixel
[16:32] <RichieSams> I would like to make it pixel format agnostic
[16:32] <wjp> please don't support 24 bit :-)
[16:32] <RichieSams> then I could refactor ZVision to use the code
[16:32] <wjp> oh, ZVision needs it
[16:33] <RichieSams> No, ZVision only uses 16 bit if I remember correclty
[16:33] <RichieSams> but I don't know if any other engine does use 24
[16:33] <wjp> I'd strongly recommend not considering it until strictly necessary
[16:34] <RichieSams> ok, will do
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[16:35] <wjp> I should look at this Surface PR actually
[16:35] <_sev|work> me too
[16:36] <snover> wjp: did you ever notice Screen::rect or Screen::overdrawThreshold being ever redefined or non-equivalent between screen and visibleScreen? Or in the case of Screen::rect have not be { 0, 0, screenWidth, screenHeight }? I cant imagine why this would happen but it seems prudent to check before I pretty much ignore them
[16:36] <_sev|work> RichieSams: to make it picture format agnostic, the best thing is to implement a hook
[16:36] <_sev|work> RichieSams: similar to what graphics/primitives.cpp is doing. e.g. plotProc()
[16:37] <RichieSams> ok, I'll look into that
[16:37] <wjp> snover: haven't seen that
[16:37] <wjp> (but of course I haven't seen all code...)
[16:37] <snover> ok, thanks for verifying. i suppose if it is discovered later its a pretty easy thing to fix :)
[16:37] <RichieSams> this is what I had in mind: https://gist.github.com/RichieSams/091c3c06b7c679ec208d
[16:38] <wjp> I'm not at all sure the current ManagedSurface API is right as it is, especially with accelerated blitting being considered again
[16:38] <wjp> and there are some odd choices in the PR at a quick glance
[16:39] <wjp> hm, are colourkeyed RGB surfaces interesting for us?
[16:40] <_sev|work> yes
[16:40] <_sev|work> even the GUI uses them
[16:40] <wjp> instead of alpha? Interesting
[16:41] <RichieSams> Yes, ZVision doesn't have explicit alpha channel. it uses a pink color as transparent
[16:41] <_sev|work> BMP doesn't support alpha
[16:42] <snover> wjp: that `temp2 |= 1u;` is an error caused by the stack not being fully defined before the decompiler was run, its actually `var_5A.right |= 1`
[16:44] <snover> in ShowBits they also do `rect.left &= 0x7FFe; rect.right |= 1;`; i am not really sure what the point is
[16:44] <wjp> ah, I did look directly in IDA, but I should've redone that after marking stack var types
[16:44] <wjp> well spotted
[16:45] <snover> were there any other weird spots like that? that one was very clear, but i might accidentally miss another one
[16:45] <wjp> only one I recall
[16:45] <snover> ok. also if you know why they may have wanted the right edge of the rectangle to always be odd&
[16:45] <snover> i would be interested in being enlightened
[16:46] <wjp> hm, word-sized copies?
[16:48] <wjp> but I don't know
[16:48] <snover> ok. i thought maybe there was just some graphics gems-type information i did not have :)
[16:49] <wjp> you can do more efficient memcpy's if you know this, but dunno
[16:53] <m_kiewitz> snover: they did that |= 1 in SCI all the time
[16:53] <m_kiewitz> maybe some weird backward compatibility or something, idk
[16:53] <m_kiewitz> at least i think so. they did some weird stuff with some coordinates
[16:53] <m_kiewitz> maybe backward compatibility, but no idea why they kept it in SCI32
[16:53] <snover> hm interesting
[16:55] <m_kiewitz> just looking for the code, im not sure where it is. i can only remember some really weird stuff
[16:56] <m_kiewitz> ah here it is:
[16:56] <m_kiewitz> // We adjust the left/right coordinates to even coordinates
[16:56] <m_kiewitz> workerRect.left &= 0xFFFE; // round down
[16:56] <m_kiewitz> workerRect.right = (workerRect.right + 1) & 0xFFFE; // round up
[16:56] <m_kiewitz> void GfxPaint16::bitsShow(const Common::Rect &rect) {
[16:57] <m_kiewitz> in paint16.cpp
[16:57] <m_kiewitz> but i think the worst thing ever in sci16 is the weird implementation of the hires portraits in kq6
[16:58] <snover> maybe it seems weirder than it is because of their inclusive rects
[16:58] <m_kiewitz> some kernel calls get the hires coordinates some other lowres, some are adjusted to ports, some others aren't
[16:58] <m_kiewitz> it's a huge mess
[16:58] <snover> im sorry you had to deal with that :)
[16:58] <m_kiewitz> well, we got it work, that's what matters
[16:58] <m_kiewitz> still i have no idea what they were smoking
[16:59] <m_kiewitz> the hires stuff was basically hacked into the interpreter, but the related kernel calls are so weird
[17:00] <m_kiewitz> i mean hacking it into the interpreter, fine by me. but they should have used only 1 type of coordinates. and not 3 or 4
[17:01] Action: wjp glances at the various transformed rects in planes and screenitems
[17:02] <m_kiewitz> wjp: you got original saved games for Police Quest 1 VGA?
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[17:02] <m_kiewitz> i'm trying to figure out what's going wrong with no points getting awarded
[17:03] <WooShell> meow =^.^=
[17:03] <wjp> m_kiewitz: seems not
[17:04] <m_kiewitz> its really weird. sierra patched the script, but both versions don't give points in ScummVM
[17:04] <m_kiewitz> and i assume it's a script bug
[17:11] <snover> wjp: the only outstanding problem is& i still cant find this being used
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[17:12] <snover> ohhh. this function is another fpd one that ida 5 cant deal with
[17:13] <m_kiewitz> i think there may be some memory corruption in SCI when using debugger. i just got a crash while debugging police quest 1 vga
[17:13] <m_kiewitz> and i never got such crashes before
[17:13] <snover> m_kiewitz: i was not ever able to get valgrind working on my machine to isolate memory problems unfortunately
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[17:15] <m_kiewitz> hm now that's weird. i just modified scripts that they think that i actually played poker and i got the points
[17:16] <m_kiewitz> even when using the unpatched version
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[17:18] <wjp> snover: on a second look, I also can't find this |= 1 var being used
[17:19] <wjp> something to keep as a note?
[17:19] <snover> i suppose so, its pretty concerning
[17:19] <wjp> might be worth looking at some other interpreters
[17:19] <snover> if it is operating on the right edge of a rect, like in other places, the rect would be at var_C8, which seems to only be used through wcpp_1_block_open
[17:20] <snover> i'll peek at gk1
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[17:21] <wjp> that block_open confused me a bit too
[17:22] <wjp> I'm assuming it's some kind of scope thing for an object on the stack
[17:23] <snover> yeah that was my assumption as well, block scope
[17:23] <wjp> which would then probably be a RectList, given that it gets a pointer near a pointer to dtor_RectList
[17:23] <wjp> but then there's no RectList at that address AFAICT
[17:23] <wjp> unless that 0 there means there's no destructor
[17:24] <snover> i wonder if it is something all the way on 3BE
[17:25] <wjp> 3BE?
[17:25] <snover> oh sorry, disregard that, i forgot to clean up my stack after moving fpd
[17:25] <snover> hold on
[17:25] <wjp> oh, you have shifted offsets
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[17:25] <snover> its a real nightmare
[17:28] <wjp> the metadata there at B4DD8 seems to point at 1 byte of storage there, and then block_open adds another 8
[17:28] <wjp> so that puts the data at var_C0, interestingly
[17:29] <wjp> so it's allocating some one-byte object of which the constructor sets 1 bit?
[17:29] <wjp> I'm very confused
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[17:30] <snover> im still reconstructing my stack, one moment
[17:33] <snover> this thing at C8 looks *so* much like a dang rect,
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[17:34] <snover> but i guess it must not be?
[17:34] <LordHoto> RichieSams: If you want to output RGB data, don't use 24bit as output format :-P
[17:35] <wjp> snover: Robot::SeekFrame has a similar construction
[17:35] <snover> its weird that var_C0 is being operated on as a byte
[17:36] <wjp> and a few other functions have this block_open + or too
[17:36] <snover> however, ShowBits does also operate on that right rect field as a byte
[17:37] <wjp> I'm thinking we can probably ignore it for now
[17:38] <snover> its compared to var_B8 which is set to the planeCount?
[17:38] <wjp> where?
[17:38] <snover> sorry that was an unclear questionstatement
[17:39] <snover> if it is assumed var_C8 is a rect then the bottom field of the rect is compared to planeCount which doesnt seem to make any sense
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[17:40] <snover> at 6CD29
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[17:41] <wjp> I think we probably just don't have enough info to see what it's for
[17:41] <wjp> maybe some compiler thing, or conditionally compiled debugging/profiling
[17:42] <snover> what other than Robot::SeekFrame has this signature?
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[17:44] <RichieSams> LordHoto: Well, of course :P
[17:45] <wjp> snover: more of the callers to block_open
[17:45] <RichieSams> but I didn't know if any engines use 24bit anywhere
[17:45] <snover> wjp: ok, you win, im ignoring it for now :)
[17:45] <LordHoto> RichieSams: And try to use memory wise RGBA as output
[17:46] <LordHoto> RichieSams: (which is *not* what TransparentSurface is doing, which is using logical ARGB8888)
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[17:47] <LordHoto> RichieSams: That implies your logical output format is determined by the target platform's endianness
[17:49] <LordHoto> RichieSams: I think what everyone does is load any 24bit data into a 32bit Surface
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[17:53] <RichieSams> LordHoto: That would be the best imo
[17:53] <RichieSams> Do any backends support 24 bit colors?
[17:53] <LordHoto> I'm sure SDL accepts it
[17:53] <LordHoto> but otherwise, nope
[17:55] <LordHoto> OpenGL (ES) ultimatively only accepts memory wise RGBA for 32bit everywhere too
[17:58] <LordHoto> making anything modern GLES, i.e. 2+, support any component order is easy
[17:58] <LordHoto> however, on GLES1 it's not really possible without software conversion first
[17:59] <LordHoto> so, if you keep your whole graphics pipeline in memory RGBA, you're supporting literally everything out there we work with :-P
[17:59] <RichieSams> ok for me :)
[18:00] <LordHoto> I plan to switch TransparentSurface (and WME, Sword25, and FullPipe) to that layout in the near future too
[18:02] <snover> wjp: do you know anything about what a plane type is? id like to get this into an enum if you do
[18:02] <snover> or you know what i will do it even if you dont know :D
[18:02] <wjp> not really, but I have some idea
[18:02] <wjp> Plane::SetType is a good one
[18:03] <wjp> it sets type from the "picture" field, which is in turn from the script object picture selector
[18:04] <snover> ah so perhaps it is actually picType?
[18:04] <RichieSams> LordHoto: Would something like this work then? https://gist.github.com/RichieSams/091c3c06b7c679ec208d
[18:04] <wjp> snover: unsure. Because it doesn't actually go into the picture
[18:05] <wjp> It just accepts a few magic values for this picture field
[18:05] <wjp> and defaults to 1 otherwise
[18:05] <snover> hm. ok. a future mystery i suppose
[18:05] <LordHoto> RichieSams: that looks fine yeah, it's not like it is fixed to any component layout?
[18:05] <snover> unless it is just another instance of celobjtype
[18:05] <RichieSams> Right, it just blindly copies the bytes
[18:05] <wjp> I'm fairly sure 2 means a transparent plane, from an error message
[18:06] <RichieSams> So any component layout should work
[18:06] <LordHoto> RichieSams: but the formatting is oddly broken :-P
[18:06] <RichieSams> heh, yea
[18:06] <LordHoto> RichieSams: You should really set your editor to use tabs instead of spaces
[18:06] <wjp> snover: we'll probably have to look at scripts to know much more
[18:06] <RichieSams> I'm not at home, so my tab settings is broken
[18:06] <LordHoto> RichieSams: (for indentation anyway), if you want to prettify code by aligning, then use spaces
[18:06] <RichieSams> I use tabs everywhere at home
[18:07] <RichieSams> agreed 100%. Tabs for indents, spaces for alignment
[18:07] <LordHoto> RichieSams: I prefer to use tabs for indents only, this way even if you switch tab sizes it's still the same look (except a bit less or more "dense" at the scope levels)
[18:08] <wjp> snover: oh, SciSpeciaPlanelPictureCodes
[18:08] <wjp> [sic]... ;-)
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[18:09] <GitHub80> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgfhe
[18:09] <GitHub80> scummvm/master 2a4a290 Martin Kiewitz: AGI: change how menus are triggered on Non-PC
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[18:09] <RichieSams> me too :)
[18:11] <RichieSams> fixed: https://gist.github.com/RichieSams/091c3c06b7c679ec208d?ts=4
[18:11] <LordHoto> RichieSams: btw. in theory you could think about making transColor and overrideColor type T too
[18:12] <RichieSams> I contemplated it, but I don't know if it's necessary
[18:12] <RichieSams> int type coercion should suffice
[18:12] <LordHoto> well, it's not necessary
[18:13] <LordHoto> It's a matter of taste
[18:13] <RichieSams> ah, true true
[18:13] <LordHoto> but my memory fails me right now if signed T might be an issue right now
[18:14] <LordHoto> other cleanup I wondered about when glimpsing over the PR is to use frac_t for the fixed point math
[18:14] <RichieSams> Can't you force templates to certain types?
[18:14] <RichieSams> we could restrict it to just byte, uint16, and uint32
[18:14] <RichieSams> I don't remember if it's possible
[18:14] <LordHoto> not really. If you can make it fail to compile with the types you want to rule out, yeah, otherwise not without duplication
[18:15] <RichieSams> ew, not elegant
[18:15] <RichieSams> oh well
[18:15] <snover> wjp: heh :) but are they negative?
[18:15] <wjp> snover: the picture values are
[18:15] <wjp> the Plane::type field is 0, 1, 2, 3
[18:16] <RichieSams> I could at least make transColor T in the template version of the function
[18:16] <wjp> s/picture values/magic picture values/
[18:16] <RichieSams> eh, but then you're doing a conversion when that funciton is called, since all the member funcitons are uint
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[18:27] <LordHoto> RichieSams: unsigned conversion is rather safe :-)
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[19:03] <GitHub8> [scummvm] sev- pushed 1 new commit to master: https://git.io/vgJtm
[19:03] <GitHub8> scummvm/master fcdf68d Eugene Sandulenko: NEWS: Mention Labyrinth of Time support
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[19:06] <wjp> did anybody already look into those reports of BS25 savegames crashing?
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[19:14] <_sev> no, not yet
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[19:20] <_sev> anyone to proofread a news post?
[19:21] <criezy> I can have a look
[19:21] <_sev> http://pastebin.com/AZXEt87k
[19:22] <criezy> Is that expected that our download pages uses 1 K = 1000 bytes for the sizes? I am asking because the PR for the 1.7.0 maemo packages uses 1K = 1024 bytes (so this is not consistent with what we are using for other platforms).
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[19:23] <GitHub128> [scummvm] wjp pushed 2 new commits to master: https://git.io/vgJ3K
[19:23] <GitHub128> scummvm/master 8a0e813 Willem Jan Palenstijn: Revert "TOUCHE: Fix buffer overrun. CID 1003934"...
[19:23] <GitHub128> scummvm/master f94153f Willem Jan Palenstijn: TOUCHE: Fix semi-intentional array overrun...
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[19:26] <wjp> _sev: I would do "and all those games could be considered as newly supported." -> "so all AGI games should work better, but could also have new, unexpected bugs."
[19:27] <wjp> (To make it clearer what the impact of the rewrite will be)
[19:27] <criezy> "It have been very busy 1.5 years" sounds strange to me. Maybe: The last one year and a half have been very busy
[19:28] <wjp> "could concentrate" -> "can concentrate"
[19:28] <wjp> other than that, looks good!
[19:29] <somaen_> criezy: 1K = 1000 bytes is irritating, but scientifically correct, pedants like myself prefer to use KiB
[19:29] Nick change: somaen_ -> somaen
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[19:31] <criezy> I also agree with the two points wjp makes. Otherwise it indeed looks good.
[19:31] <_sev> updated post: http://pastebin.com/qBvLiGZB
[19:33] <criezy> Don't we use abreviated months usually for the date? (I suppose it should not matter IF the php code understands also the non-abreviated form)
[19:34] <_sev> criezy: the date gets parsed
[19:34] <_sev> actual post will have "Feb 1, 2016" in English
[19:34] <criezy> Yeah, which was the point of my comment between parentheses :P
[19:34] <_sev> and localized date for other languages
[19:35] <criezy> But I just checked the last two posts and in the XML they use Jan and not January.
[19:35] <criezy> *last two news
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[19:35] <_sev> ok, will fix
[19:36] <criezy> Are the two dots on purpose at the end of the AGI sentence?
[19:36] <_sev> nope
[19:36] <_sev> fixed
[19:37] <criezy> The rest looks good.
[19:38] <_sev> great, thanks
[19:38] <_sev> Now I need to create the Wiki page actually
[19:38] <_sev> post it on the forums, so I could get the link
[19:38] <_sev> and only then publish on the website :)
[19:39] <_sev> then will translate it
[19:40] <criezy> In the meatime I will take care of that maemo download pull request and update the size to be consistent.
[19:40] <_sev> ..and I need to finish GCW0 port also...
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[19:48] <GitHub56> [scummvm-web] criezy pushed 1 new commit to master: https://github.com/scummvm/scummvm-web/commit/7b9099ae27f2412afa609771ff0d4c4d1d77d07e
[19:48] <GitHub56> scummvm-web/master 7b9099a Tarek Soliman: WEB: Update Maemo downloads
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[19:51] <GitHub66> [scummvm-web] criezy closed pull request #20: WEB: Update Maemo downloads (master...maemo-1.7) https://git.io/vgeA7
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[19:56] <syke> hallo
[19:59] <wjp> hi
[20:00] <_sev> hi syke
[20:00] <syke> how's it going?
[20:01] <_sev> preparing the release testing
[20:04] <syke> do the bots compile with clang sanitizers enabled when doing the automated tests?
[20:04] <syke> I remember someone was doing automated valgrind runs some years ago
[20:05] <_sev> you may check the compiler flags here: https://github.com/scummvm/scummvm-sites/blob/buildbot/config/master.cfg
[20:08] <m_kiewitz> syke: do you have some test game, where you can easily check what content events have?
[20:08] <m_kiewitz> im currently trying to figure out some very weird issue
[20:09] <m_kiewitz> some fangame requires 0x200 to be in the modifier for at least mouse events
[20:09] <syke> I don't understand "what content events have"
[20:09] <m_kiewitz> and i think its because of the keyboard driver in sci0/sci01 games
[20:09] <syke> ah
[20:09] <m_kiewitz> well, what value certain selectors have in the event object
[20:09] <syke> I don't have one readymade, no
[20:09] <m_kiewitz> :(
[20:09] <m_kiewitz> its such a nightmare to trace
[20:09] <syke> but if memory serves, Lars did modify some input .DRV files
[20:10] <syke> at one point to do some debugging
[20:10] <m_kiewitz> yeah, but when i try to enter that way, interrupts are disabled and my codeview debugger freezes
[20:10] <snover> m_kiewitz: this sounds familiar, did you talk about this in the past, or am i remembering seeing related stuff in SQ6 DOS code?
[20:10] <m_kiewitz> i think i talked about that with lars
[20:10] <m_kiewitz> and we figured that it is the keyboard driver
[20:11] <m_kiewitz> still my current code makes sci0/sci01 games to not see certain key combinations anymore
[20:11] <m_kiewitz> so its incorrect
[20:11] <m_kiewitz> still the weird thing is i don't see sierra clearing up the upper byte of the modifiers
[20:11] <m_kiewitz> and the upper byte should be set because of their older keyboard driver
[20:11] <m_kiewitz> which didn't clear it
[20:12] <m_kiewitz> before changing the code and committing it again, i really need to make sure that the current approach is correct
[20:14] <m_kiewitz> oh syke btw. the new agi code was accepted yesterday
[20:18] <syke> I saw!
[20:18] <syke> I have a busy day at work, but I'll check out the code and build it soon
[20:18] <syke> how do I configure the custom palettes?
[20:20] <syke> _sev: I see in the NEWS file that nearly every engine got Adlib improvements. what's the big change?
[20:23] <m_kiewitz> custom palettes are not included yet, but you can change render mode to for example make a PC AGI game run like a Apple IIgs AGI game
[20:24] <criezy> _sev: before I continue does this approach look OK? https://github.com/criezy/scummvm-web/commit/6f4d0e577d618c22df28535389d253fe1ec886c0
[20:25] <criezy> It seems to work on my computer test server
[20:25] <criezy> and obviously the aim is to remove downloads.de.xml (I am currently modifying it to test the changes without losing the parts I have not yet moved to lang.ini)
[20:27] <m_kiewitz> wow, i just noticed that scicompanion.com was updated this year
[20:27] <m_kiewitz> maybe that one will be able to help me tracking this down
[20:29] <_sev> syke: we reversed Miles Audio Adlib and implemented it in all engines which use it
[20:30] <_sev> criezy: yes, that's what I mean
[20:44] <syke> m_kiewitz: cool, that's a good start.
[20:45] <syke> _sev: what's noticeable from a listening perspective? sharing common code is cool, of course :)
[20:45] <waltervn> hey syke
[20:45] <m_kiewitz> syke: just try for example the Waxworks demo
[20:46] <_sev> syke: afaik, there are custom instruments and a bit different soundtracks
[20:46] <m_kiewitz> it now also has proper MT32 support
[20:53] <syke> waltervn: hi!
[20:54] <syke> huh. I thought there was an FM Towns version of Maniac Mansion, but I guess I was wrong?
[20:56] <_sev> there is a fan-made, shut down Maniac Mansion Deluxe built on AGS engine
[20:56] <_sev> with graphics resembling FM-TOWNS Zak
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[20:59] <syke> naw
[20:59] <syke> I was just posting in Double Fine forums and was going to ask if the embedded MM in DOTT Remastered was going to use FM Towns assets
[20:59] <syke> but there isn't an FMTowns versions of MM
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[21:00] <syke> so I suggested using the Amiga palette for characters and EGA palette for the rest
[21:00] <Strangerke> hi guys
[21:00] <waltervn> hi Strangerke
[21:00] <syke> Tim said they didn't want to change anything in MM since Ron isn't involved, but some of those EGA colors are really tough to look at on large, non-CRT screens
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[21:09] <RichieSams> hello Strangerke :)
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[21:09] <GitHub67> [scummvm-web] sev- pushed 1 new commit to master: https://git.io/vgJ6R
[21:09] <GitHub67> scummvm-web/master 0130a4d Eugene Sandulenko: WEB: Announce 1.8.0 release testing
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[21:09] Topic changed on #scummvm by _sev!sev@scummvm/undead/sev: ScummVM 1.7.0 || 1.8.0 testing || http://www.scummvm.org/faq/ || No warez, no Game Requests, read the FAQ! || Channel logs: http://logs.scummvm.org
[21:10] <_sev> finally
[21:14] <syke> _sev: none of the Access games are playable enough to include in the testing announcement?
[21:16] <_sev> syke: Amazon: Guardians of Eden ?
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[21:19] <syke> _sev: that
[21:19] <syke> 's one of them, yes
[21:19] <_sev> so what is the question? :)
[21:20] <syke> oh
[21:20] <syke> nevermind ;)
[21:20] <syke> I didn't see Martian Memorandum in the list and overlooked Amazon
[21:21] <syke> and I think I remember Strangerke saying that Martian Memorandum wasn't completeable yet
[21:22] <_sev> yes, it is still WIP
[21:24] <syke> did the 11th Hour ever becomes playable with the Groovie engine implementation?
[21:25] <_sev> no, the game logic was not reversed, and the original source code is lost forever
[21:25] <_sev> however, the engine itself is relatively small
[21:25] <ST1> most of the game logic for 11h is similar to t7g but they changed how the drawing code worked a fair chunk. and then real-life ate me
[21:26] <ST1> (or more accurately, I finished uni)
[21:27] <syke> hehe
[21:27] <syke> ok
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[21:27] <syke> I remembered liking 11th Hour more than Seventh Guest way back when
[21:28] <syke> I re-played t7g on iPad recently, and while I love the puzzles and visual design of said puzzles, the game itself does not hold up
[21:28] <syke> oh, and the music is still pretty great
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[21:48] <Strangerke> syke: yep, it was a bit playable but since the introduction of the DAT file it's broken. Sorry
[21:48] <Strangerke> (MM)
[21:49] <m_kiewitz> syke: i finally got a template game working
[21:49] <syke> from SCI Studio?
[21:49] <m_kiewitz> and now I'm really confused. the modifiers are 0
[21:50] <m_kiewitz> nah, with SCI Companion, SCI Studio doesn't even show the text cursor for me
[21:50] <syke> huh. you know the source code for SCI Studio is availale, right? ;)
[21:50] <m_kiewitz> SCI Companion is really great tool, I'm amazed. it even supports the weird SCI Studio syntax and also supports its own
[21:50] <m_kiewitz> yeah, but I have enough to do with ScummVM :P
[21:50] <m_kiewitz> anyway, modifiers are 0
[21:51] <syke> Brian got the SCI Studio syntax from a photo in an old Sierra book that showed some SCI sources on-screen in a photo over a dev's shoulder
[21:51] <m_kiewitz> and I even used the SCI interpreter that came with that Betrayed fan game
[21:51] <m_kiewitz> so it is actually the real syntax? :P
[21:51] <syke> well
[21:51] <m_kiewitz> i guess i would get used to it at some point
[21:52] <m_kiewitz> anyway, modifiers is 0, but we got the source code of that other fan game and in that game the darts mini game works
[21:52] <m_kiewitz> and the source says:
[21:52] <m_kiewitz> (if ((== (send pEvent:type) evMOUSEBUTTON) and (== (send pEvent:modifiers) 512)) // left-click, mouse down
[21:52] <m_kiewitz> so nothing makes sense. The event class is the same
[21:52] <m_kiewitz> i have no idea what's going on
[21:52] <syke> he figured it was a lisp-based syntax and dervied from there
[21:52] <m_kiewitz> im even using the ibm keyboard driver, and it has that bug
[21:52] <m_kiewitz> but modifier is still 0
[21:52] <syke> I think someone may also have been given some original Sierra game sources from an original Sierra dev
[21:53] <syke> but Brian didn't see that
[21:53] <syke> (at least, not until much later)
[21:53] <syke> the SCI Studio compiler and
[21:53] <m_kiewitz> SCI Companion already has some sort of in progress debugger, i guess if it ever gets a full debugger, it will be a great thing to figure things out with
[21:53] <syke> "linker" are accessible on commandline, no?
[21:53] <syke> oh neat
[21:53] <m_kiewitz> well the debugger basically only detects room changes, no idea how it does it, but it works already
[21:54] <m_kiewitz> and i guess one could hook into the interpreter and get data out of it that way
[21:54] <m_kiewitz> anyway i have no idea what's going on
[21:54] <syke> in the FreeSCI debugger, I seem to remember setting a break on room changes by monitoring when g 13 changed
[21:54] <syke> global 13
[21:54] <m_kiewitz> i even checked that my debug print is showing uint16s and not just bytes
[21:54] <syke> I could be misremembering yet again, though
[21:54] <m_kiewitz> ScummVM has a pretty great debugger, but of course none is really available for original SCI
[21:55] <m_kiewitz> and that's a pain plenty of times
[21:55] <syke> that's too bad. there were tons of bugs we never would have figured out without being able to single-step in both SSCI and FSCI
[21:55] <m_kiewitz> sure, but SCI Companion does it by monitoring the original SCI process somehow
[21:55] <syke> single-stepping in SSCI, with TurboDebugger/SoftIce breakpoints set
[21:55] <syke> in some cases
[21:56] <m_kiewitz> ah yeah
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[21:56] <GitHub132> [scummvm-web] criezy pushed 3 new commits to master: https://git.io/vgJQg
[21:56] <GitHub132> scummvm-web/master 16249e4 Thierry Crozat: WEB: Fix punctuation in French news for Sherlock Holmes games
[21:56] <GitHub132> scummvm-web/master 00b868f Thierry Crozat: WEB: Fix the French translation for the game name in the BS 2.5 news...
[21:56] <GitHub132> scummvm-web/master 16464bc Thierry Crozat: WEB: translate 1.8.0 release testing announcement
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[21:56] <m_kiewitz> SCI Companion has a pretty great script editor. if they ever make it so that it's actually showing the script code and you can set breakpoints whereever you like it will be awesome
[21:57] <syke> I can imagine that for a given interpreter, monitoring the emulated DOS memory space for where g 13 is would be easy, righht?
[21:58] <m_kiewitz> well SCI Companion has a SCI0 interpreter and a SCI1.1 interpreter and both work
[21:58] <m_kiewitz> although their memory layout is of course a bit different
[21:58] <m_kiewitz> and it also ships with a demo game, that shows off transitions and so on
[21:58] <m_kiewitz> i really like it
[21:59] <m_kiewitz> anyway any idea about what' going on? it makes no sense to me
[21:59] <m_kiewitz> maybe i should try to make that fan game compile with SCI companion if that's possible somehow and then add debug stuff into it
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[22:00] <GitHub178> [scummvm] criezy pushed 1 new commit to master: https://git.io/vgJ7u
[22:00] <GitHub178> scummvm/master 832845c Thierry Crozat: I18N: Update source code line numbers in po files
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[22:05] <tsoliman> It seems that the wiki download links are linking to SF downloads still
[22:05] <tsoliman> (the ones inside each platform page)
[22:05] <criezy> Ha thanks for telling us. If I remember correctly we are using a template so it should be easy to fix (just one place to modify).
[22:07] <criezy> Which reminds me we might also need to update the version number for the maemo download
[22:07] <tsoliman> I just did that
[22:07] <tsoliman> that's how I found out :)
[22:07] <criezy> oh good :)
[22:09] <syke> m_kiewitz: getting the FSCI debugger into ScummVM might help
[22:09] <syke> then you could single-step in the SCI debugger side by side
[22:10] <syke> and hard-code some "watchpoints" into ScummVM SCI at certain script offsets
[22:10] <criezy> Download links updated!
[22:10] <syke> to compare stack and globals against the known-good results
[22:11] <syke> to do my SCI Tests, I reverse engineered a reduction of the KQ4 Animation problem and wrote it in source, compiled/linked in SCI Studio
[22:11] <syke> then added debug output to a file using kFile, etc
[22:12] <syke> then ran it in several interpreters and just diffed the output
[22:12] <criezy> tsoliman: usually we use {{StableVersion}} when the package is available for the lastest version
[22:12] <syke> it sounds like a lot of work, and it was, but I'm pretty sure I saved time versus doing the manual thing 20 times for each bug
[22:12] <criezy> Currently this is replaced with 1.7.0 for example
[22:13] <m_kiewitz> now i patched the fangame and add debug output and what do i get? modifiers = 0 lol
[22:13] Action: m_kiewitz cries
[22:13] <syke> lol
[22:14] <m_kiewitz> and the mini game actually doesn't work anymore
[22:14] <syke> you should never have killed that gypsy's daughter
[22:14] <syke> now you're cursed with heisenbugs forever more
[22:14] <syke> huh
[22:14] <syke> if you just recompile the fan game, without source mods
[22:15] <syke> and set a breakpoint in SSCI and inspect the stack/globals/object
[22:15] <syke> is it still different?
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[22:16] <syke> also, is the SSCI you're using known to have weird bugs, like early SCI0?
[22:17] <m_kiewitz> maybe SSCI also triggers multiple events?!
[22:17] <syke> when testing "early" PQ2, I would sometimes see memory changes that didn't make sense, and it would turn out to be little OB1 bugs in the original interpreter
[22:17] <m_kiewitz> i added a message box with the debug output, so maybe that's the problem
[22:18] <syke> I can't remember if MessageBox clears flags and stuff or not
[22:18] <syke> the stack would definitely change, of course
[22:19] <syke> if the user script is accessing arrays off-by-one, or stuff like that
[22:19] <syke> every little change will have magical ripple effects
[22:20] <m_kiewitz> wtf, now i just ran my modified game in dos box manually and what do you know - modifiers 0x200
[22:20] <m_kiewitz> my head what is going on
[22:21] <syke> same interpreter version as SCI Companion is running?
[22:21] <m_kiewitz> should be the case
[22:21] <syke> like, hash the binaries
[22:21] <m_kiewitz> yeah
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[22:21] <GitHub134> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/vgJNR

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[22:21] <m_kiewitz> SCI companion starts it from the same directory, same file
[22:21] <m_kiewitz> although i think it starts it with more cycles
[22:21] <syke> I went crazy one day, had a 343.EXE that was really SCI0 v631
[22:21] <m_kiewitz> so maybe thats the cause
[22:21] <syke> due to a mistyped mv command
[22:23] <syke> huh
[22:23] <syke> set a breakpoint
[22:23] <m_kiewitz> now i changed cycles to 25000 and it still happens why
[22:24] <m_kiewitz> ah wait, i guess it's using a different dos box
[22:24] <m_kiewitz> maybe dosbox has some changes in it and it clears AH ont INT 16h now
[22:24] <syke> oh wow
[22:24] <m_kiewitz> so now it makes sense
[22:24] <syke> join #dosbox and ask :)
[22:25] <syke> Qbix and ppl there were always friendly
[22:25] <snover> why join #dosbox when you can just bug Harekiet for everything :D
[22:25] <m_kiewitz> well i can just try, call int 16h with AH 02 and see what it does
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[22:27] <m_kiewitz> and modifiers is actually even set for key presses
[22:28] <m_kiewitz> according to this Ctrl-key combinations should not work in qfg1
[22:28] <m_kiewitz> but they do
[22:28] <m_kiewitz> why
[22:28] <m_kiewitz> unless it's some specific interpreter
[22:29] <syke> QfG1 isn't a specific interpreter
[22:29] <syke> it's 631 or 685, IIRC
[22:29] <syke> which was used else where
[22:30] <syke> (there used to be a table of which game shipped with what interpreter version, but I don't remember where)
[22:30] <m_kiewitz> fan game has 0.685 packaged with it
[22:30] <eriktorbjorn> _sev: WorldBuilder, eh? I remember playing some of those back in the day... back when digitized sound effects was enough of a novelty to play them, though I don't remember them being that good in retrospect. :-)
[22:31] <m_kiewitz> well it seems like script bug / interpreter bug. in some way i would like to just create a script patch and call it a day
[22:31] <m_kiewitz> the behavior makes no sense and i even made it not work in dos box itself
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[22:32] <syke> ping Lars on Facebook and ask for his perspective
[22:33] <m_kiewitz> ah, so SCI companion comes with dosbox 0.74
[22:33] <m_kiewitz> and my own dosbox is 0.73
[22:34] <m_kiewitz> i don't have a facebook account, can you give him a call?
[22:34] <syke> oh
[22:34] <syke> so, maybe a bug dosbox fixed?
[22:35] <m_kiewitz> now its even weirder, i just used dosbox 0.74 and it works again (modifiers = 0x0200)
[22:35] <m_kiewitz> i just started dosbox by myself
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[22:36] <syke> yay?
[22:36] <m_kiewitz> ah SCI companions config for dosbox is cycles max
[22:36] <m_kiewitz> so maybe that is actually the cause
[22:36] <m_kiewitz> although that still makes no sense
[22:37] <syke> even if it is cycles max, setting a breakpoint in SCI interpreter means you'll catch the first exec of the problem code, right?
[22:38] <m_kiewitz> well im showing a message box with the modifiers
[22:38] <m_kiewitz> i just tried cycles = 100.000 and it still works (modifiers = 0x0200)
[22:38] <m_kiewitz> maybe i should replace the interpreter
[22:39] <syke> huh
[22:43] <syke> to me personally, I always thought bending over backwards to support v343 of SCI0 and the other "early" versions of games that were later replaced with ones where issues were fixed, was not a good use of time
[22:44] <syke> but for some, they want any valid retail disk image to just work
[22:44] <syke> which I can also see to some degree
[22:44] <syke> but that's beyond preservation at that point, especially since you can't load up the original savegames from those disks into an emulator like ScummVM/FSCI
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[22:56] <m_kiewitz> hmm same issue with the qfg 1 interpreter
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[23:01] <syke> huh
[23:01] <syke> that's 685?
[23:04] Nick change: Strangerke_ -> Strangerke
[23:07] <m_kiewitz> yes
[23:07] <m_kiewitz> whats even stranger is that Ctrl keys still work even though modifiers is 0x200
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[23:07] <m_kiewitz> doing the same in ScummVM results in Ctrl keys not working anymore
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[23:20] <m_kiewitz> argh now i think i finally got it
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[23:20] <GitHub179> [scummvm] wjp pushed 1 new commit to master: https://git.io/vgUkQ
[23:20] <GitHub179> scummvm/master 727ba4f Willem Jan Palenstijn: LAB: Fix loading rules from room 0...
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[23:20] <m_kiewitz> the Ctrl + Fx key handling is actually not done by the scripts, but by us.
[23:21] <m_kiewitz> and it seems we are doing it wrong lol
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[23:28] <deitario1> Is it a bug that I'm seeing a French-language 1.8.0 announcement on the English-language ScummVM website?
[23:29] <wjp> I'm going to go with "yes"
[23:29] <wjp> interesting
[23:29] <wjp> I get it too
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[23:30] <GitHub159> [scummvm-web] wjp pushed 1 new commit to master: https://git.io/vgULW
[23:30] <GitHub159> scummvm-web/master 0ebd846 Willem Jan Palenstijn: Revert "WEB: translate 1.8.0 release testing announcement"...
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[23:32] <RichieSams> The precompiled MSVC 2015 libs don't contain any FluidSynth binaries
[23:32] <RichieSams> should we add them?
[23:32] <wjp> deitario1: thank you
[23:32] <wjp> deitario1: should be better now
[23:33] <RichieSams> aka, starting from a fresh ScummVM clone, and following the directions on the site, results in compile errors about fluidsynth
[23:34] <deitario1> Yeah, I'm getting the English content now and you're welcome. I may be perpetually hurting for time, but I'll happily do anything I can squeeze in to thank you guys for helping to natively bring the various games I loved or wanted as a kid to Linux.
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[23:36] <GitHub131> [scummvm-web] wjp pushed 2 new commits to master: https://git.io/vgUtL
[23:36] <GitHub131> scummvm-web/master 6e8cd2c Willem Jan Palenstijn: WEB: Re-add French translation of 1.8.0 release testing announcement
[23:36] <GitHub131> scummvm-web/master 768f47a Willem Jan Palenstijn: WEB: Rename files to right date
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[23:37] <wjp> criezy: tsk ;-)
[23:37] <criezy> Sorry for the mistake (and thanks wjp!)
[23:37] <wjp> no problem :-)
[23:37] <criezy> I jsut saw that (I was busy updating the wiki and drafting an email to the translators)
[23:38] <deitario1> I just wish I had the drive to learn reverse-engineering and the time to contribute an engine. I'd add the engines Legend Entertainment uses for Eric the Unready and Companions of Xanth.
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[23:45] <Strangerke> deitario1: talk to dreammaster when he's around
[23:46] <Strangerke> He looked at Legend engine
[23:47] <Strangerke> So if you want to start to learn... You'll have info ;)
[23:48] <deitario1> Strangerke: Thanks. Not sure if/when I'll ever have time, given that, when I'm not stuck in a "sleep-deprived to no motivation <-> procrastinate bedtime" feedback loop, I'm working on PIM projects that may help me claw my way out of it for good, but I'd definitely appreciate that.
[23:49] <deitario1> I've always felt that the UI/UX of the Xanth version of the Legend engine was superior to SCUMM's UI at that time (eg. automapper, compass so off-screen navigation is discoverable) and it's a shame it didn't continue on.
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[00:00] --- Tue Feb 2 2016