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[00:13] <snover> well, that savegame thing really does need to be resolved& kSavegame: no more savegame slots available! when starting torin
[00:16] <snover> it creates a new save every time
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[01:56] <snover> oh, thats right. there is that whole global scaling cadence thing for lo-res games&
[02:22] <snover> disabling the global cadence stuff in the scaler for hi-res games fixes this problem, but I wonder if that messes with rendering in a way that causes it to be not fully accurate&
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[04:59] <GitHub36> [scummvm] bluegr closed pull request #766: SCI: Script patch for QfG3 giant tree bounds (master...qfg3_bounds) https://git.io/vrHms
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[04:59] <GitHub140> [scummvm] bluegr pushed 2 new commits to master: https://git.io/vohAJ
[04:59] <GitHub140> scummvm/master 1184c1d Omer Mor: SCI: Script patch for QfG3 giant tree bounds...
[04:59] <GitHub140> scummvm/master 9cf3566 Filippos Karapetis: Merge pull request #766 from OmerMor/qfg3_bounds...
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[05:20] <eriktorbjorn> I'm getting some signed/unsigned warnings from GCC because size_type in engines/sci/graphics/plane32.h is "int", not "uint". Of course, if I change it to "uint" I get some *other* signed/unsigned warnings. Not sure which is right, but size_type is "uint" in lists32.h
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[06:22] <blitter> !seen LordHoto
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[06:28] <rootfather> blitter without the !
[06:33] <_sev> blitter: are you looking for specific question?
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[06:45] <fuzzie> g'morning
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[06:56] <blitter> yeah
[06:56] <blitter> i haven't updated scummvm in a while though so apologies if this has been fixed
[06:56] <blitter> but in surfacesdl mode, the GUI windows draw with the game screen in the background. in openglsdl mode, the background is black
[06:57] <blitter> i dug into it a bit, and the black background has a 0xFF alpha, so it seems intentional
[06:57] <blitter> my question is what should i change so that openglsdl mode behaves like surfacesdl
[06:57] <blitter> i like seeing the game behind the dialogs
[06:58] <fuzzie> which SDL version?
[06:58] <blitter> 1.2.15
[06:58] <blitter> the surfacesdl code path looks to me like it copies the game screen into a buffer and then draws the dialog on top. openglsdl doesn't do that
[06:58] <fuzzie> openglsdl doesn't have to do that
[06:58] <blitter> right
[06:59] <blitter> but then why is there a black bg with an opaque alpha
[06:59] <blitter> blending is enabled
[06:59] <blitter> so i would imagine if the alpha were set properly it would Just Work(tn)
[06:59] <blitter> *(tm)
[06:59] <fuzzie> this was working :/ waiting for a build
[07:01] <blitter> if it was fixed, would like to know at what point it was fixed so i could merge that commit into my stuff
[07:02] <fuzzie> so, you run the game, you hit ctrl-f5, it gives you black background?
[07:02] <blitter> with dialogs drawn on top of it
[07:02] <fuzzie> interesting
[07:02] <blitter> i want to see the game behind the dialogs
[07:02] <fuzzie> which game?
[07:02] <blitter> pegasus
[07:03] <fuzzie> oh right, you're blitter.. :)
[07:03] <Pegasus_Epsilon> only time i ever get a ping in here...
[07:03] <blitter> yah. i've kinda become the de facto maintainer ;)
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[07:04] <fuzzie> uhm
[07:06] <fuzzie> (waiting for another build. maybe I should buy a new computer..)
[07:07] <blitter> i usually ping lordhoto about these things since aiui he's the go-to person re: UI stuff
[07:07] <blitter> (correct me if i'm wrong)
[07:08] <blitter> and the ui stuff is kinda tough to grok
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[07:10] <fuzzie> so the bad news is, this works fine in trunk with pegasus
[07:10] <Pegasus_Epsilon> dangit.
[07:10] <fuzzie> :D
[07:10] <fuzzie> blitter: any idea when you forked?
[07:13] <blitter> yeah, uhhhh
[07:13] <blitter> brace yourself :P
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[07:14] <blitter> d04667e58a889e4744f36fb5797a69fa437a1abf
[07:17] <_sev> blitter: black background often means 0 in A channel
[07:18] <_sev> and bunch of our code historically was setting that to 0 instead of 0xFF. I suggest to look in that direction
[07:19] <blitter> the A channel of the black bg is 0xFF, i've checked
[07:19] <blitter> it's like it's intentional
[07:19] <fuzzie> how do you check?
[07:20] <blitter> i stepped into copySurfaceToRect
[07:20] <blitter> and looked at memory
[07:20] <fuzzie> o.O
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[07:21] <blitter> in surfacesdl, the background is the color of whatever pixel is in the game at that x,y
[07:21] <blitter> when i look at the src bitmap
[07:21] <blitter> in openglsdl, it's 0xFF000000
[07:22] <blitter> unless i'm looking in the wrong place
[07:22] <blitter> but idk if this is a problem caused by the UI/theme code or the platform/graphics code
[07:23] <_sev> what about copyRectToOverlay()?
[07:23] <blitter> if i had a better idea i could narrow it down in git
[07:23] <blitter> lemme check
[07:23] <blitter> maybe that's it
[07:23] Action: blitter is working from memory
[07:23] <_sev> the normal rendering flow is that it blits game screen, then GUI on top of it, then mouse screen, then OSD
[07:24] <_sev> and if second blit doesn't use blending properly, that could cause that problem
[07:24] <_sev> in SDL transparency is simulated by copying the game screen over, OpenGL backend should do it with blending
[07:24] <blitter> yes copyRectToOverlay, you're right
[07:25] <blitter> yup, that follows
[07:25] <blitter> that explains why SDL software works
[07:25] <blitter> blending is enabled in GL, but the background's alpha isn't set properly
[07:27] <blitter> i think in VectorRenderer there's a SetBgPixel, which takes an RGB triple as input and converts based on the pixel format
[07:28] <blitter> worried that if i hack that to explicitly set alpha to 0 it'll muck with things elsewhere, especially since surfacesdl works fine without any hacks
[07:29] <blitter> setBgColor, that's it. calls _format.RGBToColor(r,g,b) (note no alpha)
[07:30] <fuzzie> is that used though?
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[07:34] <blitter> it's called in drawStep if a bg color is provided
[07:36] <blitter> probably irrelevant since colors defined in draw steps only have rgb triples anyway
[07:36] <fuzzie> are you using the default theme?
[07:36] <blitter> or maybe that is relevant, and that's the problem. shrug. again, surface works fine
[07:36] <blitter> hang on
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[07:44] <blitter> ok here's something interesting
[07:44] <blitter> the console renders properly
[07:44] <blitter> the save/load dialog does not
[07:45] <blitter> keymapper does not either
[07:45] <blitter> i'll try to get the game running with the default theme
[07:45] <fuzzie> well, if you hit ctrl-f5 or so, you should get the GMM
[07:46] <fuzzie> which is what I was trying
[07:47] <fuzzie> but I dont' see anything obvious in the logs, and it all looks ok
[07:47] <blitter> if i use the classic theme and do ctrl-f5, i get a nice translucent menu
[07:48] <blitter> if i bring up the save/load dialog, i get an opaque dialog against a black bg
[07:48] <blitter> same with keymapper
[07:49] <blitter> nothing obvious in the logs here either
[07:49] <fuzzie> okay, probably you're just not clearing it then
[07:56] <fuzzie> but yes I don't see anything obvious. fun :P
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[09:19] <waltervn> morning
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[10:17] <t0by> > Minor_Problem
[10:17] <t0by> > Problem
[10:17] <t0by> > Doomed
[10:17] Action: t0by chuckles
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[12:32] <snover> wjp: are you around?
[12:32] <wjp> yes
[12:32] <wjp> having fun with Torin's saving
[12:32] <wjp> good morning
[12:32] <snover> hi! :)
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[12:39] <_sev|work> wjp: save Torin!
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[12:39] <wjp> :-)
[12:40] <wjp> the interesting thing about Torin is that it has an autosave system
[12:40] <wjp> with its own separate set of slot
[12:40] <wjp> s
[12:40] <wjp> (and as an aside it uses the presence of the .cat for that set of slots to determine if it should show the main menu)
[12:41] <wjp> our virtual slot system is getting horribly confused by all this
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[12:43] <mrjoshua240> has anyone forked the scummvm to create a new engine
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[12:56] <m_kiewitz> wjp: do you have a BE system somewhere?
[12:57] <m_kiewitz> wjp: auto-saves should get put into slot 0 in ScummVM
[12:57] <wjp> except that Torin uses two autosave slots...
[12:57] <m_kiewitz> oh wait, slots? not one slot?
[12:57] <m_kiewitz> URGH
[12:57] <wjp> https://github.com/wjp/scummvm/compare/torin_saving
[12:57] <wjp> that's what I'm currently doing
[12:57] <m_kiewitz> anyway, you got a BE system somewhere?
[12:58] <wjp> it also automatically autosaves whenever it does a normal save
[12:58] <m_kiewitz> it seems script patching either doesn't work at all on BE systems, or it's Amiga only
[12:58] <wjp> (and uses that specific autosave slot for the "resume" button in the main menu)
[12:58] <m_kiewitz> wtf
[12:58] <m_kiewitz> hacks
[12:58] <wjp> it calls the save "Where I last left off..."
[12:59] <wjp> that commit in my branch basically just bypasses the virtual slot system if GID == TORIN and game_id == "Autosave"
[12:59] <wjp> anyway, yes, I do have a BE system
[13:00] <m_kiewitz> i think i may have already found the issue, moment
[13:01] <m_kiewitz> gameid = Autosave ???
[13:01] <m_kiewitz> why is gameID Autosave?
[13:02] <wjp> because it is
[13:03] <wjp> (game_id is the first argument to kSaveGame, by the way)
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[13:04] <m_kiewitz> ah that one
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[13:23] <GitHub143> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vojX3
[13:23] <GitHub143> scummvm/master 17b3dc4 Martin Kiewitz: SCI: Fix script patcher, so that it works on BE systems
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[13:23] <m_kiewitz> wjp: can you please try this out too?
[13:24] <m_kiewitz> just for example check if script patches are applied for kq6 cd rom
[13:24] <m_kiewitz> by starting ScummVM using --debugflags=ScriptPatcher
[13:27] <m_kiewitz> it works on Amiga
[13:28] <Raziel^> it does :-)
[13:29] <wjp> it works on my main LE system, but I'm too lazy to hook up my BE machine if Raziel^ already tested it :-)
[13:30] <Raziel^> anyone know if the "save memory/ram while compiling" configure switch is already merged in?
[13:30] <Raziel^> and if it is, how do i use it?
[13:30] <Raziel^> would love to try it out
[13:31] <wjp> that switch is horribly misnamed
[13:31] <Raziel^> ok :-/
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[13:31] <wjp> there was a suggestion once to pass a single linker flag under such a name
[13:32] <wjp> but are you using the gnu linker?
[13:32] <Raziel^> yes
[13:33] <wjp> and is the linking step running out of memory?
[13:33] <Raziel^> yes
[13:33] <Raziel^> engines/tinsel/libtinsel.a: could not read symbols: Memory exhausted
[13:34] <Raziel^> that doesn't happen always of course, just when the broswer eats away memory, but i'd like to minimize it
[13:35] <wjp> so you may want to try LDFLAGS="-Wl,--no-keep-memory"
[13:37] <Raziel^> wjp: thank you, will try
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[14:27] <rootfather> wohoo, I'm back guys :)
[14:27] <rootfather> sorry for being absent for so long :P
[14:28] <rootfather> real life, ya know...
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[15:01] <_sev|work> no, we don't know about the real life
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[17:44] <GitHub137> [scummvm] csnover pushed 2 new commits to master: https://git.io/vKeRT
[17:44] <GitHub137> scummvm/master e8552cf Colin Snover: SCI32: Fix audio fading
[17:44] <GitHub137> scummvm/master b7dcf5f Colin Snover: SCI32: Use better audio fading algorithm...
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[18:20] <snover> wjp: yep, torins version of sci has modified how scales are multiplied when calculating screen item rects&
[18:21] <m_kiewitz> o_O
[18:21] <snover> it also deletes the code path for low-resolution cels
[18:22] <snover> not sure if this is a 640x480 script resolution thing, or that there seem to be 2 different versions of SCI2.1mid
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[18:23] <snover> it also seems to mean that the way the celobj scalers work has to be different too
[18:24] <snover> since if it were to try to follow the global scale model it would (and does) overread the sources
[18:24] <snover> the source cel data*
[18:24] <salty-horse> any SCUMM hackers around? I'd like to know if the subtitle display code was changed between MI1 and MI2, which would perhaps explain why the subtitles shift a few pixels when comparing the mi1 back-alley room in mi2 https://twitter.com/MajusArts/status/748942386139656192
[18:24] <salty-horse> (either that, or the hotspot was moved slightly)
[18:25] <snover> on the upside, aside from not knowing which versions of games this applies to, i do have a patch.
[18:25] <snover> salty-horse: it does look like the guybrush with the cones is a bit farther to the right
[18:26] <salty-horse> snover, checking with Scumm Revisited
[18:26] <snover> definitely wider in any case
[18:29] <salty-horse> anyone has any backups of the ScummRev annotation files? The official link is dead
[18:29] <snover> web.archive.org?
[18:30] <salty-horse> nm, we might have an answer: https://twitter.com/p1xelcoder/status/748946274074947584
[18:30] <salty-horse> will check code
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[18:47] <snover> if someone is feeling bored it would be cool if you could go through http://wiki.scummvm.org/index.php/Sierra_Game_Versions and change the dates to iso8601 so the table can actually be sorted by date :)
[18:47] <snover> tables*
[19:09] <salty-horse> hmm.. the monkey1 image for the alley is 344 pixels wide, rather than 320
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[19:33] <snover> uff. do i dare make myself look at robots? hmm.
[19:35] <wanwan> robots are cool. but sometimes they go out of control
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[20:24] <snover> wanwan: right you are!
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[21:42] <GitHub52> [scummvm] csnover pushed 2 new commits to master: https://git.io/vKexC
[21:42] <GitHub52> scummvm/master 6c8661d Colin Snover: SCI32: Fix bad rendering of subtitle backgrounds in Torin...
[21:42] <GitHub52> scummvm/master 948e448 Colin Snover: SCI32: Fix signed comparison warnings
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[22:14] <wjp> nice!
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[22:58] <snover> thanks. its still kind of a nebulous area; well see with more playtesting if its universally correct or not.
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[23:38] <snover> looking at vmd operation now
[23:53] <snover> is there any reason at all why anything about video playback should be stored in engine/state.h? wjp, do you have a clue?
[23:53] <snover> it smells to me
[23:54] <snover> like someone didnt want to create a whole separate class or something
[00:00] --- Sat Jul 2 2016