[00:00] SylvainTV (~SylvainTV@ALille-653-1-488-109.w92-131.abo.wanadoo.fr) left irc: Ping timeout: 250 seconds [00:14] solardiz (~solar@cannabis.dataforce.net) joined #scummvm. [00:19] hi! i'm looking at engines/scumm/script_v2.cpp. is it intentional that o2_add(), etc. (add/sub, direct/indirect) use "int", whereas o2_isGreaterEqual(), etc. (the many compare and branch functions) use "uint16"? i guess so, but ... [00:20] ... this makes it tricky to check e.g. "balance - price >= 0". is this achieved by comparing against 0x8000? or by comparing "balance >= price" instead? [00:20] RUBICN64 (~Android@2601:7:94c0:9c:3da3:a50e:171e:42f2) joined #scummvm. [00:20] RUBICN64 (~Android@2601:7:94c0:9c:3da3:a50e:171e:42f2) left irc: Client Quit [00:20] a quick test suggests that in Zak it's probably comparison against 0x8000. correct guess? [00:20] RUBICN64 (~Android@2601:7:94c0:9c:3da3:a50e:171e:42f2) joined #scummvm. [00:21] i'd guess the use of uint16 mimics LucasArts' code, but what about the use of int (typically 32-bit signed) - does it just happen to work as well, or does it mimic the original as well? [00:24] I'm not familiar with the v2 code, but if I had to take a guess, I'd say that the original did all 16-bit math and that our use of int in some functions is irrelevant [00:24] Why do you ask? [00:25] clone2727: thanks. for a few reasons, including: [00:25] sirlemonhead (bduncan22@95.44.164.183) left #scummvm. [00:26] clone2727: i played Zak with my 8 y.o. son the other day, and we ran out of cash. ;-) so i let him type the new balance in a gdb set command, and he chose 9999999 [00:26] D0SFreak (~D0SFreak@184.75.213.74) left irc: Ping timeout: 255 seconds [00:26] clone2727: we ended up being able to sell stuff, increasing this balance even further, but not spend any money (insufficient funds) [00:27] clone2727: clearly, this is a negative number if greated as 16-bit signed [00:27] clone2727: so we "set" the balance to 32000, and it worked great [00:27] clone2727: then, i started wondering if it was in fact possible to get into this trap in the original game, e.g. by willing to lotto too many times [00:28] s/willing/winning/ [00:28] clone2727: i found this - http://www.zak-site.com/c64.htm "Lou refuses to let you play the Lotto again after you've won it a bunch of times" - integer overflow protection? [00:29] clone2727: now i wonder if it's possible to enter a condition where behavior of original vs. scummvm would differ, due to your use of "int" on the add/sub ops [00:29] clone2727: another reason is that i am into infosec, and it's fun for me to find examples of integer overflows in classic games... especially on "money" things [00:30] clone2727: yet another reason is that i'll be working on a keynote for an infosec conference, and i am considering the idea to use a game in place of slides ... [00:30] Likely the original would just overflow and not care. Disassemble the scripts [00:31] clone2727: ... i don't currently intend to use scummvm, though. got my own quest engine written ~20 years ago (latest build from 1996, but works like a charm in dosbox with new "data" files, without a recompile). ;-) [00:31] Honestly though, if it's an overflow situation, it's a script bug, and us using int16 vs. int32 is not going to make a difference [00:31] What's a quest engine? [00:32] clone2727: the difference would probably be limited to the displayed balance only, yes [00:32] clone2727: in scummvm, the balance is actually shown as the value we "set" it to, so $9999999, then even more when we sold stuff to Lou [00:34] clone2727: i thought the scummvm project had a goal of matching the original behavior closely, except when fixing a bug negatively impacting gameplay. in this case, i think there's no good fix you can make, so you could match the original closer. [00:34] RUBICN64 (~Android@2601:7:94c0:9c:3da3:a50e:171e:42f2) left irc: Quit: AndroidIrc Disconnecting [00:35] LordHoto: hmm? e.g. scummvm would be an example of one, no? [00:35] LordHoto: wrong terminology? what would you call these? [00:35] What? [00:36] Ah, right, russian terminology for adventure games? [00:36] yeah, exactly [00:36] anyway, the original probably used only 16 bit integers, so you couldn't set it to 9999999 [00:36] mine was actually called "adventure game language", but that's too generic a name for it. i never distributed it much. [00:37] Javacat (~Javacat@unaffiliated/javacat) left irc: Ping timeout: 276 seconds [00:37] LordHoto: i guess so, but i wonder if it were possible to get balance to >32767, and then behavior (just display?) would possibly differ [00:38] Change the variable value in a savegame and try it out? [00:38] LordHoto: somehow i haven't found the value verbatim in a savegame (i guess it's obfuscated), only in process memory [00:39] In a savegame of the original interpreter? [00:39] Would highly doubt they obfuscated that... [00:39] LordHoto: it's been 20+ years since i looked at the originals, but iirc even the original had lightly obfuscated savegames [00:40] LordHoto: hmm, or not... since i now recall easily moving Zak between rooms via savegame edits back then [00:41] ok, thanks for comments so far. if i have time to explore this more and find something worthwhile, i'll tell. [00:41] i guess i am just being more curious than i need to be. who cares. ;-) [00:42] I would've highly doubted they obfuscated anything in saves... IIRC it just wrote parts of the interpreter state to the save... [00:46] Javacat (~Javacat@unaffiliated/javacat) joined #scummvm. [00:47] Anyway, it's probably just because ScummEngine::convertIntMessage works on native int instead of 16 bit integers like the original probably did. [00:48] And since we store int32 values in the variables because later games need it, it's slightly different displayed compared to the original if you change the values. [00:49] But really, using gdb to set variables? [00:49] That sounds completely overcomplicated. [00:49] Since you can simply set variable values in our builtin debugger... [00:50] But I guess it's always more fun to use a way overcomplicated path. :-) [00:52] LordHoto: that was with a build of scummvm 1.0.0, which i compiled when that version was new. and it had no symbol info, so we found the address to "set" to the hard way. ;-) [00:53] LordHoto: i was unaware of builtin debugger. how is it activated? is it always built in? (i guess i need to google for it) [00:53] It should be mentioned in the README. Ctrl+D [00:53] LordHoto: ... and i just tried the original zak.exe's savegame - can't find zak's cashcard balance there [00:54] "Ctrl-d - Starts the debugger" [00:58] cool. works in that 1.0 build. but no way to pring all of scumm_vars[] at once from there, rather than by individual elements? [00:58] we wouldn't have known the exact variable number, so would need to search by value anyway [01:01] think you would have to list all 256 variables by hand, yes [01:05] LordHoto: looks like there's room for improvement here ;-) [01:06] LordHoto: and how do i set a variable to a value via that debugger? the builtin help isn't immediately clear on that. [01:06] just assign it by = iirc [01:06] wasn't parsed as i intended it [01:07] without spaces around "=", the whole thing got parsed as variable name [01:08] with spaces around "=", it set the variable to 0, instead of the right hand side value [01:08] (might be a bug that has since been fixed, though. old build here.) [01:08] ah, just two parameters [01:08] scumm_vars[5] 5 [01:09] worked, thanks! [01:24] Javacat (~Javacat@unaffiliated/javacat) left irc: Quit: Please, try the fish [01:29] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 260 seconds [01:29] Dominus (~dominus@unaffiliated/dominus) joined #scummvm. 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[05:37] waltervn (~walter@541B5492.cm-5-4b.dynamic.ziggo.nl) joined #scummvm. [05:37] morning [05:38] Deledrius (~Deledrius@66-215-182-125.dhcp.rvsd.ca.charter.com) left irc: Ping timeout: 250 seconds [05:42] edheldil (~edheldil@ip-78-45-160-121.net.upcbroadband.cz) left irc: Ping timeout: 260 seconds [06:06] Cheeseness (~cheesenes@ppp14-2-129-216.lns20.hba1.internode.on.net) joined #scummvm. [06:06] knqcsk (~jappi@dslb-092-078-113-050.092.078.pools.vodafone-ip.de) joined #scummvm. [06:45] Strangerke|work (51f60aa1@gateway/web/freenode/ip.81.246.10.161) joined #scummvm. [06:46] hi guys [06:47] #scummvm: mode change '+o Strangerke|work' by ChanServ!ChanServ@services. [06:49] Lightkey (~jonas@p200300764F71388522CF30FFFE083718.dip0.t-ipconnect.de) left irc: Ping timeout: 272 seconds [06:56] Begasus (~Begas_@d54C05398.access.telenet.be) joined #scummvm. [06:56] #scummvm: mode change '+v Begasus' by ChanServ!ChanServ@services. 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[09:11] knqcsk (~jappi@dslb-092-078-113-050.092.078.pools.vodafone-ip.de) left irc: [09:21] Jon_God (~jon_god@2601:9:6700:4d9:3e07:54ff:fe26:6d61) left irc: Remote host closed the connection [09:30] so... i discovered that my gf was unfamiliar with Day of the Tentacle... i made the mistake of doing an image search... people have really gone off the deep end with their fantasies. :P [09:30] i guess it's truly tentacle porn :P [09:32] Nick change: madmoose_ -> madmoose [09:42] lewellyn: yeah, japanese guys are creative... [09:44] I still remember the surprise the first time I saw UrotsukidMji / Legend of the overfiend [09:51] RUBICN64 (~Android@2601:7:94c0:9c:3da3:a50e:171e:42f2) joined #scummvm. [09:54] RUBICN64 (~Android@2601:7:94c0:9c:3da3:a50e:171e:42f2) left irc: Client Quit [09:56] dianiu (5d9c0b09@gateway/web/freenode/ip.93.156.11.9) joined #scummvm. [09:57] Strangerke|work: no, these were not japanese-looking. i'd link them, but nsfw and it'd scar members of this channel. :P [09:58] so link them privately ;p [09:58] dianiu (5d9c0b09@gateway/web/freenode/ip.93.156.11.9) left #scummvm. [09:58] hahahaha [09:58] I'm on a train, so I can check if people arond me scream or not [10:00] hahahahahahaha [10:00] wjp (~wjp@hmm.wantstofly.org) left irc: Remote host closed the connection [10:00] wjp (~wjp@hmm.wantstofly.org) joined #scummvm. [10:01] #scummvm: mode change '+o wjp' by ChanServ!ChanServ@services. [10:05] having image searched myself, now I want to make wool ones [10:08] D0SFreak (~D0SFreak@172.56.1.16) joined #scummvm. [10:10] There are japanese drawings of the 18th century showing tentacle sex, if you're into art O:^) [10:10] Japanese really have a problem with tentacles and with huge lizards [10:11] Now I wonder if there's a monster which is a huge lizard *with* tentacles. That would be cool. [10:13] Damn. It *IS* cool. http://www.magieck.nl/content/images/paragraaf_791402_Mighty%20Froghemoth.jpg [10:16] And a quote from DrMcCoy... http://cdn.meme.li/instances/250x250/52998322.jpg [10:16] Strangerke|work: i just found, on accident, what i think is a pokemon tentacle porn. with a japanese signature on the image. so all is right in the world, eh? :P [10:18] :D [10:18] o_O O_o [10:22] fuzzie: if I weren't that damn useless at knitting and crotchetting (yeah, tried both), I'd make myself a whole army of purple tentacles [10:23] I wonder if I can be bothered to try [10:23] those look neat indeed http://fc03.deviantart.net/fs71/i/2010/201/6/f/Day_of_the_tentacle_by_giuggiu.jpg [10:25] http://www.dx.com/p/pannovo-hand-made-cute-octopus-outdoor-thermal-windproof-caddice-balaclava-helmet-cap-hats-275349#.VAWa-8WSzAM [10:26] If the head size was a bit larger, I'd buy one [10:26] I'm sure the traffic jams would be more funny with that on my head [10:36] SylvainTV (~SylvainTV@ALille-653-1-488-109.w92-131.abo.wanadoo.fr) joined #scummvm. 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[13:26] Strangerke|work (51f60aa1@gateway/web/freenode/ip.81.246.10.161) left irc: Ping timeout: 246 seconds [13:35] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [13:46] Cheeseness (~cheesenes@ppp14-2-129-216.lns20.hba1.internode.on.net) left irc: Quit: Leaving. [14:02] t0by (~t0by@host84-245-dynamic.41-79-r.retail.telecomitalia.it) joined #scummvm. [14:02] #scummvm: mode change '+v t0by' by ChanServ!ChanServ@services. [14:06] somaen, sorry - I can't seemingly reproduce the bug you encountered in J.u.l.i.a.: if I get this right, in the first scene of the intro the starry-fieldy background should look weird, right? It does not look any different with the Windows version I am running side by side (except that it's slow as molasses, especially on my not-so-humble 3GB machine, but you know that) [14:10] IIRC there was also a bug with the asserting out there? [14:10] Which I seem to remember was because you introduced hard limits that didn't fall back, but instead errored out. [14:11] No, yeah, that was wrong [14:11] There was a couple asserts in the wrong place [14:12] Which at least turned out to be in thwe wrong place once you disabled fallback. [14:12] Are the fallback thresholds sane btw? [14:12] But, you mentioned that when using fallback the particle system looked weird [14:12] is it correct? [14:14] [16:12:40] Are the fallback thresholds sane btw? ===> I ran some very rough benchmarks back then, they can certainly be improved upon (I'm not even sure one constant fits all machines and especially all archs) but I prefer to think about fine tuning those when everything else works. [14:15] I can't remember, but is the fallback basically my old system? I.e. one big rect? [14:15] or is it fullscreen? [14:16] one giant rect that is as big as the cliprect [14:16] So, launching retail gives me: Assertion failed: (_cleanMe.size() == 0), function getOptimized, file engines/wintermute/base/gfx/osystem/dirty_rect_container.cpp, line 129. [14:16] so basically fullscreen [14:16] [16:16:45] So, launching retail gives me: Assertion failed: (_cleanMe.size() == 0), function getOptimized, file engines/wintermute/base/gfx/osystem/dirty_rect_container.cpp, line 129. ===> I know, my mistake. [14:17] I will (and am) taking care of those [14:17] the asserts are simply wrong. [14:17] just disable them. [14:17] I'm more interested about reproducing the graphical glitch, though; if you could tell me how and were you got that that would be great. [14:18] Nick change: Gentle` -> Gentle [14:18] And the breakage is easily repeatable [14:18] So, you do see the star fields in the demo right? [14:18] You mean in th first scene, the star trek tng like background [14:19] Javacat (~Javacat@unaffiliated/javacat) joined #scummvm. [14:19] when the computer explains stuff [14:19] right? [14:19] yes [14:19] If so, yup. [14:19] Once I get the warnings of WARNING: Too many rects, disabling dirty rects for this frame.! [14:19] The stars start to draw lines, leaving dirt on the screen. [14:19] Huh. [14:19] I suspect that the fallbacking doesn't make for a full cleanup. [14:20] Visible lines? White lines? [14:20] And apparently it keeps fallbacking [14:20] Well, like ghosting stars. [14:20] The fallback does seem to be triggered a lot too, is it considered every frame, or is the fallback mode kept for a frame or two? [14:21] Because my terminal is flooded with that warning. [14:21] Every frame. [14:21] At what point is the decision made? [14:21] With the current constants it basically starts fallbacking once you have the starfield and the ui and some text. [14:21] It can p[robably be optimized by adding some hysteresis. [14:22] Isn't the total area more important than the amount of rects, as long as there is little or no overlap? [14:22] Last time I checked the actual blitting was taking up a lot of time [14:23] Yeah [14:23] thing is [14:23] I can't seemingly reproduce. [14:23] What backend are you using? [14:23] So, if the stars are actually a rect each, then it makes sense to allow a huge amount of rects, to avoid blitting the black space [14:24] Assertion failed: (ret.size() <= RETURN_HARD_LIMIT), function getOptimized, file engines/wintermute/base/gfx/osystem/dirty_rect_container.cpp, line 156. [14:24] [16:24:03] So, if the stars are actually a rect each, then it makes sense to allow a huge amount of rects, to avoid blitting the black space <=== Agreed. [14:24] That one too [14:24] OpenGL backend [14:24] (Ignore all assert()s, I spend an hour cursing myself yesterday) [14:25] Well, let me try that. [14:25] Same thing happens in the SDL-backend (default) [14:25] tell me to go to hell, but do you please have a screenshot? [14:26] Hrm [14:26] I just want to rule out gamma/calibration/monitor [14:26] because I am really not seeing that [14:26] but then I don't have a good eye and my monitor is awful [14:26] nothing like that [14:28] Just so that we're on the same page: https://dl.dropboxusercontent.com/u/6848151/julia.png [14:29] Is that different from what you are seeing? [14:30] geez. [14:30] you've got mail. [14:30] just saw that. [14:30] gcc/os x, right? [14:30] To the VM, Robin. [14:31] Yes, but also full version of the game [14:31] Eh, could be that. [14:31] waltervn (~walter@541B5492.cm-5-4b.dynamic.ziggo.nl) joined #scummvm. [14:31] I'm dropping a line to Mnemonic [14:31] This is meta's game though [14:31] er [14:32] I mean [14:32] metra. [14:32] *meta. [14:32] Let me see, if it's the same in the demo [14:36] Smello (~smello_fr@108-69-120-247.lightspeed.sbndin.sbcglobal.net) left irc: Quit: Bye! [14:54] MrSiggler (~textual@blk-89-213-45.eastlink.ca) joined #scummvm. [14:59] Littleboy (~littleboy@c-174-62-174-218.hsd1.ma.comcast.net) joined #scummvm. [14:59] #scummvm: mode change '+o Littleboy' by ChanServ!ChanServ@services. [15:12] Strangerke|work_ (51f60aa1@gateway/web/freenode/ip.81.246.10.161) left irc: Quit: Bbl [15:27] kaan (~kaan@85.108.235.5) joined #scummvm. [15:37] _marc` (~marc@p5DDC438A.dip0.t-ipconnect.de) left irc: Ping timeout: 255 seconds [15:53] D0SFreak (~D0SFreak@107.191.33.12) left irc: Ping timeout: 252 seconds [15:53] ny00123 (~ny00123@109.66.33.19) joined #scummvm. [16:01] Nick change: Begas_ -> Begasus [16:01] #scummvm: mode change '+v Begasus' by ChanServ!ChanServ@services. [16:07] I want to tell everybody a classic t0by joke: after taking one nap too many waiting for Eclipse to stop thrashing, t0by buys a 4GB RAM module on eBay. The module arrives, it doesn't work. [16:07] Isn't it hilarious? [16:09] Verily so [16:09] yes. [16:10] https://bitbucket.org/Begasus/haikuports_games/commits/2067ca379d32be5d33e7259d4dee4028208c11ee [16:10] patch to make Haiku compile the scummvmtools atm [16:11] yay [16:12] well there is a working one atm for download, but this one needs a patch probably for the future :) [16:12] _sev|work (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [16:13] yay indeed. haiku deserves some love. [16:13] ;) [16:14] well ... if it would get some more attention maybe there could be some more devs for it also :) (hence progress) :) [16:15] Know the feeling [16:16] well in any case ... this patch would allow to build the tools (even for gcc2) :) [16:18] johndoe123 (~john_doe@p5DE78802.dip0.t-ipconnect.de) left irc: [16:18] https://bitbucket.org/haikuports/haikuports/commits/6d28d89536e791f2b5493d3747790b9c24e9006a ... a recipe for Haiku to build the latest scummvm version(s) :) [16:25] Wishmaster (Wishmaster@dslb-084-060-107-005.084.060.pools.vodafone-ip.de) joined #scummvm. [16:33] Wishmaster (Wishmaster@dslb-084-060-107-005.084.060.pools.vodafone-ip.de) left irc: Quit: „Wahrlich, keiner ist weise, der nicht das Dunkel kennt.“ (Hermann Hesse) [16:33] WooShell (woo@ipbcc0be82.dynamic.kabel-deutschland.de) joined #scummvm. [16:34] meow =^.^= [16:34] Begasus (~Begas_@d54C05398.access.telenet.be) left irc: Quit: Vision[0.9.7-H-20140108]: i've been blurred! 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[21:18] Robin_Watts_ (~chatzilla@109.176.210.215) left irc: Ping timeout: 245 seconds [21:23] _sev (~sev@scummvm/undead/sev) joined #scummvm. [21:23] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [21:52] Cheeseness (~cheesenes@ppp14-2-129-216.lns20.hba1.internode.on.net) left irc: Quit: Leaving. [21:54] Nick change: lewellyn -> lewellyn^ [22:02] GitHub3 (~GitHub3@192.30.252.47) joined #scummvm. [22:02] [scummvm] lordhoto closed pull request #492: GUI: replace "savegame" by "saved game". (master...misc) http://git.io/wUxV-g [22:02] GitHub3 (GitHub3@192.30.252.47) left #scummvm. [22:02] GitHub36 (~GitHub36@192.30.252.37) joined #scummvm. [22:02] [scummvm] lordhoto pushed 3 new commits to master: http://git.io/9rqtbQ [22:02] scummvm/master 9d885bc Ben Castricum: GUI: s/savegame/saved game/... [22:02] scummvm/master cf8e28c Ben Castricum: CLI: change "savegames" into "saved games", same as in GUI [22:02] scummvm/master 03b8800 Johannes Schickel: Merge pull request #492 from BenCastricum/misc... [22:02] GitHub36 (GitHub36@192.30.252.37) left #scummvm. [22:11] Nick change: lewellyn^ -> [lewellyn] [22:14] WooShell (woo@ipbcc0be82.dynamic.kabel-deutschland.de) left irc: Quit: Walking upside down in the sky, between the satellites passing by. Gliding along the black rainbow, I fly away with my shadow. Scratching the moon like a DJ, the night follows its odyssey. [22:25] MrSiggler (~textual@blk-89-213-45.eastlink.ca) left irc: Quit: My iMac has gone to sleep. ZZZzzz& [22:33] edheldil (~edheldil@ip-78-45-160-121.net.upcbroadband.cz) left irc: Ping timeout: 240 seconds [22:36] RUBICN64 (~Android@2601:7:94c0:9c:3da3:a50e:171e:42f2) joined #scummvm. [22:51] MrSiggler (~textual@blk-89-213-45.eastlink.ca) joined #scummvm. [22:56] RUBICN64 (~Android@2601:7:94c0:9c:3da3:a50e:171e:42f2) left irc: Quit: AndroidIrc Disconnecting [23:01] clone2727 (~clone2727@ool-2f105dd5.dyn.optonline.net) left irc: Quit: brb [23:06] t0by (~t0by@host84-245-dynamic.41-79-r.retail.telecomitalia.it) left irc: Ping timeout: 245 seconds [23:35] Javacat (~Javacat@unaffiliated/javacat) left irc: Quit: Please, try the fish [23:37] GitHub23 (~GitHub23@192.30.252.38) joined #scummvm. [23:37] [scummvm] lordhoto pushed 2 new commits to master: http://git.io/jAzR4Q [23:37] scummvm/master 8e1bc16 Johannes Schickel: README: savegame -> saved game [23:37] scummvm/master 4917945 Johannes Schickel: README: savestate -> saved game [23:37] GitHub23 (GitHub23@192.30.252.38) left #scummvm. [23:37] clone2727 (~chatzilla@ool-2f105dd5.dyn.optonline.net) joined #scummvm. [23:37] #scummvm: mode change '+o clone2727' by ChanServ!ChanServ@services. [23:45] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) joined #scummvm. 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