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[00:02] <m_kiewitz> lskovlun: lol now that's funny
[00:04] <lskovlun> I'd also like to know if that add-10-to-palette-indices thing has the purpose I think it does
[00:08] <m_kiewitz> does anyone own police quest 1 sci AND is good at poker?
[00:09] <m_kiewitz> because I'm bad at it. The bug reporter hasn't replied and for me the issue worked when i tricked the script into thinking that i actually beat it. But maybe something else is going wrong
[00:10] <m_kiewitz> the saved game is right before the poker game and i need a save right afterwards after beating it
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[00:19] <snover> lskovlun: i am pretty much positive the add-10-to-palette is for windows. in theory it is possible to verify that by looking at a specific global
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[00:21] <snover> lskovlun: there is a global variable (it is at C8F3C in SQ6 DOS) that is compared in various functions that perform palette shifting, it is seemingly never set by any code in DOS
[00:22] <snover> if you can find the same one in Windows interp I suspect but have not verified that it will be set to 1 somewhere
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[00:44] <lskovlun> No, it is never set in Windows either (well maybe in the Win-extended ones, but not in 32-bit versions)
[00:44] <lskovlun> that's why I thought it must be on Mac or similar
[00:47] <lskovlun> it makes no sense in Windows 8-bit display modes either
[00:47] <lskovlun> because of that 236-color limit
[00:48] <lskovlun> (which is nicely reflected in the constant 0xec, seen numerous times in the interps)
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[01:02] <snover> well that sucks, i liked that theory a lot
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[02:06] <GitHub109> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vgOgL
[02:06] <GitHub109> scummvm/master 65b55b4 Paul Gilbert: ACCESS: Setup wall codes correctly after reinitializing for new room
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[02:23] <GitHub114> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vgO2Q
[02:23] <GitHub114> scummvm/master 284b267 Paul Gilbert: ACCESS: Workaround Floppy room establishment reshown when loading saves
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[03:03] <snover> sierra sure is making my life difficult with their lists
[03:04] <snover> rectlist: creates a new copy of the rect passed in and puts it in the list
[03:04] <snover> delete destructs the copy
[03:04] <snover> screenitemlist: puts the pointer of the screenitem passed in directly into the list, delete destructs the original
[03:05] <snover> drawlist: takes a screenitem *and* a rect, creates a copy of the rect and puts it in the list, plus the pointer to the screenitem. delete destructs the rect and does nothing to the screenitem.
[03:06] <snover> here i thought i was going to be clever and be able to just make a single generic list type plus some predicates. oh well!
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[03:47] <GitHub174> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vgOiP
[03:47] <GitHub174> scummvm/master a31312c Paul Gilbert: ACCESS: Fix display of ending credits
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[04:29] <ScummBot> Port build status changed with 284b2670: Failure: master-amigaos4

[04:52] <snover> never mind about the lists stuff earlier, i am just&i dont even know what to say about how frequently i am misreading things the first time these days. it does seem that i can do what i wanted to originally and use a single class for all three.
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[05:57] <ScummBot> Port build status changed with a31312c0: Success: master-amigaos4
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[06:07] <waltervn> morning
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[09:04] <wjp> re. windows palette: weren't those 236 colours indices 10-245?
[09:06] <fuzzie> yes
[09:06] <wjp> so the palshift of 10 _would_ make sense for Windows
[09:07] <wjp> except that if it isn't used, that doesn't seem relevant :-)
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[11:16] <_sev|work> m_kiewitz: you really broke coverity :) after your merge it keeps stuck on analysing our project :)
[11:17] <m_kiewitz> ha :P
[11:17] <m_kiewitz> how long is it already doing that?
[11:17] <m_kiewitz> 4 days?
[11:17] <_sev|work> I tried 3 or 4 times
[11:17] <_sev|work> this night it was for the first time when I got a message that it failed
[11:17] <_sev|work> immediately rebuilt, so it is iver 12 hours while it is in that state
[11:18] <m_kiewitz> failed?
[11:18] <_sev|work> Your request for analysis of ScummVM is failed.
[11:18] <_sev|work> Analysis status: No action need
[11:21] <m_kiewitz> o_O
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[11:52] <GitHub107> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vg36X
[11:52] <GitHub107> scummvm/master e019323 Martin Kiewitz: AGI: Add Apple IIgs system UI buttons...
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[11:52] <m_kiewitz> tada
[11:54] <m_kiewitz> and at the same time i found out that TextMgr::stringWordWrap doesn't behave in original AGI urgh
[11:54] <m_kiewitz> that was one of the very few methods that I kept
[11:54] <m_kiewitz> s/in/like
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[12:39] <GitHub89> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vg3S8
[12:39] <GitHub89> scummvm/master c17cd72 Martin Kiewitz: AGI: Add Amiga system UI buttons...
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[12:58] <GitHub44> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vg3Q8
[12:58] <GitHub44> scummvm/master db03bae Martin Kiewitz: AGI: Add buttons to save/restore verify dialogs
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[14:31] <GitHub63> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgskY
[14:31] <GitHub63> scummvm/master 9620979 Martin Kiewitz: AGI: Add Atari ST system UI buttons
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[15:42] <GitHub156> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgslr
[15:42] <GitHub156> scummvm/master af8dbfc Martin Kiewitz: AGI: More accurate menu mouse support...
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[16:23] <GitHub166> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgsaJ
[16:23] <GitHub166> scummvm/master 240982a Martin Kiewitz: AGI: Fix cursor position after save game descr....
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[16:41] <wjp> hi
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[16:42] <snover> hello
[16:47] <snover> http://arstechnica.com/information-technology/2016/02/google-now-blocking-websites-that-show-fake-download-buttons/ the news for sourceforge gets a little worse i guess :)
[16:50] <wjp> Their new owner is saying all the right things, but I wonder what'll happen
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[16:58] <syke> good morning
[16:59] <lskovlun> 'evening :)
[17:06] <wjp> Hi
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[17:11] <snover> wjp: refactoring is going, very slowly, but going
[17:13] <WooShell> meow =^.^=
[17:13] <snover> i ended up with a bunch of linker errors because i am dumb and dont know what i am doing sometimes :) but im working on figuring out what i did. on the upside (?) i seem to have discovered GfxPicture was missing #includes for resource.h and graphics/coordadjuster.h
[17:14] <snover> and probably some other things by the looks of it. maybe should run that include-what-you-use thing
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[17:37] <snover> iwyu seems to indicate it was actually ok so i just must have really screwed something else up. not to worry. ill get it eventually.
[17:46] <syke> snover: if you speak english, I can pair program with you over Skype or something
[17:47] <snover> syke: i only speak gibberish :D that would actually be really great, though at the moment i have decided i need to just buckle down and read the entires sections on classes and templates in C++ 4th Edition since not knowing these parts of the language well enough is where my problem is coming from
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[17:51] <snover> i really appreciate the offer
[17:51] <snover> ill let you know when i am done if i am still feeling braindumb :)
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[17:51] <GitHub39> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgsbl
[17:51] <GitHub39> scummvm/master 26791ec Martin Kiewitz: AGI: Add verbose flags to debug command screenobj
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[19:54] <[md5]> hello
[19:56] <snover> hi [md5] :)
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[19:57] <[md5]> hey snover
[20:00] <snover> i got myself into a little trouble so am forcing myself to go back to reading The C++ Programming Language 4th Edition and it reminds me of how terrifying parts of C++ are :)
[20:13] <[md5]> hehe :)
[20:14] <snover> the one thing i have to be careful about is to avoid applying c++11-specific things to the scummvm code. the book does not explicitly specify which features it discusses exist in C++98/03
[20:15] <m_kiewitz> [md5] do you know any AGI game that uses show.mouse / hide.mouse?
[20:16] <m_kiewitz> im currently trying to figure out an issue with Space Quest 2 Apple IIgs. Strangely it calls hide.mouse during the spaceship intro cutscene
[20:16] <m_kiewitz> but never calls show.mouse again
[20:16] <m_kiewitz> and judging by the emulator original AGI never hides the mouse
[20:16] <m_kiewitz> so maybe that function was not available on Apple IIgs at all or maybe the function is not really hide.mouse
[20:17] <m_kiewitz> or maybe the emulator is bad :P
[20:18] <m_kiewitz> and i cant even take a look at the script, because AGI Studio doesn't support one of its opcodes
[20:19] <lskovlun> and "hide mouse" is not an AGI Mouse thing?
[20:19] <lskovlun> i.e. it means something else in the original
[20:20] <lskovlun> did the Apple II even have a mouse?
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[20:21] <snover> lskovlun: seems there was a peripheral card
[20:22] <snover> and IIc had an option i guess
[20:22] <m_kiewitz> lskovlun: nope, it seems to be standard AGI
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[20:22] <GitHub94> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgGgb
[20:22] <GitHub94> scummvm/master 9f7ff83 Martin Kiewitz: AGI: Fix mouse code for transitions...
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[20:22] <m_kiewitz> at least i think so
[20:23] <m_kiewitz> and well the Apple IIgs emulator shows a mouse cursor :P
[20:23] <m_kiewitz> maybe i should disable it for now for Apple IIgs. it seems the code was added for Amiga Gold Rush
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[20:26] <m_kiewitz> ah damn and I can't even take a peek at Macintosh Gold Rush, that I own, because AGI Studio can't read it at all
[20:33] <[md5]> m_kiewitz: um, I think I remember SQ2 does
[20:33] <m_kiewitz> SQ2 PC too?
[20:33] <[md5]> sorry, I really don't remember that detail :/
[20:34] <m_kiewitz> ah wait, my problem is actually with sq2 apple ii gs
[20:34] <m_kiewitz> do you have sq2 for amiga?
[20:34] <[md5]> I think that it was hiding the input for the intro
[20:34] <[md5]> I think I do, but it should also be available on back2roots
[20:34] <m_kiewitz> maybe that one called it too and if mouse cursor gets hidden by it, then i guess apple iigs agi didn't support it
[20:34] <m_kiewitz> prompt is disabled, yes. but the call to hide.mouse is done almost at the end of the intro
[20:35] <[md5]> hm
[20:35] <[md5]> that is odd
[20:35] <fuzzie> could check the interpreter?
[20:35] <[md5]> yeah
[20:35] <[md5]> finding the mouse hiding call should be really easy
[20:36] <fuzzie> heh
[20:36] <[md5]> *should* :P
[20:36] <fuzzie> after fixing the CPU plugin and writing a loader for the file format ;-)
[20:36] <m_kiewitz> exactly :P
[20:36] <[md5]> oh, right, not easy for non-PC executables
[20:36] <m_kiewitz> fuzzie you found that font load call back then?
[20:36] <fuzzie> yeah, so I am an idiot who already did this :P
[20:36] <m_kiewitz> should the disable mouse cursor call be there as well? :P
[20:37] <m_kiewitz> lol
[20:37] <[md5]> :D
[20:37] <[md5]> got to go, bbl
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[20:37] <lskovlun> SQ2 PC does hide the input line (it displays the copyright blurb in that area)
[20:37] <m_kiewitz> yes, but the mouse cursor call is afaik not done
[20:39] <m_kiewitz> just checked, PC doesn't make that call
[20:39] <fuzzie> what emulator did you use, m_kiewitz
[20:39] <m_kiewitz> kegs
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[20:41] <m_kiewitz> this here even says parameter 0 = 0 -> menu is turned off
[20:41] <m_kiewitz> http://agi.sierrahelp.com/Documentation/CommandReference/CommRef16.html
[20:42] <m_kiewitz> which is the case for Apple IIgs sq2
[20:44] <m_kiewitz> ah wait, no that was unknown177
[20:44] <m_kiewitz> which is already properly implemented
[20:48] ruskie (ruskie@sourcemage/mage/ruskie) got netsplit.
[20:48] <fuzzie> sigh
[20:48] <fuzzie> I don't see any calls to show/hide menu nor show/hide cursor in there
[20:49] <m_kiewitz> well show/hide menu was about the internal sierra menu, although i think they used some OS pulldown menu. They definitely used a OS font for that instead of their custom one
[20:50] <fuzzie> oh, IDA is being dumb
[20:50] <m_kiewitz> found anything?
[20:51] <fuzzie> found a HideCursor call
[20:52] <m_kiewitz> hmm weird. do you see where it's called from? can you find some sort of kernel call table?
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[20:53] <fuzzie> since this is relocated, you'd think the call table would be obvious...
[20:55] <m_kiewitz> is there only 1 location where it's used?
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[20:57] <fuzzie> no, and all of them look like they block on it
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[20:59] <m_kiewitz> block on it? o_O
[20:59] <m_kiewitz> as in block execution? do they wait for something?
[20:59] <fuzzie> ugh, there are multiple tables
[21:00] <m_kiewitz> the kernel table should have one opcode at the end, that should probably only set 1 flag
[21:00] <m_kiewitz> and before that should be an opcode, that gets the current mouse position
[21:00] <fuzzie> something here is checking the high bits, and checking different tables for 0xf0, 0xb0, 0xc0, 0x90, 0x80
[21:01] <fuzzie> so I suspect this is not the one :)
[21:02] <m_kiewitz> MIDI?
[21:02] <m_kiewitz> sounds like a MIDI parser to me
[21:02] <fuzzie> yeah, one of the callers calls noteon :)
[21:02] <fuzzie> thanks
[21:04] <lskovlun> that was my thought too
[21:04] <lskovlun> :-)
[21:06] <m_kiewitz> wait, they call hide mouse cursor within their midi parser? :P
[21:07] <fuzzie> no, that's just the only table of pointers in the binary
[21:08] <m_kiewitz> o_O
[21:09] <m_kiewitz> there has to be a kernel call table somewhere
[21:09] <fuzzie> it is a huge mess because it's split into a lot of different segments
[21:09] <m_kiewitz> unless it was changed to some large if() chunk
[21:09] <fuzzie> like you have an 'actionseg' and a shakeseg and a movetoseg and a newroomeg and a motionseg and ..
[21:10] <m_kiewitz> you could look for any code handling "0x0301"
[21:10] <m_kiewitz> that has to be some special menu trigger code
[21:10] <fuzzie> this code checks for 0x101, 0x301, 0x201, 0x401?
[21:11] <m_kiewitz> you found such code?
[21:11] <m_kiewitz> i'm not absolutely sure what it is, either keyboard or mouse related
[21:11] <fuzzie> yeah but I assume it's unrelated unless these specific values are meaningful :p
[21:11] <m_kiewitz> i think several Apple IIgs games set up controllers for those values
[21:12] <m_kiewitz> especially the 0x0301 one
[21:12] <m_kiewitz> i could also look for other magic values
[21:13] <m_kiewitz> well you could look for "Game paused." string
[21:13] <m_kiewitz> that one is used for Apple IIgs in the pause menu and pause is an actual opcode in the kernel table
[21:13] <fuzzie> yeah, predictably enough I have no xrefs to the pause function
[21:14] <m_kiewitz> argh :/
[21:15] <m_kiewitz> how can this be? can you search for the offset of the string?
[21:17] <fuzzie> I like how IDA doesn't even let me make 32-bit pointers .
[21:18] <waltervn> evening all
[21:18] <fuzzie> got it
[21:19] <fuzzie> 0x3fe into arrays for my future reference :p
[21:19] <m_kiewitz> hi walter
[21:21] <waltervn> I have SQ2 for Amiga, in case that's still relevant
[21:22] <m_kiewitz> ah
[21:22] <m_kiewitz> can you please try to start it in latest ScummVM and check, if the mouse cursor gets hidden almost at the end of the spaceship intro cutscene?
[21:24] <waltervn> sure
[21:24] <fuzzie> how long should the kernel table be, m_kiewitz?
[21:24] <fuzzie> I have 176 entries...
[21:24] <m_kiewitz> that sort of matches
[21:25] <m_kiewitz> although not completely :P
[21:25] <m_kiewitz> what does the first one do?
[21:25] <fuzzie> oh no, 170 reasonable ones I guess
[21:26] <fuzzie> ida is so annoying
[21:26] <snover> less annoying than nothing at all though :))
[21:27] <snover> in my day we read our disassembly one byte at a time uphill both ways in the snow
[21:27] <fuzzie> well, if we had nothing at all maybe it'd be motivation for us to fix the alternatives.. :P
[21:27] <fuzzie> but yes, love ida
[21:27] <snover> ah, very fair point!
[21:34] <waltervn> m_kiewitz: the mouse cursor is still there when gameplay begins
[21:34] <m_kiewitz> but does it disappear at the end of the intro?
[21:34] <m_kiewitz> when the spaceship goes into the space station?
[21:34] <waltervn> you mean during that sequence?
[21:35] <m_kiewitz> yes, on Apple IIgs it happens almost at the end of it
[21:35] <waltervn> but it stays hidden in that case, right? so it would be hard to miss
[21:36] <m_kiewitz> depends if the scripts show it again or not
[21:36] <waltervn> let me check again
[21:36] <m_kiewitz> its a few seconds before it switches to text mode and the name entry screen
[21:37] <waltervn> it doesn't disappear
[21:37] <m_kiewitz> so it's apple ii gs only, damn
[21:38] <m_kiewitz> do you also own gold rush for amiga?
[21:38] <fuzzie> see, you should go buy an apple ii gs!
[21:38] <m_kiewitz> code comments say that gold rush on amiga uses it
[21:38] <m_kiewitz> even during the copy protection fail screen
[21:38] <waltervn> unfortunately I don't have that one
[21:39] <m_kiewitz> hmm at least i know that it doesnt happen on amiga, thanks
[21:39] <m_kiewitz> maybe they even hacked something into the interpreter, who knows
[21:40] <waltervn> Raziel^ has Gold Rush for Amiga, pretty sure
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[21:46] <waltervn> I've been wanting to get an Apple II for years, but they're pretty hard to find and usually expensive
[21:47] <m_kiewitz> on ebay.com there are a few, but they are like $100 shipping to Europe and another $80 or $100 for customs fees
[21:48] <enthusi> apple II europlus? :)
[21:48] <snover> maybe you should just find someone with an apple ii and have them create a KVMD system for it :)
[21:49] <snover> fake disk, fake keyboard, fake monitor, real hardware. im not sure this would be cheaper and easier though :)
[21:49] <snover> it would be pretty cool, i think&
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[21:50] <RichieSams> wjp, do you have BrokenSword 2.5?
[21:51] <RichieSams> Or I guess, anyone really
[21:51] <wjp> sure
[21:51] <RichieSams> If so, can you load it up and do a rough timing of how long a save takes
[21:51] <wjp> you may remember I fixed that loading bug? ;-)
[21:51] <wjp> about 2 seconds
[21:52] <RichieSams> So, you think that guy is just using an old version?
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[21:54] <GitHub37> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgG5M
[21:54] <GitHub37> scummvm/master 4b7d49d Martin Kiewitz: AGI: Fix Hold-Key-Mode implementation...
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[21:54] <wjp> I don't really think so
[21:55] <wjp> at least I don't think anything changed recently that would affect it
[21:56] <RichieSams> hrm. perhaps he's just running on a toaster? :P
[21:57] <fuzzie> hey, even toasters deserve performance
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[21:58] <criezy> Oh! The save was fast, but then the load crashed (in lua_unpersist) :(
[21:58] <criezy> Althought maybe it would help if I was using the latest code :P
[21:59] <RichieSams> yea, probably
[21:59] <RichieSams> in the root unpersist function, or one of the child ones?
[21:59] <criezy> I just finished recompiling. We will see...
[22:00] <RichieSams> Also, when is the save from? iirc my rewrite of the save system involved breaking changes
[22:00] <criezy> Yeah, still crashing in Lua::unpersist(Lua::UnSerializationInfo*) + 409 (lua_unpersist.cpp:180)
[22:01] <criezy> Ha good point, let me check that.
[22:02] <criezy> June 2011... I suppose I can throw them all away.
[22:02] <criezy> That will give me the oportunity to play again from the start :P
[22:02] <RichieSams> Can you try a fresh save / load?
[22:03] <RichieSams> heh, that was my plan all along
[22:03] <RichieSams> :P
[22:03] <criezy> I already did. That one didn't crash, but is right at the start.
[22:03] <criezy> I was wondering if there might be issues that only appear once you progress further.
[22:04] <RichieSams> yea, once you have more state to save
[22:05] <criezy> Well, I am on holidays next week. I will have plenty of time to play :)
[22:05] <RichieSams> there's a save file here you could try: https://sourceforge.net/p/scummvm/bugs/_discuss/thread/549c0421/7070/attachment/sword25.007
[22:05] <RichieSams> noice :)
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[22:09] <criezy> Hmm, the options menu is not working for me.
[22:10] <criezy> I just start the game, then click on Options and I get a frozen fire and nothing else (e.g. no buttons).
[22:17] <RichieSams> yea, that happened when I tried to load
[22:17] <RichieSams> from main menu
[22:19] <criezy> I didn't try to load from mainmenu (or from anywhere else). Just started from the launcher and on the menu wher I can start a new game or load a game I used the Options button.
[22:19] <criezy> But I can't reproduce.
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[22:25] <GitHub5> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vgZfL
[22:25] <GitHub5> scummvm/master 72a3cae Martin Kiewitz: AGI: Restrict hide.mouse to AGI3 only...
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[22:28] <criezy> Trying to play BS2.5 with valgrind is fun...
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[22:28] <IlDucci> Hi there
[22:29] <criezy> The music reminds me of the sound of walking in a dungeon in a game I was playing in the 80s.
[22:29] <IlDucci> Is here anyone that deals with the Broken Sword 2.5 emulation?
[22:30] <criezy> RichieSams was here a moment ago
[22:31] <RichieSams> ha ha
[22:31] <IlDucci> Ouch
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[22:31] <RichieSams> IlDucci, I'm not an expert by any means, but ask away :)
[22:31] <IlDucci> Well, I wanna know if ScummVM can be ready for a future expansion
[22:31] <IlDucci> For BS2.5
[22:32] <IlDucci> A voice pack
[22:32] <ChrisKeys> Is this more the place for the programmers or also to talk about the actual games that ScummVM is bringing together? :)
[22:32] <IlDucci> The standard game is already able to use new packs/languages when a extra file is detected
[22:33] <RichieSams> Typically, it's a place for the developers, but there is also talk about the games in general / topics we like
[22:34] <RichieSams> Ilducci: I'm not super familiar with how ScummVM loads the voice packs
[22:34] <RichieSams> Though, I remember, that in-game you can choose which voice pack and subs you want, yes?
[22:35] <IlDucci> On BS25 you can only choose the main language
[22:35] <IlDucci> If that language has voices, those voices will be heard
[22:35] <IlDucci> Otherwise it will default to German voices
[22:35] <RichieSams> So, I don't think it would be that far out to say that it could support a new voice pack
[22:35] <criezy> And with valgrind saving a game takes way more than 10s :P
[22:35] <IlDucci> I thought that maybe the ScummVM startup menu would do something about that
[22:36] <RichieSams> criezy: wow, I never would have thought!
[22:36] <IlDucci> About that German-default
[22:36] <IlDucci> That's why I was worried
[22:36] <criezy> way way more
[22:36] <RichieSams> lol
[22:36] <criezy> and a lot a valgrind messages as well about use of uninitialised variables
[22:37] <RichieSams> Again, I'm not super familiar with how ScummVM chooses the languages in reference to BS25
[22:37] <RichieSams> I defer to _sev
[22:37] <snover> criezy: what are you looking for? did you try clang static analyser first to avoid not going insane? :)
[22:37] <RichieSams> He was the initial implementer
[22:38] <criezy> Since the bug when going in the options seemed a bit random I decided to check with valgrid.
[22:38] <criezy> But there was nothing there.
[22:38] <criezy> But while I was at it I decided to play a bit more with it.
[22:39] <criezy> And by the way my save is still not finished :|
[22:39] <snover> heh
[22:40] <snover> at least you are able to run valgrind successfully, seems to be broken when i try to run it on mac os 10.11
[22:41] <criezy> Yeah, I think that version is only partially supported in the latest valgrind.
[22:41] <IlDucci> Well, guess what, I just tried the daily build and Spanish is missing
[22:41] <criezy> But on that computer I am still on OS X 10.9 and it works well
[22:41] <snover> criezy: https://bugs.kde.org/show_bug.cgi?id=354883 among other things&
[22:42] <IlDucci> Well, I guess I answered myself
[22:42] <IlDucci> Until I finish the Spanish voice pack
[22:43] <IlDucci> It won't be compatible with ScummVM
[22:43] <wjp> How do you mean that Spanish is missing?
[22:44] <IlDucci> When selecting the game folder
[22:44] <IlDucci> A language list appears on ScummVM
[22:44] <IlDucci> Because I have a modified Spanish data pack
[22:44] <IlDucci> The Spanish is missing
[22:45] <wjp> hm, odd, I get only German and English there too
[22:45] <wjp> but in the in-game language selection, there are many more languages
[22:45] <IlDucci> I get every language with subtitles
[22:45] <IlDucci> Yeah, ingame I can pick Spanish, but not in ScummVM
[22:45] <IlDucci> I also had a data error after closing and opening ScummVM
[22:46] <IlDucci> Also, confirmed, the game is forcing the Spanish language to read German voices
[22:46] <IlDucci> When I have some Spanish samples in my custom data pack
[22:47] <IlDucci> So the voice defaulting is hardcoded in ScummVM
[22:47] <RichieSams> That could probably be changed / added
[22:48] <wjp> ah, wait, Spanish does show up in the language selection list of scummvm for me now
[22:49] <wjp> was looking in the wrong directory...
[22:49] <wjp> do you have all the lang_*.b25c files?
[22:49] <IlDucci> I do, but the language problem might be ScummVM checking the checksum
[22:49] <IlDucci> If my Spanish file is modified...
[22:49] <snover> if you are using some custom lang file then you would presumably need to update the detection tables
[22:50] <IlDucci> Yep, that means I'll have to be back around here once it's done
[22:55] <wjp> you _may_ be able to force the language in the scummvm config file
[22:56] <IlDucci> I can force the Spanish language by getting ingame with English selected
[22:56] <IlDucci> And then load Spanish ingame
[22:56] <IlDucci> But then I might have unexpected behaviours when rebooting ScummVM
[22:56] <IlDucci> In any case, it's a problem of the detection tables as you said
[22:56] <IlDucci> So nothing to see here
[22:57] <criezy> That reminds me we have bug 6804
[22:57] <criezy> (which should really be a feature request)
[22:58] <IlDucci> So that solves question number two
[23:01] <IlDucci> Well, thank you for your time
[23:02] <IlDucci> See you later
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[23:48] <GitHub68> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vgZnv
[23:48] <GitHub68> scummvm/master 331a9f4 Paul Gilbert: SHERLOCK: SS: Fix crash on invalid graphics in German version
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[23:53] <RichieSams> hmmm, wjp did you see the latest response on bug 6983 ?
[23:54] <RichieSams> My money is still on toaster computer
[00:00] --- Fri Feb 5 2016