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[00:31] <GitHub93> [scummvm] dreammaster pushed 3 new commits to master: https://github.com/scummvm/scummvm/compare/d490e11d4c90...ba77ec28b993
[00:31] <GitHub93> scummvm/master 759f69f Paul Gilbert: TITANIC: Fixes and cleanup for the hammer dispensor
[00:31] <GitHub93> scummvm/master e2dba40 Paul Gilbert: TITANIC: Cleanup and fixes for starling puret
[00:31] <GitHub93> scummvm/master ba77ec2 Paul Gilbert: TITANIC: Fix initial display of fan control indicator
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[00:31] <Strangerke> hi dreammaster :)
[00:31] <dreammaster> Hey
[00:32] <dreammaster> Those commits should make snover happy. You can operate the Promenade fans. It slices, it dices, it turns those starlings into a fine puret :)
[00:33] <snover> theyd better make me happy. or else.
[00:33] <dreammaster> And it flame broils the last surving starling.
[00:33] <dreammaster> surviving
[00:34] <Strangerke> Hum... sounds tasty :)
[00:35] <dreammaster> I got as far as the bar now before a hard-to-find crash in the conversation parser for the Barbot, so I've seen the (corrupted) recipe on the bar tv, so I at least know why the poor starlings had to die
[00:37] <dreammaster> Since I don't currently have my second monitor handy to do side by side debugging in DosBox and ScummVM, fixing that may have to wait until next week when I'm back home in Boston.
[00:38] <snover> dosbox?
[00:39] <dreammaster> Dosbox Debugger. Very painful slow tracing through conversation code against ScummVM to see where the two diverge
[00:39] <snover> for titanic?
[00:39] <dreammaster> Doh. Sorry, yes, Visual Studio Attach to Process.
[00:39] <snover> ok. juuust checking. :)
[00:40] <Strangerke> dreammaster is debugging win95 in dosbox...
[00:40] <dreammaster> I was thinking Dosbox debugger because I'm considering spending the remainder of my leisure time here (between swimming all other leisure activities) doing some work on Companions of Xanth. That'd scratch my itch for doing some disassembly work.
[00:40] <Strangerke> slow and very painful... true, true
[00:41] <dreammaster> Xeen wouldn't really cut it because it's pretty much already all disassembled.
[00:41] <dreammaster> Just waiting on time for me to devote to it once Titanic is finished. But Xanth may prove a fun diversion for a few days. And hopefully, eventually somewhere down the track, I can actaully end up implementing it.
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[01:49] <snover> ok, i think i can call sci engine finished once i commit this one last bit of code: https://zetafleet.com/i/586c5583e9703.png
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[03:07] <Endy> snover: hah, cute idea :)
[03:08] <snover> i focus on the truly important engine features ;)
[03:08] Action: Endy grins
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[03:12] <snover> sierra.com was very festive around this time in 1996
[03:30] <Endy> And LSL7 had just been released. What a time to live
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[04:24] <snover> boy, figuring out where these bad name offsets are coming from is turning into a bigger challenge than i expected.
[04:29] <snover> i see it getting relocated to the correct offset 0x9624, and then suddenly later it becomes 0x39618
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[08:06] <Strangerke_work> hi guys
[08:12] <waltervn> morning Strangerke_work, all
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[09:59] <WooShell> good meowning =^.^=
[10:01] <Strangerke_work> hi WooShell
[10:21] <TMM> good meuwning
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[14:15] <Strangerke_work> Timbleweed park listed as one of the most anticipated games of 2017 - https://www.wired.com/2017/01/most-anticipated-games-2017/
[14:22] <TMM> Strangerke_work, certainly one of mine
[14:23] <TMM> also zelda on the switch
[14:24] <TMM> can't wait for that thing to come out
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[14:29] <grrk-bzzt> Hello
[14:30] <grrk-bzzt> I'm looking for a tool to extract sound effects from gob-engine games (like Goblins 3 and Bargon Attack) has anyone ever worked on that?
[14:32] <DrMcCoy> grrk-bzzt: There is a gob extractor (which can extract the files out of the STK/ITK archives) in the ScummVM tools
[14:32] <Strangerke_work> on my side, I'm waiting for Timbleweed park and for 2Dark
[14:33] <DrMcCoy> grrk-bzzt: extract_gob_stk, as part of the scummvm-tools-cli binary, or with the tools GUI
[14:34] <DrMcCoy> grrk-bzzt: Sound files are usually ones with a SND extension. Raw PCM, 8bit unsigned mono IIRC, with a few bytes header that can be ignored
[14:37] <grrk-bzzt> Hello DrMcCoy, I have done that already. For Goblins 3, all the sound files seems (?) to be packed in a commun.ex1 file. I'm trying to understand if there's a helpful header, because it cannot juste simply oppenned as a raw file under a audio editing tool (like Audacity), and all the sounds seems to have different frequency rates.
[14:37] <grrk-bzzt> s/juste/just
[14:38] <DrMcCoy> Oh, right, that's bit more difficult. There's no extractor for those
[14:39] <DrMcCoy> In general, TOT files, the scripts (one per room) also have a resource table for resources used in only that room
[14:39] <DrMcCoy> The data can then be within that TOT file or within a commun file
[14:40] <DrMcCoy> The resources there are also within file names (are accessed by numerical index only) and lack any indication what type of file it is (it's implicit by how it's used by the game)
[14:40] <DrMcCoy> without file name*
[14:42] <DrMcCoy> Once you have the start, though, the few bytes header are the same as loose SND files. That includes 2 bytes for a default frequency (however, that's not always a real value, because the scripts themselves can just play the sound at any frequency)
[14:42] <DrMcCoy> In short, it's a bit of a mess
[14:44] <DrMcCoy> IIRC, the commun.ex1 itself has no header, no
[14:46] <DrMcCoy> (However, take all I say with a grain of salt. It's been years since I last messed with the gob resource system)
[14:49] <grrk-bzzt> Thanks DrMcCoy
[14:50] <grrk-bzzt> I'll see if I can come up with something.
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[16:26] <snover> wjp: do you have any interest in doing anything with that sci-rgb experiment again in the future?
[16:27] <wjp> yes, but don't let that stop you from working on it yourself if you're interested :-)
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[16:33] <snover> mostly just an idle thought on my part, since i am implementing duck video for phant2 right now, which renders with 16bpp, so its possible to actually provide some interpolation. it would be nice to be able to do the same for vmd
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[16:54] <wjp> I should look again soon to see if it can be split up into manageable/mergable chunks
[16:54] <wjp> (RGB rendering, clean transitions, custom view palettes)
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[17:04] <GitHub149> [scummvm] criezy pushed 1 new commit to master: https://git.io/vM3l6
[17:04] <GitHub149> scummvm/master 345c640 Paolo Bossi: I18N: Update translation (Italian)...
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[17:32] <GitHub91> [scummvm] criezy pushed 1 new commit to master: https://github.com/scummvm/scummvm/commit/4161888781a1bd34153a73dcda34011778d2bbeb
[17:32] <GitHub91> scummvm/master 4161888 Paolo Bossi: I18N: Update translation (Italian)...
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[17:42] <snover> hmm. seems like relocateSci3 is maybe getting called too many times. offsets get reset, then reset again, and again, and again in some cases, and each time it does that, it increments the offset instead of setting the offset.
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[17:43] <t0by> o/
[17:44] <snover> wjp: do you know of any reason to not change make_reg offset parameter from uint16 to uint32, maybe with an extra assertion for being less than 256k?
[17:58] <snover> now wondering if this number packing even works correctly with negative numbers&
[18:04] <snover> i am thinking it does not&
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[20:38] <omer_mor> snover: that's great that you've started tackling sci3. I thought the move to sci3 would require big changes to sci's engine? Didn't they move to 32-bit addressing in sci3? or was it sci2?
[20:39] <snover> yes, sci3 increases the address space
[20:39] <omer_mor> snover: oh, and what's the "sci-rgb" experiment?
[20:39] <m_kiewitz> snover: i would like to get rid of that hack (number packing)
[20:39] <omer_mor> so, wouldn't the sci engine need to be re-architected to accomodate the larger address space?
[20:40] <m_kiewitz> there would be at least one other solution
[20:40] <m_kiewitz> splitting script content up
[20:40] <m_kiewitz> and then addressing it separately
[20:41] <m_kiewitz> in theory it should work, but it's not a simple thing to do. Increasing the reg_t offset to uint32 would be way worse though
[20:41] <snover> why are you thinking that it would be worse to change the offset size?
[20:43] <m_kiewitz> because that would surely cause tons of issues in sci16
[20:43] <m_kiewitz> and i wouldn't like to hack around in that code just to make something else work
[20:44] <m_kiewitz> sci3 is how many games? less than 10? and sci16 is like a crazy amount of games including tons of different versions
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[21:02] <snover> omer_mor: https://github.com/wjp/scummvm/tree/sci_rgb
[21:03] <snover> in any case, i am starting with the game with no large scripts
[21:04] <snover> there are other problems with the sci3 code that is there already
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[21:04] <snover> fix those first, then deal with too big offsets later
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[21:12] <GitHub15> [scummvm] criezy pushed 1 new commit to master: https://github.com/scummvm/scummvm/commit/6a2d35f761892c4d7bdf85649bbf5d5d875963ab
[21:12] <GitHub15> scummvm/master 6a2d35f Walter Agazzi: I18N: Update translation (Italian)...
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[21:13] <GitHub67> [scummvm] criezy pushed 1 new commit to master: https://git.io/vM3yO
[21:13] <GitHub67> scummvm/master 9692392 Eugene Sandulenko: I18N: Update translation (Italian)...
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[21:26] <GitHub7> scummvm/master 95b4143 Timo Mikkolainen: I18N: Update translation (Finnish)...
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[21:49] <GitHub19> [scummvm] criezy pushed 1 new commit to master: https://github.com/scummvm/scummvm/commit/2dc33441a57d78b431f73fff4b43bf44d68ffd8b
[21:49] <GitHub19> scummvm/master 2dc3344 Arius: I18N: Update translation (Greek)...
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[21:50] <GitHub41> scummvm/master 5d8a09d Filippos Karapetis: I18N: Update translation (Greek)...
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[21:51] <GitHub188> [scummvm] criezy pushed 1 new commit to master: https://git.io/vM3QO
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[21:52] <GitHub72> [scummvm] criezy pushed 1 new commit to master: https://git.io/vM3Q4
[21:52] <GitHub72> scummvm/master 72b7f11 Filippos Karapetis: I18N: Update translation (Greek)...
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[21:55] <GitHub197> [scummvm] criezy pushed 1 new commit to master: https://github.com/scummvm/scummvm/commit/e6e1789f96a6b4dec20d2468fa4a2f5749bd62b9
[21:55] <GitHub197> scummvm/master e6e1789 Filippos Karapetis: I18N: Update translation (Greek)...
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[21:56] <GitHub148> [scummvm] criezy pushed 1 new commit to master: https://github.com/scummvm/scummvm/commit/f018869f93f11508e7e40ea0f5c050bd7d7ce44a
[21:56] <GitHub148> scummvm/master f018869 Filippos Karapetis: I18N: Update translation (Greek)...
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[22:16] <GitHub82> [scummvm] bluegr opened pull request #883: Fullpipe: Plug some memory leaks (master...fullpipe_mem) https://github.com/scummvm/scummvm/pull/883
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[22:19] <GitHub141> [scummvm] criezy pushed 1 new commit to master: https://github.com/scummvm/scummvm/commit/3f6f05eebe7d3462307fbd4bf9c29086b4855411
[22:19] <GitHub141> scummvm/master 3f6f05e Walter Agazzi: I18N: Update translation (Italian)...
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[22:19] <GitHub195> [scummvm] criezy pushed 1 new commit to master: https://git.io/vM35j
[22:19] <GitHub195> scummvm/master b7bf9e8 Eugene Sandulenko: I18N: Update translation (Italian)...
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[00:00] --- Thu Jan 5 2017