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[02:30] <blitter> i think i've identified the source of my GUI alpha blending woes
[02:31] <blitter> the issue still persists in the latest revision of master
[02:31] <blitter> VectorRendererSpec.cpp:606
[02:31] <blitter> somebody ought to have looked at that TODO ;)
[02:32] <blitter> if i comment out the "| _alphaMask" on line 608, then it does what I want
[02:32] <blitter> but idk if that does what the scummvm team wants
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[02:48] <blitter> after fiddling with it some more, i found that changing VectorRendererSpec.cpp:608 to "*ptr = (((*ptr | _alphaMask) & colorMask) >> 1);" makes GL behave like its software counterpart :)
[02:49] <blitter> i.e. move the OR with _alphaMask to before colorMask is applied
[02:49] <blitter> i don't have commit privs, so somebody can have that one for free :)
[02:50] Action: blitter pokes fuzzie

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[06:55] <uruk-hai> so that's how you sync game data with scummvm through the cloud https://www.youtube.com/watch?v=CFVPsv_deAo&feature=youtu.be
[06:55] <uruk-hai> #awesome
[06:57] <uruk-hai> (it's actually just downloading, but saves are truly syncing between devices)
[06:57] <rootfather> wow, that's great
[06:58] <Tkachov> thanks =)
[07:00] <uruk-hai> yes, it's absolutely awesome :)
[07:01] <rootfather> Feature request: iCloud and ownCloud support :P
[07:02] <rootfather> so in the final version, will it be possible to upload a game from the ScummVM launcher in the Cloud including game data and save data?
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[07:05] <Tkachov> we've decided that only game data downloading will be available
[07:07] <rootfather> no support for save games?
[07:07] <rootfather> or no support for uploading game data through the launcher
[07:07] <Tkachov> the latter =)
[07:07] <Tkachov> saves are already syncing well
[07:07] <rootfather> wohoo
[07:07] <rootfather> :)
[07:08] <rootfather> big thumbs up for your work!
[07:10] <Tkachov> thanks again =)
[07:12] <rootfather> I think not supporting game uploads are a wise decision when it comes to piracy prevention
[07:12] <rootfather> maybe people would start to share accounts ^^
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[07:14] <uruk-hai> yes, that was the exact thought of Eugene, that it could reflect badly on us in the end
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[07:22] <fuzzie> blitter: you can make a pull request, y'know :-) I might look later today but I already have this super important wishlist for poor iskrich
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[07:26] <_sev> blitter: there you go
[07:26] <_sev> the change is valid
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[07:26] <GitHub97> [scummvm] sev- pushed 1 new commit to master: https://git.io/vKUyt
[07:26] <GitHub97> scummvm/master 1d3d6c8 Eugene Sandulenko: GRAPHICS: Fix GUI transparency. As pointed by blitter on IRC
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[07:30] <fuzzie> yay
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[07:56] <waltervn> morning
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[08:02] <wjp> hi
[08:03] <wjp> oh, that was a nice catch :-)
[08:04] <wjp> slightly puzzled by the fix though
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[09:16] <m_kiewitz> wjp: you are talking about longbow?
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[09:25] <GitHub198> [scummvm] BenCastricum opened pull request #780: Update dutch translation (master...po_nl-nl) https://git.io/vKUh1
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[10:30] <bgK> if ScummVM is to embed a web server and a way to save game data files, is this kind of feature being considered: https://wiki.videolan.org/Documentation:IOS/#WiFi_Sharing
[10:32] <wjp> m_kiewitz: no, that commit from 9:27
[10:32] <m_kiewitz> oh kk didn't see it
[10:33] <Tkachov> bgK, that's exactly the feature I'm working on
[10:33] <Tkachov> (right now, I mean)
[10:34] <bgK> Tkachov: excellent!
[10:34] <bgK> thanks for your work
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[10:37] <m_kiewitz> bgK: when you press Ctrl-"-" on your keyboard, you get keycode_MINUS, I guess?
[10:39] <m_kiewitz> that one is a problem in case I map all of the french keyboard numeric keys from for example "&" to "1"
[10:39] <m_kiewitz> because there is a key for "-" on qwerty/qwertz keyboards, so I could actually get Ctrl-"-" being "legit"
[10:39] <m_kiewitz> of course I guess that combination may never be used normally
[10:39] <bgK> yeah, I'm not sure remapping keys based on the keycode is a good idea
[10:40] <bgK> if remapping is to be done maybe it should use the scancode
[10:40] <m_kiewitz> can i actually get the scancode too in SDL2?
[10:40] <bgK> so that if "scancode is 1" then "keycode is set to 1"
[10:40] <bgK> yes
[10:40] <m_kiewitz> and what do you get when you press "&" + ctrl?
[10:41] <m_kiewitz> do you really get scancode "1?
[10:41] <bgK> m_kiewitz: I'll check that later today if you don't mind
[10:41] <m_kiewitz> and well for SDL1+2 and Windows+Linux
[10:41] <m_kiewitz> that would be great, no hurry
[10:41] <m_kiewitz> im just trying to fix this mess somehow
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[13:02] <Fighter19> Hey there, I was wondering why there is no KQ7 (was it SCI2?) interpreter.
[13:02] <Fighter19> Is there no one who is interested in developing it?
[13:03] <wjp> SCI2+ is being actively worked on
[13:03] <wjp> it's just not done yet
[13:04] <wjp> big project :-)
[13:25] <Fighter19> Great to hear that!
[13:26] <Fighter19> Keep it up, guys! :)
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[16:18] <RichieSams> tzag everyone :)
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[16:30] <WooShell> meow =^.^=
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[17:08] <bgK> m_kiewitz: with SDL2, when I press "&", I get SDL_SCANCODE_1. With SDL1, I get OS / Device dependent values which according to SDL's documentation should not be used unless we know what we do. What I noted is that for Linux/X11 the scancode is the X11 Keycode, and for macOS it is the virtual keycode and are actually well defined.
[17:10] <bgK> Also, I did a bit more testing with SDL1 on Windows, Linux/X11 and macOS. Windows is the only one for which I get incorrect keycodes for letters (eq keycode = "q" when I press "a" with my azerty keyboard)
[17:11] <m_kiewitz> bgK: what exactly do you get with SDL1 as scancode?
[17:11] <bgK> so, it might be good enough to fix the Windows keycodes using the code from the gist I posted yesterday so that keycodes can be reliably used in the engines
[17:12] <m_kiewitz> i don't think we can actually fix regular letters
[17:13] <m_kiewitz> because for those we get incorrect keycodes and we can't really do much with the plain scancodes either
[17:13] <bgK> m_kiewitz: scancode for & with SDL1 on Linux: 30, on macOS: 18, for Windows, I need to start my VM
[17:13] <m_kiewitz> but at least we should be able to fix 1 -> 0 on French keyboards
[17:14] <m_kiewitz> well maybe for SDL2 only
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[17:19] <m_kiewitz> and Windows SDL1 seems to return the "proper" keycode for "&"/"1"
[17:19] <m_kiewitz> so we would have to fix that for Linux
[17:19] <m_kiewitz> macOS returns "&" as well? or "1"?
[17:20] <bgK> macOS returns & with SDL2
[17:20] <m_kiewitz> urgh
[17:20] <bgK> (with SDL1 as well)
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[17:21] <bgK> the scancode I get for & on Windows is 2
[17:21] <m_kiewitz> wait, what
[17:21] <m_kiewitz> shouldnt that be "1"?
[17:21] <bgK> no, the scancodes don't map to ascii values
[17:22] <m_kiewitz> ah you meant 2d, not "2"
[17:22] <bgK> yes
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[17:22] <GitHub125> [scummvm] sev- closed pull request #780: Update dutch translation (master...po_nl-nl) https://git.io/vKUh1
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[17:22] <GitHub189> [scummvm] sev- pushed 2 new commits to master: https://git.io/vKktw
[17:22] <GitHub189> scummvm/master c10d570 Ben Castricum: I18N: Update dutch translation
[17:22] <GitHub189> scummvm/master c805b93 Eugene Sandulenko: Merge pull request #780 from BenCastricum/po_nl-nl...
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[17:22] <m_kiewitz> and all of those just add 1 and so on for the follow up keys?
[17:23] <m_kiewitz> so "2" -> 3d on Windows, 19d on macOS and 31d on Linux
[17:23] <bgK> yes
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[17:23] <GitHub197> [scummvm] sev- pushed 1 new commit to master: https://git.io/vKkt1
[17:23] <GitHub197> scummvm/master 0854dbd Eugene Sandulenko: Revert "GRAPHICS: Fix GUI transparency. As pointed by blitter on IRC"...
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[17:24] <m_kiewitz> and "0" is +9 everywhere correct?
[17:24] <bgK> but that's true only for the numbers, not for the key to the left, nor for the key to the right
[17:24] <m_kiewitz> _sev: regression?
[17:24] <m_kiewitz> bgK: sure
[17:25] <m_kiewitz> bgK: have we checked what's returned for .ascii?
[17:25] <m_kiewitz> i didn't take notes on those
[17:27] <bgK> .ascii always works as expected for all combinations. That is to say &->"&", shift-&->"1"
[17:28] <m_kiewitz> yeah, but happens on Ctrl-"&" / Ctrl-"1"?
[17:28] <m_kiewitz> for game engines it should be Ctrl-"1"
[17:28] <bgK> ctrl does not affect the .ascii value
[17:28] <m_kiewitz> ah right i think we tried it and it didn't work, correct? So it returns Ctrl-"&"
[17:29] <m_kiewitz> can you also press the "-" key and tell me what that one returns?
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[17:30] <m_kiewitz> that's under "6" on french keyboards? or is it somewhere else?
[17:30] <m_kiewitz> this is really a nightmare to fix
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[17:31] <bgK> it's under the 6, right, it follows the same rules as &/1
[17:34] <m_kiewitz> i think i can really only fix those numbers somewhat
[17:34] <m_kiewitz> for everything else we would basically have to add a keyboard layout option in ScummVM or implement OS specific calls
[17:36] <bgK> yes, it's not a simple fix for SDL1
[17:36] <m_kiewitz> and before i do those, i could simply dump all the keyboard support via SDL and do it by myself
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[17:40] <snover> sorry for opening this can of worms :)
[17:40] <bgK> what I would propose is to fix the letters keycodes with SDL1+Windows in the SDL backend using platform specific code, so that the engines can use the keycodes somewhat reliably and we have a clean upgrade path to SDL2. Not worry about azerty keyboards with SDL1, Perhaps fix the numbers keycodes using the scancodes with SDL2
[17:45] <m_kiewitz> but we can't really do that
[17:45] <m_kiewitz> i mean we can basically only use .ascii
[17:45] <m_kiewitz> we can't use scancodes for those, unless we add a keyboard layout option in ScummVM
[17:45] <m_kiewitz> or add OS specific mapping calls
[17:46] <m_kiewitz> don't even support Windows 9x as well?
[17:46] <m_kiewitz> i have no idea if keyboard layout calls are valid for all of those windows versions
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[17:49] <bgK> I'm pretty sure MapVirtualKey is there in Windows 9X
[17:52] <m_kiewitz> https://msdn.microsoft.com/en-us/library/windows/desktop/ms646306%28v=vs.85%29.aspx
[17:52] <m_kiewitz> this says Windows 2000+
[17:52] <bgK> yes, but they removed all references to windows < 2000
[17:54] <m_kiewitz> urgh, typically Microsoft :/
[17:55] <m_kiewitz> urgh
[17:55] <m_kiewitz> http://www.windows-userguide.com/MapVirtualKey_Maps_Keypad_Keys_Incorrectly.html
[17:55] <m_kiewitz> MapVirtualKey() Maps Keypad Keys Incorrectly Under Windows 95, Windows 98, or Windows 3.1:
[17:56] <snover> that web site just screams legitimacy :)
[17:58] <m_kiewitz> microsoft stuff not working properly isn't something special, i got a notebook w/ Windows 98, so I can check it
[17:58] <bgK> yeah
[17:59] <m_kiewitz> http://microsoft.public.vc.language.narkive.com/SAMEUI5E/get-the-scan-code-from-the-keyboard
[18:00] <m_kiewitz> But I found the function doesn't work in Windows 98.
[18:00] <snover> i thought win9x support was dropped. wasnt win9x support dropped?
[18:00] <snover> am i misremembering that thread?
[18:00] <m_kiewitz> "I've tried to use DirectX functions to capture keyboard event. It works
[18:00] <m_kiewitz> fine."
[18:00] <m_kiewitz> urgh
[18:01] <m_kiewitz> it wasn't dropped at least afaik. I think the plan was to figure out how many people are actually using ScummVM on Win9x and then decide
[18:01] <m_kiewitz> at least that's the last thing that I read about that topic
[18:01] <snover> ah, yes. i seem to recall that now.
[18:01] <snover> so uh, how many is it? :)
[18:02] <m_kiewitz> i think we haven't split it up, so we can't figure that out yet
[18:02] Action: bgK hopes nobody actually regrets those random BSODs
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[18:25] <bgK> I'll do a pull request for fixing the keycodes on Windows with MapVirtualKey so that it can be further discussed there
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[19:05] <m_kiewitz> bgK: i can test it on Windows 98 for you, just send me your build
[19:11] <bgK> I'm building with mingw64, not sure it supports win98
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[19:13] <omer_mor> m_kiewitz: I have all the Longbow releases - would you like me to test your patch?
[19:13] <m_kiewitz> omer_mor: oh right, that would be great. I tested amiga + PC English, but nothing else
[19:14] <omer_mor> I have amiga, pc-german, pc-english-1.0 pc-english-1.1 pc-english-ega
[19:14] <m_kiewitz> start ScummVM with command line "--debugflags=ScriptPatcher"
[19:14] <m_kiewitz> I tested the English one patched using the official Sierra patch
[19:15] <omer_mor> Which room triggers the patch?
[19:15] <m_kiewitz> you should get a message about the patch being applied when going outside into the forest
[19:15] <m_kiewitz> just go outside right at the start and then down
[19:16] <m_kiewitz> i almost grabbed the German version, but sadly I didn't win the auction :(
[19:17] <m_kiewitz> there is definitely no French version?
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[19:18] <omer_mor> never heard of one
[19:18] <omer_mor> german longbow triggers the patch
[19:18] <m_kiewitz> bgK: you could also send me your changes, then I can apply them and create it by myself
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[19:18] <m_kiewitz> omer_mor: nice
[19:20] <bgK> m_kiewitz: I have not started working on it, so I have nothing more than this proof of concept code: https://gist.github.com/bgK/f9e6722d1d322180c1f2c0cae0583217
[19:20] <omer_mor> pc-english-1.1 triggers the patch
[19:21] <omer_mor> ega version triggers the patch
[19:21] <m_kiewitz> and should basically be it then, great
[19:22] <omer_mor> great job - although I don't fully understand what you did there
[19:22] <omer_mor> (and I tried)
[19:22] <m_kiewitz> there is an array overflow, that overwrites one look up table
[19:22] <omer_mor> I understand the high-level explanation
[19:23] <m_kiewitz> which then causes of course issues when its used
[19:23] <omer_mor> just not the patch itself
[19:23] <m_kiewitz> well i replaced the table lookup with pure code
[19:23] <m_kiewitz> so the look up table is not used anymore
[19:23] <omer_mor> I also don't understand the workings of script 225 export 2
[19:23] <m_kiewitz> basically everything the forest is a virtual room that gets created by scripts
[19:24] <omer_mor> that's clever programming
[19:24] <m_kiewitz> and export 2 creates bushes in those virtual rooms
[19:24] <m_kiewitz> sierra used such an approach in multiple games. i think qfg2 does something like that as well
[19:25] <m_kiewitz> larry 3 does so to for the rainforest almost at the end of the game
[19:25] <m_kiewitz> although not as complex as longbow
[19:26] <omer_mor> nice
[19:26] <bgK> m_kiewitz: looks like there is no French version for Longbow since some people took time to do a fan translation
[19:26] <m_kiewitz> there is?
[19:26] <omer_mor> the randomization is done once per game, or everytime you enter a room?
[19:26] <m_kiewitz> i think once when you start the game
[19:27] <omer_mor> btw - have you seen that I discovered a new SCI demo?
[19:27] <m_kiewitz> ?? which game
[19:27] <omer_mor> imagination network
[19:27] <omer_mor> it has a demo in true sci
[19:27] <m_kiewitz> ?? that was a network service
[19:27] <omer_mor> (not lsci)
[19:28] <m_kiewitz> nice, does it work in ScummVM?
[19:28] <omer_mor> yes
[19:28] <omer_mor> i should create a PR with the md5s
[19:28] <m_kiewitz> yes
[19:28] <omer_mor> http://forums.scummvm.org/viewtopic.php?t=14117
[19:31] <m_kiewitz> i wonder if there is an not corrupted version of the Police Quest 2 demo out there somewhere
[19:32] <omer_mor> I suspect the Sierra BBS hosted the corrupt version
[19:32] <omer_mor> I think it's unlikely all the versions originated in a single corrupted download
[19:33] <m_kiewitz> hmm was something changed for detection? INN demo is not really detected, but add game then uses christmas 1988 SCI for it
[19:34] <omer_mor> yes, it mistakes it for the christmas demo
[19:34] <omer_mor> but it works
[19:34] <m_kiewitz> no, it says it doesn't know the MD5s
[19:34] <m_kiewitz> so it shouldn't do that
[19:35] <omer_mor> but it runs
[19:35] <m_kiewitz> yes, but detection doesn't work correctly
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[20:01] <criezy> god evening!
[20:01] <criezy> *good
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[20:34] <GitHub186> [scummvm] OmerMor opened pull request #781: Add detection for the ImagiNation Network (INN) Demo (master...inndemo) https://git.io/vKk1r
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[21:23] <Fighter19> Oh and one question about the PSP version. Is it supposed to work on a PSP 2000 with 6.20? (If someone konws that)
[21:23] <Fighter19> Because it starts, creates a config with one line, then simply closes the program.
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[21:50] <Fighter19> How far is the SCI32 engine? So I know whether it is normal that it crashes when trying to load a room.
[21:55] <wjp> Not normal, but also not surprising
[21:55] <wjp> There are still quite a few gaps, and presumably quite a bit of debugging to do too
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[21:56] <Fighter19> Well I think it's interesting because exactly style 15 is "blacklisted"
[21:56] <Fighter19> inside the source
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[22:00] <GitHub188> [scummvm] m-kiewitz closed pull request #781: SCI: Add detection for the ImagiNation Network (INN) Demo (master...inndemo) https://git.io/vKk1r
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[22:00] <GitHub18> [scummvm] m-kiewitz pushed 2 new commits to master: https://git.io/vKkAM
[22:00] <GitHub18> scummvm/master 445b690 Omer Mor: SCI: Add detection for the ImagiNation Network (INN) Demo
[22:00] <GitHub18> scummvm/master 3540cf1 Martin Kiewitz: Merge pull request #781 from OmerMor/inndemo...
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[22:11] <wjp> Fighter19: ShowStyle?
[22:14] <snover> what game are you trying to play that uses style 15?
[22:14] <snover> (also i will probably disappear suddenly within the next little while here, due to weather)
[22:14] <wjp> he mentioned KQ7 earlier
[22:16] <snover> must be that later sci2.1mid thing
[22:16] <snover> sci2.1midlate
[22:16] <snover> or i dont know how to count, who knows :)
[22:17] <wjp> bedtime for me; night
[22:17] <snover> bye!
[22:17] <snover> reviewing, i guess that style does show up in sci2.1mid not 3
[22:17] <snover> whoops. learn how to read JLEs, past self.
[22:21] <Fighter19> Yes, I tried to start a game in KQ7
[22:21] <Fighter19> Illegal show style 15 for plane 0012:0002!
[22:25] <Fighter19> Also patching sierraws.exe and scidllws.dll failed "Resource type mismatch"
[22:26] <snover> that last one is expected
[22:28] <Fighter19> Should I post the bt onto pastebin if that helps or should I try to find out what creates style 15?
[22:30] <snover> nope, its WIP :)
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[22:56] <Fighter19> Oh and it's probably a late version of the game as it comes with the Chapter Select and DOS version on disk. (Just in case this might be useful)
[22:58] <Fighter19> Wait actually no DOS version I think.
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[23:37] <snover> well that wasnt very fun
[23:38] <snover> Fighter19: if you dont have a dos version then youre probably trying kq7 1.4/1.51, and not kq7 2.00b?
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[00:00] --- Wed Jul 6 2016