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[05:59] <waltervn> morning
[05:59] <LordHoto> waltervn!
[06:00] <waltervn> LordHoto: are you getting around by freight train?
[06:01] <LordHoto> waltervn: not really :-P
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[06:28] <GitHub103> [scummvm] Strangerke pushed 2 new commits to master: http://git.io/9tvDBA
[06:28] <GitHub103> scummvm/master cd67811 Strangerke: TSAGE: R2R - Some renaming in scene 1337
[06:28] <GitHub103> scummvm/master 65fc33f Strangerke: TSAGE: R2R - Fix card drawing choice when player #2 plays a special card #25
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[07:16] <waltervn> time for coffee..
[07:17] <fuzzie> it's always time for coffee
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[07:37] <Strangerke|work> G'day
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[08:35] <waltervn> fuzzie: good point
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[10:15] <malik_cjm|work> Hello!!!
[10:16] <wjp> hi
[10:20] <malik_cjm|work> I was just wondering, is there anyone working on Ace Ventura engine?
[10:27] <malik_cjm|work> I've made some progress in reversing script engine in Ace Ventura game. I would like to share my work, but I'm concerned about sharing disassembled code. Any suggestions how to do it, without causing issue to the project?
[10:27] <Strangerke|work> malik_cjm|work: poke SylvainTV
[10:28] <Strangerke|work> he made some preliminar analysis of Ace Ventura too
[10:28] <Strangerke|work> maybe you could share what you discovered
[10:29] <malik_cjm|work> ok, thx
[10:31] <malik_cjm|work> Last time I've checked he was reversing resource handling and had good progress.
[10:32] <malik_cjm|work> I found a way how to rebuild game binary with some code rewritten in C. It's still win16 binary but it works on WinXP
[10:33] <malik_cjm|work> Most part is just disassembled code but some script handling functions rewritten in C already. ;)
[10:38] <malik_cjm|work> Good thing about this approach is that I can check if game still works with new implementation. Also I wrote some tests to check if my implementation works in the very same way as original code.
[10:38] <somaen> So, what are you doing? Patching in the functions into the binary, or do you have fully reassemblable disassembly?
[10:39] <malik_cjm|work> fully reassemblable disassembly
[10:39] <somaen> Did IDA do that well of a job, or did you have to fix anything?
[10:40] <malik_cjm|work> IDA this good job, but it wasn't perfect
[10:40] <malik_cjm|work> I had to fix multiple places
[10:41] <malik_cjm|work> What I did what to create hex dump of each section in original and recompiled binary and I was comparing bytes.
[10:42] <somaen> So, figure out what doesn't assemble correctly, and either just merge those bytes back, or manually figure out what's wrong?
[10:42] <malik_cjm|work> I had to fix most of them manualy
[10:43] <malik_cjm|work> sometimes it was just wrong type used, something like word ptr [bp+2], instead of byte ptr[bp+2],
[10:55] <SylvainTV> hello hello
[10:55] <SylvainTV> i didnt make more progress since :)
[10:57] <malik_cjm|work> @SylvainTV: do you have any ideas how use existing libraries from Ace Ventura game. I could write some test applications to figure out how they work.
[10:57] <SylvainTV> the dlls?
[10:58] <SylvainTV> or the r16 ?
[10:58] <malik_cjm|work> dlls
[10:58] <malik_cjm|work> r16 aren't dlls?
[10:58] <SylvainTV> yes r16 are dlls
[10:58] <SylvainTV> that are loaded dynamically
[10:58] <SylvainTV> based on scripts
[10:58] <SylvainTV> thats a pita
[10:59] <SylvainTV> it's sort of "external plugins"
[10:59] <SylvainTV> like there is one for pathfinding etc
[11:00] <malik_cjm|work> I have to check that but I'm pretty sure that there is some common way to call those plugins
[11:00] <SylvainTV> you can load these with ida
[11:02] <SylvainTV> the engine is doing loadlibrary then getprocaddress
[11:02] <SylvainTV> so it's all "dynamic"
[11:03] <SylvainTV> the other dlls are used in a normal way (automatically linked)
[11:09] <malik_cjm|work> And as far I remember those automatically linked are used in other games to, like Monty Python and the Quest for Holy Grail
[11:10] <malik_cjm|work> Another good news is that I finally found that game sealed in box ;) http://www.ebay.pl/itm/7th-Level-Computer-PC-Game-Ace-Ventura-New-In-Box-SEALED-/221542802642?pt=Video_Games_Games&hash=item3394fae4d2
[11:12] <Strangerke|work> so dino3D and artist should be the 2 latest official titles, that's cool
[11:12] <fuzzie> wrong window :-p
[11:12] <SylvainTV> hehe
[11:12] <fuzzie> (but yes)
[11:13] <Strangerke|work> yes, sorry.
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[11:48] <_sev|work_> malik_cjm|work: hi
[11:48] Nick change: _sev|work_ -> _sev|work
[11:52] <malik_cjm|work> @_sev|work: hello
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[12:14] <GitHub82> [scummvm] sev- closed pull request #519: UNITY: Call g_type_init only with GLib < 2.36 (master...sensible_unity) http://git.io/1_-aOQ
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[12:14] <GitHub108> [scummvm] sev- pushed 2 new commits to master: http://git.io/s0WaFw
[12:14] <GitHub108> scummvm/master fee66db Tobia Tesan: UNITY: Call g_type_init only with GLib < 2.36...
[12:14] <GitHub108> scummvm/master f811e4e Eugene Sandulenko: Merge pull request #519 from tobiatesan/sensible_unity...
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[12:35] Action: wjp mumbles something about doing a compile-time check for a run-time version dependency
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[13:25] #scummvm: mode change '+b *!*2012@*.024-3-67626724.cust.bredbandsbolaget.se' by wjp!~wjp@hmm.wantstofly.org
[13:25] TAS_2012v kicked from #scummvm by wjp: TAS_2012v
[13:26] <wjp> (please help me remember to unban in a while)
[13:28] <Riviera> wjp: There's also e.g. ##fix_your_connection to which a ban can forward.
[13:34] <wjp> Oh?
[13:35] <wjp> but I'm probably too lazy to do much more than /kickban anyway
[13:54] <Strangerke|work> Promo on "LSL Love for Sail" on gog: http://www.gog.com/mutator
[13:55] Nick change: Javacat -> NotJavacat
[13:57] <Riviera> wjp: Yep, you'd use a banmask like *!*wjp@*.wantstofly.org$##fix_your_connection Search for "Channel forwards in bans" in <https://freenode.net/using_the_network.shtml>.
[13:57] <Riviera> wjp: But no worries, I understand that kind of laziness well enough. :)
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[14:05] <DrMcCoy> Oh, that fix_your_connection redirect seems to be quite useful
[14:06] <DrMcCoy> I will probably not remember it when I need it next time, though
[14:06] #scummvm: mode change '-b *!*2012@*.024-3-67626724.cust.bredbandsbolaget.se' by wjp!~wjp@hmm.wantstofly.org
[14:14] <wjp> so do we have anybody who actually cares about Unity and potential binary compatibility issues?
[14:14] <wjp> maybe I'm hoping for a "no"
[14:16] <wjp> it feels a bit silly to introduce a hidden run-time dependency just to avoid a compile-time warning
[14:16] <wjp> but then I don't care about unity, so meh
[14:17] <DrMcCoy> I don't even get what this is about at all
[14:17] <DrMcCoy> UI things in the Unity desktop environment?
[14:17] <wjp> yeah
[14:17] <wjp> and sadly not even useful things
[14:18] <DrMcCoy> I'd say screw it, but I also hate Unity and pandering to desktop environments in general :P
[14:18] <wjp> just a progress bar...
[14:19] <DrMcCoy> I also hate it when a potential useful program really wants some kind of dockbar. Because I use e16, and there is no dockbar
[14:19] <wjp> some desktop environment integration could be quite nice (recently started games, maybe even recent saves), but, well...
[14:20] <wjp> I should look at what we do in Windows actually
[14:21] <wjp> because that does seem to communicate some 'recently used' things
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[14:33] <GitHub87> [scummvm] tobiatesan opened pull request #521: UNITY: Fix runtime dependency on glib > 2.36 introduced by yours truly (master...sensible_unity) http://git.io/Nl2l1g
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[15:51] <blitter_> had to think for a moment-- thought for a minute you meant the Unity game engine. either way, agree with DrMcCoy-- hate it :P
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[16:25] <WooShell> meow =^.^=
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[16:44] <DrMcCoy> wtf
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[16:48] <wjp> hm?
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[16:54] Action: fuzzie pokes DrMcCoy
[16:54] Action: DrMcCoy explodes
[16:54] <Strangerke> yes, wtf is a registered comment by fuzzie
[16:54] <Strangerke> you'll have to pay royalties if you use it
[16:55] <fuzzie> exploding is also acceptable
[16:55] <DrMcCoy> lol
[16:55] <Strangerke> :)
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[17:41] <fuzzie> oh look, gsoc2015.
[17:44] <DrMcCoy> That's pretty early
[17:44] <fuzzie> I should make sure to stick flyers on every CS dept board I have access to, in early March or so.
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[18:26] <Strangerke> yeah for GSoC 2015
[18:26] <Strangerke> I already have 2 tasks :P \o/
[18:26] Action: Strangerke votes for: Fuzzie and her "Let's reimplement Director v1 -> v25 in a couple of months" task
[18:27] <Strangerke> You rock, fuzzie!
[18:27] <fuzzie> needs more student :-p
[18:28] <Strangerke> yes, that too
[18:28] <Strangerke> and more beers
[18:28] <fuzzie> Dynamic Taint Analysis is actually really useful for things like Director where you have to work out complex formats
[18:28] <Strangerke> And if we have more kebap, DrMcCoy will be a mentor too
[18:29] <Strangerke> Hum, I think I never used that
[18:30] <DrMcCoy> :O
[18:31] <criezy> You never used kebap? :O
[18:31] <fuzzie> they have some quite interesting other research at the uni here, e.g. tools to automatically generate C structures and work out all the different pointers mean and so forth
[18:32] <Strangerke> criezy: no, we just don't have enough Kebap to have DrMcCoy forget about Xoreos for a year or so
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[21:14] <DrMcCoy> Anybody know of a tool on GNU/Linux that can show resources in PE files?
[21:14] <DrMcCoy> I know I did that at one time in the past
[21:15] <DrMcCoy> But I completely forget what the damn thing was called
[21:17] <somaen> Wine + PE Explorer doesn't work?
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[21:19] <t0by> DrMcCoy, Wikipedia suggests... ar.
[21:20] <DrMcCoy> watz
[21:20] <malik_cjm> DrMcCoy: have you tried WINE+eXeScope.exe
[21:20] <malik_cjm> ??
[21:21] <DrMcCoy> I'd rather have something native
[21:21] <DrMcCoy> And I know I had such a thing in the past, at least for icons and cursors
[21:21] <DrMcCoy> I looked at Addy icons with that. And Witcher
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[21:28] <wjp> icoutils? (icotool, wrestool)
[21:29] <DrMcCoy> wrestool somehow doesn't want to export those icon resource
[21:29] <DrMcCoy> I know I had a GUI tool, even
[21:30] <t0by> http://pev.sourceforge.net/ ?
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[21:31] <t0by> (Oh, neat: https://code.google.com/p/pefile/)
[21:31] <DrMcCoy> The resource_viewer example of pefile at least seems to be able to extract the icon
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[23:57] <GitHub30> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/0xnq1w
[23:57] <GitHub30> scummvm/master 9e6f3c5 Strangerke: TSAGE: R2R - some renaming in scene 1337
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[00:00] --- Tue Oct 7 2014