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[02:19] <snover> https://zetafleet.com/i/577f0d98455d9.png occasionally, things go wrong.
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[07:35] <Strangerke|work> hi guys
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[08:48] <waltervn> morning
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[09:33] <m_kiewitz> https://www.youtube.com/watch?v=6VvOqUvvO9Y
[09:33] <m_kiewitz> haha, bad omen :P
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[10:21] <Fighter19> Hey there, I have an old DOS game which I'd like to translate, however the exe is more or less packed and there are multiple files (which I think are split files of the actual program). IDA said something about Borland loader (I think). Any ideas?
[10:21] <Strangerke|work> Which game is it?
[10:21] <Fighter19> An old German Point&Click adventure
[10:22] <Strangerke|work> Crime Time?

[10:22] <Strangerke|work> ok, I don't know this one
[10:22] <Strangerke|work> an always try to unpack it in dosbox, using unp
[10:23] <Strangerke|work> http://unp.bencastricum.nl/
[10:23] <Fighter19> Thank you! I'll try it.
[10:23] <Strangerke|work> I guess the game isn't free?
[10:23] <Strangerke|work> or maybe you could point me at a demo?
[10:38] <Fighter19> Nah, unfortunately there is no demo
[10:39] <Fighter19> And the game is also not really downloadable from the Internet anymore, however it's unclear who has the rights for it as everybody involved is already dead.
[10:40] <Fighter19> Plus the company itself had to close
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[10:45] <Strangerke|work> yes, but trust me, someone owns the rights
[10:48] <Strangerke|work> So... Sorry but I can't help you :/
[10:52] <Fighter19> Well, I can tell you that it's been compiled using the Borland compiler. And how I understood this splitting was used to circumvent the memory limit on DOS.
[10:53] <Fighter19> there is an EXE present called RTM.EXE and an OVL DPMI16BI.OVL
[10:53] <Strangerke|work> overlays
[10:53] <Strangerke|work> yep
[10:55] <Strangerke|work> there's only 1 ovl file?
[10:58] <Fighter19> Yes
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[11:38] <Fighter19> Well I think the main problem I have is not understanding how those extenders work
[11:39] <Harekiet> I thought IDA could handle 16bit pmode borland stuff
[11:49] <Fighter19> To me the only thing it shows is the DPMI routine which loads a program from somewhere.
[11:51] <Fighter19> I was able to dump parts of the game through the DosBox debugger and actually reuse them in IDA
[11:53] <Fighter19> However this does not really help to modify the strings permanently. (As they are present once it's loaded)
[12:06] <Strangerke|work> most likely the strings are stored in one of the files, using some kind of encryption/compression
[12:06] <Strangerke|work> not in the executable
[12:11] <Fighter19> That's what I thought as well, however all strings are loaded the moment I'm greeted with the intro.
[12:12] <Fighter19> And I think I tried to set a breakpoint everytime a file is loaded in DosBox
[12:12] <Fighter19> It loaded graphics but the strings from later levels where already there before the first room was loaded
[12:21] <Strangerke|work> so maybe it's a blob of data inside the executable
[12:21] <Strangerke|work> do you see that in IDA?
[12:31] <Fighter19> I think so. I can't really tell as the dump is a raw dump (so the pointers don't match). That's why I wanted to know how to handle the extenders ^^
[12:32] <Fighter19> However yes, there are many string bundled in one big section
[12:32] <Fighter19> I think all which appear in the game.
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[12:45] <m_kiewitz> uh oh
[12:45] <m_kiewitz> https://sourceforge.net/p/scummvm/bugs/7159/
[12:45] <m_kiewitz> was someone changed recently for SCI audio?
[12:45] <m_kiewitz> *something
[12:47] <wjp> SCI32 audio
[12:47] <m_kiewitz> well is there a way that those commits could break sci16 audio?
[12:48] <wjp> there could have been some refactoring to separate SCI16/SCI32 code paths
[12:49] <wjp> and 1.8.x branched back in February already; I can't quite remember if we did audio things in master since then
[12:50] <m_kiewitz> i just checked larry 5, yes digital audio is broken now
[12:50] <m_kiewitz> sigh
[12:51] <wjp> maybe 46551fd4b53fc8bf4bbdd3a59aeed56f6f9b53e5
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[12:59] <m_kiewitz> wjp: sq3 is also broken
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[13:15] <salty-horse> is this BS1 animation glitch in the original as well? https://imgur.com/a/Mucf6
[13:15] <salty-horse> joostp, ?
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[13:15] <salty-horse> the sandbag appears below, then above, George
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[15:07] <WooShell> meow =^.^=
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[18:02] <joostp> salty-horse: I don't know
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[19:04] <wjp> m_kiewitz: bisect indeed points at this commit I guessed earlier
[19:04] <wjp> so 46551fd4b53fc8bf4bbdd3a59aeed56f6f9b53e5
[19:11] <wjp> right, got it
[19:11] <wjp> not all places that set pStreamAud also set isSample
[19:13] <snover> uh-oh. sounds like my bug.
[19:15] <snover> would you like me to fix it? i feel bad about that
[19:17] <wjp> I'm most of the way there, but am just wondering if I should clear isSample when pStreamAud is reset to 0
[19:17] <snover> m_kiewitz, wjp.
[19:17] <snover> oh
[19:17] <snover> ok
[19:17] <wjp> I'm also wondering if all checks for pStreamAud != 0 should be turned into isSample checks
[19:17] <wjp> but if yes, I'm going to let you fix it :-)
[19:18] <snover> i tried to avoid change as much as possible, which apparently meant not changing as much as needed&
[19:19] <snover> how many places are there where it is set to zero? two?
[19:20] <snover> oh, three, because in one place it is set to NULL
[19:21] <snover> i think it is worth setting isSample
[19:21] <snover> and using isSample
[19:21] <snover> so maybe that means i have to fix it :)
[19:22] <snover> interestingly, i ran sq4 to check and it seemed to be playing digital samples no problem
[19:22] <wjp> soundInitSnd is the problem
[19:28] <snover> does that explain why QFG1 seems affected but SQ4 not?
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[19:31] <m_kiewitz> Space Quest 3 + Larry 5 are also affected
[19:45] <snover> ill go back to robots unless you want me to commit the fix, just let me know
[19:53] <Begasus> is there a way to extract atari archives over terminal? been looking but haven't found one yet
[19:53] <Begasus> http://ifarchive.org/indexes/if-archiveXgamesXatari-8bit.html
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[20:01] <mcayland> hi everyone!
[20:02] <mcayland> my android phone recently updated scummvm from 1.6 to 1.8 and it broke COMI :(
[20:02] <mcayland> basically the speech doesn't work, and instead text appears but at maximum speed
[20:02] <mcayland> is this a know issue at all?
[20:04] <_sev> mcayland: when you look at the game settings, does it say speech or speech and subtitles/
[20:05] <mcayland> _sev: 2 secs...
[20:05] <mcayland> _sev: in the audio tab "Text and Speech" is set to Speech, subtitle speed 28
[20:06] <_sev> weird
[20:06] <_sev> mcayland: is there a way for you to try our SDL build?
[20:06] <_sev> mcayland: downloadable from our website as an .apk
[20:07] <mcayland> _sev: sure i can try - do you have a quick link?
[20:08] <_sev> mcayland: http://www.scummvm.org/downloads/ and then select one for your CPU
[20:08] <mcayland> it's definitely an arm - is armv7 64-bit?
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[20:09] <GitHub57> [scummvm] wjp pushed 1 new commit to master: https://git.io/vK374
[20:09] <GitHub57> scummvm/master 862f12c Willem Jan Palenstijn: SCI: Set isSample when starting digital sample from soundInitSnd...
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[20:09] <m_kiewitz> wjp: does this fix everything?
[20:11] <_sev> mcayland: v7a is 32-bit afaik
[20:11] <_sev> mcayland: so try just the SDL ARM
[20:11] <mcayland> _sev: nods, okay let me see
[20:17] <wjp> m_kiewitz: dunno how much you found, but this code path that I patched gets used in QfG1, SQ3 and LSL5
[20:17] <m_kiewitz> wjp: ah nice, will test it out
[20:19] <mcayland> _sev: okay installed it, and it does exactly the same :(
[20:19] <mcayland> and the mouse pointer seems to have switched between absolute/relative which makes it harder to control
[20:20] <_sev> I see
[20:20] <_sev> then it is a bug
[20:20] <_sev> which preferably needs to be reported
[20:21] <mcayland> _sev: okay thanks for the help. is that via the forums?
[20:23] <_sev> mcayland: no. here is the explanation: http://www.scummvm.org/faq/#question.report-bugs
[20:26] <snover> oh dear, introduced a silly deadlock.
[20:28] <mcayland> _sev: okay done: https://sourceforge.net/p/scummvm/bugs/7160/
[20:28] <mcayland> _sev: thanks a lot for your time!
[20:29] <_sev> mcayland: thanks. Eventually you'll get an e-mail with request to retest it
[20:29] <mcayland> _sev: fab. hopefully its easy to reproduce locally :)
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[20:41] <m_kiewitz> _sev: Pandora uses ARM too, right?
[20:42] <m_kiewitz> i own a Pandora, so in case I can test something out...
[20:42] <_sev> m_kiewitz: no idea
[20:46] <wjp> according to wikipedia that uses ARM, yes
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[20:51] <wjp> I wonder what would make it show subtitles if those are disabled though
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[20:57] <snover> not detecting a sound card? is there some logic in there for that?
[20:57] <snover> or perhaps the user confuses per-game and global settings?
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[22:46] <m_kiewitz> PSA: Doodle God Ultimate Collection is currently free on European/Australia PS3 PSN
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[00:00] --- Sat Jul 9 2016