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[00:24] <snover> ah, how wonderful. the phantasmagoria title screen robot references palette entries that are outside of its own palette range, and this happens to work in the original game because even uninitialised palette entries are copied to the hardware palette
[00:25] <snover> so it references unused index 188, which it expects is zero by default
[00:26] <snover> meanwhile, kq7 (and probably other games) expect the last palette entry to always be white
[00:26] <snover> bugs.
[00:26] <snover> shenanigans.
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[00:55] <snover> anyway. robots without sound are working nicely. robots with audio are having some problems.
[01:04] <snover> vmd sound is problematic too, bad AV sync, gonna have to try to fix that sometime&
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[10:18] <m_kiewitz> wjp: i noticed a little graphical inaccuracy in a Let's Play that's using ScummVM :(
[10:22] <wjp> which game?
[10:23] <m_kiewitz> Larry 5
[10:23] <m_kiewitz> although it seems like some sorts of ports problem
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[10:25] <Strangerke> hi guys
[10:25] <m_kiewitz> wjp: http://i.imgur.com/8lp4UC0.png
[10:26] <m_kiewitz> what's worse is that 2 pixel lines of graphical corruption appear on screen after clicking around a bit
[10:29] <m_kiewitz> will be a nightmare to figure out
[10:30] <m_kiewitz> i guess maybe there is some kind of CLIP that we don't do
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[11:07] <wjp> huh, having trouble starting a new game in lsl5
[11:10] <m_kiewitz> huh? works for me
[11:11] <wjp> getting a failed assert while loading script 40 it seems
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[11:12] <m_kiewitz> script patch inside scummvm directory?
[11:12] <wjp> it would seem that way
[11:12] <m_kiewitz> i just noticed that later versions of larry 5 give out "window too large, trimming it" - which still results in inaccuracy
[11:13] <m_kiewitz> but it doesn't happen for my 1.000 version, which the let's player also played
[11:13] <m_kiewitz> in that case it seems the scripts are using the whole screen thus no trimming message
[11:13] <wjp> ok, it's happy again
[11:14] <t0by> somaen: thanks for looking at my PR. I'll try to address your concerns sometime next week, these few days I'm uber swamped.
[11:14] <t0by> But thanks, just wanted to say that.
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[12:14] <mrjoshua240> hello i have a question
[12:14] <mrjoshua240> can Moonbase Commander work on Mobile Devices?
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[13:40] <snover> good day.
[13:41] <Begasus> afternoon snover :)
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[14:23] <GitHub143> [scummvm] sev- closed pull request #774: Add ScrollContainerWidget (master...the-container-box-pr2) https://git.io/vKvE7
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[14:23] <GitHub84> [scummvm] sev- pushed 39 new commits to master: https://git.io/vKGwb
[14:23] <GitHub84> scummvm/master 0872785 Alexander Tkachev: GUI: Use boss's x/y/w/h instead of clippingArea
[14:23] <GitHub84> scummvm/master 49caaf7 Alexander Tkachev: GUI: Add ScrollContainer
[14:23] <GitHub84> scummvm/master 9bf2d65 Alexander Tkachev: GUI: Cleanup in ScrollContainer
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[15:27] <GitHub197> [scummvm] csnover closed pull request #776: SCI32: kPlayVMD (master...sci32-kPlayVMD) https://git.io/vKfkF
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[15:27] <GitHub136> [scummvm] csnover pushed 4 new commits to master: https://git.io/vKGKo
[15:27] <GitHub136> scummvm/master 28d4f5b Colin Snover: VIDEO: Expose API for providing a memory location to draw VMDs...
[15:27] <GitHub136> scummvm/master 4d91b45 Colin Snover: SCI32: Implement kPlayVMD
[15:27] <GitHub136> scummvm/master b6dbc79 Colin Snover: SCI32: Add support for blacklined video...
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[15:50] <GitHub24> [scummvm] csnover pushed 3 new commits to master: https://git.io/vKGie
[15:50] <GitHub24> scummvm/master 0f5935f Colin Snover: SCI32: Use #defines to reduce duplication of game options
[15:50] <GitHub24> scummvm/master 774d0cb Colin Snover: SCI32: Disable KQ7 subtitles...
[15:50] <GitHub24> scummvm/master c294e4f Colin Snover: MACOS: Fix sign comparison
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[15:52] <blorente> evening :)
[15:53] <snover> hi blorente
[15:54] <m_kiewitz> snover: are subtitles that weird all the time? because the code that you disabled is for speech + subtitles at the same time. subtitles was possible before that anyway
[15:54] <snover> m
[15:54] <snover> oops
[15:54] <snover> m_kiewitz: they draw over the characters, off the side of the screen, etc.
[15:55] <m_kiewitz> yeah, but does this happen for subtitles + speech only? or is it a general issue?
[15:55] <m_kiewitz> because in case it's the former, then disabling that feature makes sense. in case it's the latter then disabling that feature doesn't really make sense
[15:55] <snover> i put GUIO_NOSUBTITLES into the game options
[15:55] <snover> is that not sufficient?
[15:55] <m_kiewitz> but the original game supported subtitles?
[15:56] <snover> my understanding, and my experience with them, is that they were there, but broken, and they shipped with them disabled
[15:56] <m_kiewitz> im pretty sure it was possible to have them, when there was no audio
[15:56] <m_kiewitz> which version did you use? 1.51 or 2.0?
[15:56] <snover> 2.00b
[15:57] <snover> youre right that they show up when audio is disabled
[15:57] <snover> in the original interpreter
[15:58] <m_kiewitz> and are they the same as in ScummVM then?
[15:58] <snover> as far as i know, yes
[15:58] <m_kiewitz> because in that case i think we shouldn't disable subtitles
[15:58] <snover> theyre really quite broken though.
[15:58] <m_kiewitz> well but that was a feature of the original games. we can fix them at some point, but i don't see a reason disabling them when they were shipped that way and we don't hack them in
[15:59] <snover> lets see what the minimum system requirements were&
[15:59] <snover> i imagine that there was a requirement for a digital audio card
[16:00] <m_kiewitz> well, they put them in there when there was no audio capability, that was done on purpose
[16:00] <m_kiewitz> i would understand it, in case we did some hackery to enable them, but the original interpreter enabled them automatically
[16:01] <snover> the install program of kq7 does not allow you to choose no audio
[16:01] <snover> as far as i know, the only way that the subtitles show up is if users hack the resource.cfg to set audioSize to 0
[16:02] <snover> https://zetafleet.com/i/578271825114e.png these are your KQ7 sound card options
[16:02] <m_kiewitz> i just checked my own boxes
[16:02] <m_kiewitz> one mentions "supports ... audio cards", it's not mentioned under required
[16:02] <m_kiewitz> and the other one doesn't even mention audio cards at all
[16:03] <m_kiewitz> there were also localized versions of kq7, i would have to check those if those have the same issues
[16:03] <m_kiewitz> still there are disabled games and removing that option is kinda bad. if i had hearing problems, then i would prefer broken subtitles instead of no subtitles
[16:03] <m_kiewitz> and if someone opens a bug report, we can tell that person "sorry, was original game, we will patch it at some point maybe"
[16:04] <snover> yeah, that last thing is just what i was going to say
[16:04] <snover> they are broken enough that well get bug reports about it
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[16:04] <m_kiewitz> well we could of course also add a disclaimer window at the start in case the game is started with subtitles being enabled
[16:05] <m_kiewitz> "bla bla sierra shipped it that way bla bla please dont open bug reports bla we may patch it at some point bla" :P
[16:05] <snover> ok, that seems like a fair solution.
[16:07] <m_kiewitz> what does the game even do? place it at the same spot all the time?
[16:07] <m_kiewitz> different spots? when is it broken?
[16:07] <snover> different spots
[16:07] <snover> ill see if i can find a broken scene quickly.
[16:07] <m_kiewitz> i have only checked the first few and those looked weird and unpolished - well "plain", but they weren't that badly placed
[16:08] <snover> i seem to recall some cave-like scene
[16:08] <snover> where they run off the right edge
[16:08] <m_kiewitz> i would like to look into the script code, maybe there is some logic behind it so that we could easily fix it
[16:08] <m_kiewitz> i have no idea why they didn't simply place them at the bottom
[16:10] <m_kiewitz> and im also quite sure that some user(s) explicitly asked for subtitles + audio in kq7 (probably either non-native English speakers or people w/ hearing issues), that's why I added it back then
[16:11] <m_kiewitz> i also wonder if it's the same for 1.51 and 2.0 and localized versions. And I think I even heard that someone owns 1.0 or <1.0
[16:13] <m_kiewitz> wth
[16:13] <m_kiewitz> im getting
[16:13] <m_kiewitz> Patching SIERRAWS.EXE failed - resource type mismatch
[16:13] <m_kiewitz> Patching SCIDLLWS.DLL failed - resource type mismatch
[16:13] <m_kiewitz> Patching sherlock.lib failed - resource type mismatch
[16:13] <m_kiewitz> for 1.51 atm
[16:13] <snover> thats expected, there are sync files that start with S
[16:13] <snover> in SCI32
[16:13] <m_kiewitz> ah right
[16:14] <m_kiewitz> 1.51 uses style 15, which is blacklisted at least for me locally
[16:16] <m_kiewitz> argh, i just ran from a scorpion and got an assert() in 2.0
[16:16] <m_kiewitz> index < remaps.size()
[16:16] <m_kiewitz> remap32.h
[16:16] <m_kiewitz> line 328
[16:17] <m_kiewitz> but besides that it looked really great
[16:17] <snover> what room were you in when that happened?
[16:17] <m_kiewitz> chapter 1, walk to the right all the way, enter doorway
[16:17] <m_kiewitz> scorpion appears, click door to the left
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[16:18] <m_kiewitz> the text at the start looked centered to me, no special placement for that one
[16:18] <snover> the beginning of chapter 2, text randomly changes colour and font and shows up at the top of the screen
[16:18] <m_kiewitz> o_O
[16:19] <m_kiewitz> and the exactly same happens in original interpreter?
[16:19] <m_kiewitz> wtf were they thinking
[16:20] <snover> id guess they ran out of time and dropped the feature.
[16:20] <m_kiewitz> that may even be a bug, the text box at the top centered
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[16:20] <m_kiewitz> and i guess they wanted to use different colors for different speakers, but that also doesn't work properly
[16:20] <snover> not that any of the sierra games arent buggy nightmares but kq7 is special in that they switched from 2.1 early to 2.1 mid but kept the SCI scripts for 2.1 early
[16:20] <m_kiewitz> well, we could surely put the text at the bottom of the play screen
[16:21] <m_kiewitz> plenty of sci32 games are buggy nightmares. Quest for Glory 4 floppy is possibly the worst offender
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[16:22] <m_kiewitz> the strangest thing about those issues are the font changes
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[16:22] Nick change: Strangerke_ -> Strangerke
[16:23] <snover> yes, the broken stuff with subtitles happens in the original interpreter
[16:24] <snover> there is a youtube video somewhere with subtitles on but i am having trouble finding it
[16:24] <m_kiewitz> i really need to know what's going on in there
[16:24] <m_kiewitz> the colors fine, but the font changes...wtf
[16:25] <snover> and the position
[16:26] <m_kiewitz> hmm sci viewer shows me that there are 2 64928 script resources
[16:30] <m_kiewitz> ah, the text at the top of the screen is meant for the KQ-Narrator
[16:31] <m_kiewitz> and the other text is meant for regular talkers. So text is processed via KQ-Narrator although it shouldn't be
[16:31] <m_kiewitz> that also explains the different font
[16:32] <snover> so how is this for a warning message: Subtitles have been enabled, but the subtitles in King's Quest 7 were unfinished and disabled in the original interpreter. They do not render properly or reflect the actual game speech. This is not a ScummVM bug -- it is a problem with the game that was never fixed by Sierra.
[16:32] <snover> seems kind of wordy.
[16:36] <m_kiewitz> there are also multiple scripts for 64924
[16:36] <snover> so good.
[16:36] <ScummBot> Port build status changed with c294e4fb: Failure: master-osx_intel
[16:37] <snover> nooo what
[16:38] <m_kiewitz> MACOS: Fix sign comparison
[16:38] <m_kiewitz> that one seems to be the problem
[16:38] <snover> yeah i know but i compiled it here.
[16:39] <snover> i guess maybe macos 10.ancient doesnt define them in the same way
[16:42] <criezy> I think NSUInteger is defined on 10.5+ only.
[16:42] <criezy> Same as NSInteger.
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[16:45] <snover> guess ill just change it to "unsigned int" then&
[16:49] <snover> yep. NSUInteger Available in OS X v10.5 and later
[16:49] <m_kiewitz> argh, i found the code that decides between KQNarrator and KQTalker, what a nightmare
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[16:50] <GitHub3> [scummvm] csnover pushed 2 new commits to master: https://git.io/vKGXa
[16:50] <GitHub3> scummvm/master 46804fd Colin Snover: SCI32: Re-enable KQ7 subtitles, but with a warning on game start
[16:50] <GitHub3> scummvm/master 1c0c540 Colin Snover: MACOS: Use 'unsigned int' instead of NSUInteger...
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[16:50] <snover> m_kiewitz: let me know when you want the code to go back to disabling them ;)
[16:51] <m_kiewitz> i solved worse things :P like dual mode for kq6
[16:52] <m_kiewitz> for script 0 sci viewer also shows me multiple resources. it seems that this was possibly the last stuff they changed
[16:54] <m_kiewitz> i also wonder if the code is the same for 1.51 and 2.0, or if they even changed parts of it
[16:56] <snover> whichever would break things the most :)
[16:57] <snover> now i just have to deal with some annoying audio32 deadlocks that shouldnt be happening& and then& more robots&
[16:57] <snover> at least i only have to fix the sound for robots at this point, the video part seems to be working well
[16:58] <ScummBot> Port build status changed with 1c0c540f: Success: master-osx_intel. Nice work, all ports built fine now
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[17:02] <snover> thanks ScummBot!
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[17:27] <m_kiewitz> snover: does kMessage(9, ...) in KQ7 set any acc at all?
[17:28] <m_kiewitz> that should be LastMessage, correct?
[17:28] <snover> one sec
[17:28] <snover> 1.51 or 2.00b?
[17:28] <m_kiewitz> 2.00b
[17:28] <m_kiewitz> it seems the findTalker code uses acc from a kMessage(9, ...) call
[17:29] <m_kiewitz> is there also some way to look at all the messages?
[17:29] <m_kiewitz> ^of
[17:30] <m_kiewitz> ah, no. it seems to use the acc of a kMessage(1, ...) call
[17:30] <snover> it doesnt appear to put anything into r_acc, but does seem to fill a reg_t array
[17:32] <snover> filled with Audio36 info (module, noun, verb, cond, seq)
[17:32] <m_kiewitz> ah that kMessage(1, ...) acc seems to be the talker? so the resources are broken then?
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[17:33] <snover> let me double check that i didnt miss a sub somewhere
[17:33] <snover> im pretty sure i didnt, but sometimes&
[17:34] <snover> kMessage(1) will set r_acc
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[17:34] <m_kiewitz> in case the behavior is the same when using the original interpreter, then everything seems fine
[17:35] <snover> anything using string or array operations in scummvm is suspicious right now
[17:36] <snover> i would guess this applies to kMessage as well with the ugliness that is going on with mutating the opcodes around line 513
[17:38] <m_kiewitz> hmm i just tried original interpreter
[17:38] <m_kiewitz> now it gets weird. i get a few text boxes as narrator text boxes in original interpreter too, but color is white all the time for the regular talker boxes
[17:39] <snover> did i mention that subtitles in kq7 are broken ? :~)
[17:39] <m_kiewitz> and the text gets clipped sometimes, it seems it already looks better in ScummVM lol
[17:39] <m_kiewitz> yeah, but why are there color differences between original interpreter and scummvm?
[17:39] <m_kiewitz> something seems to be going wrong
[17:39] <m_kiewitz> i haven't found the color code yet
[17:39] <snover> i may have fixed that already
[17:39] <snover> just not committed, its on my working branch
[17:40] <m_kiewitz> anyway, it seems that the message resources are broken then - at least it looks like that
[17:40] <snover> not all palette entries are copied to the system palette, but then sometimes the game decides to use unused palette entries
[17:40] <m_kiewitz> do we have any way of dumping all message resources? SCI viewer doesn't let me view them
[17:40] <snover> also entry 255 is supposed to always be white but it isnt at the moment
[17:41] <snover> https://github.com/csnover/scummvm/commit/cb8f42c42fb6f393f787fa4c5b4168563bf75481.patch
[17:42] <m_kiewitz> ah i can check messages in SCI Companion, nice
[17:44] <snover> also keep in mind that kq7 2.00b might be using scripts designed for a different version of the interpreter
[17:45] <m_kiewitz> hmm t really looks as if the message resources are really broken, at least some are
[17:46] <m_kiewitz> talker 6 should be the troll, talker 7 should be the princess
[17:46] <m_kiewitz> and sometimes it uses talker 99 instead
[17:46] <m_kiewitz> chapter 2 starts with
[17:47] <m_kiewitz> "Welcome, most beautiful of princesses!" - talker 7, makes sense
[17:47] <m_kiewitz> "Hmm?" - talker 99, should be princess
[17:48] <snover> yeah, sounds like a dropped feature alright :)
[17:48] <m_kiewitz> maybe they did this to keep text from being on top of the actors?!
[17:48] <m_kiewitz> is there even a traditional narrator at all?
[17:49] <snover> i dont think so but i dont know for sure, i never played KQ :)
[17:49] <m_kiewitz> i have never played through the whole game, but the chapter starts that i went through have no narrator
[17:49] <m_kiewitz> me too :P although i own 3 copies (maybe even more when you also count KQ collections)
[17:50] <m_kiewitz> i think i should maybe ignore that thing and place all subtitles at the bottom of the game screen
[17:50] <snover> that would seem like the least obtrusive option
[17:51] <snover> supposedly phant1 also has hidden subtitling functionality
[17:56] <m_kiewitz> ah i see. A few times talker 99 is used for situations, where the princess is simply thinking to herself
[17:57] <waltervn> evening
[17:57] <m_kiewitz> still that's weird as well
[17:57] <m_kiewitz> and the "Hmm?" is surely a spoken reaction
[17:57] <m_kiewitz> hi waltervn
[17:57] <snover> hey waltervn, nice to see you
[17:58] <m_kiewitz> and funnily we could in theory even detect those special situations, because the messages start with "(THINKS TO HERSELF)"
[17:59] <m_kiewitz> in another situation it uses for "thinking to herself" talker 1, urgh. what a mess
[18:05] <snover> just let me know when you want to go back to nosubtitles :)
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[18:08] <m_kiewitz> well, i don't care that much about that mess, because i will simply ignore it. it's still a mess heh
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[18:35] <m_kiewitz> snover: i somewhat got a script patch ready
[18:36] <m_kiewitz> but i guess you should probably look into the current situation. In original SCI longer text is not broken up into multiple lines, but instead it's clipped against the screen
[18:36] <m_kiewitz> in ScummVM atm I get multiple lines - which of course looks better, but the question is: why does this happen in ScummVM and not under the original interpreter
[18:37] <snover> getTextSize was broken in 2.1early, maybe it is also broken in KQ7s special edition of 2.1mid
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[18:37] <m_kiewitz> ah that makes sense
[18:38] <snover> not totally sure if its the right kind of broken for that to happen, though&
[18:39] <snover> but yeah, i imagine there are all sorts of things like that
[18:39] <snover> with kq7
[18:39] <snover> because of how weird it is
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[18:40] <snover> it doesnt make a whole lot of sense that KQ7 direct-from-the-CD-2.00b is 2.1mid, but KQ7 1.51-patched-to-2.00b is 2.1early
[18:41] <snover> the patch only includes script patches, not a whole new interpreter
[18:45] <snover> but, that is how it is, somehow.
[18:45] <snover> nightmare.
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[19:46] <snover> wjp: i could probably use your brain for a while on robot audio if you are available sometime
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[20:03] <GitHub7> [scummvm] bgK pushed 4 new commits to master: https://git.io/vKGQ1
[20:03] <GitHub7> scummvm/master c06e347 Bastien Bouclet: MOHAWK: Make the Riven saved games loadable by the original engine
[20:03] <GitHub7> scummvm/master 792548f Bastien Bouclet: MOHAWK: The French DVD version of Riven is just a repackaged CD version
[20:03] <GitHub7> scummvm/master f78bb08 Bastien Bouclet: MOHAWK: Save ScummVM specific metadata in the Riven saves...
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[20:36] <snover> here let me spice it up a little: learn this one weird trick sierra used to interleave audio data in robots
[20:45] <wjp> sentences like that just trigger my subconscious spam filter :-)
[20:51] <snover> ok, how about, how one disturbing sentence just triggered your subconscious? :~)
[20:53] <snover> sorry im not very good at these
[20:54] <snover> i should probably read six simple ways to enrage an audience
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[20:58] <wjp> but what crazy things is sierra doing?
[21:00] <snover> they prime the audio stream with a block of audio data in the beginning of the robot file, then each actual video frame in the data stream is interleaved with a frame of audio, but the audio is not for that frame, its for a future frame. the initial audio data also uses two different buffers of different sizes, but then it like&puts them at byte position 0 and byte position 1? or something.
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[21:02] <wjp> do you have some asm, pseudo-code or code to stare at?
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[21:38] <GitHub14> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vKGFd
[21:38] <GitHub14> scummvm/master b676530 Martin Kiewitz: SCI32: Add script patch to fix/improve KQ7 subtitles...
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[21:38] <m_kiewitz> snover: ^^^
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[21:38] <snover> nice.
[21:43] <m_kiewitz> ah i just noticed that the patch isn't perfect. i think it lowers the volume when an actor is talking and that now happens even when audio is disabled
[21:43] <m_kiewitz> still there already was an issue when subtitles + audio were enabled at the same time
[21:43] <snover> hmm.
[21:43] <snover> well
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[21:43] <snover> if audio is disabled how can you tell? :)
[21:44] <m_kiewitz> because the scripts check if bit 1 is not set, but that may be set by us when audio + text are both enabled
[21:44] <snover> but my question is& how will you tell that the audio volume is reduced if audio is off so there is no volume to be reduced? or am i misunderstanding what you are saying, which is a very real possibility right now :)
[21:44] <m_kiewitz> the problem is that i have to disable the check for changing back the volume too
[21:45] <m_kiewitz> otherwise the volume will get lowered and lowered, yeah you won't notice anything when audio is disabled, but still
[21:45] <m_kiewitz> and those checks have to be changed anyway, because as i said - they didn't expect that someone enables audio + subtitles at the same time
[21:46] <snover> i need to run for a bit, ill check back later
[21:46] <m_kiewitz> although i think there is some trick to enable both in the original interpreter too
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[22:23] <GitHub126> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vKGNN
[22:23] <GitHub126> scummvm/master eeafe23 Martin Kiewitz: SCI32: Fix an issue with the KQ7 subtitles script patch...
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[22:23] <m_kiewitz> snover: I think I got it now.
[22:28] <m_kiewitz> wjp: any idea who gave us the kq7 1.4 detection data?
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[22:46] <snover> m_kiewitz: possibly jvprat, it seems to have come from all the way back to FreeSCI
[22:46] <m_kiewitz> uh oh :P
[22:46] <m_kiewitz> i really wonder if the patches work on 1.4 too
[22:46] <m_kiewitz> and it seems there also was a 1.65
[22:48] <snover> supposedly there may be a 1.0 too
[22:48] <snover> ill just reiterate my previous statement: nightmare
[22:48] <m_kiewitz> i have checked the first few chapters, subtitles seem to work really well now
[22:49] <m_kiewitz> well the start of those chapter
[22:49] <m_kiewitz> s
[22:49] <m_kiewitz> urgh, chapter 5 uses a pink subtitle box... why
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[22:50] <m_kiewitz> blends wonderfully into the background :/
[22:50] <snover> m_kiewitz: see if this helps at all (it shouldnt but it might) https://github.com/csnover/scummvm/commit/a9001084da80c3fcdf8e969cbd295f227b773462.patch
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[22:52] <m_kiewitz> i need to check if the game is not simply doing that
[22:52] <m_kiewitz> it also seems saving the game freezes it atm
[22:53] <snover> native save/load?
[22:53] <m_kiewitz> ah, yeah i have GMM saving/loading atm, will try that one. but its weird that the hooks don't work
[22:54] <m_kiewitz> snover: guess what - sierra really made the subtitle box for chapter 5 pink :/
[22:54] <m_kiewitz> who the hell was responsible for that
[22:54] <m_kiewitz> urgh
[22:54] <snover> well, nobody was supposed to see it ;)
[22:54] <m_kiewitz> it seems the subtitles also enable themselves when no audio card is used
[22:55] <m_kiewitz> the resource.cfg change is only needed for audio + subtitles
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[22:55] <m_kiewitz> maybe that pink stuff only happens in town hall
[22:55] <m_kiewitz> nope, outside as well urgh
[22:57] <m_kiewitz> it happens in chapter 3 as well
[22:57] <m_kiewitz> i really need to fix this at some point
[23:02] <m_kiewitz> snover: urgh, it seems the color for the back is also 7, 7 is normally white
[23:03] <snover> well, i had just wanted to disable them. :)
[23:03] <m_kiewitz> but it's definitely not a bug in ScummVM, because it's pink in original interpreter too
[23:03] <m_kiewitz> well at least they work fine now, maybe i could change the color to 255
[23:03] <m_kiewitz> but you said 255 is not always white? that was a standard in sci16
[23:04] <m_kiewitz> well except for one platform, where they changed 0 to white and 255 to black, but we don't do that for that platform
[23:04] <snover> its the same in sci32 i think, down to the colours being flipped on macs
[23:04] <m_kiewitz> hmm, so i could change the color to 255 then, but i dont have enough bytes left. well i will look at that
[23:05] <m_kiewitz> not even sure if they use plain white atm, maybe i could also change it to the narrator box color instead
[23:06] <m_kiewitz> that one looks quite nicely
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[00:00] --- Mon Jul 11 2016