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[03:06] <ScummBot> Port build status changed with 0cb0a09c: Failure: master-iphone
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[07:01] <waltervn> morning
[07:06] <wjp> hi
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[07:29] <Endy> 'owdy.
[07:32] <CTCB> Question: How can I package ScummVM with my game?
[07:33] <CTCB> Was going to check the FAQ but no info about it there.
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[08:25] <Endy> CTCB: As long as you aren't modifying the ScummVM binaries or code, realistically you just need to credit the ScummVM Team, note that ScummVM is covered by the GPL, and link to our website.
[08:25] <Endy> CTCB: But for politeness sake, I would recommend emailing our -devel mailing list, in case anyone there has more specifics they can supply you ;)
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[09:27] <DrMcCoy> https://www.polygon.com/2015/5/10/8581201/kings-quest-voice-cast-reveal-video-christopher-lloyd-josh-keaton-zelda-williams
[09:30] <DrMcCoy> Looking at the few bits of ingame graphics, it's safe to say it's probably not SCI :P
[09:32] <m_kiewitz> Great Scott!!!
[09:33] <m_kiewitz> DrMcCoy: actual footage is here: https://www.youtube.com/watch?v=i3iSXDBm9sY
[09:33] <m_kiewitz> sadly it basically looks pretty crappy. They should have went with 2D
[09:36] <m_kiewitz> they could also quite easily release the originals (as well) possibly using ScummVM or something
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[09:49] <WooShell> good meowning =^.^=
[09:55] <CTCB> DrMcCoy: From when I spoke to Al Lowe a few years ago, I was lead to believe that there are no copies of SCI remaining at the moment, as computers from when the company closed in the late 90s were dumped .
[09:56] <DrMcCoy> Sounds like Sierra
[09:57] <CTCB> I'm willing to give King's Quest a chance, although I do agree with the comment of how 2D would of been better.
[09:58] <CTCB> It has King's Quest 1 - 7, excluding King's Quest 8.
[09:59] <m_kiewitz> CTCB: there is really no SCI sourcecode anymore, I talked with Ken Williams about that matter.
[09:59] <m_kiewitz> but there is the SCI engine in ScummVM
[09:59] <CTCB> m_kiewitz: Actually Jeff Stephenson might have some. He basically did most of the coding for SCI. :P
[09:59] <waltervn> m_kiewitz: are we sure that the Realm people don't have it?
[10:00] <m_kiewitz> and sierra changed a bit here and a bit there all the time, which means there are like hundreds of SCI versions out there
[10:00] <CTCB> But if they wanted to, they'd probably use Adventure Game Studio.
[10:01] <m_kiewitz> waltervn: if they had, i don't know if it would be legal for them to have it. Ken told me that there is literally no sourcecode available. no SCI. no game sourcecode.
[10:01] <CTCB> It's the closest thing to SCI, and is getting 1080p HD support later this year.
[10:01] <m_kiewitz> using SCI for a new project? that would make no sense. I was talking about selling old games.
[10:02] <CTCB> I mean, what are they going to use for new adventure games then?
[10:03] <m_kiewitz> some 3D engine of course. for 2D they could have built their own, i don't know. Or maybe used UbiArt from Ubisoft.
[10:03] <CTCB> I might be intervewing Victoria Morsell, who acted as Adrienne Delaney in Sierra's 1995 "Phantasmagoria", for a gaming website, as this year is the 20th Anniversary of the games release.
[10:04] <CTCB> I need question ideas.
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[10:07] <CTCB> I need to get a list of questions typed up, and then I'll contact her.
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[11:07] <wjp> CTCB: out of curiosity, which game are you planning to package with scummvm?
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[11:32] <CTCB> wjp: My own game.
[11:38] <wjp> in which engine?
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[12:17] <CTCB> Scumm.
[12:17] <droid2727> You made a SCUMM game? O_o
[12:20] <CTCB> Well, AGS, but it's SCUMM Built.
[12:21] <DrMcCoy> wat
[12:21] <CTCB> DrMcCoy: There's AGS' SCUMM-Mode: http://shatten.sonores.de/wp-content/uploads/2009/09/scumm.PNG
[12:22] <DrMcCoy> no
[12:22] <droid2727> So, you made an AGS game?
[12:22] <DrMcCoy> that's AGS. period.
[12:22] <CTCB> Okay.
[12:22] <DrMcCoy> 13:38:38 <@wjp> in which engine?
[12:22] <DrMcCoy> 14:17:12 < CTCB> Scumm.
[12:22] <DrMcCoy> wrong
[12:22] <DrMcCoy> 14:17:12 < CTCB> AGS.
[12:23] <droid2727> CTCB: How did you expect it to work with ScummVM? O_o
[12:23] <CTCB> Because the ScummVM website says that AGS Support is coming.
[12:23] <DrMcCoy> well...
[12:23] <CTCB> Or it is at least implied.
[12:23] <CTCB> http://wiki.scummvm.org/index.php/AGS
[12:23] <droid2727> It does? What?
[12:23] <CTCB> "Experimental work in progress. Various games completeable."
[12:23] <droid2727> Yeah, no
[12:23] <droid2727> Not in-tree
[12:24] Action: DrMcCoy pokes fuzzie :)
[12:24] <droid2727> And not ready for anything
[12:25] <DrMcCoy> last work done, AFAIK, a year ago
[12:25] <CTCB> Ugh.
[12:26] <droid2727> CTCB: Just to get this straight: you wanted to package it without trying it? :P
[12:26] <CTCB> Thought I might of been able to get Cross-platform.
[12:26] <CTCB> Since AGS only has players for Windows and Mac.
[12:26] <CTCB> And I want to target Linux too.
[12:27] <droid2727> Yes, I should highlight *without trying it*
[12:27] <DrMcCoy> CTCB: Wrong
[12:27] <DrMcCoy> CTCB: https://github.com/adventuregamestudio/ags
[12:28] <DrMcCoy> CTCB: AGS works cross-platform, for some platforms at least, out of the box, since the engine has been FLOSS'd and the AGS community manages it now
[12:29] <DrMcCoy> And really, experimental engines for games in ScummVM get started about every other day, they often get shoved to the side for other, shinier things (among them other potential engines for ScummVM) :P
[12:30] <DrMcCoy> CTCB: Also, before asking how to package ScummVM for your game, you should have at least tried it, as clones pointed out :P
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[19:15] <GitHub108> [scummvm] criezy pushed 1 new commit to master: http://git.io/vURAd
[19:15] <GitHub108> scummvm/master fc2ac47 Thierry Crozat: AGI: Remove dead code in PCjr code...
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[19:45] <ScummBot> Port build status changed with fc2ac47e: Success: master-iphone
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[20:05] <m_kiewitz> is Star Trek Next Generation Final Unity great?
[20:13] <fuzzie> it's ok. not great.
[20:14] <m_kiewitz> it seems it features the original cast for voice acting
[20:14] <m_kiewitz> does it run fine in dosbox?
[20:14] <fuzzie> nowadays, yes
[20:15] <m_kiewitz> for a few pounds it's ok?
[20:15] <fuzzie> sure
[20:15] <fuzzie> maybe you can finish my engine, too ;-)
[20:15] <m_kiewitz> lol
[20:15] Action: m_kiewitz hides
[20:15] <fuzzie> so I am not unbiased here
[20:15] <m_kiewitz> nah, seriously - how far is it?
[20:16] <fuzzie> https://www.youtube.com/watch?v=uRnYCKXeQCo <-- this is from 2010, heh.
[20:17] <m_kiewitz> the sound is buggy or was it like that in the original?
[20:17] <m_kiewitz> doesn't look that bad
[20:27] <m_kiewitz> HA
[20:27] <m_kiewitz> not only did i get Star Trek Final Unity for 0.99pounds
[20:27] <m_kiewitz> but....
[20:27] <m_kiewitz> i also got Mixed Up Mother Goose SCI0 for 0.99pounds
[20:27] <m_kiewitz> YEEESSSS
[20:28] <m_kiewitz> now that's a deal
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[20:28] <madmoose> The audio sounds like it degrades gradually.
[20:33] <fuzzie> m_kiewitz: nice
[20:33] <m_kiewitz> both are CIB heh
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[20:48] <lskovlun> The intro buttons in kq1sci are bugged again, *sigh*
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[20:50] <wjp> hm, remind me?
[20:51] <lskovlun> buttons appearing without text (or rather, the text only flashing briefly)
[20:51] <wjp> the "Introduction", "Begin Game", etc buttons?
[20:51] <lskovlun> this was a recurring problem in FreeSCI, every time we jigged something in the animation system
[20:51] <lskovlun> yes
[20:51] <lskovlun> only the top two buttons, even
[20:52] <lskovlun> as usual
[20:52] <wjp> I'm not seeing that
[20:52] <wjp> timing?
[20:52] <lskovlun> no idea
[20:55] <m_kiewitz> lskovlun: doesn't happen to me
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[20:56] <m_kiewitz> tried kq1sci from kq collection, works as well
[20:57] <m_kiewitz> which is version 1.000.051
[20:58] <m_kiewitz> which version do you have?
[20:58] <lskovlun> mine is the same
[20:59] <m_kiewitz> and you are on? i'm on Windows XP
[21:00] <lskovlun> Linux
[21:01] <m_kiewitz> hmm graphics code hasn't been changed for quite some time
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[21:01] <m_kiewitz> and it happens every single time or just randomly?
[21:02] <m_kiewitz> you are using x86? or something else?
[21:03] <lskovlun> happens consistently
[21:03] <lskovlun> I haven't tried it in a while either
[21:03] <m_kiewitz> and you are using 64-bit ScummVM? 32-bit?
[21:04] <lskovlun> 64-bit
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[21:04] <m_kiewitz> wjp: you use linux as well, right? you are 32-bit?
[21:04] <lskovlun> no, 64
[21:04] <lskovlun> oh, you weren't asking me now :)
[21:04] <m_kiewitz> yes :P
[21:05] <m_kiewitz> wjp: you also own kq1sci 1.000.051?
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[21:05] <wjp> 64 bit of course :-)
[21:06] <m_kiewitz> and your kq1sci version is...?
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[21:06] <m_kiewitz> i tried multiple times, doesn't happen to me at all
[21:07] <m_kiewitz> maybe it's some sort of race condition, my notebook is pretty slow
[21:08] <m_kiewitz> well "slow". it's Intel Core 2 Duo @ 2 Ghz
[21:09] <lskovlun> could be. I just tried setting the stop-update bit on one of the offending button
[21:09] <m_kiewitz> lskovlun: it doesn't happen to you when you use the original interpreter using dosbox and max cycles?
[21:10] <lskovlun> then none of them showed text :)
[21:11] <lskovlun> well, what do you know... I can reproduce in DosBox
[21:11] <lskovlun> heh
[21:11] <m_kiewitz> LOL
[21:11] <m_kiewitz> holy hell, what's happen in there scripts-wise
[21:11] <m_kiewitz> s/happen/happening
[21:12] <m_kiewitz> well, i'm unable to reproduce it, so i can't really help :P
[21:12] <m_kiewitz> how fast is your CPU?
[21:12] <m_kiewitz> it seems the music triggers the buttons?! maybe it triggers 2 events?
[21:13] <m_kiewitz> to me it looks as if the scripts draw the buttons w/o text and then add text a few milliseconds later
[21:13] <lskovlun> yes, that is true
[21:14] <lskovlun> the next Animate() after that removes the text
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[21:14] <m_kiewitz> try to set a breakpoint on kanimate and then check the button objects
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[21:15] <lskovlun> what to check for?
[21:16] <m_kiewitz> signal selector
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[21:16] <m_kiewitz> oh well, breakpoint on kAnimate is a problem
[21:18] <lskovlun> interesting
[21:18] <lskovlun> the signals on the top two buttons are both 0
[21:18] <m_kiewitz> showTitle::changeState is triggered
[21:18] <lskovlun> on the lower ones they are 0x104
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[21:18] <m_kiewitz> 2 times by the music, but only the second changestate seems to trigger the buttons
[21:19] <m_kiewitz> oh wait, it seems showTitle::changeState is triggered by time
[21:19] <m_kiewitz> changeState(1) sets a trigger after 1 cycle
[21:20] <lskovlun> I was able to get to the offending Animate call
[21:20] <m_kiewitz> nice
[21:20] <lskovlun> first break four times on Display
[21:20] <lskovlun> and then break on Animate
[21:21] <lskovlun> also, changing the signal to the right value (0x104) fixes the button
[21:21] <m_kiewitz> what's the name of the button objects?
[21:21] <lskovlun> b0, b1, b2, b3
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[21:22] <m_kiewitz> on that kAnimate call my ScummVM says b0::state is 0x104
[21:23] <m_kiewitz> can you set a breakpoint on writes to b0::state?
[21:23] <m_kiewitz> (although my breakpoint code handling that doesn't handle writes by the object itself)
[21:24] <m_kiewitz> default signal for b0 is 0x101
[21:24] <lskovlun> hmm, looking at the script disassembly, the top buttons are configured to have signal 0
[21:24] <lskovlun> the lower ones have signal 0x101
[21:24] <m_kiewitz> where is that set?
[21:24] <m_kiewitz> script 87?
[21:25] <lskovlun> holy hell... never mind
[21:25] <lskovlun> I had a replacement script there
[21:25] <m_kiewitz> lol, happened to me as well
[21:25] <lskovlun> I have probably been using it for debugging
[21:25] <lskovlun> dated sometime in 2007
[21:26] <m_kiewitz> i dumped some script as well and then i got weird error messages in games and didn't notice what i had done
[21:26] <m_kiewitz> maybe we shouldn't load scripts from the scummvm directory
[21:27] <m_kiewitz> oh btw. is there a way to figure out the starting offset for strings in SCI3?
[21:27] <m_kiewitz> im currently reworking saving and restoring games and need to figure out all possible offsets for pointers
[21:31] <lskovlun> It's been a while since I looked at SCI3 files
[21:32] <lskovlun> why are you doing that work?
[21:32] <m_kiewitz> it seems there is a header that contains for example count of locals and so on
[21:32] <lskovlun> I think you'll have to calculate the offset
[21:32] <m_kiewitz> well, our current saved game code likes to crash when you restore
[21:32] <lskovlun> in which games?
[21:33] <m_kiewitz> just try for example Quest for Glory 3 GOG and Quest for Glory 3 regular saved games
[21:33] <m_kiewitz> we don't check anything
[21:33] <lskovlun> those with errant patch files? :-)
[21:33] <m_kiewitz> yes
[21:33] <m_kiewitz> but it also happens in other cases
[21:33] <wjp> what you're failing to mention is that you're mixing savegames between game versions :-)
[21:33] <m_kiewitz> im trying to actually sync saved games
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[21:33] <GitHub58> [scummvm] bluegr pushed 2 new commits to master: http://git.io/vU0FF
[21:33] <GitHub58> scummvm/master 2e41909 Filippos Karapetis: QUEEN: Immediately stop actor movement when the game is exiting...
[21:33] <GitHub58> scummvm/master 2e8e853 Filippos Karapetis: SAGA: Only handle the puzzle scene for ITE
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[21:33] <m_kiewitz> so instead of saving for example "pointer to segment 3, offset 749h
[21:33] <m_kiewitz> i would save: "pointer to segment 3, 2nd object"
[21:34] <m_kiewitz> that way i should be able to handle removal or insertion of NRS patches dynamically
[21:34] <m_kiewitz> and im also going to store for example amount of variables inside an object and so on and check that data
[21:34] <lskovlun> omg
[21:34] <m_kiewitz> that way i can error() out instead of crashing
[21:35] <m_kiewitz> well, i have already successfully managed to create a table for each script that contains offsets to objects, strings and said-"strings"
[21:36] <m_kiewitz> which will then make it possible to sync the data back to the VM
[21:37] <m_kiewitz> i don't know yet if it will actually work, but in theory it should
[21:37] <m_kiewitz> well most of the time. unless the data is incompatible and then i can error() out
[21:38] <m_kiewitz> but yeah, GOG should have never included the NRS patches for qfg games. we have blacklisted a few of them. atm i can't blacklist them all, because that would break compatibility with those GOG games
[21:38] <lskovlun> offset 6 in the csc file?
[21:38] <droid2727> By "error()" you mean "show a dialog saying the load failed", right?
[21:39] <lskovlun> an uint16 pointing to the strings segment, it seems
[21:39] <wjp> I'll grant GOG that you pretty much need patches to fix the combat timing in QfG though
[21:39] <m_kiewitz> that can get added later, when we don't corrupt the engine state during restore and instead create a new enginestate altogether
[21:39] <m_kiewitz> (@droid2727)
[21:39] <wjp> ...or don't, and just ask the user to try again
[21:39] <lskovlun> or is that an uint32
[21:40] <lskovlun> probably an uint32, come to think of it
[21:40] <m_kiewitz> wjp: for combat i could quite easily create a proper script patch. i just didn't bother yet, because i wanted to create a better speed throttler
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[21:40] <m_kiewitz> wjp: well, we would have to close down the whole engine in that case. and i don't like that at all.
[21:41] <m_kiewitz> i would rather create a new engine state, copy some things over and when restore ended successfully, i would switch to that new enginestate and delete the old one
[21:41] <m_kiewitz> that way i can fall back to the current enginestate
[21:41] <m_kiewitz> well, i could also do a 2 pass restore
[21:41] <lskovlun> speaking of the speed throttler, I've been hearing complaints from the sciprogramming.com guys wrt the rats in SQ5... is there hope that the new speed throttler will fix this?
[21:41] <m_kiewitz> first check data during pass 1 and then actually modify enginestate during pass 2
[21:42] <m_kiewitz> lskovlun: it would/should
[21:42] <lskovlun> in the intro (simulator room)... the rats disappear much too quickly
[21:42] <lskovlun> ok, thanks
[21:42] <m_kiewitz> there are also a few other minor issues, that would get fixed. the current speed throttler is able to handle regular scripts pretty well
[21:43] <m_kiewitz> but for example combat in qfg3 is done in an inner loop, which doesn't call stuff that we require for the speed throttler to work
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[21:43] <m_kiewitz> as i said - i can simply write a script patch for that issue. combat is a major issue, the other issues aren't really problematic
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[21:44] <m_kiewitz> :(
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[21:48] <m_kiewitz> lskovlun: offet 6 contains the offset to the start of the strings?
[21:48] <m_kiewitz> if that's the case, then how do i figure out the end of that block?
[21:49] <lskovlun> well, after that comes the relocations
[21:49] <m_kiewitz> and the offset to those is?
[21:49] <lskovlun> so the relocation pointers will tell you that
[21:50] <lskovlun> ok, I must be off by two here
[21:50] <lskovlun> the string offset is at offset 4
[21:50] <lskovlun> an uint32
[21:50] <lskovlun> and the reloc offset is at offset 8
[21:50] <m_kiewitz> yes, i just saw it by myself
[21:50] <lskovlun> likewise an uint32
[21:51] <m_kiewitz> yeah, that uint32 problem :/
[21:51] <m_kiewitz> no idea what we should do about it
[21:51] <lskovlun> assuming you're talking about the segment sizes > 64K
[21:51] <m_kiewitz> yes
[21:51] <lskovlun> didn't wjp come up with a solution?
[21:51] <m_kiewitz> wjp: you did?
[21:51] <lskovlun> stealing bits from the segment value
[21:52] <m_kiewitz> what does SCI3 do in case there are no strings?
[21:52] <m_kiewitz> is the offset "0" in that case?
[21:52] <m_kiewitz> and is it possible that there are no relocations?
[21:53] <lskovlun> in that case the string pointer seems to be 0
[21:53] <lskovlun> for the relocations, it seems to point to the end of the file
[21:53] <m_kiewitz> you found a script?
[21:53] <lskovlun> but there is a count
[21:53] <lskovlun> at offset 18, iirc
[21:53] <lskovlun> that should be more reliable
[21:53] <m_kiewitz> is there data that follows the relocations?
[21:53] <lskovlun> no
[21:54] <lskovlun> script number 64958
[21:54] <m_kiewitz> of which game?
[21:54] <lskovlun> is just a procedure in the standard system
[21:54] <m_kiewitz> ah, got it. in RAMA
[21:54] <lskovlun> most, I suppose - I looked at lsl7
[21:55] <m_kiewitz> nice
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[21:55] <m_kiewitz> we have to save strings as well because sierra modified them in castle of dr. brain - in memory
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[21:56] <lskovlun> yes, happens in several games
[21:56] <lskovlun> script 64958 corresponds to script 958 in SCI1.1 and earlier
[21:57] <m_kiewitz> which other games do it? i always thought it was just castle of dr. brain
[21:59] <lskovlun> CB1
[21:59] <lskovlun> when you feed a cracker to the parrot
[21:59] <m_kiewitz> ahh, i never knew
[22:00] <m_kiewitz> which text did they change?
[22:00] <lskovlun> the object name
[22:00] <lskovlun> it is "7 crackers" to begin with
[22:01] <m_kiewitz> what??? why would they do that?
[22:01] <lskovlun> so it displays "6 crackers" after one of them is gone
[22:01] <lskovlun> obviously :)
[22:01] <m_kiewitz> LOL
[22:02] <m_kiewitz> so they even change the object name...
[22:02] <lskovlun> yes, the object names are often used as is in the inventory dialog.
[22:03] <m_kiewitz> that explains why sierra translated them in a few games :P
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