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[07:08] --> LeChuck joined #scummvm.
[07:09] <DanielFox> perhaps because lucasarts might claim the very structure and design of scumm is their intellectual property; or some bs.
[07:10] <khalek> yay colo
[07:10] <DanielFox> If someone uses scummvm for a commercial product instead of licensing scumm from Lucasarts, well, the lawyers won't like it
[07:10] <khalek> wonder if you can actually license it from them commerically
[07:11] <khalek> guess lechuck failed 12 hours or so ago then :)
[07:13] <travan> guy i know is going to japan in a few months, wonder if i can convince him to find me a zak!
[07:13] <travan> omg things are looking up for travan
[07:13] <khalek> oh oh oh
[07:13] <khalek> ask for as many as customs will let him have :)
[07:13] <khalek> indy3 for towns would be nice as well
[07:13] <khalek> cd audio
[07:14] <travan> we should of got it from the yahoo auctions
[07:14] <travan> when we saw it
[07:14] <DanielFox> semaphores ya
[07:14] <DanielFox> ay
[07:14] <DanielFox> ya-ay = yay
[07:14] <khalek> that was a no international shipping one iirc
[07:14] <khalek> but could have tried
[07:15] <travan> next time I see one, Im gonna try to email the person and see if they speak english
[07:15] <khalek> heh
[07:15] <travan> otherwise theyre gonna get to read very poorly translated japanese
[07:17] <khalek> just draw a picture of america, a fist full of money and your address :)
[07:17] <khalek> I imagine most people over there would probably be able to speak enough english to get by
[07:17] <khalek> but then again what do I know..
[07:18] <timofoni1> khalek: hehe
[07:19] <timofoni1> yankee capitalism, evil states of america
[07:19] <DanielFox> I get the feeling timofoni doesn't like america
[07:20] <timofoni1> DanielFox: i doesnt like live on america, but i like amiga per example
[07:20] <timofoni1> i dont like trash food
[07:21] <timofoni1> ( hehe, fast food )
[07:23] <DanielFox> You could always go here: http://abcnews.go.com/wire/US/ap20030110_1457.html
[07:25] <khalek> $70.29 for a burger? ouch..
[07:25] <khalek> hah
[07:25] <khalek> Kobe beef, imported from Japan, comes from cattle raised on beer and massaged daily to make the meat soft and succulent.
[07:26] <khalek> cattle raised on beer?
[07:26] <DanielFox> Only the japanese would massage cows, and only us Americans would pay for it :)
[07:26] <khalek> heh
[07:26] <DanielFox> I wonder if that includes gratuity
[07:27] <timofoni1> khalek: haha
[07:27] <timofoni1> khalek: i prefer the real japanese food :P
[07:27] <timofoni1> and japanese girls... hehe
[07:37] <khalek> hmm mi2 fm towns is cd audio as well
[07:38] <travan> all fm towns are
[07:38] <travan> i think
[07:38] <khalek> no
[07:38] <khalek> indy4 isn't
[07:38] <khalek> I mean cdda
[07:39] <khalek> like put in your cd player type audio
[07:39] <travan> yeah
[07:39] <travan> thats weird then if it doesnt
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[07:44] <DanielFox> whoo
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[07:45] <ja2ke> [10:41] ja2ke: MI2 CD Audio???
[07:45] <ja2ke> [10:41] ja2ke: excuse?
[07:45] <ja2ke> [10:41] ja2ke: how is that possible with imuse
[07:45] <ja2ke> "_
[07:45] <ja2ke> :) rather
[07:47] <LethalWP> is simon2 music fixored?
[07:47] <LethalWP> i have time to spill =)
[07:48] <LethalWP> (on the game)
[07:48] <khalek> ja2ke: it says redbook cd audio..
[07:48] Action: khalek shrugs
[07:48] <ja2ke> weird
[07:48] <ja2ke> i'd be really interested in hearing that
[07:48] <khalek> feel free to send me a copy and I'll tell you more about it :P
[07:48] <ja2ke> though i doubt thats accurate
[07:48] <ja2ke> heh
[07:48] <ja2ke> yeah er ok
[07:48] <khalek> thats from the guy in charge of the fm towns ports
[07:48] <ja2ke> what ver is it again?
[07:48] <Kirben> LethalWP: which Simon 2 ?
[07:49] <khalek> which ver is what?
[07:49] <LethalWP> the sorcerer 2 dos

[07:50] <Kirben> LethalWP: no, music still isn't supported.
[07:50] <LethalWP> :(
[07:51] <Kirben> XMI support still needs to be ported from Exult
[07:51] <khalek> at least there is another open project with XMI to port from
[07:53] <DanielFox> xmidi?
[07:53] <Kirben> yes
[07:54] <Kirben> oops no, that ones seems different again.
[07:56] <khalek> would be so much easier if people just stuck with gm.. :)
[07:56] <Kirben> I'm not sure what proper name is, but its .xmi files with form/event/xmid stuff.
[07:56] <Kirben> yep
[07:57] <Kirben> amiga verisons are even worse, cd32 used protracker for music.
[07:57] <DanielFox> the proper name is Miles Extended Midi
[07:57] <DanielFox> ITE uses XMI as well; but the conversion code is an abomination
[07:58] <Kirben> Might want to compare to Exult than. Exult uses sdl_mixer too.
[08:00] <DanielFox> I just need to rewrite it; all I need to do for ITE is map the instruments to GM
[08:01] <khalek> and possibly GM to adlib for people who don't have native midi support?
[08:02] <chuzwuzza> Bah, everyone should have midi support :)
[08:02] <DanielFox> Yeah, i'll look into that fmopl stuff
[08:02] <Kirben> Well Exult already has conversion table which seems fairly accurate, if it helps.
[08:03] <DanielFox> Would be really keen if there was a cross platform midi library
[08:03] <khalek> hey ite has mt-32 support
[08:03] <khalek> you MUST support MT-32! :)
[08:05] Action: khalek laughs at google
[08:05] <khalek> Holy Bible - First Book of the New Testament Matthew
[08:05] <khalek> ... 5 Blessed are the meek, for they will inherit the earth ... judgment with this generation
[08:05] <khalek> and condemn it; for she came from the ends of the earth to listen ... Mt 32-38. ...
[08:06] <DanielFox> I'd like to get some oggs off a SC-8850
[08:07] <chuzwuzza> I'd like to have an SC 8850
[08:08] <khalek> http://www.queststudios.com/quest/gs2.html
[08:09] <khalek> http://www.edirol.com/products/info/archive/sc8850.html etc
[08:09] Action: DanielFox nods
[08:09] <khalek> there are a few similiar links around
[08:09] <DanielFox> I just need to contact one of those guys and beg them to do ITE's music
[08:10] <khalek> one of the exult guys?
[08:11] <DanielFox> no
[08:11] <DanielFox> mt32->sc8850
[08:12] <khalek> oh
[08:13] <khalek> you have an sc8850?
[08:14] <DanielFox> nope
[08:14] <khalek> oh but you want to hear what it sounds like with one?
[08:14] <khalek> if you give me mt-32 midis I can give you mt-32 recordings :)
[08:15] <DanielFox> can you work with xmi?
[08:15] <chuzwuzza> khalek: finally figured out arecord, huh?
[08:16] <khalek> chuzwuzza: actually not sure what I used it was a while ago now
[08:16] <khalek> recorded scummvm with the force mt32 define for jamieson a while back
[08:16] <chuzwuzza> okay
[08:17] <khalek> I still say scummvm should sent a reset to the synth before playing anything though :)
[08:17] <khalek> s/sent/send/
[08:17] <khalek> don't think I can handle xmi.. before today I don't think I'd even heard of it
[08:19] <DanielFox> hrm
[08:20] Nick change: chuzwuzza -> chuz[afk]
[08:29] <khalek> hmm plugging breakout cable back into pc would probably help me hear something
[08:39] Nick change: chuz[afk] -> chuzwuzza
[08:39] <chuzwuzza> Hmm. A bird flew into our window, and now it's been sitting looking quite dazed on our front lawn for the past few hours
[08:39] <DanielFox> :(
[08:45] <khalek> alright how does a q7 ogg sound?
[08:46] <khalek> http://users.bigpond.net.au/tgray2/ite2.ogg
[08:46] <chuzwuzza> What are you, some kind of wimp?! -q10!
[08:46] <khalek> if its a bit soft thats because I was trying not to distort it :)
[08:47] <khalek> not sure if its supposed to be for mt-32 or not
[08:47] <chuzwuzza> yeah, have to turn my speakers up to 50%
[08:47] Action: khalek shrugs
[08:49] <DanielFox> well, sounds better than opl :)
[08:52] <DanielFox> thanks... I have to figure out whether its getting converted correctly ...
[08:55] <khalek> think it might be
[08:55] <khalek> some of the other tracks sound quite a bit better mt-32 than gm
[08:55] <khalek> but maybe I just like the way the mt-32 sounds
[08:55] Action: khalek shrugs once more :)
[08:56] Action: chuzwuzza breaks khaleks shoulders
[08:56] <ccr> :)
[08:57] <ccr> chuzwuzza's mafia
[08:57] <chuzwuzza> heh
[08:57] <DanielFox> any chance you could run the game on mt-32 and see if it sounds identical?
[08:57] <khalek> I would love to really...
[08:57] <khalek> but win98 doesn't support mpu 401 for dos games
[08:57] <khalek> so I need to get a dedicated dos install going
[08:58] <chuzwuzza> Are you sure?
[08:58] Action: DanielFox nods
[08:58] <khalek> chuzwuzza: pretty sure
[08:58] <chuzwuzza> What card?
[08:58] <khalek> oh with a live I mean :)
[08:58] <chuzwuzza> the live dos drivers should work in dos mode for external midi
[08:58] <khalek> I don't have isa slots in the computer that has 98 :)
[09:00] <khalek> I could have sworn that wasn't the case
[09:00] <chuzwuzza> There's an emu config proggy with the dos drivers
[09:00] <khalek> sb 16 mpu 401 isn't emulated iirc
[09:00] <chuzwuzza> Lets you switch from internal synth to external
[09:00] <chuzwuzza> I'm almost positive
[09:01] <chuzwuzza> (Don't have 98 at the moment to test...)
[09:01] Action: khalek tries to remember the last time chuzwuzza made him boot to windows for something that didn't work
[09:02] <chuzwuzza> haha
[09:02] <chuzwuzza> I'm not posotive
[09:02] <chuzwuzza> and google seems to disagree with me
[09:02] <chuzwuzza> anyway, bbl
[09:02] Nick change: chuzwuzza -> chuz[afk]
[09:03] <khalek> ah hah
[09:03] <khalek> run while you still can!
[09:05] Action: DanielFox tests the script semaphores
[09:05] <DanielFox> that so didn't work
[09:07] <DanielFox> ..woot! yay, we have talkage
[09:15] <khalek> cool :)
[09:20] <DanielFox> heh, the intro script is playing - whee, watch the script warnings fly
[09:22] <khalek> heh
[09:23] <khalek> that reminds me I should really make bass do something more than load resource files and parse config files now I have no more school work for a while..
[09:25] <DanielFox> "Confined? Boars cannot be confined! <segmentation fault>"
[09:25] <DanielFox> I guess not :)
[09:26] <LethalWP> btw: is this a bug?: start a game, press f5, select a game to load, but the load button keeps being gray
[09:26] <LethalWP> you have to doubleclick to load it
[09:27] <khalek> yeah you don't ever use the load button really...
[09:27] <khalek> so not a bug
[09:27] <khalek> maybe a design error
[09:27] Action: khalek shrugs while chuz[afk] isn't looking
[09:27] <LethalWP> anyway it's not that important =)
[09:32] <khalek> DanielFox: remind me where I need to stick this define again in reinherit?
[09:32] <DanielFox> cvs is horribly broken at the moment :/
[09:32] <khalek> ah
[09:32] <khalek> ok then :)
[09:33] <DanielFox> i've gotten rid ot that define, i'll update cvs after I get to a stopping point tonight on the script stuff
[09:33] Action: khalek nods
[09:48] <LethalWP> do you qualify simon the sorc as a difficult game?
[09:52] <khalek> ask someone who has played it :)
[09:53] <LethalWP> i played it many years ago, but i think i've done it with a walkthrough, since i'm already stuck @ the begin ;)
[10:03] <ccr> :)
[10:03] <ccr> legend of kyrandia series IS hard
[10:11] Nick change: chuz[afk] -> chuzwuzza
[10:18] <khalek> mmm some of these ite tracks sound really nice
[10:21] <LethalWP> yeah kyr 1 was difficult
[10:21] <LethalWP> but hand of fate was really EXCELLENT =)
[10:22] <LethalWP> scummvm should support that one =) (uhuhuh)
[10:23] <ccr> *beep* fatal error! developer overload!
[10:24] <khalek> heh
[10:24] Action: khalek watches Endy explode
[10:25] Action: ccr collects pieces of Endy for a souvenir
[10:25] <ccr> "these will look nice on a frame"
[10:25] <ccr> LethalWP, next time, don't have Quad Damage on when you're asking such questions
[10:27] <LethalWP> their's a project on sourceforge to support kyr games, but it's still at the very beginning, in fact nothing was done
[10:28] <ccr> seems like a typical "let's start a cool project" SF-story
[10:28] <LethalWP> exactly
[10:28] Action: ccr gets his Kyrandia1 disk
[10:28] <khalek> you have something at least when you start a sf project..
[10:29] <ccr> but oh, I have it zip-archived already. hmm.
[10:29] <ccr> lots of files
[10:29] <LethalWP> yeah some class were written, but no docs, even no sdl display etc
[10:29] <ccr> $ ls|wc -l
[10:29] <ccr> 248
[10:30] <ccr> I could try to reverse-engineer some of those fileformats
[10:31] <khalek> or you could try to reverse some scumm ones
[10:31] <khalek> like say.. the talkie file for humongous games :P
[10:32] <ccr> well, I can't RE something that I don't have. :) I only got Sam&Max + DOTT + Indy: FoA (talkie), Loom (16c disk), MI1 + MI2 (256c disk)
[10:33] <ccr> oh, and Sam&Max disk-version too
[10:33] <ccr> that was the LEC stuff.
[10:33] <khalek> you can download demos with the talkie file
[10:34] <ccr> from where?
[10:34] <khalek> one of which even runs in scummvm without missing opcodes
[10:34] <khalek> its a dos based installer
[10:34] <khalek> let me upload a zip
[10:34] <ccr> ok
[10:35] <khalek> the other games seem to have the same format but all the opcodes aren't there yet
[10:35] <khalek> so they don't actually start
[10:35] <ccr> ah.
[10:36] Action: khalek curses 16k uploads
[10:36] <ccr> I go get some eggs & bread for late breakfast, just a minute ->
[10:36] <khalek> heh
[10:36] <khalek> eggs bread and old dos games :)
[10:37] <khalek> http://users.bigpond.net.au/tgray2/puttpara.zip
[10:37] <khalek> run scummvm with the puttdemo target to run it
[10:39] <ccr> downloading...
[10:39] <ccr> done
[10:40] <khalek> or you could look at missing opcodes in other humongous demos heh
[10:40] <ccr> ah, I need to compile scummvm stable too ..
[10:40] <ccr> well, I don't know scummvm's internals too well.
[10:40] <khalek> ah
[10:40] <ccr> I did mess up with sound code some months ago
[10:41] <khalek> or you could ignore me and do something more interesting :)
[10:41] <ccr> one more project never hurts (ahh, the pain)
[10:41] <khalek> heh
[10:41] <khalek> the sound effects in that demo aren't quite right yet either
[10:42] <ccr> I'm in finalizing stages of next xmms-sid's release and one other project, so I'll soon (?) need something else to do
[10:42] <khalek> heh
[10:42] <khalek> sid support for scummvm? ;P
[10:43] <ccr> hehe, sounds kind of perverted :P
[10:43] <khalek> I doubt the c64 versions will be running via scummvm anytime soon
[10:45] <ccr> yeah
[10:47] <DanielFox> or the nes :)
[10:47] <khalek> yeah reading from a cart would be painfull
[10:48] <khalek> although you could probably split the resources up etc
[10:51] <DanielFox> if it even uses them
[10:52] <khalek> it would just use offsets for them
[10:52] <khalek> it does use scumm...
[10:57] <ccr> the cursor-offset seems to be strange in this puttputt-demo
[10:57] <ccr> though, I don't know if it's meant to be like it
[10:57] <khalek> its not
[10:57] <khalek> thats another problem
[10:58] <khalek> which os are you running
[10:58] <khalek> ooer
[10:58] <khalek> ite with manual and cd
[10:58] <khalek> http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&category=11047&item=1950919838
[10:58] <ccr> Linux
[10:59] <khalek> try running the demo with dosbox to see how it should look
[10:59] <ccr> gotta get dosbox first.
[10:59] <khalek> ah :)
[10:59] <ccr> :)
[10:59] <khalek> sf.net/projects/dosbox
[11:00] <ccr> I could boot to real DOS tho
[11:00] <khalek> its quite handy
[11:00] <khalek> you just have to make sure all the files are uppercase for it to work
[11:00] <ccr> I've heard so.
[11:02] <DanielFox> "adventure window"?
[11:03] Action: khalek shrugs
[11:03] <khalek> the handling charges sounded a bit strange as well
[11:04] <-- ja2ke left irc: Read error: 110 (Connection timed out)
[11:06] <khalek> I'd have to get a paypall acount or whatever if I wanted to buy it though
[11:12] <ccr> should I get sound with DOSBox and PuttPutt?
[11:13] --> Kirben2 joined #scummvm.
[11:13] <chuzwuzza> Paypal pisses me off. You need a credit card if you intend to use a non-US bank account
[11:13] <ccr> it would be nice if there was true international system like PayPal
[11:14] <-- Kirben left irc: Read error: 54 (Connection reset by peer)
[11:21] <khalek> ccr: um.. I think so
[11:22] <khalek> let me check
[11:22] <khalek> chuzwuzza: you can get a visa debit card
[11:22] <khalek> but yeah
[11:23] <chuzwuzza> I don't *want* a visa debit card. I want to use my bank account like a normal person
[11:23] <LethalWP> because having a cc is abnormal?
[11:23] <ccr> getting a credit card here in finland is a bitch. you need to have "steady income" and absolutely no history of trouble paying your bills.
[11:23] <Scuttle> don't get a credit card then
[11:24] <Scuttle> I have a debit card
[11:24] <khalek> chuzwuzza: there is always parents cc though :)
[11:24] <chuzwuzza> I don't want the hassle of a credit card
[11:25] <DanielFox> goodnight
[11:25] <khalek> night
[11:25] <-- DanielFox left irc: "Moo"
[11:25] <khalek> yeah I know what you mean
[11:25] <chuzwuzza> I have a debit card - but like I said - In order to use a non-US bank account as your source of money on paypal, you need a credit card
[11:25] <khalek> damn all the nice auction being overseas
[11:25] <khalek> visa debit card != cc
[11:25] <khalek> but I see what you are getting at
[11:26] --> Kirben joined #scummvm.
[11:26] <Scuttle> hm...I have a visa debit, and I use it with paypal...
[11:26] <-- Kirben2 left irc: Read error: 104 (Connection reset by peer)
[11:27] Action: chuzwuzza scours commbank.com.au
[11:28] <chuzwuzza> Ugh. commbank doesn't like konqueror
[11:28] <khalek> that will soon change probably :)
[11:29] <chuzwuzza> heh, yeah :)
[11:29] <khalek> if nothing else safari will make a lot of sites support konq better
[11:29] <chuzwuzza> Jesus christ, it doesn't like mozilla either
[11:29] <chuzwuzza> What's a guy to do :P
[11:30] <khalek> use netscape
[11:30] <khalek> think thats what I normally do
[11:30] <chuzwuzza> Hrm. I'll muddle my way through for the moment
[11:30] <chuzwuzza> I just hope nothing vital is on the top left corner of the screen
[11:31] <khalek> ccr: sound should work when using http://users.bigpond.net.au/tgray2/PUTTDEMO.INI
[11:31] <khalek> instead of the one in the zip
[11:31] <khalek> when using dosbox that is
[11:32] <chuzwuzza> Hmmm. can't see anything about a visa debit card
[11:33] <ccr> hehe, I guess my box is too slow to run DOSbox at full speed :) the sounds are really psychedelic. :D
[11:33] <ccr> I'll try in real DOS later.
[11:34] <khalek> heh ok
[11:34] <khalek> puttpara.exe is the original installer I think
[11:34] <ccr> kind of cool sounding, though :)
[11:34] <khalek> google should be able to find it
[11:34] <ccr> ok
[11:35] <khalek> moondemo and fatdemo are from around the same period but they have opcodes and possible other things scummvm doesn't yet support
[11:37] <chuzwuzza> Hmmm. commonwealth bank sucks ass
[11:38] <chuzwuzza> Even st george has the visa debit card
[11:39] <khalek> commonwealth probably have it if you ask
[11:40] <chuzwuzza> Think I wil
[12:20] --> Yaz0r joined #scummvm.
[12:20] <Yaz0r> hi there
[12:20] <khalek> afternoon :)
[12:20] <Yaz0r> Mmmm ctcp time Mmmmm
[12:21] <khalek> too hard to keep track of everyones timezone
[12:21] <Yaz0r> I gave up ;)
[12:21] <khalek> ctcp time works :)
[12:23] <khalek> working on anything interesting now?
[12:23] <Yaz0r> Errrr, a screensaver ;)
[12:23] <khalek> hehe
[12:24] <khalek> does lba work with the version on the underdogs now?
[12:25] <Yaz0r> I think yeah
[12:26] <khalek> hmm doesn't compile cleanly
[12:26] <Yaz0r> http://el-muerte.student.utwente.nl/lba/forum/showthread.php?threadid=4713&s=3618c73357513c9ab14d9acffa294b1d
[12:26] Action: khalek looks at terminal
[12:26] <Yaz0r> it's rather work in progress
[12:30] --> Endy joined #scummvm.
[12:30] #scummvm: mode change '+o Endy' by ChanServ!ChanServ@services.
[12:30] <Endy> hey khalek, do me a favor? :P
[12:31] <khalek> Endy: http://crazney.net/dplay8_linux.jpg
[12:31] <khalek> and what did you have in mind?
[12:31] <Endy> oh, he got it working?
[12:31] <Endy> I hope the docs I sent him helped
[12:32] <khalek> jump on #lgl and talk to him if you want
[12:32] <-- ludde left irc: Read error: 104 (Connection reset by peer)
[12:32] <khalek> or whatever
[12:32] --> ludde joined #scummvm.
[12:33] <khalek> 10:13PM <crazney> http://crazney.net/ <--- wooot!
[12:33] <Endy> lol where was this?
[12:33] <khalek> #lgl
[12:33] <khalek> local linux geek channel
[12:33] Action: Endy nods
[12:33] <khalek> well supposedly games sig of local lug
[12:33] <Endy> I gave him some network protocol reversing tips and a few links to some dplay internals stuff
[12:34] <khalek> but you know how irc works :)
[12:34] <Endy> I hope it helped :p
[12:34] <khalek> ah
[12:35] <Endy> anyway
[12:35] <Endy> as for help..
[12:35] <Endy> can you do some regression testing for me? :P
[12:35] Action: khalek shudders
[12:35] <Endy> basically find out when the town stopped working
[12:35] <khalek> what did you have in mind?
[12:35] <khalek> ah
[12:35] <Endy> i think it was the scaleslot commits
[12:36] <Endy> but I dont want to blame fingolfin without proof :P
[12:36] <khalek> heh
[12:39] Action: khalek waits for sourceforge to respond
[12:39] <Endy> heh
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[12:39] #scummvm: mode change '+o bgbennyboy' by ChanServ!ChanServ@services.
[12:40] <Endy> hey bgbennyboy
[12:40] <bgbennyboy> hi endy :)
[12:40] <khalek> god damn.. still waiting
[12:41] Action: khalek paints sourceforge red to make it go faster
[12:41] <Endy> lmao
[12:41] <Endy> my tv exploded this morning
[12:41] <khalek> ouch
[12:41] <Yaz0r> :/
[12:41] <Endy> so I've moved my main workstation out to the loungeroom
[12:41] <khalek> what is it with you and electronic devices dying?
[12:41] <Endy> so i can plug my videocap card into my cable box :P
[12:42] <Endy> I dunno :)
[12:42] <Yaz0r> imploded would be a better word
[12:42] <Yaz0r> Endy: btw, I worked on the flobject stuff, but I couldn't make any sence out of it
[12:43] <Endy> no matter
[12:43] <Endy> i rewrote our implementation a few days ago
[12:43] <khalek> Yaz0r: heh bit late now ;)
[12:43] <Endy> based on the comi disassembly.
[12:43] <Endy> Seems to work now :)
[12:43] <Yaz0r> okay :P
[12:43] <Yaz0r> then, I'm back to my opengl screensaver code :P
[12:43] <Endy> lol
[12:44] <khalek> think regression testing might be out of the question for a while if sf doesn't want to wake up...
[12:45] <Endy> hm, you trying anon or ssh?
[12:45] <Endy> cvs over ssh is working for me
[12:45] <khalek> ssh
[12:45] <khalek> ah now it works
[12:45] <khalek> hah
[12:45] <khalek> just to proove me wrong
[12:46] <Endy> sf is like that :P
[12:46] <khalek> 226 is post voodoo lady yeah?
[12:46] <Yaz0r> :)
[12:47] <Endy> um yeah I think so
[12:48] --> Kirben2 joined #scummvm.
[12:48] <khalek> yeah it was
[12:48] <Endy> it's pre here actually
[12:48] <-- Kirben left irc: Read error: 104 (Connection reset by peer)
[12:49] <khalek> well whatever I could get to puerto pollo
[12:49] <khalek> :)
[12:49] <Endy> hehe
[12:49] <khalek> alright 11th 10am fine
[12:49] <khalek> trying 12th now
[12:49] <khalek> and spamming irc so I don't forget where I'm up to
[12:50] <Endy> thats cool :)
[12:50] <khalek> whats the time in the states now anyway?
[12:50] <Endy> wow
[12:51] <Endy> oh
[12:51] <khalek> 12th 10am also fine
[12:51] <Endy> i was wondering why things wouldn't compile
[12:51] <Endy> i upgraded unstable this morning to gcc3 :P
[12:51] <Endy> so of course i must make clean
[12:51] <khalek> hah
[12:51] <khalek> and pray :)
[12:52] <khalek> ask crazney about how fun his gcc 3 transition has been :)
[12:52] <Endy> i dont think i will :P
[12:52] <Endy> i managed a kernel compile this morning after upgrading, tho
[12:52] <Endy> which amazed me considering how much i hate gcc3 and how evil ti is :P
[12:53] <khalek> you should turn on the gcc 3 dep tracking in scummvm now
[12:53] <khalek> and just remember not to commit it uncommented like some people tend to do occasionally...
[12:53] <-- bgbennyboy left irc:
[12:54] <Endy> yeah :)
[12:54] <khalek> 12th 2pm works
[12:54] <Endy> hmm
[12:55] <khalek> which means everything before the scaling code is fine
[12:55] <khalek> going by the times on the commit emails
[12:55] <-- md` left irc: Connection timed out
[12:56] <Endy> which are sf server times, so that's correct.
[12:57] <Endy> although you might want to check the file revisions too, just to be sure
[12:57] <khalek> trying 7pm now
[12:57] <khalek> yeah I'll do a diff
[12:57] <khalek> when I get it down a bit more
[12:57] --> md` joined #scummvm.
[12:58] <khalek> 7pm works...
[12:59] <khalek> and 9pm
[13:00] <khalek> break already!
[13:00] <Endy> heh
[13:00] Action: khalek does a make clean to make sure
[13:02] <khalek> hmm
[13:02] <khalek> CTCP TIME reply from travan: Mon Jan 13 07:03:47 2003
[13:05] <khalek> 11pm works
[13:05] <Endy> ....
[13:05] <khalek> 1am works
[13:06] <khalek> 3am works..
[13:06] <khalek> maybe its not sf time
[13:07] <Endy> Try file revisions then
[13:10] <khalek> 11am works 1pm fails
[13:10] <Endy> Ok
[13:12] <khalek> 11:59 works..
[13:16] <khalek> 12:30pm fails 12:10pm works like scaling to me
[13:16] <khalek> P scumm/actor.cpp
[13:16] <khalek> P scumm/boxes.cpp
[13:16] <khalek> P scumm/saveload.cpp
[13:16] <khalek> P scumm/saveload.h
[13:16] <khalek> P scumm/script_v8.cpp
[13:16] <khalek> P scumm/scumm.h
[13:16] <khalek> P scumm/scummvm.cpp
[13:16] <khalek> which happens to be exactly the same files the scaling commit touched...
[13:17] <Endy> Yep, it's almost certainly scaling.
[13:17] <Endy> Most off, I can't see ANY way the scaling code could just suddenly free _charset
[13:18] <khalek> ah well.. at least you know it wasn't your fault now :)
[13:18] <Endy> Yep :P
[13:18] <khalek> shame lechuck was missing when fingolfin quit
[13:18] <Endy> shit, yeah
[13:21] --> bgbennyboy joined #scummvm.
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[13:21] <Endy> wb
[13:21] <bgbennyboy> cheers
[13:21] <bgbennyboy> travan: you were right about directx9, good stuff
[13:22] <bgbennyboy> of course it means that scummvm has indirectly made another one of my utilities obsolete...buy hey, thats good:p
[13:23] <Endy> grr
[13:23] <Endy> this crash should be impossible :P
[13:23] <bgbennyboy> heh
[13:23] <bgbennyboy> anyone help? http://www.lucasforums.com/showthread.php?s=&threadid=89161
[13:25] <khalek> erk
[13:25] <khalek> skipping intro in mi1 segfaults
[13:25] <khalek> not good..
[13:26] <khalek> not reproduceably though
[13:26] <Endy> Before or after the scaleslot implementation?
[13:26] <khalek> actually no I've changed my minhd
[13:26] <khalek> reproducably
[13:26] <khalek> no idea
[13:26] <khalek> let me gdb it
[13:27] <khalek> Program received signal SIGSEGV, Segmentation fault.
[13:27] <khalek> [Switching to Thread 16384 (LWP 20743)]
[13:27] <khalek> findResource (tag=1112687958, searchin=0xd91e <Address 0xd91e out of bounds>)
[13:27] <khalek> at common/scummsys.h:310
[13:27] <khalek> 310 return (b[0]<<24)+(b[1]<<16)+(b[2]<<8)+(b[3]);
[13:27] <khalek> (gdb) bt
[13:27] <khalek> #0 findResource (tag=1112687958,
[13:27] <khalek> searchin=0xd91e <Address 0xd91e out of bounds>) at common/scummsys.h:310
[13:27] <khalek> #1 0x0807d6fe in Scumm::getVerbEntrypoint (this=0x8197860, obj=109, entry=90)
[13:27] <khalek> at scumm/script.cpp:911
[13:28] <Endy> ...
[13:28] <Endy> that's odd
[13:28] <khalek> you have to wait for the title screen to fade and the mountain to appear for it to crash though
[13:29] <Endy> care to regression test it? :P
[13:29] Action: khalek glares at endy
[13:29] <Endy> it'd probably be a change in the last two days
[13:29] <Endy> Oh come on :)
[13:29] <Endy> Plllllllleeeeeeeeeeeeeeease
[13:29] <khalek> yeah I guess..
[13:29] <khalek> just stop looking at me with those puppy eyes
[13:30] Action: Endy smiles sweetly
[13:33] Action: khalek plays the wait for sf to do something game
[13:33] <Endy> goddamn it sf, thats my code base!
[13:33] <Endy> maa, sourceforge is being a dildo!
[13:33] <FanSkap> http://skrubben.mine.nu/BeGaming/
[13:33] <Endy> Well, I know a little cvs serv.. anywat
[13:35] <khalek> isn't it spelt rubix?
[13:36] <khalek> in any event I get sound when opening the door to the scumm bar in cd version of mi1
[13:39] <khalek> 12th 10am works
[13:41] <khalek> 12th 4pm works
[13:43] <khalek> 12th 9pm fails
[13:44] <Endy> ok, what was adding in around then?-
[13:48] <khalek> P common/gameDetector.h
[13:48] <khalek> P scumm/object.cpp
[13:48] <khalek> P scumm/resource.cpp
[13:48] <khalek> P scumm/script.cpp
[13:48] <khalek> P scumm/script_v5.cpp
[13:48] <khalek> P scumm/script_v8.cpp
[13:48] <khalek> P scumm/scumm.h
[13:48] <khalek> P scumm/scummvm.cpp
[13:48] <khalek> P scumm/verbs.cpp
[13:48] <khalek> P scumm/smush/codec47.cpp
[13:48] <khalek> which is 5pm->9pm changed files
[13:48] <Endy> ok
[13:48] <Endy> um
[13:48] <Endy> what revision of resource.cpp?
[13:49] <khalek> 9pm is 1.50
[13:50] <khalek> 5pm is 1.49
[13:51] <Endy> hm, that could be the flObjects code..
[13:51] <khalek> aren't they v6+ though?
[13:51] <Endy> what revision of object.cpp?
[13:51] <Endy> Yes, but it involved changes to the whole object system
[13:52] <khalek> 1.43 at 5pm
[13:53] <Endy> and 9?
[13:53] <khalek> 1.46
[13:53] md` (~illuminat@p50883627.dip.t-dialin.net) got netsplit.
[13:53] md` (~illuminat@p50883627.dip.t-dialin.net) returned to #scummvm.
[13:54] <Endy> ok, 1.46 was broken anyway
[13:55] <Endy> but yeah, that comes with the object system rewrite.
[13:55] <Endy> damn
[13:56] <khalek> ah well.. you both have one regression each
[13:56] <Endy> hehe
[13:57] <khalek> FanSkap: your page is kind of missing content :)
[14:03] <bgbennyboy> when I run scummvm -z it lists simon2talkie and simon2win twice
[14:04] Action: khalek ponders making bass to pretty graphics
[14:04] <khalek> bgbennyboy: yes thats because they added it twice to the list
[14:04] <khalek> with a GAMEPC and GAMEPC. or something
[14:04] <bgbennyboy> ah
[14:05] <khalek> should do a check for the previous target being the same as the current or something
[14:05] <khalek> when printing the list
[14:06] <khalek> and they do sneaky things like increase the max title feild size when you aren't looking
[14:06] Action: khalek sobs on bgbennyboy's shoulder
[14:06] <bgbennyboy> hee
[14:06] <bgbennyboy> there there
[14:06] <bgbennyboy> now get back to coding you lot
[14:06] Action: bgbennyboy cracks the whip
[14:07] Action: khalek plays relevevant indy theme
[14:07] <bgbennyboy> hahaha
[14:10] <bgbennyboy> ooh so scummvm supports auto-loading of a saved game from the command line?
[14:10] <bgbennyboy> I never noticed that before
[14:10] <khalek> yeah any dodgy hack.. er i mean feature I added
[14:11] <khalek> er another even
[14:12] --> Kirben joined #scummvm.
[14:12] <bgbennyboy> and have graphics scalers been made local to the games rather than global now?
[14:12] <khalek> they always were
[14:12] <-- Kirben2 left irc: Read error: 104 (Connection reset by peer)
[14:12] <bgbennyboy> they were?
[14:12] <khalek> it just never worked from the launcher that way apparently
[14:12] <khalek> you can have both
[14:13] <khalek> ie local overwrites global if it exists
[14:13] <bgbennyboy> ah but when you do -w, so it writes its own config, does it just write it to global scaler then?
[14:13] <khalek> er.. don't know try and see :)
[14:14] <bgbennyboy> heh quite right, im just being lazy
[14:14] <khalek> scummvm -z should indicate all the games you have configured as well
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[14:14] #scummvm: mode change '+o Fingolfin' by ChanServ!ChanServ@services.
[14:15] <khalek> hey Fingolfin
[14:15] <Fingolfin> yo
[14:15] <khalek> looks like your scaling stuff broke being able to get into puertoo pollo..
[14:15] <khalek> and endys fl object rewrite had a regression as well...
[14:17] <Fingolfin> as I said
[14:17] <Fingolfin> something broke CVS *seriously* before my scaling checking already
[14:17] <khalek> I traced cvs
[14:17] <Fingolfin> basically, before that I couldn't load games in dig, monkey 1&2, and a few others
[14:17] <khalek> to within a 20 min timeframe
[14:18] <Fingolfin> and the load crash did not occur for some windows users here
[14:18] <Fingolfin> which is not unusual as my system is regulary more sensitive to illegal mem access
[14:18] <Fingolfin> the crashes where in object code, each time, BTW
[14:19] <khalek> <khalek> 12:30pm fails 12:10pm works like scaling to me
[14:19] <khalek> <khalek> P scumm/actor.cpp
[14:19] <khalek> <khalek> P scumm/boxes.cpp
[14:19] <khalek> <khalek> P scumm/saveload.cpp
[14:19] <khalek> <khalek> P scumm/saveload.h
[14:19] <khalek> <khalek> P scumm/script_v8.cpp
[14:19] <khalek> <khalek> P scumm/scumm.h
[14:19] <khalek> <khalek> P scumm/scummvm.cpp
[14:21] --> Ge0rG joined #scummvm.
[14:21] <Fingolfin> what fails?
[14:22] <khalek> going into puerto pollo
[14:22] <khalek> by fail I mean segfault
[14:22] <khalek> as the current cvs does
[14:22] <Fingolfin> first entrance way works great
[14:22] <Fingolfin> other entrance works great, too
[14:22] <Fingolfin> -d0 -b226 comi
[14:23] <Fingolfin> although I can't see Guybrush in the left entrance <g>
[14:23] <khalek> yes thats the boot param i've been using
[14:23] --> hawk joined #scummvm.
[14:23] <khalek> segfaults
[14:23] <Endy> hey Fingolfin
[14:23] <khalek> let me get a bt for you
[14:23] <Fingolfin> when does it segfault, khalek?
[14:23] <Endy> It segfaults here too.
[14:23] <Endy> _charset..
[14:23] <Fingolfin> khalek: when does it segfault is what I want to know, though
[14:23] <Endy> is somehow null!
[14:23] <Fingolfin> i.e. immediatly when you enter?
[14:23] <khalek> yes
[14:23] <Endy> So it crashes in charsetHasMask or something, when trying to draw the room
[14:23] <khalek> immediately
[14:24] <Fingolfin> no here, interesting
[14:24] <Fingolfin> Endy: anyway, you did hear that something broke before that already?
[14:24] <Fingolfin> Endy: I fear it might be your object code changes...
[14:24] <Endy> Fingolfin: Yes, my new object code seems to have issue with pre-v6 games
[14:24] <Fingolfin> I need to go back in the cvs revisions to see at which point save games in older games start working again
[14:24] <Fingolfin> ouch
[14:24] <Fingolfin> esp. save/load
[14:24] <Endy> I'm looking at it now.
[14:24] <Endy> I think save/load is just a sideeffect, it breaks regardless :)
[14:25] <Endy> I'm working on that, but somebody needs to fix the new scaleslot-induced bug
[14:25] <khalek> 0x080676d4 in Scumm::hasCharsetMask (this=0x8197880, x=0, y=0, x2=8, y2=480)
[14:25] <khalek> at scumm/gfx.cpp:816
[14:25] <khalek> 816y2 < gdi._mask_top || x2 < gdi._mask_left)
[14:25] <khalek> (gdb) bt
[14:25] <khalek> #0 0x080676d4 in Scumm::hasCharsetMask (this=0x8197880, x=0, y=0, x2=8,
[14:25] <khalek> y2=480) at scumm/gfx.cpp:816
[14:25] <khalek> #1 0x08067b46 in Gdi::drawBitmap (this=0x81983a0, ptr=0x4081637d "SMAP",
[14:25] <khalek> vs=0x8198a08, x=182, y=0, h=480, stripnr=182, numstrip=80, flag=0 '\0')
[14:25] <khalek> at scumm/gfx.cpp:967
[14:25] <khalek> </spam>
[14:25] <Endy> That's it. Because _charset is somehow null.
[14:25] <Endy> I can't work out how that could possibly happen.
[14:26] <Fingolfin> can you set a watchpoint on _charset ? to see when it gets reset
[14:27] <khalek> er.. brief how to set a watchpoint tutorial? :)
[14:27] <khalek> watch _charset complains about context..
[14:32] <Fingolfin> watch g_scumm->_charset maybe?
[14:33] <Endy> variable breakpoints dont work properly under gdb
[14:33] <Endy> I've never ever managed to get them to work
[14:34] <Endy> YMMV tho :P
[14:35] <khalek> Old value = (CharsetRenderer *) 0x81b5068
[14:35] <khalek> New value = (CharsetRenderer *) 0x0
[14:35] <khalek> Scumm::setScaleSlot (this=0x8197880, slot=20, x1=0, y1=0, scale1=40, x2=640,
[14:35] <khalek> y2=0, scale2=40) at scumm/scummvm.cpp:987
[14:35] <khalek> 987_scaleSlots[slot].y1 = y1;
[14:35] <Fingolfin> hm
[14:35] <Fingolfin> interesting
[14:35] <Fingolfin> but logical
[14:35] <Fingolfin> doh
[14:35] <Fingolfin> array size = 20
[14:36] <Fingolfin> item indexs = 1..20
[14:36] <Fingolfin> I need to sub 1 from slot
[14:36] <khalek> yay off by one errors
[14:37] <Fingolfin> fix commited, please try again with that
[14:38] <khalek> yeah it seems to work fine now
[14:39] <khalek> so why was it working for you?
[14:40] <Fingolfin> no clue
[14:40] <khalek> ah well I guess if it works don't ask :)
[14:40] --> yot joined #scummvm.
[14:40] <Fingolfin> hm, still don't see Guybrush when I enter Puerto Pollo from the left side
[14:40] <khalek> neither do I
[14:40] <khalek> and a few other scenes
[14:41] <Fingolfin> his scale is set to 2
[14:41] <Fingolfin> weird
[14:42] <khalek> another example is the stage where the two pirates are
[14:42] <Fingolfin> something is very odd with the scale... Guybrush is in box 210, and apparently the scale for that box is 2... I wonder if it isn't meant to refer to the slot 2 instead?!?
[14:43] <Endy> umm
[14:43] <Fingolfin> Endy: BTW you can probably renamed ScaleSomething -> ScaleSlot and ScaleSomething -> Scale (in the IDB)
[14:44] <Fingolfin> according to the disassmbly in scale.txt
[14:44] <Endy> Are you sure you have those around the right way if his scale is set to 2 tho?
[14:44] <Endy> hehe
[14:44] <Fingolfin> well
[14:44] <Fingolfin> if they were not, then why is the canon scene right?
[14:44] <Endy> true
[14:45] <Endy> but whats special about this one..
[14:45] Action: Fingolfin inserts some printf's
[14:45] md` (~illuminat@p50883627.dip.t-dialin.net) got netsplit.
[14:46] <khalek> compare it to the stage scene?
[14:46] <khalek> its probably the same issue...
[14:46] md` (~illuminat@p50883627.dip.t-dialin.net) returned to #scummvm.
[14:46] <Fingolfin> Endy: can you give me the IDB data for "box" again?
[14:47] <Fingolfin> just for reference, this is from the "map" scene (i.e. first room when you do -b226):
[14:47] <Fingolfin> Box 35: slot = 2, scale = 255
[14:47] <Fingolfin> Box 36: slot = 2, scale = 255
[14:47] <Fingolfin> but inside puerto:
[14:47] <Fingolfin> Box 8: slot = 0, scale = 2
[14:47] <Fingolfin> Box 9: slot = 0, scale = 2
[14:47] <Fingolfin> etc.
[14:49] <Fingolfin> BTW looking at the code again, I see that indeed they clip the scale value to range 1-255 :-)
[14:49] <Endy> hehe
[14:49] <Endy> um
[14:49] <Endy> idb structure for TBox?
[14:50] <Fingolfin> yes
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[14:52] <Fingolfin> I really see no mistake
[14:52] <Fingolfin> looking at walkBox_GetScale etc.
[14:52] <Fingolfin> it says, get the slot for that walkbox; if it is non-zero, use the scaling from the slot, else, use the fixed scale value from the box
[14:52] <Fingolfin> which happens to be 2 in our case, which is weird
[14:53] <Endy> 0000 X1? dd ?
[14:53] <Endy> 0004 Y1? dd ?
[14:53] <Endy> 0008 X2? dd ?
[14:53] <Endy> 000C Y2? dd ?
[14:53] <Endy> 0010 X3? dd ?
[14:53] <Endy> 0014 Y3? dd ?
[14:53] <Endy> 0018 X4? dd ?
[14:53] <Endy> 001C Y4? dd ?
[14:53] <Endy> 0020 ZPlane? dd ?
[14:53] <Endy> 0024 field_24 dd ?
[14:53] <Endy> 0028 ScaleSlot dd ?
[14:53] <Endy> 002C Scale dd ?
[14:53] <Endy> 0030 field_30 dd ?
[14:53] <Fingolfin> oh boy
[14:53] <Fingolfin> Box 24: slot = 0, scale = 12
[14:53] <Fingolfin> Box 50: slot = 0, scale = 11
[14:54] <Fingolfin> Box 51: slot = 0, scale = 11
[14:54] <Fingolfin> Box 22: slot = 0, scale = 10
[14:54] <Fingolfin> Box 21: slot = 0, scale = 8
[14:54] <Fingolfin> Box 49: slot = 0, scale = 8
[14:54] <Fingolfin> he is getting smaller the closer he gets to the viewer =)
[14:54] <Fingolfin> that doesn't seem right
[14:54] <Endy> how many scaleslots are set in that room?
[14:54] <Endy> IS it some kind of inversion?
[14:55] <Endy> or are there any calls to the normal setBoxScale opcode that have the wrong values perhaps?
[14:55] <Fingolfin> 20 scale slots are set.
[14:55] <Fingolfin> well
[14:55] <Fingolfin> that's something I asked you yesterday, but got no reply...
[14:55] <Fingolfin> is there something like a setBoxSlot function?
[14:55] <Endy> umm
[14:55] <Fingolfin> or does scale.txt contain everything that involves scaling?
[14:55] <Endy> to set ScaleSlot on a box structure?
[14:56] <Fingolfin> yes
[14:56] <Endy> It contains everything I saw at first glance
[14:56] <Fingolfin> hmm
[14:56] <Endy> but let me run a xref
[14:56] <Yaz0r> scale.txt ?
[14:56] <Endy> SetWalkboxScaleSlot writes to it, obviously
[14:57] <Fingolfin> uh
[14:57] <Fingolfin> we don't have such a function, do we?
[14:57] <Endy> uh
[14:57] <Endy> It's a kludge
[14:57] <Endy> setBoxSlot
[14:57] <Endy> it should be documented in script_v8 already
[14:57] <Fingolfin> we have setBoxScale and setScaleSlot
[14:57] <Fingolfin> ah
[14:58] <Fingolfin> you mean, setBoxScale really is setBoxScaleSlot?
[14:58] <Fingolfin> that would explain it indeed
[14:58] Action: Fingolfin tries it
[14:59] <Endy> ah no
[14:59] <Endy> nononono
[14:59] <Endy> setBoxScale
[14:59] <Endy> oh yeah
[14:59] <Endy> heh, sorry I was scrolled up
[15:01] <Fingolfin> bingo, in kludges.txt it is labeled SetBoxSlot
[15:01] <Endy> aha :)
[15:02] flexo_ (~flexo@p5086EAEA.dip.t-dialin.net) got netsplit.
[15:02] md` (~illuminat@p50883627.dip.t-dialin.net) got netsplit.
[15:02] md` (~illuminat@p50883627.dip.t-dialin.net) returned to #scummvm.
[15:02] flexo_ (~flexo@p5086EAEA.dip.t-dialin.net) returned to #scummvm.
[15:03] <khalek> its a lot safer to walk around the island now the sharks don't swim in the air :)
[15:03] <Fingolfin> MUCH better now
[15:03] <Endy> khalek: What -i- want to know is if the actor getting stuck bug is fixed
[15:03] <Endy> if so, the only major bugs we have up until part III (where we need lipsync) are redraw bugs
[15:04] <khalek> hmm someone sent me an email saying that they want to do a gba port, and that ph0x has lost he code and he sent them to me
[15:04] <khalek> should I give them the dodgy hack or not? :P
[15:04] <Fingolfin> fix is in CVS
[15:04] <Endy> khalek: nope
[15:05] <Endy> ph0xs code was 0.2.0 based
[15:05] <khalek> yeah thats what I was thinking
[15:05] <khalek> and it didn't use osystem
[15:05] <Endy> no way we want anybody to even think about working off THAT :P
[15:05] <Endy> yeah
[15:05] <khalek> and was rather icky in trying to fake being sdl
[15:05] <Endy> in short..
[15:05] <khalek> no :)
[15:05] <Endy> it was a hack :P
[15:06] <khalek> yeah that too
[15:06] <Fingolfin> he still gets stuck (guybrush in the canon scene)
[15:06] <Endy> Fingolfin: dang :)
[15:06] <Fingolfin> moreover, the hook is not undrawn on the floor. that used to work fine, though
[15:06] <Endy> ok, thats the only gameplay bug i know of that's left
[15:06] <Fingolfin> I wonder if that is another object code change regression? <g>
[15:06] <Endy> um, thats part of the actor animation
[15:06] <Endy> no
[15:06] <Endy> it's a bug with the setActorChoreLimbFrame code
[15:06] <Fingolfin> well, that and the fact that many of the older games are broken currently *cough*
[15:06] <Endy> it seems to be drawing a few frames either side of the right sequence
[15:07] <Fingolfin> that the hook object is still visible on the floor?
[15:07] <Endy> Hence the disappearing/reappearing hook and the floating head
[15:07] <Endy> yeah, it's the part of the animation where he throws the hook
[15:07] <Endy> it's not drawn as an object
[15:07] <Fingolfin> ok
[15:07] <Fingolfin> so it's like Wally's head you mean
[15:07] <Endy> yea
[15:07] <Endy> Phantom from the limbFrame stuff
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[15:07] <Fingolfin> and like the water when you shoot on the boats
[15:07] <eriktorbjorn> Hi
[15:07] <Fingolfin> hi eriktorbjorn
[15:08] <eriktorbjorn> I'm not really here, but some of the CMI redraw bugs are probably because of gfxUsageBits[]. We just can't keep track of 80 actors using 32-bit integers.
[15:08] <Fingolfin> Endy: getKeyState look as if it queries for a given key whether it is pressed (sub of o8_kernelGetFunctions) not sure how to implement that
[15:08] <Fingolfin> eriktorbjorn: very good point :-)
[15:09] <Fingolfin> Endy: but what are getRGBSlot and getBox ?
[15:09] <Fingolfin> and actorHit
[15:10] <eriktorbjorn> I started working on fixing that, but the code is still too ugly to withstand the light of day. It did fix the glitch in the difficulty selection scren, though. (The first frame of the dagger animation - the blur or streak or whatever you call it - is supposed to be removed.)
[15:10] <Endy> er
[15:10] <Endy> are they called anywhere yet? :P
[15:10] <Endy> I want to deal with things as we need them
[15:10] <Endy> Deal with existing bugs before adding more code :)
[15:11] <Fingolfin> ActorHit is called in script 26, though I can't figure out what would call script 26 :-)
[15:11] <Endy> Well wait until it's called :)
[15:11] <Fingolfin> getRGBSlot is maybe not used at all now that I check
[15:11] <Endy> then we'll implemented :P
[15:12] <-- flexo left irc: Connection timed out
[15:12] Nick change: flexo_ -> flexo
[15:12] <Fingolfin> but SO_ROOM_SO_ROOM_SATURATION is, and I have really no clue at all how that one would work
[15:12] <Endy> hm
[15:13] <Fingolfin> it's not used often, luckly, only in room 14, 29, 30
[15:13] <Endy> I
[15:14] <Endy> It does some fairly complex maths
[15:14] <Endy> Which makes nasty assembly. I can give it to you if you want :P
[15:14] <Fingolfin> please :-)
[15:14] <Fingolfin> is aquadran workin on smush music, or on lip sync, or on both? :-)
[15:15] <Endy> smush music at the moment
[15:15] <khalek> heh smush audio last I heard
[15:15] <Endy> lipsync afterwards, if nobody has tackled it by then
[15:15] <aquadran> yeah, but i'm lazy now :)
[15:15] <Yaz0r> Endy: btw was the stuff I disassembled for you last time of any use ?
[15:15] <Fingolfin> eriktorbjorn: I guess for the gfxUsageBit, it might be a good idea to package it into a set/get function now
[15:16] <Fingolfin> eriktorbjorn: as you need three longs for storage now, which makes it a bit messy to access
[15:16] <Fingolfin> eriktorbjorn: also, the save/load code would have to be changed
[15:16] <Endy> Yaz0r: yeah it was :)
[15:16] <Endy> It was WRONG
[15:16] <Endy> but it gave me the gist. <g>
[15:16] <Endy> Fingolfin: http://www.enderboi.com/misc/pal.txt
[15:16] <eriktorbjorn> Fingolfin: Yeah, my prototype implementation used an array of structs, each containing three 32-bit integers, and a few set/get-style functions.
[15:16] <Fingolfin> well, it gave *us* the gist <g>
[15:16] <Endy> that too :)
[15:17] <khalek> unimplemented case 89 in roomOps
[15:17] <Endy> khalek: where?
[15:17] <khalek> 950
[15:17] <Endy> which is..?
[15:17] <khalek> ie when lechuck is talking to guybrush and elaine is tied up
[15:17] <Endy> oh geez
[15:17] <Fingolfin> 89 = SO_ROOM_TRANSFORM
[15:17] <Endy> not half skipping ahead are we? :)
[15:17] <khalek> after guybrush gets turned into lil guybrush
[15:17] <Fingolfin> we also don't implement SO_ROOM_CYCLE_SPEED, SO_ROOM_COPY_PALETTE
[15:17] <khalek> thought you might be running out of problems :)
[15:18] <Endy> NEW_PALETTE is wrong also
[15:18] <Endy> ok
[15:18] <Endy> room_transform pop's four and runs a palette subroutine
[15:19] <Yaz0r> Endy: wrong

[15:19] <Fingolfin> Yaz0r: we figured it out anways
[15:19] <Fingolfin> Yaz0r: chore/limb code needs more work, though
[15:20] <Yaz0r> if I can help by disassembling something...
[15:20] Action: Yaz0r is getting used to disassemble evil code
[15:21] <khalek> ooh
[15:21] <eriktorbjorn> Fingolfin: No, wait, I changed that representation before I left home this morning. Anyway, I'll try to clean it up enough so that it can at least be submitted for discussion tomorrow.
[15:21] <khalek> someone give him bass src quick! :)
[15:21] <Yaz0r> khalek: already have it
[15:21] <Yaz0r> I just don't think it's a priority
[15:21] <Endy> Neither do I :P
[15:21] <khalek> I was only trying to be amusing
[15:21] <Fingolfin> me too
[15:21] <khalek> ahem
[15:22] <Fingolfin> err, me too thinks it's not a priority
[15:22] <Fingolfin> didn't try to be amusing :-)
[15:22] <Yaz0r> :)
[15:23] <Endy> Fingolfin: http://www.enderboi.com/misc/pal2.txt <-- that's the code called by ROOM_TRANSFORM btw
[15:25] <Endy> brb
[15:25] <Yaz0r> ho I see
[15:25] <Yaz0r> it's like Sam&max code
[15:26] <khalek> erm.. walkboxes seem to be broken in cannibal village
[15:26] <Fingolfin> Endy: didn't you say it pops 4 values? then why does it take 5 params?
[15:26] <khalek> guybrush walks down from the sky
[15:26] <Fingolfin> you mean, "he descends upon them"
[15:26] <khalek> heh
[15:26] <Yaz0r> :)
[15:26] <-- Kirben left irc: "sleeeeep"
[15:27] <Fingolfin> nayve this is palManipulateInit
[15:27] <Fingolfin> that would also explain SO_ROOM_CYCLE_SPEED
[15:27] <Fingolfin> comparing this with v6 code
[15:28] Nick change: chuzwuzza -> chuzzzzzz
[15:28] <Yaz0r> this code transform the palette like the sam&max alternate palette stuff
[15:31] <Yaz0r> away, school :/
[15:33] <Endy> back
[15:34] <Endy> Fingolfin: Seems one param is poped as a 1 i think
[15:35] <khalek> so what does case 29 in system do...?
[15:36] <Endy> why don't you look at the code and see? :P
[15:36] <khalek> because its not in the code
[15:36] <Endy> yes it is
[15:37] <khalek> and I don't have a copy of the db..
[15:37] <Endy> it is in the code
[15:37] <Endy> LOOK.
[15:37] <khalek> why do I get a default case message then...
[15:37] <Endy> look.
[15:37] <Endy> at
[15:37] <Endy> code.
[15:37] <Endy> It's so hard to reenforce this kind of thing :P
[15:38] <khalek> fine so its shutdown
[15:38] <Endy> bingo :)
[15:38] <khalek> there are clearly more boot params though
[15:38] <Endy> Nope.
[15:38] <Endy> Well, only ones you construct yourself.
[15:39] <khalek> explain 1050 then
[15:39] <khalek> hmm
[15:39] Action: Endy shrugs
[15:39] <Endy> 1050 is a custom one
[15:39] <Endy> anything over 1000 is custom
[15:39] <Fingolfin> I uploaded a snapshot of ScummVM for OS X at http://dev.quendi.de/scummvm/ScummVM-20030113.app.tar.gz for some friends, just in case somebody else needs it :-)
[15:39] <khalek> heh
[15:39] <Endy> Cool, is that after the scale fix? :)
[15:39] <Fingolfin> it's from current CVS
[15:40] <Endy> excellent
[15:40] <Fingolfin> so I would only recommend it for COMI
[15:40] <Fingolfin> not for anything else
[15:40] <Endy> Saves me compiling Jakes next build :P
[15:40] <Fingolfin> and it's only the .app
[15:40] <Fingolfin> he
[15:40] <Endy> yeah thats pretty much all I say about current CVS. heh
[15:40] <Endy> wtf
[15:40] Action: Endy looks at slashdot
[15:40] <Endy> You are kidding.
[15:41] <Endy> SCO wants to do WHAT? :p
[15:42] <khalek> rofl
[15:42] <Endy> this has to be a urban legend
[15:43] <khalek> "if its on slashdot it must be true" :)
[15:44] <Endy> hehe
[15:44] <Endy> too many people will think that.
[15:45] <Endy> but it'd be suicide for SCO to do such a thing :P
[15:46] <Endy> bbiab
[15:48] <Fingolfin> indeed
[15:48] <Fingolfin> to often do I read obvious fakes and crap on /. <sigh>
[15:49] <Endy> heh
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[15:50] <Endy> I'm going afk for a bit
[15:50] <hawk> Well.. /. consists of MS flaming, obvious fakes, geek humour, geek toys... did I miss anything?
[15:50] <Fingolfin> it sounds like the perfect rumour for M$ to seed, hurts Linux, too
[15:50] <Endy> Unfortunatly since upgrading glibc valgrind doesn't work anymore
[15:50] <Endy> So if somebody could valgrind scummvm running a pre-v6 game with an obvious crash, and locate any problems..
[15:50] <Endy> that'd be cool :P
[15:51] <Endy> I'm pretty sure the crashes are memory relatd
[15:51] <Fingolfin> I mean, if suits read this, they will think "OMG, we better don't switch to Linux, ever, it's too dangerous, we might get sued"
[15:51] <Fingolfin> Endy: it crashes in the same location for me, always
[15:51] <Endy> unfortunatly i cant see why yet
[15:51] <Endy> anyway have to go
[15:51] Nick change: Endy -> Endy[AFK]
[15:52] <Fingolfin> and note that it only crashes in some save games
[15:53] <Fingolfin> #0 findResource(unsigned, unsigned char*) (tag=1229795377, searchin=0x2683454 <Address 0x2683454 out of bounds>) at common/scummsys.h:368
[15:53] <Fingolfin> #1 0x0002721c in Scumm::drawObject(int, int) (this=0x1bd6000, obj=40383572, arg=0) at scumm/object.cpp:386
[15:53] <Fingolfin> #2 0x00026f48 in Scumm::drawRoomObject(int, int) (this=0xcfe40, i=40383572, arg=0) at scumm/object.cpp:298
[15:54] <Fingolfin> namely, ptr is invalid at that point...
[15:55] <Fingolfin> ah
[15:55] <Fingolfin> OBIMoffset contains an invalid value
[15:56] <Fingolfin> ho hum
[15:59] <Fingolfin> note that OBIMoffset is a value that should actually be stored in the save game
[15:59] <Fingolfin> so that value used to be right?!?
[16:00] <Fingolfin> OBIMoffset = 54352
[16:00] <Fingolfin> but the ROOM resource only has length 52350
[16:08] <-- md` left irc: Read error: 54 (Connection reset by peer)
[16:14] <-- ccr left irc: Read error: 104 (Connection reset by peer)
[16:17] <Fingolfin> the crash at the start of monkeyvga is tehre because obj_nr has an illegal value
[16:17] <Fingolfin> 33321
[16:17] <Fingolfin> hm
[16:17] <Fingolfin> I wonder why checkRange() in getState() didn't error out on this
[16:26] --> md` joined #scummvm.
[16:31] <-- md` left irc: Remote closed the connection
[16:33] <bgbennyboy> Does anyone know what the proper name is for the menu thats displayed when you right click on a forms's titlebar? (in windows)
[16:35] --> xplo joined #scummvm.
[16:36] <hawk> Am I the only one here who had missed out on the happypenguin.org voting thingy? (scummvm is of course there in the emulation category)
[16:37] <xplo> hmm, voting is closed now?
[16:37] <hawk> nope
[16:37] <xplo> hmm
[16:37] <hawk> I just meant that I hadn't noticed it until now...
[16:38] <hawk> you have to be logged in to vote though
[16:38] <Fingolfin> ugh, Endy[AFK]
[16:38] <xplo> ahh
[16:38] <Fingolfin> Endy[AFK]: that's a pretty obvious problem here I'd say <g>
[16:38] --> md` joined #scummvm.
[16:38] <Fingolfin> once you find it that is :-/
[16:39] <Fingolfin> Endy[AFK]: drawRoomObjects iterates over _numLocalObjects, e.g. 200 in MonkeyVGA
[16:39] <Fingolfin> Endy[AFK]: the room really only has 5 objects
[16:39] <Fingolfin> Endy[AFK]: note BTW that due to your change we now in many places iterate over much much more data. but I guess it doesnt' make a big difference
[16:39] <Fingolfin> Endy[AFK]: anyway the point being, obj_nr of these fields is not reset, AFAICT
[16:40] <Fingolfin> of course that still doesn't explain how obj_nr can ever achieve a value 33321
[16:40] <Fingolfin> Endy[AFK]: why can't drawRoomObjects iterate over _numObjectsInRoom ?
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[16:44] <Fingolfin> uugh
[16:44] <Fingolfin> Endy[AFK]: I am not quite sure I understand how your object rewrite work... nor am I quite sure whether I should believe that it's working in all cases... hum
[16:45] <Fingolfin> Endy[AFK]: AFAICT you simply ignore the real value for _numLocalObjects?
[16:45] <Fingolfin> and hope that flObjects simply don't get overwritten in the table
[16:46] <Fingolfin> of course flObjects don't occur in MonkeyVGA
[16:47] <khalek> or the cd version of mi1 where the other post rewrite crash is
[16:47] <khalek> well other known one anyway
[16:48] <Fingolfin> I have crashes in basically *all* non COMI games
[16:48] <Fingolfin> well, pre-V6 at least
[16:48] <khalek> actually that was the only one I tried
[16:48] <Fingolfin> and DIG crahes, too
[16:50] <Endy[AFK]> Fingolfin: Yes.
[16:51] <Endy[AFK]> We only use that for the 'object loading' loop.
[16:51] <Endy[AFK]> Now everything is assigned a slot in the object table, and searches iterate from 1 to _maxLocalObjects
[16:52] <Endy[AFK]> The slot skips over any locked or pre-assigned objects, so nothing DOES get overridden
[16:52] <Fingolfin> which of course degrade performance
[16:52] <Endy[AFK]> Errr
[16:52] <Endy[AFK]> No.
[16:52] <Endy[AFK]> As we exit the search loop as soon as the object is found.
[16:52] <hawk> xplo: actually it's under "most promising linux game project" too
[16:53] <Fingolfin> iterating over 200 instead of 5 objects each time we need to lookup an object
[16:53] <Endy[AFK]> ...
[16:53] <Fingolfin> we often iterate from the end, Endy[AFK]
[16:53] <Endy[AFK]> Again, we break as soon as it's found.
[16:53] <Endy[AFK]> Well, that's a flaw in our code :)
[16:53] <Fingolfin> no
[16:53] <Fingolfin> some things might relay on the iteration order
[16:53] <Fingolfin> e.g. drawing, but possibly also other things
[16:53] <Endy[AFK]> Yeah the inverse object drawing order
[16:53] <Fingolfin> anyway, I figure this won't matter too much
[16:53] <Endy[AFK]> But ComI does the same thing
[16:53] <Endy[AFK]> it's hardly a major speed hit
[16:54] <xplo> hawk: yea, just had to make an account to be able to vote
[16:54] <Endy[AFK]> we only check one variable
[16:54] <Fingolfin> anyway obj_nr in MonkeyVGA gets set to illegal values
[16:54] <Fingolfin> as I said: I doN't think the speed issue is really a problem
[16:54] <Endy[AFK]> No, it's not.
[16:55] <Fingolfin> anyway, all pre-V6 games and The Dig are broken here. Gotta test Sam now
[16:57] <Fingolfin> sam seems to work OK
[16:57] <Fingolfin> Dig also starts, but loading is foobard
[16:57] <Endy[AFK]> Anyway, all obj_nr fields are set to 0 in loadRoomObjects
[16:58] <Endy[AFK]> So any corruption there must be memory related
[16:58] <Fingolfin> but not in loadRoomObjectsSmall
[16:58] <Fingolfin> but I fixed that locally already
[16:58] <Endy[AFK]> ah good point
[16:58] <Endy[AFK]> eek commercial is over
[16:58] <Endy[AFK]> brb
[16:58] <Fingolfin> hum
[16:58] <Fingolfin> monkeyvga suddenly starts ?!?
[16:58] <Fingolfin> interesting
[17:00] <travan> something wacky is afoot
[17:03] <Fingolfin> monkeyvga seems to start again with latest CVS
[17:03] <travan> monkey2 works fine here
[17:03] <Fingolfin> some mi2 save games work here, most don't
[17:03] <travan> oh, we talking about loading saves, or loading the game?
[17:03] <Fingolfin> crash is always in the same spot
[17:04] <Fingolfin> when I mean starting, I say starting. When I mean loading, I say loading :-)
[17:04] <Fingolfin> "loading the game" is confusing, I never say it
[17:04] <Fingolfin> anyway
[17:05] <Fingolfin> what happens is that OBIMoffset is bigger than the size of the whole ROOM resources. which is very strange
[17:05] <travan> Error: Value 2048 is out of bounds (0,999) in script 18 (Object 2048 out of rang
[17:05] <travan> e in drawObject)!
[17:05] <Fingolfin> I mean, no patch we make should ever affect the size of the ROOM resource, right?
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[17:25] <Endy[AFK]> sorry i'm afk, Fingolfin
[17:25] <Endy[AFK]> i'm watching Sliders :P
[17:25] <Endy[AFK]> I'll be back as soon as it's over. hehe
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[17:26] <travan> hehe sliders, i use to watch that
[17:26] <eriktorbjorn> You're starting to scare me with all this talk of regressions.
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[17:38] <Endy[AFK]> travan: First Season, so it was Sliders when Sliders was good :)
[17:38] <Endy[AFK]> I loved the ending. They'd just got back from a world where everybody almost died from a plauge, and whats-her-name was just recovering, and woke up for the first time
[17:38] <Endy[AFK]> Talk talk, she goes back to sleep..
[17:39] <Endy[AFK]> and these drums start and the rest of them walk in.. "How is she?" "Much better.." Good.. er.. did you tell her about the cannibals?"
[17:39] Action: Endy[AFK] grins
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[17:45] <Endy[AFK]> Fingolfin: I still think it may be a memory overwrite..
[17:45] <Endy[AFK]> because none of my changes touched anything that should cause any such effect.
[17:45] <Endy[AFK]> Well, except that the save/load code may be wrong if it only saves the numRoomObject's..
[17:46] <Endy[AFK]> as it will now need to save the whole 200 objects in case there are empty slots from locked flObjects (at least for games that use it, earlier games will still use only numRoomObjects because their slots will ALWAYS be consecuitivly numbered)
[17:48] <Endy[AFK]> You do understand how my new code works, right?
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[17:50] <Fingolfin> damnation, snow got under the roof. now we have to clean out the whole mess. argh
[17:50] Nick change: Fingolfin -> Fingolfin|away
[17:50] <Endy[AFK]> I'll take that as a yes :P
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[17:55] <Endy[AFK]> woo
[17:55] <Endy[AFK]> valgrind cvs finally recognises 2.5 as a valid kernel :P
[17:56] <eriktorbjorn> What's the status on the regressions that have been mentioned? Is everything except CMI broken right now?
[17:58] <Endy[AFK]> yeah
[17:58] <Endy[AFK]> well not quite
[17:58] <Endy[AFK]> but close :P
[17:58] <Endy[AFK]> I'm looking into it.
[17:59] <Endy[AFK]> http://www-1.ibm.com/servers/eserver/linux/fun/ <-- Heh, spot the All Your Base reference in the Free The Code animation :P
[17:59] <eriktorbjorn> Sounds like I should either wait a while, or do the gfxUsageBits[] changes against yesterday's snapshot, then. :-)
[17:59] <Endy[AFK]> eriktorbjorn: hehe
[17:59] <Endy[AFK]> I'm working on it now
[18:00] <Endy[AFK]> valgrind.so: When searching for client's argc/argc/envp:
[18:00] <Endy[AFK]> ELF frame does not look like 2.2.X or 2.4.X.
[18:00] <Endy[AFK]> See kernel sources linux/fs/binfmt_elf.c to make sense of this.
[18:00] <Endy[AFK]> valgrind.so: Startup or configuration error:
[18:00] <Endy[AFK]> couldn't find client's argc/argc/envp
[18:00] <Endy[AFK]> valgrind.so: Unable to start up properly. Giving up.
[18:00] <Endy[AFK]> Or maybe not..
[18:01] <eriktorbjorn> Endy: You're running a 2.5 kernel?
[18:02] <Endy[AFK]> Of course :P
[18:02] <eriktorbjorn> Endy: Maniac.
[18:02] <Endy[AFK]> Damn it, valgrind used to work
[18:02] <Endy[AFK]> Seems somebody has changed the code to try and do dynamic detection of the kernel version.
[18:02] <Endy[AFK]> grrr
[18:03] <travan> luckily its open source, and you can fix it!
[18:03] <travan> +1 to open source, ding!
[18:03] <Endy[AFK]> If I could comprehend this code..
[18:03] <eriktorbjorn> travan: I've always viewed open source not so much as "you can fix it" as "there is a theoretical chance that you may be able to fix it, or at least work around it". :-)
[18:03] <Endy[AFK]> I could fix it :P
[18:09] Action: Yaz0r back
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[18:31] <ccr> running 2.5 is insane
[18:32] <Yaz0r> the main drawback is the nvidia driver
[18:32] Action: ccr bounces on Endy to pound some sense into him .. :P
[18:32] <ccr> ahh, the license issues
[18:33] <travan> and we all know how endy feels about nvidia
[18:33] <Yaz0r> ?
[18:33] <ccr> I think I'll stay with 2.4, 2.5+ does not have anything interesting for me
[18:34] <Yaz0r> The good point for me was the native Alsa support
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[18:45] <Endy[AFK]> ccr: I run 2.5 because it has functionality and drivers that I require.
[18:45] <Endy[AFK]> And the native Alsa support is very useful :P
[18:46] Action: hawk doesn't really find it to be much work to install alsa separately... but sure...
[18:47] Action: eriktorbjorn should be going home.
[18:47] <eriktorbjorn> Endy: Any luck on those regressions?
[18:48] <Endy[AFK]> I still havn't got valgrind working :(
[18:49] <Endy[AFK]> So no.
[18:49] <Endy[AFK]> In any case, you can fix the gfxUsageBits issue still
[18:49] <Endy[AFK]> ComI and Sam and Max and (I think) Day of the Tentacle should work, at least
[18:49] <eriktorbjorn> Endy: As long as CMI runs acceptably, sure. Or I could use yesterday's snapshot.
[18:49] <Endy[AFK]> it's only earlier pre-v6 games that have problems, afaik
[18:49] <Endy[AFK]> No, the latest has a ton of fixes :)
[18:49] <Endy[AFK]> Go with CVS :P
[18:50] <eriktorbjorn> Endy: I usually do.
[18:51] <Endy[AFK]> heh
[18:53] <eriktorbjorn> Endy: Hopefully I'll have something to submit tomorrow. By the way, removeBlastObject() uses 0x40000000 as "dirty id" to updateDirtyRect(). What's that supposed to mean?
[18:54] <eriktorbjorn> Is it just some "pretend there was another actor here so that real actors are redrawn" thing?
[18:54] <Endy[AFK]> I have no idea :P
[18:54] <Endy[AFK]> It looks obscure :P
[18:55] <eriktorbjorn> I guess I'll just have to keep that bit for now.
[18:58] <eriktorbjorn> I wonder why CMI needs so many actors anyway. It's Monkey Island, not War And Peace.
[18:59] <Endy[AFK]> heh
[18:59] <Endy[AFK]> CMI has a lot more background stuff going on than earlier games
[19:01] <eriktorbjorn> Endy: One neat thing I noticed is that it seems to use the shadow palette to anti-alias costumes. I guess that's one reason ScummVM's scalers make so little visual difference.
[19:02] Action: Endy[AFK] nods
[19:02] <Endy[AFK]> yeah
[19:02] <eriktorbjorn> Anyway... I'm off.
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[19:36] <Endy[AFK]> hey aquadran
[19:39] <aquadran> hey endy
[19:39] <Endy[AFK]> any progress? :)
[19:39] <aquadran> hmm... , no
[19:40] <aquadran> what is wrong with gfxUsageBits ?
[19:40] <Endy[AFK]> apparantly it's not big enough :P
[19:41] <Endy[AFK]> erik thinks it may be the cause of the redraw issues
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[19:42] <aquadran> if I right remember it has 80 elements for 640 resolution
[19:42] <aquadran> err, no
[19:43] <Endy[AFK]> hey jake
[19:43] <aquadran> 410 is for dig
[19:43] <aquadran> i can check how much is in cmi
[19:43] <Endy[AFK]> cool
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[19:46] <syke> Endy[AFK]: easier to paste it here
[19:46] <syke> Reading overflows memory: smap_ptr++
[19:46] <syke> bbbbbbbbb
[19:46] <syke> | 82400 | 2655134553 | 1 |
[19:46] <syke> rrrrr
[19:46] <syke> Reading (r) : 0xa06bf059 thru 0xa06bf059 (1 byte)
[19:46] <syke> From block (b) : 0x02288b20 thru 0x0229ccff (82400 bytes)
[19:46] <syke> block allocated in resource.cpp
[19:46] <syke> calloc() (interface)
[19:46] <syke> Scumm::createResource() resource.cpp
[19:46] <syke> --
[19:47] <syke> Stack trace where the error occurred:
[19:47] <syke> Gdi::decompressBitmap() scumm\gfx.cpp
[19:47] <syke> Gdi::drawBitmap() scumm\gfx.cpp
[19:47] <syke> Scumm::drawObject() scumm\object.cpp
[19:47] <syke> Scumm::drawRoomObject() scumm\object.cpp
[19:47] <syke> .
[19:47] <syke> it's not giving me line numbers, not sure why
[19:47] <syke> though
[19:47] <syke> this isn't with monkey1
[19:47] <syke> this is with the demo pack or whatever
[19:47] <Endy[AFK]> ah
[19:47] <Endy[AFK]> well
[19:48] <Endy[AFK]> i dont know if that works, period :P
[19:48] <syke> I'll retest with monkey1 once this bug is fixed
[19:48] <Endy[AFK]> the demo pack that i
[19:48] <Endy[AFK]> s
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[19:57] <aquadran> Endy[AFK]: do you know where is updateDirtyRect() in cmi IDB ?
[19:58] <Endy[AFK]> um, if it's not in the other idb, then no
[20:00] <Endy[AFK]> I'm off to bed
[20:00] <Endy[AFK]> gnight
[20:00] Nick change: Endy[AFK] -> Endy[ZZZ]
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[20:11] <travan> GRR
[20:11] <travan> i hate nvidia drivers!
[20:27] <ccr> :)
[20:38] <xplo> aww, they didn't even leave the undubbed song voices in the german cmi datafiles :/
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[20:43] <hawk> xplo: scary
[20:45] <ja2ke> heh
[20:45] <ja2ke> i'd like to hear international versions of the pirate song
[20:49] <yot> is someone used to macromedia flash?
[20:50] <hawk> yot: I'm still trying to get used to it.. don't think it'll ever happen though ;)
[20:50] <ja2ke> flash has an angry learning curve
[20:50] <hawk> yot: I still say. eeep everytime there's a flash page ;P
[20:50] <ja2ke> oh i see what you mean
[20:50] <ja2ke> heh
[20:50] <hawk> NOTE: I'm not talking about creating flash content
[20:50] <hawk> :)
[20:51] <yot> hawk: I don't like flash and don't wanna use it
[20:51] <yot> but I have to understand how a .swf works :|
[20:51] <hawk> yot: why?
[20:53] <yot> hawk: :)
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[21:06] <flexo> yot: disassemble it and see?
[21:10] <yot> hehe
[21:10] <yot> :>
[21:10] <yot> great idea
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[21:42] Nick change: Fingolfin|away -> Fingolfin
[21:43] <Fingolfin> aquadran: gfsUsageBits is a long, hence as 32 bits, two are used for special purposes, that leaves 30 actors
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[21:47] <Fingolfin> Endy[ZZZ]: I still get the segfaults when loading stuff
[21:47] <Fingolfin> the errors syke pasted is the same location where it crashes for me, BTW
[21:47] <Fingolfin> which is due to the fact that OBIMOffset has an invalid value, though I have no clue right now how that is even possible
[21:48] Nick change: chuzzzzzz -> chuzwuzza
[21:52] <matto|wookin> that must be another Endy-an issue. :)
[21:53] <Fingolfin> I doubt it
[21:53] <Fingolfin> more like that it crashes here because the VM doesn't map memory to areas that are not malloced
[21:54] <Fingolfin> and leaves gaps between the blocks
[21:54] <Fingolfin> which it apparently doesn't do on Linux
[21:54] <Fingolfin> so you just don't notice it while it silently trashes your memory in the background <g>
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[22:00] <Fingolfin> I guess I should check when exactly the regression was introduced
[22:00] <Fingolfin> after dinner :-)
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[22:35] <aquadran> Fingolfin: from dig calculations 640x480, gfxUsageBits has 810 elements
[22:53] <Fingolfin> aquadran: the thing is
[22:53] <Fingolfin> aquadran: the elements have to be *bigger* in COMI
[22:53] <Fingolfin> in previous games, each element was a single uint32, sufficient to store flags for 30 actors + 2 extra flags
[22:53] <Fingolfin> in COMI, we need to store 80+1/2 bits / strip
[22:53] <Fingolfin> in addition to the fact that the number of strips was raised, too
[22:54] <Fingolfin> so just increasing the number of elements won't help anything
[22:54] <yot> it's unbelievable I'm triing to declare a function in Flash for 2 hours and it's impossible
[22:54] <yot> the f***ing program doesn't let me declare a function
[22:57] <aquadran> Fingolfin: hmm
[22:57] <Fingolfin> aquadran: erik is already working on a fix
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[23:01] <aquadran> Fingolfin: ok, that why it works, if one element is bigger than 32 bits, one element overload second
[23:04] <aquadran> Fingolfin: or it cut, not fitting actors
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[23:05] <Fingolfin> aquadran: well
[23:06] <Fingolfin> aquadran: 1 << foo
[23:06] <Fingolfin> aquadran: if foo > 32, it just turns 0
[23:06] <Fingolfin> aquadran: hence we don't store the actor flags for any actors with id > 32
[23:06] <Fingolfin> causing redraw problems
[23:06] <Fingolfin> make that 31, though <g>
[23:07] <Fingolfin> so it doesn't cause any problems besides draw problems, I think
[23:07] <aquadran> Fingolfin: ok, i understant
[23:07] <Fingolfin> how is smush audio progressing :-)
[23:08] <aquadran> Fingolfin: er, hmm, i was taken a little break :)

[23:08] <Fingolfin> aquadran: that's alright, just was curious
[23:12] <kh_zZz> hmm gcc is getting precompiled header support apparently
[23:13] <wjp> they've been getting get for ages :-)
[23:13] <wjp> when's the current ETA?
[23:16] <kh_zZz> think its already in cvs..
[23:16] <kh_zZz> January 10, 2003
[23:16] <kh_zZz> Geoffrey Keating of Apple Computer, Inc., with support from Red Hat, Inc., has contributed a precompiled header implementation that can dramatically speed up compilation of some projects.
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[23:16] <wjp> wow, nice :-)
[23:18] <kh_zZz> thats from the news page
[23:19] <kh_zZz> a new C++ parser as well supposedly
[23:21] Nick change: kh_zZz -> khalek
[23:50] <Fingolfin> we have had that for 2 years now :-)
[23:51] <ja2ke> scummvm plays cmi very well on pretty new powerbooks
[23:53] <ja2ke> because you all asked :)
[23:54] <khalek> ja2ke: you didn't see the clause in the license that stated that if in the event cmi was played on a shiny new powerbook it would have to turned over to the dev team? ;)
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[23:56] <ja2ke> hehe
[23:56] <ja2ke> it sucks a fair bit on my 450 mhz g3 at home... unless i run it at full screen
[23:56] <khalek> where were you that had new powerbooks anyway?
[23:58] <ja2ke> macworld?
[23:58] <travan> disapointing that the new powerbooks only have the GF4 Go
[23:58] <travan> i expected something a bit more beefy
[23:58] <ja2ke> sorry?
[23:58] <khalek> they let you run your own code?
[23:59] <ja2ke> eh if you ask they wont mind if you show your friend something on an ipod
[23:59] <khalek> nvidia only have drivers for intel linux
[23:59] <ja2ke> i think they'd probably get a little upset if you sat down and started actively breaking it
[23:59] <khalek> sure you could get basic 3d but an ait card would be much more usefull
[23:59] <khalek> heh you cary cmi and scummvm around on your ipod?
[00:00] --- Tue Jan 14 2003