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[02:19] <snover> Boy, this ResourceManager code& getVolumeFile sometimes returns a Common::File *, other times a pointer to a different kind of IO stream. If it returns the former, it shouldnt be deleted by the caller because the object is put in an LRU cache and reused; if it is the latter, then the caller *does* need to delete it or else it will leak. Of course, there is no way to determine this except to pry into the ResourceSource to see if it has a specific p
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[03:22] <snover> do release versions of scummvm really not give any indication to users when the fallback detector is used to detect a game?
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[03:53] <GitHub99> [scummvm] csnover pushed 4 new commits to master: https://git.io/v97CC
[03:53] <GitHub99> scummvm/master 262ef4d Colin Snover: SCI32: Fix crash at end of Torin...
[03:53] <GitHub99> scummvm/master 1911b19 Colin Snover: SCI32: Make sure all save game validity checks are in kCheckSaveGame32...
[03:53] <GitHub99> scummvm/master f44d8b6 Colin Snover: SCI: Dispose uncached volume file streams...
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[03:53] <GitHub72> [scummvm] criezy pushed 1 new commit to master: https://git.io/v97CW
[03:53] <GitHub72> scummvm/master 230b88b Thierry Crozat: I18N: Update translations templates
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[04:45] <GitHub117> [scummvm] csnover pushed 2 new commits to master: https://git.io/v97WD
[04:45] <GitHub117> scummvm/master 444b11b Colin Snover: SCI: Fix access violation reading Hoyle1 vocabulary...
[04:45] <GitHub117> scummvm/master dec12f5 Colin Snover: SCI: Guard against potential stack overflow in vocab word parser
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[10:07] <WooShell> good meowning =^.^=
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[11:02] <m_kiewitz> snover: hmm, the kq6 script patch problem with the game over message is because that one uses "Dialog" class and I overwrite the dialog selector with myDialog b/c otherwise certain dialogs do not close automatically
[11:02] <m_kiewitz> but require a mouse click
[11:02] <m_kiewitz> i guess i have to look more in depth into it and fix this earlier somehow
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[12:12] <m_kiewitz> wjp: do you remember when the cloaked guy in kq6 complains about no more mints?
[12:14] <wjp> hm, not really
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[12:30] <wjp> Why?
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[13:19] <WooShell> meow =^.^=
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[16:00] <snover> bgK: hey, are you around? i have some questions about your phantasmagoria issues
[16:05] <bgK> snover: hi, yes I'm here
[16:09] <snover> could you send me your font 2308? (in sci debugger, `diskdump font 2308`)
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[16:32] <m_kiewitz> wjp: for checking, if my patch change somewhat works
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[17:13] <m_kiewitz> snover: maybe blacklist that one file on top
[17:13] <m_kiewitz> (maybe you already did so)
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[17:17] <snover> i didnt. i guess i could do that. its not exactly a critical file so i am feeling pretty dismissive of it :)
[17:21] <m_kiewitz> well the bug would be avoided and we wouldn't get more bug reports like that
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[17:36] <snover> m_kiewitz: so i cant actually blacklist the bad file without reading its content since it is the same file size as the good file
[17:36] <m_kiewitz> and the first few bytes are also the same?
[17:36] <m_kiewitz> md5 won't work?
[17:37] <snover> md5 works, but thats what i am saying about needing to read it.
[17:37] <m_kiewitz> well, it's just a few bytes, if it differentiates already in the first few bytes those should be enough
[17:37] <m_kiewitz> and it's game specific
[17:38] <m_kiewitz> i don't see a big problem with that
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[18:05] <snover> does anyone have the GOG release of GK1 and can tell me if they get these warnings with todays build? https://bugs.scummvm.org/ticket/9784
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[18:25] <criezy> snover: I don't get those warnings (GK1 from GoG CD/Windows/English) with current master on macOS X.
[18:26] <snover> criezy: thanks for checking! i will follow up with the reporter.
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[19:01] <omer_mor> m_kiewitz: thanks for looking into kq6's palette problem. Do you have any ideas about the root cause and possibly a fix?
[19:01] <m_kiewitz> not yet
[19:02] <snover> the weekend of palette nightmares
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[20:54] <m_kiewitz> omer_mor: it gets really weird. In some rooms the inventory palette is fine
[20:54] <wjp> hm, sci16?
[20:54] <omer_mor> oh really... I didn't notice that
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[21:02] <m_kiewitz> wjp: yes, but kq6 hires only
[21:02] <m_kiewitz> which is really weird, because the hires views seem to have the exact same palette as the lowres ones
[21:04] <wjp> including the metadata? (e.g., the 'used' field of palette entries)
[21:05] <m_kiewitz> hmm, that one isn't shown in SCI viewer
[21:05] <m_kiewitz> need to check that, the inventory items are all using the first 64 colors of the palette (which is also embedded)
[21:06] <wjp> are the pics unchanged?
[21:08] <m_kiewitz> yes of course
[21:08] <m_kiewitz> those are just upscaled by the engine
[21:08] <m_kiewitz> and at least for the very first room it works properly in original interpreter
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[21:12] <wjp> do you have the number of a room in which it is ok?
[21:13] <wjp> oh, or I guess it's also ok in the inventory window itself?
[21:13] <wjp> hrm
[21:13] <wjp> could it be transparency that's wrong instead?
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[21:18] <m_kiewitz> wjp: what do you think about fixing the game over audio / text stuff?
[21:18] <wjp> context?
[21:18] <m_kiewitz> yes, it's correct in the inventory window
[21:18] <m_kiewitz> in game over the one guy says "Ticket only"
[21:18] <m_kiewitz> but the text says "Tickets, please"
[21:18] <m_kiewitz> and i just looked into the resources
[21:18] <m_kiewitz> there are multiple "Tickets, please" lines
[21:18] <wjp> possibly it's not really "correct" there, it's just that the pixels that are black in the toolbar are now the background colour of the inventory window
[21:20] <m_kiewitz> noun 1, verb 0, cond. 1, seq 1 is "Ticket, please" text-wise and "Ticket only" audio-wise
[21:20] <m_kiewitz> noun 1, verb 0, cond 2, seq 2 is "ticket, please" for both
[21:20] <m_kiewitz> room 640
[21:21] <m_kiewitz> noun 8, verb 3, cond 0, seq 2 is also "ticket please"
[21:21] <wjp> looked coin at screenshot in image editor: the colour inside the coin when viewed in the inventory is identical to the background of the inventory window
[21:21] <wjp> so it could be transparent
[21:22] <wjp> s/looked coin at screenshot/looked at coint in screenshot/
[21:22] <wjp> argh. coin*
[21:22] <m_kiewitz> but why should it be transparent?
[21:22] <m_kiewitz> and the other color is transparent too?!
[21:22] <m_kiewitz> for the actual transparency
[21:23] <m_kiewitz> do the first 64 colors look fine?
[21:23] <m_kiewitz> in the screenshot I mean
[21:24] <m_kiewitz> is there maybe a book on the story of king's quest 6?
[21:24] <m_kiewitz> i wonder which of those is correct for game over. does that dude ever say "ticket only"?
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[21:25] <mataniko> maybe it's an artifact from a previous alpha channel being set?
[21:31] <mataniko> previous pixel alpha
[21:31] <m_kiewitz> wjp: the "tickets only" is quite weird in any case. When I play that one stand-alone you really hear the "only" with a big of fade out
[21:31] <m_kiewitz> but in game overs, it seems the "only" is slightly cut off
[21:31] <mataniko> it reminds me of this article
[21:31] <m_kiewitz> *bit
[21:31] <mataniko> http://www.adriancourreges.com/blog/2017/05/09/beware-of-transparent-pixels/
[21:32] <m_kiewitz> mataniko: in SCI only 1 color can be defined as being transparent
[21:32] <m_kiewitz> (per cel/view, i would have to look up what it exactly is)
[21:32] <wjp> 973:0:8 clearkey 19
[21:33] <wjp> 970:0:8 clearkey 255
[21:33] <wjp> (if those are the right views)
[21:33] <wjp> (view:loop:cel)
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[21:33] <m_kiewitz> ah
[21:34] <m_kiewitz> i wrote the views inside the bug report
[21:34] <m_kiewitz> but then: why does it work in original interpreter?
[21:34] <m_kiewitz> maybe that build has an error and ignores clearkey for hires?
[21:34] <m_kiewitz> and/or uses 255 all the time?
[21:34] <wjp> there's also the RLE transparency
[21:35] <m_kiewitz> ah right
[21:35] <m_kiewitz> i forgot about that one
[21:38] <m_kiewitz> hmm and those 2 missing audio lines, they are really missing in the resource files
[21:38] <m_kiewitz> in room 670
[21:38] <m_kiewitz> when alexander gets eaten by the door
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[21:40] <Lightkey> the door ate them
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[21:47] <m_kiewitz> wjp: ah, wait. don't we unpack the RLE and use the clearkey?
[21:47] <m_kiewitz> that could explain it in case the win311 interpreter does it differently
[21:50] <m_kiewitz> there also seems to be a debugger bug
[21:50] <m_kiewitz> when i try to single step through certain room 640 scripts, the debug output gives me
[21:51] <m_kiewitz> 0030:0916: 51 82 class[VM] Trying to instantiate class 82 by instantiat
[21:51] <m_kiewitz> ing script 0x68 (104) failed!
[21:51] <m_kiewitz> class is KQ6Print
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[21:59] <wjp> hm, possibly because the debugger is trying to avoid actually loading the script
[22:00] <wjp> can't really look right now, but maybe getClassAddress shouldn't error() out if the 'lock' argument is too weak
[22:01] <m_kiewitz> yes
[22:01] <m_kiewitz> wow, i can finally fix this weird game over issue
[22:02] <m_kiewitz> what do you think? is it a big problem, when people have to click a few text boxes away?
[22:02] <m_kiewitz> i forced a certain dialog class all the time, so people won't have to do that, but this is responsible for that other issue during game over
[22:03] <m_kiewitz> if i had a few more bytes to spare, i could check for that
[22:03] <m_kiewitz> but sadly i don't
[22:06] <snover> Lightkey: 👍 for that joke
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[00:00] --- Mon May 15 2017