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[02:05] <GitHub178> [scummvm] bluegr pushed 1 new commit to master: http://git.io/ppaU
[02:05] <GitHub178> scummvm/master 19a9c06 Filippos Karapetis: MADS: Hook up all of the remaining options, and add custom game options
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[07:59] <waltervn> morning
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[09:50] <WooShell> good meowning =^.^=
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[11:09] <uruk-hai> hey all :)
[11:30] <t0by> Hey all.
[11:44] <t0by> Slight OT: what is *the* handheld to get to play 1990s Gameboy games in the most seamless way (aka: I shouldn't be reminded that when I was 13 I let my damn Gameboy fall and break apart thus irreversibly ruining my life)?
[11:45] <t0by> I remember there was talks about open source handheld consoles in here.
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[11:48] <GitHub3> [scummvm] bluegr pushed 2 new commits to master: http://git.io/php0
[11:48] <GitHub3> scummvm/master 97ca67e Filippos Karapetis: MADS: Properly reset the sound flag
[11:48] <GitHub3> scummvm/master 74327ca Filippos Karapetis: MADS: Add custom game options to the ScummVM GUI...
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[12:01] <somaen> t0by: A Game Boy?
[12:01] <somaen> Presumably a Game Boy Advance with light and colour though.
[12:01] <somaen> If you also want the printer/camera-experience then I really don't know
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[12:24] <t0by> somaen, I mean, currently on sale.
[12:25] <t0by> I remember a weird raspberry pi-style opensource console on which somebody was porting scummvm.
[12:30] <t0by> Oh, it's called a Dingoo, apparently.
[12:31] <t0by> And then there is this beauty? http://www.gcw-zero.com/
[12:32] <t0by> Which is embarassinmgly expensive, though.
[12:32] <t0by> 10 beige Game Boys on eBay come for less.
[12:32] <t0by> I guess..
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[13:26] <Vanfanel> Hi guys. Let's say I want to update a branch in my scummvm fork to the latest code in the master branch of the main scummvm repository
[13:26] <Vanfanel> is that possible at all?
[13:26] <Vanfanel> git pull..what?
[13:50] <somaen> git fetch
[13:51] <somaen> then git merge origin/master
[13:51] <somaen> If you're currently checked out in the relevant branch
[13:51] <somaen> A similar approach is possible with rebasing if it's a single commit change or something.
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[14:08] <[md5]> hello
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[14:34] Action: waltervn summons clone2727
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[14:58] <[md5]> a very effective summoning :P
[14:59] <[md5]> http://i2.wp.com/memecollection.net/wp-content/uploads/2013/10/how-to-summon-ronald-mcdonald.jpg
[15:18] <somaen> [md5]: Regarding the Blade Runner thing, besides the HW acceleration though, ScummVM has this "2D" thing that comes into question when deciding whether new engines will be allowed...
[15:19] <somaen> Technically Myst 3 could have worked fine in ScummVM for instance.
[15:20] <somaen> WITHOUT stretching technically, as would have been the case if we were to implement Grim Fandango in ScummVM (i.e. implementing it with an integrated software 3D renderer)
[15:20] <[md5]> hrm
[15:20] <[md5]> well
[15:20] <somaen> So the question is, would Blade Runner have any chance of being accepted as a ScummVM-engine?
[15:21] <[md5]> the two Z-Vision games are 3d-ish
[15:21] <[md5]> but they're actually using a Quicktime-VR thing
[15:21] <[md5]> like Google Street view
[15:22] <[md5]> so... nowadays, the answer is: "if a game works without explitic 3D functionality, it'll probably be OK"
[15:22] <[md5]> or something
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[15:22] <somaen> On the other hand, full support for MI1:SE is not feasible for ScummVM, so the question is harder than I first thought.
[15:23] <somaen> (Given the use of Pixel Shaders for effects there)
[15:23] <[md5]> the only 3D functionality needed for Z-Vision was about 10 lines or so
[15:24] <[md5]> pixel shaders are another case, yes
[15:24] <[md5]> these are more oriented towards ResidualVM
[15:24] <[md5]> but yes, sometimes the distinction is fuzzy
[15:24] <somaen> Although, one alternative would be, if feasible, to rewrite that in software.
[15:24] <[md5]> yep
[15:24] <somaen> Which, if my experience from WME is anything to go by, is very CPU-heavy.
[15:25] <[md5]> yes
[15:25] <[md5]> having said that, there are all sorts of adventure games that use panoramic 3D functionality
[15:26] <[md5]> which is fake 3D
[15:26] <[md5]> so...
[15:27] <[md5]> and we have Cruise for a Corpse
[15:27] <[md5]> which is 3d-ish too
[15:27] <[md5]> at least its concept is similar to Grim Fandango (static backgrounds, voxel characters)
[15:29] <[md5]> (it does look more 2D, though, so scratch that out)
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[15:29] <somaen> Grim uses proper vertices though.
[15:29] <[md5]> yep
[15:30] <somaen> But only the inventory-items and characters are 3D
[15:30] <[md5]> the so-called "2.5D" technology
[15:31] <[md5]> in any case, almost all (?) of the ScummVM games can be played without any specific 3D support from the hardware
[15:31] <[md5]> which, I think, is the main distinction here
[15:35] <wjp> IMO mainly if you'd want to use a 2D or a 3D api for the engine
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[15:38] <somaen> Well, WME has a few games that push the CPU requirements, but that also heavily comes from the fact that the SDL backend currently only does 16bpp
[15:39] <somaen> They are quite a lot more playable when running under the OpenGL backend, since it doesn't need to do a per-frame 32->16 conversion
[15:39] <wjp> and often 32->16->32 in practice :-)
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[15:40] <wjp> although this isn't really relevant to 2D vs 3D
[15:41] <wjp> only tangentially, since currently the common way of getting accelerated 2D is using opengl
[15:43] <Vanfanel> somaen: the problem is that there is a PR in my fork that is not yet merged into upstream
[15:43] <Vanfanel> somaen: should I try to merge from upstream even so??
[15:45] <aquadran> somaen: WME better fits in ResidualVM :) can better handle 2D, like using pixel shaders and other GL features
[15:46] <aquadran> but games are 2D
[15:49] <[md5]> very few WME games use shaders, AFAIK
[15:50] <[md5]> in any case, the dedicated 3D code used in ResidualVM could be a feature, enabled for some games only, like we do with all the other features we got in ScummVM
[15:50] <[md5]> so, nowadays, the distinction between the two projects is even fuzzier
[15:51] <[md5]> as the ScummVM project has evolved a lot since it first began
[15:51] <[md5]> but that's just my 2c
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[16:05] <somaen> aquadran: Most of the games are 2D, so it works fine in ScummVM too.
[16:05] <somaen> Vanfanel: Don't merge that branch then
[16:05] <somaen> Which PR btw?
[16:09] <[md5]> Vanfanel: btw, you got two PR. From what I understand, PR #562 supercedes PR #553, right? If yes, should PR #553 be closed?
[16:17] <Vanfanel> [md5]: can you please post a link to #553? I can't find it...
[16:18] <somaen> https://github.com/scummvm/scummvm/pull/553
[16:18] <somaen> Just modify the URL to find 562
[16:19] <Vanfanel> I can see 562
[16:19] <Vanfanel> should have seen the url format... sorry
[16:22] <Vanfanel> [md5]: yes, discard 553.
[16:22] <[md5]> OK, many thanks
[16:22] <Vanfanel> [md5]: are my PR finally being merged?
[16:23] <[md5]> there are a couple of issues with 562 before it can be merged... could you check these?
[16:23] <Vanfanel> ok
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[16:24] <GitHub43> [scummvm] bluegr closed pull request #553: Add Raspberry Pi GLES context init code (master...gles_contexts) http://git.io/dEQqww
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[16:33] <Vanfanel> [md5]: what couple of issues do you want me to fix really? hardware autodetection isn't there anymore
[16:33] <Vanfanel> and cross-compiling is not necessary at all
[16:33] <Vanfanel> not do I have an enviroment for that
[16:33] <Vanfanel> *nor
[16:33] <Vanfanel> the code formatting issues were fixed as far as I remember
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[16:36] <fuzzie> we want cross-compiling though
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[16:37] <fuzzie> and the hardcoded paths are I guess a problem for this
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[16:37] <fuzzie> but can be fixed post-merge
[16:38] <Vanfanel> fuzzie: I don't know how to avoid the hardcoded-paths, really. There's no pkgconfig for the videocore libs...
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[16:38] <Vanfanel> nor any env variable
[16:38] <Vanfanel> how else could these be avoided?
[16:39] <fuzzie> other backends use a variable to specify the prefix
[16:42] <[md5]> also, there's LordHoto's question
[16:42] <[md5]> "So, how does one setup cross compiling for RPi etc. with this patch?"
[16:42] <fuzzie> that's not a prereq though
[16:43] <fuzzie> at a glance it duplicates a lot of code and sev's comments not all dealt with? but I can't review it now
[16:45] <[md5]> hrm
[16:48] <Vanfanel> fuzzie: ok, but if I do it in such a way that it needs a prefix to the videocore libs, that prefix will have to be passed on every configure/build... there's no default path
[16:48] <fuzzie> is it on /opt on every RPi though
[16:49] <fuzzie> if so then you can just make that the default
[16:49] <[md5]> it does duplicate a lot of code, but it makes EGL calls instead of SDL-GL calls
[16:50] <[md5]> so... it seems to be a cleaner approach than #ifdef'ing all SDL-GL calls
[16:51] <wjp> there are other options, no doubt
[16:52] <[md5]> yep
[16:53] <[md5]> there are a couple of calls which could be overloaded
[16:54] <[md5]> at a first glance, notifyEvent() is one of them
[16:54] <[md5]> well, not overloaded, rather inherited from a common base class
[16:56] <[md5]> getSupportedFormats() also
[16:56] <[md5]> and we have a USE_GLES define, too
[16:56] <[md5]> ho hum
[17:24] <Vanfanel> well, I don't know what to do exactly. Removing the GLES_RPI_CXXFLAGS and LIBS? Making they depend on what?
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[17:34] <Vanfanel> [md5]: any idea on how to manage this static path problem?
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[19:50] <SimSaw> Is anyone here in contact with Lars Skovlund?
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[20:19] <GitHub52> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/hv0w
[20:19] <GitHub52> scummvm/master 9caed13 Paul Gilbert: MADS: Better handling for removing sprite sets
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[20:22] <GitHub68> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/hvEO
[20:22] <GitHub68> scummvm/master 6d8134f Paul Gilbert: MADS: Revert fix for sprites disappearing on last frame of cutscenes...
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[23:41] <GitHub49> [scummvm] bluegr pushed 1 new commit to master: http://git.io/hfUK
[23:41] <GitHub49> scummvm/master 7a95145 Filippos Karapetis: MADS: Handle a game bug in scene 604, which prevents game completion
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[00:00] --- Mon Mar 16 2015