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[01:42] t0by (~t0by@host76-8-dynamic.21-79-r.retail.telecomitalia.it) left irc: Remote host closed the connection [01:49] RUBICN64 (~Android@cpe-098-025-150-214.sc.res.rr.com) left irc: Quit: AndroidIrc Disconnecting [02:05] GitHub178 (~GitHub178@192.30.252.40) joined #scummvm. [02:05] [scummvm] bluegr pushed 1 new commit to master: http://git.io/ppaU [02:05] scummvm/master 19a9c06 Filippos Karapetis: MADS: Hook up all of the remaining options, and add custom game options [02:05] GitHub178 (GitHub178@192.30.252.40) left #scummvm. [02:06] waltervn (~waltervn@541B5492.cm-5-4b.dynamic.ziggo.nl) left irc: Quit: night! [02:46] DJWillis (~djwillis@cpc2-trow6-2-0-cust204.aztw.cable.virginm.net) joined #scummvm. [02:46] #scummvm: mode change '+o DJWillis' by ChanServ!ChanServ@services. [02:48] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. 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[07:59] morning [08:05] Sir_Burpalot (~Shloosh@unaffiliated/shloosh) left irc: Max SendQ exceeded [08:05] Sir_Burpalot (~Shloosh@unaffiliated/shloosh) joined #scummvm. [08:14] {V} (~V@72-69-ftth.on.nl) left irc: Ping timeout: 264 seconds [08:14] {V} (~V@72-69-ftth.on.nl) joined #scummvm. [08:34] ajax16384 (~User@ip33.net130.n37.ru) joined #scummvm. [08:34] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [08:59] Schnabeltierchen (~Schnabelt@xdsl-89-0-230-20.netcologne.de) left irc: Ping timeout: 265 seconds [09:02] Schnabeltierchen (~Schnabelt@xdsl-89-0-247-76.netcologne.de) joined #scummvm. [09:03] t0by (~t0by@host254-169-dynamic.44-79-r.retail.telecomitalia.it) joined #scummvm. [09:03] #scummvm: mode change '+v t0by' by ChanServ!ChanServ@services. [09:50] WooShell (woo@ipbcc0be82.dynamic.kabel-deutschland.de) joined #scummvm. [09:50] good meowning =^.^= [09:51] m_kiewitz (~m_kiewitz@kons-4d03de72.pool.mediaWays.net) joined #scummvm. [09:51] #scummvm: mode change '+o m_kiewitz' by ChanServ!ChanServ@services. [10:07] memcpy (~flynn@unaffiliated/memcpy) joined #scummvm. [10:10] DJWillis (~djwillis@cpc2-trow6-2-0-cust204.aztw.cable.virginm.net) left irc: Read error: Connection reset by peer [10:11] memcpy (~flynn@unaffiliated/memcpy) left irc: Client Quit [10:12] memcpy (~flynn@unaffiliated/memcpy) joined #scummvm. [10:20] ajax16384 (~User@ip33.net130.n37.ru) left irc: Read error: Connection reset by peer [10:22] mlk (~mlk@83-93-113-86-static.dk.customer.tdc.net) joined #scummvm. [10:23] memcpy (~flynn@unaffiliated/memcpy) left irc: Quit: Leaving Circada 0.4.0 [10:38] mlk (~mlk@83-93-113-86-static.dk.customer.tdc.net) left irc: Quit: My Mac has gone to sleep. ZZZzzz& [10:43] memcpy (~flynn@unaffiliated/memcpy) joined #scummvm. [11:08] uruk-hai (~uruk-hai@catv-89-133-34-198.catv.broadband.hu) joined #scummvm. [11:08] #scummvm: mode change '+o uruk-hai' by ChanServ!ChanServ@services. [11:09] hey all :) [11:30] Hey all. [11:44] 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] I remember there was talks about open source handheld consoles in here. [11:48] GitHub3 (~GitHub3@192.30.252.34) joined #scummvm. [11:48] [scummvm] bluegr pushed 2 new commits to master: http://git.io/php0 [11:48] scummvm/master 97ca67e Filippos Karapetis: MADS: Properly reset the sound flag [11:48] scummvm/master 74327ca Filippos Karapetis: MADS: Add custom game options to the ScummVM GUI... [11:48] GitHub3 (GitHub3@192.30.252.34) left #scummvm. [11:51] uruk-hai (~uruk-hai@catv-89-133-34-198.catv.broadband.hu) left irc: Ping timeout: 252 seconds [11:56] mlk (~mlk@83-93-113-86-static.dk.customer.tdc.net) joined #scummvm. [12:01] t0by: A Game Boy? [12:01] Presumably a Game Boy Advance with light and colour though. [12:01] If you also want the printer/camera-experience then I really don't know [12:02] mlk (~mlk@83-93-113-86-static.dk.customer.tdc.net) left irc: Quit: My Mac has gone to sleep. ZZZzzz& [12:03] Cheeseness (~cheesenes@ppp14-2-186-159.lns20.hba2.internode.on.net) left irc: Quit: Leaving. [12:17] Yasu2 (Yasu@h-239-252.a328.priv.bahnhof.se) joined #scummvm. [12:17] Strangerke_ (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [12:18] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 256 seconds [12:18] Nick change: Strangerke_ -> Strangerke [12:20] memcpy (~flynn@unaffiliated/memcpy) left irc: [12:22] borosky (~broosky@89-67-235-207.dynamic.chello.pl) left irc: Ping timeout: 244 seconds [12:22] broosky (~broosky@89-67-235-207.dynamic.chello.pl) joined #scummvm. [12:24] somaen, I mean, currently on sale. [12:25] I remember a weird raspberry pi-style opensource console on which somebody was porting scummvm. [12:30] Oh, it's called a Dingoo, apparently. [12:31] And then there is this beauty? http://www.gcw-zero.com/ [12:32] Which is embarassinmgly expensive, though. [12:32] 10 beige Game Boys on eBay come for less. [12:32] I guess.. [12:51] Quatroking (~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl) joined #scummvm. [13:17] sirlemonhead (~bduncan22@95-44-239-52-dynamic.agg2.ddm.bbh-prp.eircom.net) joined #scummvm. [13:19] Yasu2 (Yasu@h-239-252.a328.priv.bahnhof.se) left irc: Quit: Client exiting [13:20] Vanfanel (~sddhwo@163.Red-83-35-206.dynamicIP.rima-tde.net) joined #scummvm. [13:23] Kirben (Kirben@c110-22-51-140.brasd4.vic.optusnet.com.au) left irc: Ping timeout: 255 seconds [13:26] 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] is that possible at all? [13:26] git pull..what? [13:50] git fetch [13:51] then git merge origin/master [13:51] If you're currently checked out in the relevant branch [13:51] A similar approach is possible with rebasing if it's a single commit change or something. [14:08] [md5] (~md5@unaffiliated/md5/x-729473) joined #scummvm. [14:08] #scummvm: mode change '+o [md5]' by ChanServ!ChanServ@services. [14:08] <[md5]> hello [14:23] ajax16384 (~User@ip33.net130.n37.ru) joined #scummvm. [14:23] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [14:26] criezy (~criezy@host86-149-77-108.range86-149.btcentralplus.com) joined #scummvm. [14:26] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [14:34] Action: waltervn summons clone2727 [14:38] Action: DrMcCoy joins the summoning [14:46] clone2727 (~clone2727@ool-2f105dd5.dyn.optonline.net) joined #scummvm. [14:46] #scummvm: mode change '+o clone2727' by ChanServ!ChanServ@services. [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] [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] Technically Myst 3 could have worked fine in ScummVM for instance. [15:20] 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] 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 [15:22] ajax16384 (~User@ip33.net130.n37.ru) left irc: Read error: Connection reset by peer [15:22] 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] (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] Although, one alternative would be, if feasible, to rewrite that in software. [15:24] <[md5]> yep [15:24] 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) [15:29] Lubomyr (~Miranda@93.178.244.176) joined #scummvm. [15:29] Grim uses proper vertices though. [15:29] <[md5]> yep [15:30] 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] IMO mainly if you'd want to use a 2D or a 3D api for the engine [15:35] LordHoto (~loom@unaffiliated/lordhoto) joined #scummvm. [15:35] #scummvm: mode change '+o LordHoto' by ChanServ!ChanServ@services. [15:38] 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] 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] and often 32->16->32 in practice :-) [15:40] ajax16384 (~User@ip33.net130.n37.ru) joined #scummvm. [15:40] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [15:40] although this isn't really relevant to 2D vs 3D [15:41] only tangentially, since currently the common way of getting accelerated 2D is using opengl [15:43] somaen: the problem is that there is a PR in my fork that is not yet merged into upstream [15:43] somaen: should I try to merge from upstream even so?? [15:45] somaen: WME better fits in ResidualVM :) can better handle 2D, like using pixel shaders and other GL features [15:46] 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 [15:51] RUBICN64 (~Android@cpe-098-025-150-214.sc.res.rr.com) joined #scummvm. [15:57] RUBICN64 (~Android@cpe-098-025-150-214.sc.res.rr.com) left irc: Quit: AndroidIrc Disconnecting [16:05] aquadran: Most of the games are 2D, so it works fine in ScummVM too. [16:05] Vanfanel: Don't merge that branch then [16:05] 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] [md5]: can you please post a link to #553? I can't find it... [16:18] https://github.com/scummvm/scummvm/pull/553 [16:18] Just modify the URL to find 562 [16:19] I can see 562 [16:19] should have seen the url format... sorry [16:22] [md5]: yes, discard 553. [16:22] <[md5]> OK, many thanks [16:22] [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] ok [16:24] RUBICN64 (~Android@cpe-098-025-150-214.sc.res.rr.com) joined #scummvm. [16:24] GitHub43 (~GitHub43@192.30.252.41) joined #scummvm. [16:24] [scummvm] bluegr closed pull request #553: Add Raspberry Pi GLES context init code (master...gles_contexts) http://git.io/dEQqww [16:24] GitHub43 (GitHub43@192.30.252.41) left #scummvm. [16:33] Vampire0 (~Vampire@jEdit/Vampire) joined #scummvm. [16:33] [md5]: what couple of issues do you want me to fix really? hardware autodetection isn't there anymore [16:33] and cross-compiling is not necessary at all [16:33] not do I have an enviroment for that [16:33] *nor [16:33] the code formatting issues were fixed as far as I remember [16:35] criezy (~criezy@host86-149-77-108.range86-149.btcentralplus.com) left irc: Remote host closed the connection [16:36] we want cross-compiling though [16:36] criezy (~criezy@host86-149-77-108.range86-149.btcentralplus.com) joined #scummvm. [16:36] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [16:37] and the hardcoded paths are I guess a problem for this [16:37] ny00123 (~ny00123@bzq-79-178-112-213.red.bezeqint.net) joined #scummvm. [16:37] but can be fixed post-merge [16:38] fuzzie: I don't know how to avoid the hardcoded-paths, really. There's no pkgconfig for the videocore libs... [16:38] memcpy (~flynn@unaffiliated/memcpy) joined #scummvm. [16:38] nor any env variable [16:38] how else could these be avoided? [16:39] 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] that's not a prereq though [16:43] 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] 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] is it on /opt on every RPi though [16:49] 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] 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] well, I don't know what to do exactly. Removing the GLES_RPI_CXXFLAGS and LIBS? Making they depend on what? [17:30] SimSaw (~SimSaw@HSI-KBW-046-005-254-124.hsi8.kabel-badenwuerttemberg.de) joined #scummvm. [17:30] #scummvm: mode change '+v SimSaw' by ChanServ!ChanServ@services. [17:34] [md5]: any idea on how to manage this static path problem? [17:44] RUBICN64 (~Android@cpe-098-025-150-214.sc.res.rr.com) left irc: Ping timeout: 264 seconds [17:52] Lubomyr (~Miranda@93.178.244.176) left irc: Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org [18:03] jamm (~jam@113.193.133.99) joined #scummvm. [18:03] [md5] (~md5@unaffiliated/md5/x-729473) left irc: Ping timeout: 255 seconds [18:06] Vampire0 (~Vampire@jEdit/Vampire) left irc: Ping timeout: 244 seconds [18:13] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) joined #scummvm. [18:13] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [18:21] Vampire0 (~Vampire@jEdit/Vampire) joined #scummvm. 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[20:19] [scummvm] dreammaster pushed 1 new commit to master: http://git.io/hv0w [20:19] scummvm/master 9caed13 Paul Gilbert: MADS: Better handling for removing sprite sets [20:19] GitHub52 (GitHub52@192.30.252.42) left #scummvm. [20:22] GitHub68 (~GitHub68@192.30.252.41) joined #scummvm. [20:22] [scummvm] dreammaster pushed 1 new commit to master: http://git.io/hvEO [20:22] scummvm/master 6d8134f Paul Gilbert: MADS: Revert fix for sprites disappearing on last frame of cutscenes... [20:22] GitHub68 (GitHub68@192.30.252.41) left #scummvm. [21:01] memcpy (~memcpy@unaffiliated/memcpy) joined #scummvm. [21:22] ced117 (~ced117@opensuse/member/ced117) left irc: Quit: Quitte [21:24] Schnabeltierchen (~Schnabelt@xdsl-89-0-247-76.netcologne.de) left irc: Ping timeout: 244 seconds [21:27] Schnabeltierchen (~Schnabelt@xdsl-85-197-7-73.netcologne.de) joined #scummvm. 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[23:41] [scummvm] bluegr pushed 1 new commit to master: http://git.io/hfUK [23:41] scummvm/master 7a95145 Filippos Karapetis: MADS: Handle a game bug in scene 604, which prevents game completion [23:41] GitHub49 (GitHub49@192.30.252.40) left #scummvm. [23:42] criezy (~criezy@host86-149-77-108.range86-149.btcentralplus.com) left irc: Quit: criezy [23:46] WooShell (woo@ipbcc0be82.dynamic.kabel-deutschland.de) left irc: Quit: Zu gotdy od mpy nrmy stpimf. Zu drvpmf zrsmd aogy jrt iq pt viy jrt yp yjr htpimf. [00:00] --- Mon Mar 16 2015