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[17:28] Farmboy0 (~quassel@p4FD3456C.dip0.t-ipconnect.de) left irc: Changing host [17:28] Farmboy0 (~quassel@xoreos/farmboy0) joined #scummvm. [17:59] ajax16384 (~User@109.60.130.33) joined #scummvm. [17:59] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [18:17] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) joined #scummvm. [18:24] m_kiewitz, snover: the broken pixels in the kq6 hires coin are the RLE transparency [18:24] not sure _why_, though [18:25] what the hell were they doing in the windows interpreter [18:25] you sure it's RLE transparency, and not simply clearKey? [18:25] the borders (actually transparency) are which color? [18:25] yes, it's RLE transparency [18:25] maybe it was a bug in their hires drawing code [18:25] I looked at the bitstream [18:26] it basically has to [18:26] the black border around the coin is actually non-transparent, and palette entry 01 [18:26] because RLE transparency should skip the pixels [18:26] o_O [18:26] so maybe they fill it with that background color? [18:26] the brownish inside that's missing are RLE skip runs [18:27] yeah, but why would it work in the original interpreter? [18:27] it has to be some kind of bug in their drawing code [18:27] otherwise it would skip the pixels too (like we are) [18:27] have to dig up my IDB for that [18:27] could there be a flag we're missing? [18:27] i don't think so, although you never know - they hacked hires into the interpreter [18:27] (e.g., "this view/loop/cel doesn't use transparency") [18:32] or maybe this hi-res drawing does transparency different anyway [18:35] disabling transparency in GfxView::draw() when upscaledHiRes is true indeed seems to fix these artefacts [18:35] but I'm guessing here [18:36] i need to check w/ disassembly [18:36] can you check inventory window too? [18:36] also fine [18:36] if that one is not broken by that change [18:37] hmm, possibly really a bug in their interpreter then [18:37] afaik there are no more sci1.1 games that use hires, correct? [18:37] i can't think of any [18:38] or maybe they just didn't implement transparency (for speed or code clarity) in the upscaling renderer if they didn't need it [18:39] but if you can check with disasm, that would be great [18:40] well we have to [18:41] it will probably be a nightmare to get to that point :/ [18:41] do you have an idb? [18:42] yes [18:44] I have some time to look tonight, if you want [18:44] (but don't have an idb myself) [18:46] Begasus (~begasus@ptr-4p6jpioxwpyvwqxg0km.18120a2.ip6.access.telenet.be) left irc: Ping timeout: 240 seconds [18:47] i have not done much with that one, almost all of kPortrait is inside the extra .dll [18:48] it uses kDrawCel for that, right? [18:48] i think i have already looked into kDrawCel [18:50] the drawing of the menu bar icon is kDrawCel, yes [18:50] nice [18:51] i already figured out that kernel function call and where it is [18:51] just need to figure out the code urgh [18:54] Begas_VBox (~Begasus@d54C3C8C2.access.telenet.be) left irc: Quit: Vision[0.9.8]: i've been blurred! [18:55] wjp: they call kDrawCel with an extra parameter for hires drawing correct? [18:56] yes [18:59] Begasus (~begasus@ptr-4p6jpioxwpyvwqxg0km.18120a2.ip6.access.telenet.be) joined #scummvm. [18:59] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) joined #scummvm. [19:16] Begas_VBox (~Begasus@d54c3c8c2.access.telenet.be) joined #scummvm. [19:18] this is a bit of a maze of functions [19:19] yes [19:19] im comparing with the DOS kq6, but there are quite a few differences [19:20] what does SETDIBITSTODEVICE do? [19:21] ah some kinda of ShowBits? [19:21] cseg02:C248 call ShowBitsWin311 [19:21] should be [19:23] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) left irc: Ping timeout: 240 seconds [19:24] main draw routine seems to be this one [19:24] cseg02:C13F sub_F27_C13F proc far ; CODE XREF: sub_F27_C366+25p [19:25] this is eatline [19:25] cseg02:BE3C _EatLine proc near ; CODE XREF: sub_F27_C13F+72p [19:26] ah wait, it seems that one is actually _BuildLine [19:27] cseg02:BE73 mov al, byte_201F_160D [19:27] clearKey found [19:31] agreed [19:32] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) joined #scummvm. [19:33] win [19:33] _PanicMsgOutput [19:33] damn lol [19:34] broken clipboard [19:34] cseg02:BEF8 sub_F27_BEF8 proc near ; CODE XREF: sub_F27_C13F+7Cp [19:34] got the hires drawing [19:34] they really ignore priority lol [19:34] they just copy over 1:1 [19:34] this is the non hires line drawing [19:34] cseg02:BEAE sub_F27_BEAE proc near ; CODE XREF: sub_F27_C13F:loc_F27_C1C0p [19:34] checking for priority and skipping over such pixels [19:35] and the 160D check for clearKey [19:35] what a hack job [19:36] yes, that stack variable holds clearkey [19:36] dunno, simple blitters are better when complexity isn't needed [19:36] sure, but it makes no real sense, there are almost no hires elements in kq6 [19:37] so speed is not the problem [19:37] and the inventory items lowres+hires are almost the same [19:37] anyway, problem solved [19:37] finally [19:38] and now i will also finally patch out that mismatch between audio + text for the game over cutscene [19:39] also for that blitter, why didn't they use memcpy? [19:39] i mean why didn't they use that one x86 instruction [19:40] for copying over lots of bytes [19:40] my memory is failing me [19:40] repsw or smth? [19:41] yes, repsw i think [19:41] rep movsw or so [19:42] maybe the compiler did that and it wasn't hand optimized, but i always thought those instructions were faster than manual mov, inc, mov inc and loop [19:42] that is indeed pretty much rep movsb [19:42] weird [19:42] hm, https://news.ycombinator.com/item?id=12047981 [19:42] "According to Intel themselves[1], REP MOVS is optimal only for large copies, above about 2kb. Below that the large startup costs of the microcode sequence can be beaten by hand-written code for the target architecture." [19:43] interesting [19:43] ah 2k interesting [19:44] well i think i used it on larger data amounts normally [19:44] well it uses way less bytes in any case :P [19:47] wjp: do you want to fix the code? or shall I? [19:47] you basically figured it out, so I guess credits should go to you in any case [19:48] I can do it, sure [19:48] well, joint effort :-) [19:49] EGAmapping can never be set with upscaledHiRes, right? [19:49] yes [19:52] wow lucky [19:53] Begas_VBox (~Begasus@d54c3c8c2.access.telenet.be) left irc: Quit: Vision[0.9.8]: i've been blurred! [19:53] wait, no. actually unlucky. incorrect message is 1, 0, 1, 1 [19:53] correct message is 5, 0, 0, 2 [19:53] and i don't have any bytes left :/ [19:54] i have a 5 on the stack, but sadly a 0 has to go inbetween [19:54] so i can't use dup [19:55] vinayakvivek (uid121616@gateway/web/irccloud.com/x-lnffyxticbggsdix) left irc: Quit: Connection closed for inactivity [19:56] something like this? https://usecode.org/scummvm/kq6_hires_views.patch [20:00] stuff about kq6 and gk1 (non-demo) can be removed [20:01] also i think there is 1 or 2 games that use hires views too, the macintosh hoyle 1+2 [20:01] but we do not support that properly right now [20:01] maybe they handled it differently [20:02] other than that, should work out [20:03] GitHub24 (~GitHub24@192.30.252.45) joined #scummvm. [20:03] [scummvm] wjp pushed 1 new commit to master: https://git.io/v9Fs5 [20:03] scummvm/master 388419c Willem Jan Palenstijn: SCI: Ignore priority and transparency for KQ6 hi-res views... [20:03] GitHub24 (GitHub24@192.30.252.45) left #scummvm. [20:05] horray [20:05] one down, more to go [20:08] yeah, the sci bug list exploded a bit [20:10] Begas_VBox (~Begasus@d54C3C8C2.access.telenet.be) joined #scummvm. [20:27] TAS_2012v (~2012@c-63fb71d5.024-3-67626724.cust.bredbandsbolaget.se) left irc: [20:28] antlarr (~quassel@85.137.124.240) left irc: Ping timeout: 240 seconds [20:28] antlarr (~quassel@85.137.124.240.dyn.user.ono.com) joined #scummvm. [20:28] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) left irc: Ping timeout: 240 seconds [20:29] TAS_2012v (~2012@c-63fb71d5.024-3-67626724.cust.bredbandsbolaget.se) joined #scummvm. [20:34] Strangerke_ (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [20:37] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 268 seconds [20:37] Nick change: Strangerke_ -> Strangerke [20:38] wjp: can you take a look at the kq6 game over? [20:39] it seems there is some issue when playing audio, idk [20:39] it's really weird, i just tried to delay the messagebox a bit more and the audio still gets cut off [20:41] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) joined #scummvm. [20:44] Joefish (~ident@p200300C6F3C56B007BEC6151F9686E6F.dip0.t-ipconnect.de) joined #scummvm. [20:44] #scummvm: mode change '+v Joefish' by ChanServ!ChanServ@services. [20:47] is the full audio actually there? [20:48] ajax16384 (~User@109.60.130.33) left irc: Quit: Leaving [20:53] yes [20:53] well it gets cut off just a tiny bit too early [20:55] GitHub170 (~GitHub170@192.30.252.40) joined #scummvm. [20:55] [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/v9F43 [20:55] scummvm/master cadd89e Martin Kiewitz: SCI: Add script patch for "Tickets, only" during game over scene... [20:55] GitHub170 (GitHub170@192.30.252.40) left #scummvm. [20:56] maybe another script running is cutting it off [20:57] the script itself delays for 4 seconds and i even tried to extend this to 5 seconds, but this didn't help. So either something else is causing this or we are cutting that sample somehow [20:59] wjp: http://s000.tinyupload.com/index.php?file_id=01959369101103911953 [20:59] this is the whole sample [20:59] this one is message 5, 0, 0, 2 from room 640 [21:00] original message was 1, 0, 1, 1 [21:00] both are cut off slightly [21:00] i guess i should check original interpreter [21:03] the script that plays this is modeLessScript::changeState(0) [21:03] ny00123 (~ny00123@93-172-95-60.bb.netvision.net.il) left irc: Quit: Leaving [21:06] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Quit: ERR_SHUTDOWN [21:15] waltervn (~waltervn@541B2DBA.cm-5-4a.dynamic.ziggo.nl) left irc: Quit: Leaving [21:27] Begas_VBox (~Begasus@d54C3C8C2.access.telenet.be) left irc: Quit: Vision[0.9.8]: i've been blurred! [21:28] Begasus (~begasus@ptr-4p6jpioxwpyvwqxg0km.18120a2.ip6.access.telenet.be) left irc: Quit: Ex-Chat [21:31] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) left irc: Remote host closed the connection [21:43] Farmboy0 (~quassel@xoreos/farmboy0) left irc: Remote host closed the connection [22:15] t0by (~t0by@host100-36-dynamic.21-79-r.retail.telecomitalia.it) joined #scummvm. [22:15] t0by (~t0by@host100-36-dynamic.21-79-r.retail.telecomitalia.it) left irc: Changing host [22:15] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [22:15] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. [22:38] WooShell (~Markus@ipbcc06af5.dynamic.kabel-deutschland.de) left irc: Quit: If you understand or if you don't, if you believe or if you doubt - There's a universal justice, and the eyes of truth are always watching you. [22:53] m_kiewitz, wjp fantastic backlog today. sorry i was not here to experience it in real time! [23:23] Strangerke_ (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [23:26] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 260 seconds [23:26] Nick change: Strangerke_ -> Strangerke [23:44] m_kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray. [23:53] Meredith_ (ae7ea3ba@gateway/web/freenode/ip.174.126.163.186) joined #scummvm. [23:57] SylvainTV (~SylvainTV@LFbn-1-8392-241.w81-254.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [23:57] I am trying to use the scummvm program I got for your website to run The 7th Guest. I got the download via amazon. I created a folder and copied all the 7th Guest files, but when I ran scummvm and added the 7th Guest file, he told me there was no game in the folder selected. What am I doing wrong? [00:00] --- Tue May 16 2017