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[02:49] <GitHub41> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vAlOV
[02:49] <GitHub41> scummvm/master 9ce8d4f Paul Gilbert: XEEN: Cleanup of giveTake give case 66 - give item
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[03:08] <GitHub45> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vAl3O
[03:08] <GitHub45> scummvm/master b037728 Paul Gilbert: XEEN: Fix getting random item when searching beds
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[03:45] <GitHub82> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vAlsJ
[03:45] <GitHub82> scummvm/master 9c2e71f Paul Gilbert: XEEN: Fix initial rendering of Create Character dialog
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[04:12] <GitHub35> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vAlsM
[04:12] <GitHub35> scummvm/master c5981a1 Paul Gilbert: XEEN: Fix dice animation in Create Character dialog
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[12:55] <ashar4> can someone suggest some good first bugs (beginner level) to work on to get a good grasp of the codebase??
[13:11] <klayklogg> ashar4: I'm new here, too. Best course of action is to check out the bug tracker over here: https://bugs.scummvm.org/. The codebase is big, it's probably best to choose a game or engine you're particularly interested in and dig into that code (change it, recompile, etc.). That's just advice from a fellow noobie.
[13:12] <klayklogg> ashar4: The bigger games (EFMI etc.) seem to be pretty solid now, they don't seem to have many bugs reported. You might have to branch out into some games you don't know as well. Again, just my experience.
[13:13] <ashar4> klayklogg, i was searching for mortville manor game but could not find it's game data files...
[13:14] <klayklogg> ashar4: It's probably frowned upon to link to any data files, so I can't really help you there.
[13:14] <ashar4> that's alright
[13:15] <ashar4> i already checked out https://bugs.scummvm.org/ but could not decide which bug to start from..
[13:16] <ashar4> i'm new to open source development :(
[13:16] <klayklogg> ashar4: Ah, OK. This is probably not the best place unless you can find someone to give you some handholding.
[13:17] <klayklogg> ashar4: First thing, clone the repo and build.
[13:17] <klayklogg> ashar4: See if you can find some bits in the code that you can figure out, and change them. Dialogue, graphics, whatever.
[13:18] <klayklogg> ashar4: I assume you've done a decent amount of C++, you know the toolchain, build process etc.
[14:00] <ashar4> i'm looking at a bug.. ticket #6957
[14:00] <ashar4> any suggestions on what files should i be looking for in project folder
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[14:07] <logix> ashar4: audio/{rate_arm.cpp,rate_arm_asm.s}
[14:12] <ashar4> logix, thanks
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[15:51] <redsteakraw> hello
[15:52] <redsteakraw> Congradulations on the 2.0 release
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[16:00] <redsteakraw> Does anyone have experience with secret of monkey island special edition
[16:01] <redsteakraw> I extracted the origional verion out of the GoG release and the music and sound files in Wav format
[16:01] <redsteakraw> I installed the origional version and the effects sounds work but the music doesn
[16:01] <redsteakraw> doesn't
[16:03] <redsteakraw> I tested the files and the music is indeed there and it works in vlc
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[16:03] <redsteakraw> they retained the name trackxx.wav
[16:07] <redsteakraw> should I trascode to flac?
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[16:37] <bonki> redsteakraw: You have to specifically add the folder containing the music files (Edit -> Paths -> Extra Path in the GUI)
[16:38] <bonki> I played both special editions very recently without problems (with ogg vorbis audio)
[16:39] <bonki> s/special editions/ultimate talkies/, I assume that's what you mean
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[16:46] <redsteakraw> I am trying to play the origional extracted from the special edition
[16:46] <redsteakraw> I added the music to an audio directory and added the extra path but it still didn't work
[16:48] <redsteakraw> ScummVM sees the game as the dos CD version
[16:49] <redsteakraw> Can I run the special edition directly with ScummVM?
[16:52] <bonki> I'm not that familiar with the SCUMM engine but I don't think that's possible, you probably have to run the SE script anyway...since you don't _have_ to play with speech it doesn't really make a difference playing-wise.
[16:52] <bonki> http://gratissaugen.de/ultimatetalkies/monkey1.html
[16:52] <bonki> With that you can
[16:53] <bonki> It extracts all necessary files, converts them and patches the original game to be playable with the new data
[16:53] <bonki> Both MI and MI2 are supported by ScummVM
[16:53] <bonki> However, the MI2 patch lacks support for the SE music IIRC
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[17:05] <redsteakraw> Okay I will give it a try
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[17:52] <Strangerke> hi guys
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[18:09] <redsteakraw> Hi Strangerke
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[18:26] <Drenn> it looks like the freeware version of IDA was updated to 7.0
[18:26] <Drenn> which is great and all, but now I can't open my old database file :|
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[19:04] <Joefish> also it's 64bit binaries only
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[19:14] <Drenn> and, for some reason, it doesn't recognize my dos executable; it just treats it as a raw binary
[19:23] <Joefish> as I said. ida 7.0 is x64 only.
[19:23] <Joefish> *free demo
[19:23] <Drenn> oh, I thought you meant they only provide 64-bit binaries
[19:23] <Drenn> but yeah I see that in the about section
[19:24] <Drenn> guess I'm sticking with 5.0
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[19:43] <snover> ida 7 *is* a 64-bit only application, it is not an application which only disassembles 64-bit binaries. the free version has never supported all executable types and they have dropped different executable formats when new free versions are released in the past.
[19:50] <snover> they didnt prevent database migrations in the past though, so that might be something new and unfortunate. i had in the past used ida 4 free to load a NE executable and then upgraded it to ida 5 free
[19:50] <snover> since ida 4 free had NE support and ida 5 didnt
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[19:55] <Drenn> it just doesn't recognize my ".idb" file at all. I tried not packing the database so I could open ".id0" files instead. That almost worked, but then it told me it wouldn't work since it was made with 32-bit IDA...
[19:59] <_sev> the only way then is to ask someone with full 7.0 64-bit to open and save it
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[19:59] <Strangerke> On my side, I don't use v7, they broke plugin compatibility
[19:59] <Strangerke> so I use only v6.95 for the moment
[20:00] <Strangerke> Drenn: You could try to export an IDC in your previous version and load it in v7
[20:00] <Strangerke> you don't keep everything (I think you lose structures) but it's better than nothing
[20:01] <snover> that doesnt work, as mentioned the new version does not support MZ executables
[20:01] <snover> so a new database cannot be started
[20:01] <dreammaster> Damn. That's a shame.
[20:02] <dreammaster> Is there anywhere semi-authorative we can point users to the older free version for? Is it even legal for the older freeware versions to be hosted anywhere else?
[20:02] <dreammaster> If not, maybe we could please with Hexrays to allow us to do so
[20:03] <Drenn> did the extension for the database change? It seems strange to me that the new version has no idea what an "idb" file is.
[20:04] <Strangerke> snover: ... don't use that new version :/
[20:04] <Strangerke> no, my v7 still uses a IDB extension, but it's a full version
[20:04] <snover> i would offer to try upgrading your database for you, unfortunately i dont have an environment to run the 64-bit ida right now. hopefully some other team members can help.
[20:05] <snover> (i use the windows version in a VM, and the VM is running 32-bit windows)
[20:08] <Drenn> It seems like this version saves databases to ".i64" files, not "idb" files
[20:08] <Drenn> so I guess if the full version can read idb files that would solve the problem?
[20:08] <Drenn> but I think I'll just stick with the old version, less hassle =P
[20:10] <Strangerke> Drenn: I can give it a try if you want, mine says "Version 7.0.171130 Windows x64 (32-bit address size)"
[20:11] <Strangerke> but the default extension is still IDB so it may not be compatable
[20:11] <dreammaster> Right. I just tried installing IDA Free 7.0, and it couldn't open my IDA 7.0 idb database. So it seems the commercial one handles both idb and id0, but the free one only handles id0
[20:12] <Drenn> In that case: open the idb file, update it, save it as an id0 file, and maybe then it will work on the freeware version?
[20:12] <Drenn> Strangerke: if you're willing to try then I'd appreciate that, just don't try too hard =P
[20:12] <dreammaster> Can't sorry. When I try a "Save as", it only gives me an option as "idb"
[20:13] <Drenn> it was my observation on the old version that if you close the database without packing it, it leaves behind .id0 and .id1 files
[20:13] <dreammaster> I guess since it was a DOS-based executable IDB. Probably it only allows saving as id0 for full 64-bit applications that have been disassembled
[20:13] <Strangerke> that sucks
[20:16] <dreammaster> Drenn: Right, but I don't think they're the same thing. Plus, as a temporary file locked by IDA whilst I have the IDB open, it won't let me copy them or directly open them anyway
[20:17] <Strangerke> if you kill IDA process, you can copy it
[20:18] <dreammaster> Okay, let me try that
[20:18] <Drenn> on the old version there was an option to "save without packing" which would leave those files behind
[20:18] <Drenn> though they don't really recommend doing that
[20:19] <dreammaster> Really? That must have been a while ago. I know there's the Store vs Deflate option, but both produce just an IDB. It's just a question of size vs packing
[20:20] <dreammaster> Anyway, I can confirm that it doesn't work. I too got the option to "repair" the id0, and then an error saying "Please use 32-bit IDA to open this database"
[20:21] <Drenn> even though it was made with 64-bit ida?
[20:22] <madmoose> I should reverse engineer the idb format...
[20:22] <dreammaster> Right. It seems like the commercial 64-bit IDA 7.0 can handle both 32-bit IDBs as well as 64-bit id0 databases. It's just that the freeware version can only handle id0. And the commercial version doesn't have the option to migrate between idb to id0.
[20:24] <Drenn> well, that's pretty confusing.
[20:28] <snover> dreammaster: through 6.95 whenever you exit it gives you the option to store, deflate, or not pack the database
[20:28] <dreammaster> Oh, right, of course. Duh. The "Don't pack database" option. :P
[20:29] <dreammaster> I'm too used to just accepting the selected option as I exit IDB to have remembered it's content properly
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[21:20] <GitHub142> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vA8aW
[21:20] <GitHub142> scummvm/master 1d69120 Paul Gilbert: XEEN: Split up code for create character dialog into it's own class
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[21:22] <GitHub168> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vA8aa
[21:22] <GitHub168> scummvm/master 7090841 Peter Kohaut: BLADERUNNER: Support for running...
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[21:22] <dreammaster> Ooohh.. the ability to run in Bladerunner. Sounds important :)
[21:23] <peterkohaut> it is:)
[21:26] <peterkohaut> oh, i dont understand these warning, i'm using linux to check for any compilation warnings/errors, there is none so i push and then travis is full of warnings
[21:27] <dreammaster> Huh.. Now that you mention it, a good intro task for GSOC hopefuls might be to pick one of the 100+ warning outputs Buildbot frequently spews out, and try fixing all the warnings for one or more of the engines.
[21:27] <dreammaster> It'd be nice to get to the point where none of the engines or core code generate any warnings
[21:27] <peterkohaut> im always trying to remove those, but it's so annoying to not be able to see them locally
[21:28] <dreammaster> Amen to that
[21:30] <snover> its impossible to do that since some of the warnings are due to unused variables caused by conditional compilation
[21:30] <snover> i mean, you would be cluttering up the codebase for no benefit
[21:31] <_sev> peterkohaut: amazing progress
[21:34] <peterkohaut> _sev: thanks, but i would say there is still lot of stuff to do
[21:34] <_sev> combat, and what else?
[21:35] <_sev> I have an impression that over 90% is done by now
[21:35] <dreammaster> Ah. Fair enough. Though in other cases, there are errors such as shadowing which should be straightforard to fix, if annoying to do so
[21:39] <peterkohaut> _sev: combat should be quite easy, pathfinding and script for actors is most of the work, and then save & load and few more smaller tasks
[21:39] <_sev> ah, actors' scripts. right
[21:42] <peterkohaut> my goal is still 2019, as thats the year from movie:)
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[21:46] <GitHub37> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vA8wU
[21:46] <GitHub37> scummvm/master 383d6f0 Peter Kohaut: BLADERUNNER: Fixed compilation warnings
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[21:47] <peterkohaut> but any help is still much welcomed:)
[21:48] <TMM> I think I found a crash in phantasmagoria 2: WARNING: Dummy function kInputText[4b] invoked. Params: 3 (0016:005a, 0031:88a8, 0000:000f)!
[21:48] <TMM> Kernel function was called, which was considered to be unused - see log for details!
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[21:48] <GitHub101> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vA8wY
[21:48] <GitHub101> scummvm/master 4d91cf7 Paul Gilbert: XEEN: Cleanup of new CreateCharacterDialog class
[21:48] <GitHub101> scummvm/master a40da92 Paul Gilbert: XEEN: Fix randomly rolling attribute values
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[21:48] <TMM> when you type 'xxx' as the password for jocelyn in the computer
[21:49] <TMM> apparently some kind of easter egg
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[21:56] <snover> TMM: ach. that game.
[22:00] <TMM> snover, I can see if I can fix it? It looks like it needs an implementation for an input box
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[22:01] <GitHub169> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vA8rG
[22:01] <GitHub169> scummvm/master fa1f426 Peter Kohaut: BLADERUNNER: Fixed more compilation warnings
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[22:01] <peterkohaut> i'm very sorry about this
[22:02] <snover> TMM: yeah, i just& sigh. there were two input box implementations in SCI32, kEditText and kInputText, and kInputText was only used if there was some condition which i can no longer remember and which would not happen in scummvm. except, apparently, in this one easter egg.
[22:03] <snover> where i guess they unconditionally used the wrong one.
[22:03] <snover> im not sure if the kInputText and kEditText APIs were compatible or not, that might be a solutionto just patch the script to use kEditText instead
[22:04] <snover> otherwise i can send you a database
[22:04] <TMM> I can just try to patch it in, if it works it works :P
[22:04] <TMM> it literally does nothing
[22:04] <TMM> it askes for a 'nudity code' and if you type it in it says 'nudity mode enabled'
[22:04] <TMM> but there is no nudity mode
[22:05] <TMM> I'm actually quite liking the game btw :)
[22:09] <snover> its probably the campiest game i have ever seen
[22:11] <TMM> yeah, for sure, but I think kind of in a good way
[22:11] <TMM> although I think I'm a bit stuck it's how I entered 'xxx' into the password field and crashed it :P
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[22:19] <snover> combine pitchfork with egg sandwich
[22:21] <TMM> I think that's phant 1
[22:21] <snover> use sex appeal on angry detective
[22:29] <TMM> oh that was it!
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[23:22] <TMM> unless you click all the things you're supposed to click the game doesn't really continue, that's kind of annoying
[00:00] --- Mon Feb 19 2018