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[01:04] RLP__ (~D0SFreak@172.98.67.19) left irc: Ping timeout: 260 seconds [01:07] oh, neat. sci3 serialises some robot data. [01:07] exmensa_ (~exmensa@66.43.202.238) joined #scummvm. [01:07] the format that just keeps on giving. [01:09] exmensa (exmensa@66.43.202.238) left irc: Ping timeout: 260 seconds [01:10] guess i ought to try to fix the weird audio glitch at the end of robot playback while im at it. [01:20] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Quit: ERR_SHUTDOWN [01:23] exmensa (~exmensa@66.43.202.238) joined #scummvm. [01:24] exmensa_ (~exmensa@66.43.202.238) left irc: Ping timeout: 260 seconds [01:29] @sev and @criezy: Regarding PR906 https://github.com/scummvm/scummvm/pull/906, I made another commit to fix very very slow analog pointer motion (sub-pixel per frame). There was a conceptual mistake that basically disabled that. But now it is enabled again. [01:30] ProcessMouseEvent was always clamping _km.x and _km.y at integer multiples of MULTIPLIER, as it should because updates could come from anywhere in the source code. Now, in handleKbdMouse, the sub-pixel resolution of _km.x and _km.y variables is restored after the call to processMouseEvent. [01:39] rsn8887: right. [01:39] But wouldn't that be an issue in other places where processMouseEvent is called with _km.x and _km.y, such as in backends/events/dinguxsdl/dinguxsdl-events.cpp? [01:41] No scrap that. There the velocity is always a multiple of the multiplier, so this should be OK I guess. [01:48] Criezy: yes it should work this way. But it could be done differently. Do you think I should make more drastic changes such as adding a bool argument "updateKbdMouse" to processMouseEvent that could be set to true or false? I refrained from it since my simple fix also works. [01:51] No, I don't think it is needed. [01:51] Although in processMouseEvent you could check that _kb.x / MULTIPLIER is not equal to x before setting it (and same for y). [01:51] That way you would not lose the subpixel resolution either. [01:51] Criezy: It seems strange to me that all those routines keep calling processMouseEvents with _km arguments when the central location where the kbdMouse updates happen should be in handleKbdMouse and, ideally, nowhere else. [01:52] Some of them are for mouse button events as well. [01:52] And need to provide the x and y nonetheless (so they get it from _km). [01:53] But it looks like some of those calls are also not needed (similar to the one you removed from handleJoyAxisMotion). [01:54] Criezy: that was the first thing I tried. It would be almost correct but it does lose some precision for larger movements. Say the velocity is 1.5 times MULTIPLIER, then your proposed method would create some round-off error. That's why I chose the current method. [01:54] E.g if _km.x is 25 it would clamp it to 16 which is not quite the same. [01:55] It is essentially an aliasing problem it is subtle but should be noticeable in the smoothness of pointer motion. [01:56] @criezy: yes I think some are superfluous but I'd rather not make any drastic changes to platforms I cannot debug. [01:59] Would it really lose some precision for larger movements? It seems to me the velocity is not involved in this. [01:59] You pass x = _km.x / MULTIPLIER to processsMouseEvent, so if you did not modify _km.x in case x == _km.x / MULTIPLIER this would not modify _kM.x when called from handleKbdMouse? [02:00] (or from anywhere else where it is called with _km.x / MULTIPLIER) [02:00] RLP__ (~D0SFreak@172.98.67.19) joined #scummvm. [02:02] Yes immediately there is no difference but then in later calls to handleKbdMouse now the velocity is added to the rounded _km.x / MULTIPLIER * MULTIPLIER instead of the more precise _km.x and those round-off errors can add up to eventually produce a difference in position of 1 pixel and more. [02:02] After several frames [02:02] also what is the max resolution of any scummvm game? [02:04] Broken sword 2.5 is 800x600. [02:04] D0SFreak (~D0SFreak@172.98.67.19) left irc: Ping timeout: 260 seconds [02:04] I am not sure if maybe the wintermute engine has games with a higher resolution. [02:04] sure [02:05] Since I chose a sensible MULTIPLIER of 16 it is ok but only unless the resolution of a game is > 32768/16 = 2048. I guess this is fine [02:05] I did think for a while before I introduced that multiplier [02:06] like 1½ Ritter: Auf der Suche nach der hinreißenden Herzelinde is 1024x768 [02:06] rsn8887: Yes I did think about that as well when looking at your changes, but decided this was unlikely to be an issue. [02:07] That's what I figured probably no game goes above 1024 even [02:08] The good thing is that precise slow pointer movement is really important for some pixel hunting games and otherwise (without my changes) hard to do with a joystick. [02:09] Well anyways I think my PR should be ready to merge if you want I can make more changes I have a few hours tomorrow. [02:10] It looks fine I think. But I will wait until tomorrow and give _sev a chance to look at your later changes. [02:13] GitHub111 (~GitHub111@192.30.252.42) joined #scummvm. [02:13] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vD5JH [02:13] scummvm/master cc169fc Paul Gilbert: TITANIC: Fix dragging arms in Gondolier closeup [02:13] GitHub111 (GitHub111@192.30.252.42) left #scummvm. [02:19] TMM (~hp@fsf/member/pdpc.professional.tmm) left irc: Ping timeout: 268 seconds [02:22] TMM (~hp@fsf/member/pdpc.professional.tmm) joined #scummvm. [02:22] #scummvm: mode change '+o TMM' by ChanServ!ChanServ@services. [02:24] Vampire0_ (~Vampire@jEdit/Vampire) joined #scummvm. [02:27] Vampire0 (~Vampire@jEdit/Vampire) left irc: Ping timeout: 268 seconds [02:34] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 240 seconds [02:35] Dominus (~dominus@91-113-63-105.adsl.highway.telekom.at) joined #scummvm. [02:35] Dominus (~dominus@91-113-63-105.adsl.highway.telekom.at) left irc: Changing host [02:35] Dominus (~dominus@unaffiliated/dominus) joined #scummvm. [03:00] D0SFreak (~D0SFreak@172.98.67.19) joined #scummvm. 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[04:01] exmensa (~exmensa@66.43.202.238) left irc: Ping timeout: 260 seconds [04:03] D0SFreak (~D0SFreak@172.98.67.19) left irc: Ping timeout: 240 seconds [04:14] dreammaster: now with RAMA im stuck in the hell you were stuck in with titanic before save games were working. whats up unskippable 3 minute intro [04:15] travis-ci (~travis-ci@ec2-54-196-154-75.compute-1.amazonaws.com) joined #scummvm. [04:15] scummvm/scummvm#2739 (master - d8418f8 : Paul Gilbert): The build has errored. [04:15] Change view : https://github.com/scummvm/scummvm/compare/cc169fc5754a...d8418f8c1015 [04:15] Build details : https://travis-ci.org/scummvm/scummvm/builds/203080089 [04:15] travis-ci (travis-ci@ec2-54-196-154-75.compute-1.amazonaws.com) left #scummvm. [04:15] coincidentally, both involve spaceships [04:15] Yeh, they suck don't they :P [04:16] on the upside i will be very well-versed in what my mission to RAMA is [04:18] yay, even attempting to save the game results in a game-specific bad kernel call. i might have to whip out my ninja resource editing skills and replace the correct videos with some shorter videos. [04:21] Yes, that'd certainly help if you're going to have to be going through them multiple times. [04:22] A similar things wouldn't have been as easily possible in Titanic, since there were lots of smaller videos interspersed with all the conversation and movement logic [04:22] yuck. [04:23] ugh, did they really do another custom save game thing in RAMA? i hope this is wrong& [04:24] For your sake, I'd hope likewise. [04:24] sci3 saves are broken right now in really interesting ways& [04:25] lsl7 restores with bad palettes for the views, lighthouse crashes trying to read in-memory bitmaps, even though the game never has any as far as i can tell so far, rama is doing raw IO [04:29] yep, custom saves alright. [04:29] Well, at least your breakages are interesting ;) [04:30] im not sure what to make of some of them yet [04:30] palette stuff, ok, sure, maybe they modified that stuff [04:30] but memory handles to bitmaps that dont exist? what could that be about& [04:32] oh, waaaait. VMD playback creates memory bitmaps. [04:32] Yeh, certainly sounds weird. And it doesn't sound like something that was simply copied from an earlier game, so it's definitely weird [04:32] i am forgetting so many things lately. [04:33] Well, considering the complexity of the entire SCI engine, that's more than understandable. I face the same problem when I return to do bugfixes on the older engines. :P [04:36] yeah. that, plus my brain is down to half capacity due to winter [04:39] Heh. Here in Boston, we just came out of a blizzard a few days ago. And we had a rare pleasant day with a blistering top of 11C. Practically Spring weather.. I was even able to have the windows open for some fresh air [04:42] here, the average high for this time of year is -1°C. yesterday it was 17°, today 15°, tomorrow 14°& [04:42] i like warmth but i like it more in the correct season :\ [04:42] IRCFrEAK (~gk.1wm.su@2a03:4a80:2:2d3:2d3:9c14:a427:77be) joined #scummvm. [04:42] IRCFrEAK (gk.1wm.su@2a03:4a80:2:2d3:2d3:9c14:a427:77be) left #scummvm. [04:54] dreammaster (~dreammast@c-73-149-116-247.hsd1.vt.comcast.net) left irc: [04:58] Littleboy (~littleboy@c-73-186-252-231.hsd1.ma.comcast.net) left irc: Quit: Être dans le vent, une ambition de feuille morte. [05:00] D0SFreak (~D0SFreak@172.98.67.19) joined #scummvm. 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[07:44] LittleToonCat (~littlecat@sydnns0115w-047054148237.dhcp-dynamic.FibreOP.ns.bellaliant.net) left irc: Remote host closed the connection [07:56] waltervn (~waltervn@541B2DBA.cm-5-4a.dynamic.ziggo.nl) joined #scummvm. [07:56] #scummvm: mode change '+o waltervn' by ChanServ!ChanServ@services. [07:56] morning [08:01] RLP__ (~D0SFreak@172.98.67.19) joined #scummvm. [08:02] hires6 is such a hack.. sigh [08:02] GitHub90 (~GitHub90@192.30.252.45) joined #scummvm. [08:02] [scummvm] sev- pushed 6 new commits to master: https://git.io/vD5GY [08:02] scummvm/master 613c6f4 rsn8887: SDL: More fixes to jerky analog joystick pointer... [08:02] scummvm/master 09a6029 rsn8887: SDL: slow analog ('modifier'+stick) made slower [08:02] scummvm/master 75004c4 rsn8887: SDL: improved internal joystick event handling [08:02] GitHub90 (GitHub90@192.30.252.45) left #scummvm. [08:02] GitHub40 (~GitHub40@192.30.252.40) joined #scummvm. [08:02] [scummvm] sev- closed pull request #906: SDL: More fixes to jerky analog joystick pointer (master...upstream) https://git.io/vD94E [08:02] GitHub40 (GitHub40@192.30.252.40) left #scummvm. [08:04] D0SFreak (~D0SFreak@172.98.67.19) left irc: Ping timeout: 240 seconds [08:04] Lightkey (~Darklock@p200300764C2EBF2422CF30FFFE083718.dip0.t-ipconnect.de) left irc: Ping timeout: 240 seconds [08:17] Lightkey (~Darklock@p200300764C2EBF6722CF30FFFE083718.dip0.t-ipconnect.de) joined #scummvm. [08:18] t0by (~t0by@host69-248-dynamic.251-95-r.retail.telecomitalia.it) joined #scummvm. [08:18] t0by (~t0by@host69-248-dynamic.251-95-r.retail.telecomitalia.it) left irc: Changing host [08:18] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [08:18] #scummvm: mode change '+v t0by' by ChanServ!ChanServ@services. [08:27] kesslerfrost (~textual@2405:204:8d:d03b:299f:b5f8:a900:e616) joined #scummvm. 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[10:15] exmensa_ (~exmensa@66.43.202.238) left irc: Ping timeout: 260 seconds [10:50] lubomyr (~kvirc@93.178.246.84) joined #scummvm. [11:07] oh random crash that doesn't hpapen again :( [11:16] GK2? [11:19] WooShell (~Markus@ipbcc071f7.dynamic.kabel-deutschland.de) joined #scummvm. [11:20] good meowning =^.^= [11:26] RLP__ (~D0SFreak@172.98.67.19) joined #scummvm. [11:30] D0SFreak (~D0SFreak@c-73-7-33-53.hsd1.ga.comcast.net) left irc: Ping timeout: 260 seconds [11:35] lubomyr (~kvirc@93.178.246.84) left irc: Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/ [11:36] GitHub136 (~GitHub136@192.30.252.42) joined #scummvm. [11:36] [scummvm] waltervn pushed 2 new commits to master: https://git.io/vD58k [11:36] scummvm/master 2e3e425 Walter van Niftrik: ADL: Implement hires6 action opcode 0x12 [11:36] scummvm/master 8b93142 Walter van Niftrik: ADL: Implement hires6 direction opcodes [11:36] GitHub136 (GitHub136@192.30.252.42) left #scummvm. [11:43] wjp: can IDA show the member name for the first member of a struct, if I tell it #0 is a struct offset? For all non-zero offsets I see the member name, but for #0 it just shows #MyStruct instead of #MyStruct.field0. Any idea? [11:46] it often does show .field0, but I'm not quite sure what the heuristic for deciding is [11:47] do you have an example? [11:47] you mean an .idb? [11:47] yeah [11:48] sure, hold on [11:50] sent by mail [11:50] maybe it's somehow related to the 6502, but that doesn't seem logical at first glance [11:51] isn't this the thing where you can select the member name (like, text selection), hit the key binding for setting the struct field, and then tick the checkybox for showing the struct offset? [11:52] .. and IDA help says ctrl-z [11:52] that's it fuzzie, thanks! [11:53] the ctrl-z works? [11:53] it does [11:53] now I feel silly for doing it the other way.. :p [11:53] wjp: ping (so you don't waste any time ;) [11:54] or any more time... [11:54] fuzzie: where is that checkybox? [11:55] the struct field selection has a semi-hidden advanced dialog [11:59] which you get if you select/highlight the actual operand before hitting t [12:02] I guess I should read the Help more... [12:03] the Help seems to say that it should display field #0 by default (though for the text interface it says the opposite) [12:26] D0SFreak (~D0SFreak@172.98.67.19) joined #scummvm. [12:30] RLP__ (~D0SFreak@172.98.67.19) left irc: Ping timeout: 240 seconds [12:31] jamm (~jam@unaffiliated/jamm) left irc: Ping timeout: 240 seconds [12:35] _sev (~sev@scummvm/undead/sev) left irc: Ping timeout: 240 seconds [13:07] _sev (~sev@scummvm/undead/sev) joined #scummvm. [13:07] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [13:11] dreammaster (~dreammast@c-73-149-116-247.hsd1.vt.comcast.net) joined #scummvm. [13:11] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [13:14] GitHub71 (~GitHub71@192.30.252.40) joined #scummvm. [13:14] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vD5RP [13:14] scummvm/master a30d74a Paul Gilbert: TITANIC: Make CCarry fields private where appropriate [13:14] GitHub71 (GitHub71@192.30.252.40) left #scummvm. [13:27] RLP__ (~D0SFreak@172.98.67.19) joined #scummvm. [13:31] D0SFreak (~D0SFreak@172.98.67.19) left irc: Ping timeout: 260 seconds [13:32] jamm (~jam@unaffiliated/jamm) joined #scummvm. [13:36] just to clarify. an adventure game with softrendered 3d character models won't fit, correct? [13:36] It's actually a grey area. For example, we have Cruise for a Corpse, which renders the player character that way [13:37] oh [13:38] There's also Discworld Noir, which I would like to see supported one day, that renders just the player in 3D. Since it's based on the Tinsel engine as well, I can't help but think it would make more sense to also have it in ScummVM than Residual [13:52] GitHub7 (~GitHub7@192.30.252.41) joined #scummvm. [13:52] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vD5EK [13:52] scummvm/master 61fe1a0 Paul Gilbert: TITANIC: Fix Arm placement when placed on gondolier sliders [13:52] GitHub7 (GitHub7@192.30.252.41) left #scummvm. [13:54] And with that (albeit with a few minor GFX issues to sort out), I have the last of Titania's pieces. Now only the bomb remains to be fixed, and it's onto the endgame of fixing Titania and the starmap [13:58] dreammaster (~dreammast@c-73-149-116-247.hsd1.vt.comcast.net) left irc: [14:14] exmensa_ (~exmensa@66.43.202.238) joined #scummvm. [14:15] exmensa (~exmensa@66.43.202.238) left irc: Ping timeout: 260 seconds [14:18] exmensa (~exmensa@66.43.202.238) joined #scummvm. [14:21] exmensa_ (~exmensa@66.43.202.238) left irc: Ping timeout: 240 seconds [14:27] D0SFreak (~D0SFreak@172.98.67.19) joined #scummvm. [14:31] RLP__ (~D0SFreak@172.98.67.19) left irc: Ping timeout: 260 seconds [15:00] D0SFreak (~D0SFreak@172.98.67.19) left irc: Ping timeout: 240 seconds [15:40] When I compile some games are not included because of a 16bit colors error. What does that mean? [15:40] I am missing 16bit colors? How is that possible [15:57] rsn8887: which backend? [16:02] rsn8887: 16 bit colors support in scummvm is not implemented on all platforms (for example it is missing om iOS). [16:04] well I am using the Vita branch which has not been merged. [16:05] Does it entail more than making an on-the-fly 16->32bit converter renderer? [16:05] jamm (~jam@unaffiliated/jamm) left irc: Ping timeout: 240 seconds [16:07] I guess it has something to do with the colorformat of textures supported by the platform's SDL implementation? [16:09] if the vita port is based off sdl, then maybe all it needs is including vita in the 16-bit check in configure [16:12] is there a recommended game to test 16bit mode with? [16:12] Maybe one of the HE games? [16:16] yeah [16:16] D0SFreak (~D0SFreak@c-73-7-33-53.hsd1.ga.comcast.net) joined #scummvm. [16:16] Is there a way to find out why some other engines were rejected during configure. For example SCI32 are no enabled [16:16] even after I enable 16bit [16:17] Starship Titanic is disabled also. Maybe those are flagged as "non-working" ? [16:17] Did you use --enable-all-engines? Some engines are excluded by default because they are still work in progress. [16:18] by default only "supported" engines are enabled, is it still disabled if you explicitly enable it? [16:19] the freddi fish 5 demo should work as a 16-bit test [16:30] GitHub124 (~GitHub124@192.30.252.41) joined #scummvm. [16:30] [scummvm] sev- pushed 2 new commits to master: https://git.io/vD5rm [16:30] scummvm/master ea09697 Eugene Sandulenko: DIRECTOR: Added detection for The Apartment 2.0 [16:30] scummvm/master c010e05 Eugene Sandulenko: DIRECTOR: Hide assert() in Text Cast reading [16:30] GitHub124 (GitHub124@192.30.252.41) left #scummvm. [16:34] I found Journeyman Pegasus Demo at scummvm.org always wanted to try that :) [16:34] should use 16bit [16:35] Compilation of scummvm after ./configure takes almost 30 minutes on my Macbook Pro 2.3Ghz i7 [16:36] OK --enable-all-engines did the trick. Thanks. [16:41] are you using multiple cores to build? (make -j 4, or so) [16:46] Ah I just found out about "make -j 8" using 8 jobs instead of one speeds up compilation by a LOT [16:47] wjp: thanks I just found that online too. [16:48] Is there a webpage that shows "percent progress" on the unstable engines? [16:49] lubomyr (~kvirc@93.178.246.84) joined #scummvm. [16:50] @lubomyr: Your config panel will be really useful for the Vita port, too. I can include a "Analog Mouse Speed: 0.25, 0.5, 0.75, 1.0, 1.25, 1.5" option in there sometime in the future to allow users with gamepads some control [16:55] @rsn8887: ok, nice [16:56] #scummvm: mode change '+o [vEX]' by ChanServ!ChanServ@services. [17:00] @cpasjuste: Any reason why you disabled 16bit color on Vita? I just tried Journeyman and it worked through the title screen and then complained about loading a PICT file (I might be missing a file), so I thought that's the problem. But Freddie Fish 5 is a 16 bit game and seems to work perfectly. [17:00] @cpasjuste: I am tempted to turn on 16bit support in the vita configure script. [17:17] @joostp_: so if freddie fish 5 works in the first few screens, that should be enough to check whether 16bit color support is working? [17:18] <_sev> rsn8887: do you run the compilation in parallel? e.g. make -j10 or so (# of CPUs + 2 is recommended) [17:19] lubomyr (~kvirc@93.178.246.84) left irc: Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/ [17:19] _sev: I just started doing that and now it takes only a few minutes. [17:19] <_sev> exactly [17:20] <_sev> rsn8887: also Full Pipe is 16-bit. There is demo [17:21] So the 16bit color support in ScummVM, if I enable that flag it should not have any effect on the other (non 16bit) games such as scumm engine games? [17:21] I verified that Freddie Fish 5 works when I turn on the 16bit compilation flag. [17:22] I would rather not test all the other engines again, so I hope the flag does not change anything to the non-16 bit engines... [17:22] <_sev> rsn8887: yes, it should not [17:22] <_sev> only when a certain engine is requesting 16bit+ color, it will fail [17:22] Perfect. Enabling that flag just added a whole bunch of games to the Vita port. [17:23] _sev: So there are engines that "fall-back" to 8 bit color if 16bit is not supported? Or is it an either-or decision, e.g. a game either works or not as a whole depending on the flag. [17:24] <_sev> either-or [17:24] <_sev> we used to have 8bit support for Urban Runner, but AFAIK, we've switched to 16bits-only since we got support for those color modes. DrMcCoy could know better [17:24] _sev: great. So the only engine missing from the VIta port atm is Z-Vision because of a missing freetype2 port on that platform. I think we can live with that. [17:25] LittleToonCat (~littlecat@sydnns0115w-047054148237.dhcp-dynamic.FibreOP.ns.bellaliant.net) joined #scummvm. [17:25] However, when testing Journeyman Pegasus Demo on my Vita, I got a fatal error where ScummVM failed to load a "PICT" file. Is that a known error? [17:26] It just threw me into the debugger, but I was able to see the title screen of the game just fine. It just happened after I started the game. [17:27] <_sev> I never tried to run that [17:27] Action: _sev tries [17:30] <_sev> rsn8887: it starts normally here, under Mac OS [17:34] _sev: yes here too. Well the file formats are really strange old mac OS files (no endings etc.). I think something goes wrong with the files when I transfer them to Vita. [17:35] <_sev> rsn8887: you might need to convert them to macbinary format [17:35] <_sev> maybe we need to convert them and put on our website [17:35] <_sev> as I suspect that it will not work well on Windows [17:37] I will test it on Windows now if it works there it is some peculiar problem with the Vita port [17:38] or the Vita filesystem [17:51] Littleboy (~littleboy@c-73-186-252-231.hsd1.ma.comcast.net) joined #scummvm. [17:51] #scummvm: mode change '+o Littleboy' by ChanServ!ChanServ@services. [17:51] Urban Runner has some images and videos in 16-bit colors, some in 24-bit colors, some in YUV410. IIRC, currently, it converts them all to 24-bit and lets the backend handle any conversion [17:52] DrMcCoy: hey, any interest in working on the VMD decoder a little to add the sound format used by Lighthouse? [17:53] I used to have a ditherer in there, that dithers them to the game's palette. A Sierra ditherer, though I wanted to make it configurable to an ordered ditherer (which is what the original game does when only 8 bit is available) [17:53] I can do it, but figured I would ask since you are more knowledgeable than I am [17:53] But then that got removed completely when ScummVM switched to always 16-bit+ colors [17:53] snover: Huh, a new sound format for VMD? I would be interested, yes [17:56] I suspect it may just be that they changed what the flags mean and its stereo 16-bit DPCM or ADPCM, but let me get you a sample. [17:57] GitHub137 (~GitHub137@192.30.252.40) joined #scummvm. [17:57] [scummvm] waltervn pushed 1 new commit to master: https://git.io/vD5Pf [17:57] scummvm/master cc1f975 Walter van Niftrik: ADL: Implement hires6 action opcode 0x1d [17:57] GitHub137 (GitHub137@192.30.252.40) left #scummvm. [17:57] I hope hires6 will just magically work in the end, because this is going to be a nightmare to debug [17:58] yes I just figured that, too, the SDL Texture that scummVM uses is always 16 bit anyways. [17:59] @DrMcCoy: So why is 16bit disabled on some platforms, then? Because they are not using SDL? [18:01] snover: vmd page on multimedia wiki mention some sound differences between the versions [18:01] rsn8887: I think some small devices don't have the hardware for 16-bit colors [18:02] rsn8887: But I'm not sure. I'm just an engine dev, not a backend dev :P [18:02] There's also one VMD soundmode used in a later Addy/Adi game ScummVM's VMDDecoder doesn't support, IIRC [18:04] wanwan: yeah, but the scummvm VMD decoder supports the new-stereo mode mentioned there already [18:12] James|GlideM (~James|Gli@cpc77289-basf12-2-0-cust228.12-3.cable.virginm.net) joined #scummvm. [18:12] #scummvm: mode change '+v James|GlideM' by ChanServ!ChanServ@services. [18:17] <_sev> rsn8887: yes, not all platform use SDL, and not all platforms using SDL have 16-bit support. Some are still 8-bit [18:17] Hi _sev :) [18:17] <_sev> James|GlideM: hi James! [18:17] How are you good sir! [18:18] <_sev> step by step :) [18:18] <_sev> and you? [18:19] I am fine thanks... sorry I haven't been around - don't freelance from home any more so don't have IRC running most of the time for the last few years - but thought I would pop in and say hi :) [18:19] _sev: I see the 16bit color support defines "USE_RGB_COLOR" and then that is used about 50 times all over the source code. Oh my.... [18:20] <_sev> James|GlideM: that is awesome, glad to see you [18:20] <_sev> rsn8887: yes, more and more engines use it [18:20] No clue what all the ramifications of enabling it are. It looks like it completely changes the way SDL rendering is done. Without it all the rendering is really simple and direct to the screen. With it, all kinds of SDL pixelformats are used etc. [18:26] <_sev> rsn8887: yes, that is how it intended. Different platforms have different pixel format layout, and ScummVM engines can request arbitrary ones too [18:26] <_sev> thus, it is much more resource-intense and requires more code [18:27] _sev: Yet it seems to be enabled even on the PSP, and working fine there... [18:27] <_sev> yes, joostp implemented it [18:34] _sev: The PSP is full of wonders, an almost perfect ScummVM 1.9.0, full speed Gameboy Advance emulations, etc :) Well I will keep 16bit enabled on Vita and test some more games. It seems to be working just fine so far. [18:42] ajax16384 (~User@109.60.130.33) left irc: Quit: Leaving [18:52] James|GlideM (~James|Gli@cpc77289-basf12-2-0-cust228.12-3.cable.virginm.net) left irc: Read error: Connection reset by peer [18:52] _sev: On the PSP, Journeyman Crashes too even before the title screen: PICTDecoder::decodeCompressedQuickTime(): Could not decode data! [18:53] <_sev> perhaps because the archive is in Mac format [19:03] <_sev> rsn8887: let's try something else. See PM [19:21] wjp yeh indeed gk2 crashed with some script error, but updated to lastest git and it seems happy now, tried redoing the steps that caused it but nothing [19:24] Harekiet: sorry, i did not see your question from earlier. i didnt experience any audio problems when i ran through the game [19:24] though i spent most of my time skipping the videos [19:24] and the talking [19:24] & [19:25] hehe gotta enjoy the quality acting :) [19:25] I mostly just move the scummvm window to the background while the dialogue goes on but yeh some times it seems glitchy [19:26] always during the video, or at other times during the game? [19:27] during videos yeh [19:28] I'll go a bit crazier with savegames to see if it's repeatable at least [19:29] didn't the game have any subtitles for the german bits, seems a bit strange that it wouldn't have any [19:30] when were those? [19:30] during conversations with the guys in the hunting lodge [19:35] as far as i know the game never had subtitles [19:36] that is what the subtitle patch is for [19:36] seemed a bit strange with some of the people that only speak german, not that they say much interesting things but still [19:39] i guess you are supposed to learn german or read the body language :) [19:40] i tried to find an instance of one of these conversations on youtube but i havent succeeded [19:41] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [19:41] #scummvm: mode change '+o Strangerke' by ChanServ!ChanServ@services. [19:42] BasketCase (~BasketCas@asylum.sanitarium.net) joined #scummvm. [19:43] how do I get out of scummvm on android? I don't have physical back or menu buttons and I can't make them appear on the screen [19:47] snover https://dl.dropboxusercontent.com/u/3873490/Scene/gk2-cd.009 try that savegame and ask the caretaker guy about wagner's letter to ludwig, it gives the that crackling noise there [19:47] or maybe it always does that, let's find a youtube captures I guess :) [19:48] Harekiet: steam-version? [19:48] gog version [19:48] does it have the gk2k patches preapplied? [19:49] dunno [19:49] https://youtu.be/ybKV6rBfzV4?t=18122 [19:49] aha, figured out that locking and unlocking the screen gives me a very brief window to hit the back button [19:49] I hear a clickisk noise there as well when he says ah [19:50] but it's much louder in scummvm at least [19:50] dreammaster (~dreammast@c-73-149-116-247.hsd1.ma.comcast.net) joined #scummvm. [19:50] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [19:51] Harekiet: oh, i hear what you mean [19:52] some ugly audio overflow [19:52] BasketCase (BasketCas@asylum.sanitarium.net) left #scummvm ("Client exiting"). [19:52] ye [19:55] seems to be a bug in vmd decoder [19:56] its not run through the sci mixer, so it isnt that, and i tried reducing the master volume in the system mixer and it still happens [19:58] 5280.VMD& [19:59] ffmpeg has the same problem [20:00] ah yeh playing that in vlc gives that as well [20:00] if anyone is bored enough to play the dos version up to that point :) [20:01] guess you can just rename some files and cheat through that [20:02] but it happened in more clips before so I'd think it to just be a bug [20:02] GK2s VMDs are just so messed up [20:05] but wasn't able to recreate the crash in the ludwig museum either, guess that can happen still [20:06] diehumblex (uid209517@gateway/web/irccloud.com/x-niwgmgcywbvncdks) joined #scummvm. [20:18] the sample goes out of bounds down to -49152 [20:19] it should be clipped though [20:20] Hi, i'm probably missing something but i'm not able to override C compiler in scummvm build system [20:21] if someone have an idea :) [20:23] hum. switching the buffer to int16 from int32 fixes the audio glitch, but im pretty sure thats UB since its signed overflow [20:24] might just make it less noticable, if I played that youtube video I did kinda notice a glitch as well, need to test the original [20:25] <_sev> cpasjuste: you need to define CXX environment variable [20:25] yes thanks _sev, just figured it :x [20:26] <_sev> cpasjuste: what are you working on? [20:26] i'm adding shader support to the ps vita port [20:26] <_sev> cpasjuste: a typical example of things overridden for cross compilation is here: http://buildbot.scummvm.org/builders/master-amigaos4/builds/3138/steps/compile/logs/stdio [20:26] <_sev> ah, then like this, the config for PSP: http://buildbot.scummvm.org/builders/master-psp/builds/3139/steps/compile/logs/stdio [20:27] <_sev> cpasjuste: also [20:27] well, i added "CC=arm-vita-eabi-gcc" to module.mk, i guess it's not smart enough ? [20:28] <_sev> cpasjuste: since you're working on shaders, this potentially could help: https://github.com/lordhoto/scummvm/commits/libretro-shader [20:28] <_sev> cpasjuste: the proper way it configure [20:29] <_sev> if you need something temporary, then put it into a shell script [20:29] i already added shader support in a few ps vita project, it's very easy to do so. But i want to do than cleanly. I may start a new sdl2-surface.cpp for sdl2/shader support [20:30] then add ps vita support based on that [20:30] but it may take me a while as my time is very limited :D [20:30] <_sev> well, see the branch of lordhoto above [20:30] <_sev> he was working on adding libretro shaders to sdl2 [20:30] ha nice [20:31] bookmarked [20:31] <_sev> probably you could just pick it up and finish [20:31] <_sev> as bulk of work is already done [20:31] i'm not very fan on taking other project and go on :p [20:32] i do prefer start from scracth with my "vision" [20:32] it's why it usaly take me 6 month to do a crappy thing :) [20:32] <_sev> well, the thing is that lordhoto quit the project and left this as his not finished WIP [20:32] <_sev> with his blessing to pick it up and continue [20:33] for now the only/main linux backend is the sdl1 backend ? [20:33] <_sev> sdl2 [20:33] ha yes true [20:33] <_sev> and it has 2 flavors [20:33] but it's just used to render the whole sdl1 surfaces [20:33] <_sev> sdl2 and sdl-opengl [20:34] ha cool, didn't saw the sdl-opengl one, would be a good start [20:34] <_sev> :) [20:34] <_sev> and the code above was specifically for sdl-opengl [20:35] hehe, all make sense now [20:35] <_sev> current code has just 2 naïve shaders, but the code in the branch was intended to enhance it with the shaders [20:35] https://github.com/scummvm/scummvm/commit/e49cf11275a1dffdb6b6573d2637e60f1e280cac [20:35] last commit for sdl opengl [20:35] i missed all that [20:36] well, i think a very basic shader support would be more than enough [20:36] like load glsl shaders from a directory [20:36] if any [20:37] i think the opengl-sdl backend would better fit the ps vita too [20:37] <_sev> that is already done [20:37] <_sev> in that code :D [20:37] <_sev> and also I was doing it for iPhone port awhile ago [20:38] in the lordhoto code ? [20:38] GitHub169 (~GitHub169@192.30.252.34) joined #scummvm. [20:38] [scummvm] Strangerke pushed 2 new commits to master: https://git.io/vD5HK [20:38] scummvm/master 6c4635a Strangerke: CRYO: Rewrite save/load game functions [20:38] scummvm/master 9f6ffed Strangerke: CRYO: Rename sync functions [20:38] GitHub169 (GitHub169@192.30.252.34) left #scummvm. [20:38] <_sev> no, here: https://github.com/sev-/scummvm/blob/simon-20th/backends/platform/iphone/iphone_shaders.cpp [20:39] this is exactly what i was thinking in term of shader support [20:39] that's more than enough [20:43] Glad to be listening in ;) But XML shaders? Why not use GLSL? [20:43] <_sev> cpasjuste: so, are you providing me with access to your fork? [20:44] <_sev> rsn8887: see LordHoto's branch here: https://github.com/lordhoto/scummvm/commits/libretro-shader [20:44] <_sev> rsn8887: that is the more compatible way, with GLSL shaders [20:44] yes, i want to clean the few remarks/suggestions before ? [20:44] <_sev> cpasjuste: sure, no problem. And yes, after rebasing you will lose link to the comments [20:45] yep no problem [20:45] <_sev> cpasjuste: I wonder, why you keep merge commits? [20:45] <_sev> *keep making [20:46] because i don't know what i'm doing with git :) [20:46] i don't really know [20:46] <_sev> okay. that's not a rocket science. Do you use command line? [20:46] https://github.com/Cpasjuste/scummvm/invitations [20:46] not sure if i did it correctly [20:46] <_sev> what is your typical command flow? [20:47] (for the access) [20:47] i just use push :) [20:47] then i merge via github [20:47] <_sev> why? [20:47] if there is some pull request [20:47] <_sev> why merge? [20:47] what do you mean [20:47] <_sev> when you push to the branch which is part of PR, GitHub picks it up automatically [20:48] i get a "pull request" and github say "merge" , i just click the big green button ;o [20:48] <_sev> every time? [20:48] yes [20:48] <_sev> don't [20:48] <_sev> just push your commits to your master [20:48] <_sev> that is enough. Try it [20:48] yes i do that for my own commits [20:49] i just commit/push [20:49] but when i have a pull request ? [20:49] <_sev> nothing else is needed [20:49] <_sev> github picks it up automatically [20:49] <_sev> just try and see [20:49] ok i will ! [20:50] you mean i don't need to manually validate a pull request from someone ? [20:51] <_sev> err., I don't understand who is someone. I thought that it is you who makes those commits [20:52] <_sev> ah, so it was rsn8887 who did that commit [20:52] <_sev> well, then you need to rebase it. I'll do it when you tell me [20:52] no, i think i do like you say, i make some changes then just do "git commit/push". But yes it was rsn, i go on github then do a "merge" [20:52] ok [20:52] as you can see, it will help :) [20:52] I just saw your comment [20:54] I have been making some PR's to Cpasjuste with improvements to PSP2 (vita) branch. There are some "duplicates" about the analog pointer improvements. Some changes I made to PSP2 branch that were not part of the cherry-pick to master. [20:54] ^, also. [20:54] :) [20:54] I think if you just rebase, this will all magically fall into place, since the analog pointer improvements to master have already been merged. [20:54] he will handle that for us :) [20:55] i'm totally crap to git [20:55] But the analog pointer improvements to PSP2 branch will still be there after the rebase (I am new to this too). [20:55] So after the rebase and merge, everything will be ok. [20:55] rsn8887, i'm adding vita2d shader support, i guess it will be really great for the vita ? [20:56] should get that ready tomorow [20:57] this should be faster at least (while it's already running great) [20:57] cpasjuste: Well, I enabled the linear filtering a few days ago. Immediately after that I realized that you can just turn on "graphics filtering" + "2x" + "fullscreen mode," and the result is EXACTLY the same as "sharp-bilinear-simple" in UAE4All2, I am already happy with it as it is. The fullscreen picture is very sharp and pretty with those settings. [20:58] yep i saw that, but i'm not against an lcd shader [20:58] cpasjuste: Some people might really love other shaders, but my interest in shaders has been to get the best fullscreen picture with minimal blurring and pixel wobble. And the above combination of settings already does that :) [20:58] capsjuste: Yes exactly if you want other effects, real shaders are the way to go. [20:59] did you spot some games with bad framerate ? [21:00] also, impossible to enable O2 or O3 optimisations, i guess there's a minor setting to find so we can enable all this opimisations [21:00] The only games I have tried are: Freddy Fish 5 (for 16bit test), Sam and Max, Dreamweb, and Beneath a Steel Sky, all those run smooth without any framerate problems (AFAIK) [21:00] ok, yes it seeems to runs very well, thanks scummvm devs [21:00] Yes I wonder how is it possible for O2 or O3 to BREAK THE CODE? [21:00] Concerning speed: ScummVM even runs in full speed on the old PSP1, so yes. [21:01] probably a math optimisation [21:01] There are a few games that might be interesting [21:01] Those that run slow on PSP1. [21:01] The only one I know of is "I have no mouth and I must scream" that runs like a slideshow on PSP1. [21:01] Harekiet: let me know if you notice anything new, from here it seems like the correct solution to match the original interpreter may be to use `% 2^15` instead of clipping, though i will need to go check disassembly to be sure of it [21:02] you still have a ps1 ? :) [21:02] I mean PSP, not ps1. [21:02] the original playstation portable [21:02] yep [21:02] wait, you don't have a PSP2? [21:02] PSP2 = Vita [21:03] PSP1 = PSP [21:03] PS1 = PSX (no ScummVM port) [21:03] right, no clue why you write PSP1 then [21:07] I just tested "I have no mouth" which stutters really bad and looks pretty bad on PSP on my Vita and it runs perfect. [21:08] yes that's great [21:08] This is with 16bit enabled, only O1 optimizations (?) and using 2x + fullscreen + filtering [21:08] we need to add mouse support to sdl2 (if you don't know what to do :p) [21:08] Also looks really pretty on Vita screen [21:09] (mouse=touchscreen) [21:09] should be easy but i can't find the motivation (https://github.com/xyzz/vita-moonlight/blob/vita/src/input/vita.c) [21:10] Maybe a bunch of copy-paste from AndroidSDL backend? Which supports touchscreen mouse? [21:10] I am not a huge fan these games don't actually control all that well with touchscreen. [21:10] for scummvm or sdl2 ? [21:10] Oh you mean SDL2, nmd [21:11] sdl2 but for scummvm (and so other stuff) [21:11] Not sure if I am up to that ;) [21:11] of course you are ! [21:12] my strength has been in making minimal adjustments to already existing code to make it a bit better :) [21:12] not implementing whole submodules of SDL2 [21:12] that's how i started [21:12] Agreed [21:12] I will take a look and see... [21:12] yes but you are "pertinent" and ingenious [21:13] Thanks but I only agree to "pertinent" [21:13] so it should be easy [21:13] hehe [21:13] and "modeste" [21:13] you should see my recent googles "how to define const inside a class" etc. :) [21:13] hehe [21:13] "colon notation of class definition" etc. [21:14] i do that sort of thing [21:14] as i never went to high school [21:15] I suspect SDL2 has no native touchscreen module? It has to act as a "virtual mouse"? [21:15] yourname (~tommy@c83-251-150-0.bredband.comhem.se) joined #scummvm. [21:16] Oh no there is a touchscreen. [21:17] i think you can switch from touchscreen / mouse emulation with an sdl flag [21:17] (when it's implemented) [21:17] yourname (~tommy@c83-251-150-0.bredband.comhem.se) left irc: Client Quit [21:17] cpasjuste: how are you coding this stuff and never went to high school! Wow. [21:17] i didn't look a lot at it [21:17] it's my main hobby since a few years now [21:19] Styrbjorn (~tommy@c83-251-150-0.bredband.comhem.se) joined #scummvm. [21:20] nice. [21:20] Styrbjorn (~tommy@c83-251-150-0.bredband.comhem.se) left irc: Client Quit [21:21] What I like about it is that now we have the main emulators on the Vita that are slow (for some games) on the PSP: Amiga, FBA, and ScummVM so that is a really nice thing to have. [21:21] For people that own both Vita and PSP like me. [21:22] All thanks to Cpasjuste's Vita porting effort, those three emulators run fullspeed on Vita for most games. [21:23] So we are living in the golden times of handheld retro-gaming thanks to that :) [21:25] yes i do really like the vita too for emulation it's perfect [21:28] Farmboy0 (~quassel@p5DD10F95.dip0.t-ipconnect.de) joined #scummvm. [21:28] Farmboy0 (~quassel@p5DD10F95.dip0.t-ipconnect.de) left irc: Changing host [21:28] Farmboy0 (~quassel@xoreos/farmboy0) joined #scummvm. [21:41] Styrbjorn (~tommy@c83-251-150-0.bredband.comhem.se) joined #scummvm. [21:43] Styrbjorn (~tommy@c83-251-150-0.bredband.comhem.se) left irc: Client Quit [21:52] Styrbjorn (~tommy@c83-251-150-0.bredband.comhem.se) joined #scummvm. [22:04] i find the lcd3x filter very nice on day of the tentacle rsn8887 :) [22:05] in "fullscreen" [22:05] What Did you already implement it?? [22:05] yes [22:05] Nice!!!! [22:06] Styrbjorn (~tommy@c83-251-150-0.bredband.comhem.se) left irc: Quit: leaving [22:06] just need a way to handle the "scaler" choice (i just hardcoded it for lcd3x for now) [22:06] Are you using the fbo vita2d branch or has filter support made it into mainline Vita2d? [22:06] how do you do a screenshot on vita ? [22:06] dont remember [22:06] yes [22:06] it will be added (your filter) [22:07] Styrbjorn (~tommy@c83-251-150-0.bredband.comhem.se) joined #scummvm. [22:08] Hmm there is a recent PR by lubomyr on scummvm master where he added "extra options" I thought that could work for vita options too: https://github.com/scummvm/scummvm/pull/905 [22:08] There's a screenshot attached there, too. [22:08] http://files.mydedibox.fr/files/Dev/2017-02-19-230724.jpg [22:08] Styrbjorn (~tommy@c83-251-150-0.bredband.comhem.se) left irc: Client Quit [22:09] it's really better on the vita screen :p [22:10] Yes it looks very nice I still prefer the sharp-bilinear-simple look but it is a matter of taste. Hmm what that should give a speed increase because with that sharp bilinear simple (and any other) filter you can get sharp pixels without using the software 2x option I guess [22:12] I am not sure how to pull a pull request from master into local branch before the or was merged??! [22:12] ^ it was merged [22:13] I am pretty sure lubomyrs code already works [22:13] I was thinking of mouse speed options and deadzone options, too. [22:53] yes i think it should be faster for sharp bilinear [23:05] Farmboy0 (~quassel@xoreos/farmboy0) left irc: Read error: Connection reset by peer [23:10] Styrbjorn (~tommy@c83-251-150-0.bredband.comhem.se) joined #scummvm. 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