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[08:17] <waltervn> morning
[08:18] <wjp> hi
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[08:34] <[md5]> good morning
[08:35] <[md5]> wjp: I saw your notes last night... does it save all info about menu items, or just their enabled state?
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[09:18] <wjp> [md5]: hard to say. SSCI's save system is in many ways a memory dump
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[09:18] <wjp> so presumably all info
[09:19] <wjp> interestingly it seems we have realized this in 2010 too
[09:20] <wjp> I wonder how much easier we would make life for ourselves if we just save a bit more state. Restoring (esp. from launcher) is currently quite complex
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[10:55] <WooShell> good meowning =^.^=
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[12:01] <Strangerke|work> hi guys
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[12:29] <wjp> ah, the prince coverity results
[12:30] <DrMcCoy> ScummVM's defect density is pretty high
[12:32] <WooShell> well, go fix it :p
[12:32] <DrMcCoy> I managed to get gob down to one issue (and that one's Strangerke|work's doing ;))
[12:32] <fuzzie> DrMcCoy: how's your defect density?
[12:33] <DrMcCoy> Well, I'm all defect
[12:33] <DrMcCoy> The one left in gob is just an unused value, so nothing important
[12:34] <DrMcCoy> I could just remove the offending line
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[12:35] <DrMcCoy> Strangerke|work: What was the reasoning for that bit in the first place? Just what you've found in the disasm? Or is there more stuff after that that you haven't RE'd?
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[12:39] <wjp> that's actually quite suspicious code
[12:40] <DrMcCoy> Inter_Playtoons::oPlaytoons_printText()?
[12:41] <wjp> yes
[12:41] <wjp> it might make sense to move the i=0 from the for loop initialization clause to outside of the do {} while
[12:42] <wjp> because i is then always the length of the currently filled part of buf
[12:42] <wjp> whereas currently it's reset to 0 every iteration of the do {} while
[12:42] <wjp> which is very suspicious
[12:43] <wjp> hm, OTOH, that "always the length of ..." is also not always, because the return value of the second peekbyte() si different from the first one. Argh.
[12:44] <wjp> but only in the != case, so no, that might still make sense. So I'm standing by my theory that the i=0 in the for may very well be wrong
[12:45] <DrMcCoy> If you look into inter_v1.cpp:932 , o1_printText(), you'll see where it comes from initially
[12:45] Action: wjp peeks
[12:46] <DrMcCoy> The conditional DRAW_PRINTTEXT is new
[12:47] <wjp> interesting
[12:47] <wjp> especially that added 'i=0' behind the DRAW_PRINTTEXT
[12:48] <DrMcCoy> Yes
[12:48] <wjp> this is really making me want to look at asm
[12:48] <DrMcCoy> You'd regret that :P
[12:48] <wjp> or actually making me want to tell Someone Else(tm) to go look at asm :-)
[12:48] Action: DrMcCoy points at Strangerke|work :P
[12:48] Action: wjp joins the pointing
[12:49] <DrMcCoy> And yes, I know that that spriteOperation stuff is a big mess
[12:50] <DrMcCoy> Cleaning that up is still on my TODO
[12:53] <wjp> some people should have a look at this coverity list. For example those SCI engine people... *cough* :-)
[12:54] <fuzzie> it is v.useful tool
[12:54] <fuzzie> as long as you can ignore all the dumb stuff it says
[12:54] <DrMcCoy> Yes, of course
[12:54] <wjp> oh, they seem to have added tainting
[12:54] <wjp> that'll be interesting
[12:56] <DrMcCoy> Yeah, they're mostly false positives for us
[12:56] <DrMcCoy> Yes, okay, I am reading data out of a file and use that as a loop counter, or to malloc data. Big Whoop
[12:56] <DrMcCoy> Unless I'm missing something, that's as intended
[12:57] <wjp> let's just say we've more or less implicitly decided not to be very security-conscious
[12:57] <DrMcCoy> lol
[12:58] <DrMcCoy> But really, is there anything we could do to make this "more secure"?
[12:59] <DrMcCoy> Add checks so that the number we read from the file is in a "sane" range, whatever that means?
[12:59] <droid2727> DrMcCoy: rm -rf engines/gob
[12:59] <DrMcCoy> :O
[12:59] <wjp> handle failed allocations, ensure loop bounds are consistent with buffer sizes, etc...
[13:01] <wjp> ensuring relative offsets to data still point to inside the buffer is probably a major one, too
[13:01] <DrMcCoy> I think we already do the second one, mostly implicitly because the buffer size is allocated to be exact for the loop
[13:02] <wjp> I'm pretty sure we will have places where there is redunancy in these things, and we don't check for consistency. (For example using file size, and then later also some size field inside the file)
[13:02] <DrMcCoy> hmm
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[13:30] <Strangerke|work> to answer playtoons' question: my memory is more or less equivalent to the one of a red fish. What is gob?
[13:30] <Strangerke|work> Is it the other name of DEV?
[13:31] <wjp> will answering yes to that help?
[13:31] <Strangerke|work> :D
[13:32] <Strangerke|work> anyway, I don't remember at all
[13:32] <Strangerke|work> (les opticiens)
[13:32] <Strangerke|work> (that was a joke for SylvainTV)
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[14:09] <Strangerke|work> DrMcCoy: I don't even remember what's missing in playtoons
[14:09] <Strangerke|work> Printing was missing for sure
[14:09] <Strangerke|work> saving STK
[14:09] <Strangerke|work> slicing properly the text to allow the user to repeat a single word....
[14:10] <Strangerke|work> encoding a video in VMD format?
[14:10] <Strangerke|work> Wasn't there some network support required too?
[14:10] <DrMcCoy> brrr
[14:11] <Strangerke|work> Wasn't clone2727 supposed to handle that?
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[14:17] <wjp> encoding?!
[14:17] <DrMcCoy> Yes...
[14:18] <wjp> and in a specific format at that?
[14:18] <wjp> that seems rather bizarre
[14:19] <DrMcCoy> The Playtoons games feature a playground where arrange objects and creatures in an isometric view, and then you press "play" and the creatures run around. When they run into each other, they interact for a few seconds
[14:19] <DrMcCoy> And you can record that into a video
[14:19] <DrMcCoy> And yes, the original produces VMDs
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[14:19] <DrMcCoy> where you*
[14:20] <wjp> so I'm guessing it would be perfectly fine to encode in any format we can play?
[14:20] <DrMcCoy> Probably, yes
[14:21] <DrMcCoy> As long as I can integrate the playback back into gob, so that in-game, I can play them back again
[14:22] <DrMcCoy> So yeah, we could use...what was it, DXA?
[14:27] <SylvainTV> I saw the Strangerke joke. oh my.
[14:27] <SylvainTV> :P
[14:28] <SylvainTV> btw DrMcCoy, why isn't the degob extractor able to extract itk?
[14:28] <SylvainTV> just stk?
[14:28] <DrMcCoy> It is able to extract ITK
[14:28] <DrMcCoy> ITK == STK
[14:28] <SylvainTV> is it ?
[14:28] <DrMcCoy> Yes
[14:28] <SylvainTV> i tried with the gui
[14:28] <SylvainTV> tools gui
[14:29] <DrMcCoy> No idea about the GUI
[14:29] <DrMcCoy> I never use it
[14:29] <DrMcCoy> I always use the CLI thing
[14:30] <DrMcCoy> extract_gob_stk can't extract some newer STK/ITK, though, in certain newer Adi games
[14:30] <SylvainTV> ah
[14:30] <SylvainTV> that's probably the problem then
[14:30] <SylvainTV> i tried it on last dynasty stk & itk
[14:30] <SylvainTV> stk worked
[14:30] <SylvainTV> itk didn't
[14:31] <DrMcCoy> Well, The Last Dynasty should be supported
[14:31] <DrMcCoy> Use the CLI tool
[14:32] <SylvainTV> i was hoping to not have to recompile it :p
[14:32] <SylvainTV> or you mean scummvm-tools-cli ,
[14:32] <DrMcCoy> yes
[14:33] <SylvainTV> D:\RE\scummvm-tools>scummvm-tools-cli --tool extract_gob_stk -o d:\re\ld\cd1 d:
[14:33] <SylvainTV> \re\ld\CD1.STK
[14:33] <SylvainTV> works
[14:34] <SylvainTV> D:\RE\scummvm-tools>scummvm-tools-cli --tool extract_gob_stk -o d:\re\ld\cd1 d:
[14:34] <SylvainTV> \re\ld\CD1.ITK
[14:34] <SylvainTV> doesn't
[14:34] <SylvainTV> Unexpected input file 'd:\re\ld\cd1.itk'!
[14:34] <DrMcCoy> wat
[14:35] <SylvainTV> ok funnyly enough
[14:35] <SylvainTV> i renamed the file to
[14:35] <SylvainTV> cd1.itk.stk
[14:35] <SylvainTV> and it works :p
[14:35] <DrMcCoy> Ugh
[14:35] <wjp> stupid tool
[14:35] <DrMcCoy> yes
[14:36] <DrMcCoy> Not my fault
[14:36] <SylvainTV> must be a extension wrong filter
[14:36] <DrMcCoy> I didn't rewrite the file opening
[14:36] <DrMcCoy> That was done for theie tools GSOC task
[14:36] <SylvainTV> probably only expects stk
[14:36] <SylvainTV> then
[14:37] <DrMcCoy> Damn ridiculous
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[14:38] <SylvainTV> :)
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[18:04] <icanntspell> Is there a dev that could have a look at pull request 513? It would help me testing with my other branches if it got in :)
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[18:42] <GitHub175> [scummvm-tools] criezy pushed 1 new commit to master: http://git.io/Yrbokw
[18:42] <GitHub175> scummvm-tools/master 1bc845f Thierry Crozat: TOOLS: Fix inputs handling for extract_gob_stk...
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[18:43] <DrMcCoy> yay
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[19:18] <GitHub87> [scummvm-tools] criezy pushed 1 new commit to master: http://git.io/i_YNiA
[19:18] <GitHub87> scummvm-tools/master 6f89394 Thierry Crozat: TOOLS: Make input files handling more robust...
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[19:46] <wjp> Strangerke, DrMcCoy: does either of you have a usable playtoons IDB?
[19:46] <Strangerke> I need to search a bit, possibly
[19:47] <Strangerke> the IDB for Bambou could help a lot too... as it's a playtoons "light"
[19:47] <DrMcCoy> I don't
[19:47] <Strangerke> I have to leave now, I'll seach later in the evening
[19:49] <wjp> oh, this code is already 5 years old I see
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[22:57] <DrMcCoy> dammit clones
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[00:00] --- Tue Oct 21 2014