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[01:23] <ScummBot> Port build status changed with f14c9713: Failure: master-amigaos4
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[05:57] <waltervn> morning
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[06:22] <GitHub64> [scummvm] sev- closed pull request #765: ANDROID: Add support for Leanback Launcher on Android TV (master...master) https://git.io/vraTk
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[06:22] <GitHub12> [scummvm] sev- pushed 3 new commits to master: https://git.io/vraEJ
[06:22] <GitHub12> scummvm/master 497859a Matthew Garrett: ANDROID: Add support for Leanback Launcher on Android TV...
[06:22] <GitHub12> scummvm/master 832d7bb Matthew Garrett: ANDROID: Add support for ScummVM menu on Android TV devices...
[06:22] <GitHub12> scummvm/master 5a4faf3 Eugene Sandulenko: Merge pull request #765 from mjg59/master...
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[06:26] <ScummBot> Port build status changed with 5a4faf34: Failure: master-ouya, master-android_x86, master-android_arm, master-android_mips
[06:27] <fuzzie> heh
[06:27] <fuzzie> I forgot about that.
[06:27] <fuzzie> Does buildbot fail to understand the new manifest elements?
[06:27] <fuzzie> Yep.
[06:28] <fuzzie> I guess we need to upgrade the SDK.
[06:43] <_sev> can you assist with the upgrade?
[06:48] <fuzzie> Sure, but I don't have buildbot access (and might not have time until later).
[06:49] <fuzzie> I know it used to be tricky due to disk space, but if that's resolved now then probably I can just upload a whole SDK though..
[06:53] <_sev> yes, now we have enough space
[06:53] <_sev> and I did not clean up the old builds for a while
[06:55] <fuzzie> great :) so I will try that
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[06:59] <fuzzie> _sev: can you force a rebuild? I could add myself a buildbot web login otherwise
[07:00] <fuzzie> oh hm maybe the config needs updating
[07:00] <_sev> :)
[07:00] <fuzzie> not sure :-)
[07:05] <fuzzie> let's see if I break everything now..
[07:18] <rootfather> hi folks
[07:21] <fuzzie> hmm, I guess maybe this isn't fixing it :-P
[07:22] <fuzzie> hmm
[07:31] <ScummBot> Port build status changed with : Success: master-android_arm
[07:31] <fuzzie> hate everything
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[07:35] <GitHub75> [scummvm] fuzzie pushed 1 new commit to master: https://git.io/vraay
[07:35] <GitHub75> scummvm/master a32c53f Alyssa Milburn: ANDROID: Build against android-23 platform....
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[07:37] <ScummBot> Port build status changed with a32c53f9: Success: master-ouya, master-android_x86, master-android_mips
[07:37] <fuzzie> \o/
[07:39] <_sev> \o/
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[07:56] <Strangerke|work> hi guys
[07:58] <rootfather> hello there stranger
[07:58] <rootfather> http://wiki.scummvm.org/index.php/HOWTO-Release
[07:59] <rootfather> currently updating this for the current versions
[08:00] <rootfather> maybe we should not use "Branching for 1.7.x" and "Branching for 1.7.0", but instead use a more general form
[08:00] <rootfather> "Branching for major releases" and "Branching for bugfix releases"
[08:07] #scummvm: mode change '-o+b Strangerke|work *!*bb7582b@*.183.88.43' by Endy!ender@sand.enderboi.com
[08:07] Strangerke|work kicked from #scummvm by Endy: I think you suck
[08:07] <Endy> um did i do that shit
[08:08] <Endy> my terminals all screwed up brb :P
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[08:09] <rootfather> lol
[08:09] #scummvm: mode change '-b *!*bb7582b@*.183.88.43' by Endy!ender@sand.enderboi.com
[08:10] <Endy> I resumed this screen session and it was running macros every time I pressed a key oops :P
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[08:10] <Strangerke|work> rootfather: done
[08:10] <Endy> Strangerke|work: SORRY! :)
[08:10] <wanwan> hi
[08:10] <Endy> Strangerke|work: I honestly didn't mean that, and don't know why my client picked on you :P
[08:10] <Strangerke|work> Endy :P
[08:12] <rootfather> Strangerke|work erm, I just asked what you think to update the page myself :D
[08:12] <rootfather> but thanks a lot
[08:17] <Strangerke|work> sorry :)
[08:18] <Strangerke|work> I guess there's room for improvement, don't hesitate
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[11:44] <blorente> Hello :) The coding phase beginss
[11:44] <Strangerke|work> hi blorente :)
[11:45] <Strangerke|work> Did you get the latest revision? Is there anything you need I could provide?
[11:51] <blorente> Strangerke|work, I looked at the github of the engine, but the last commit was ages ago
[11:52] <blorente> I'll look more into it
[11:52] <Strangerke|work> yes, the last commit is old (2y) but he only pushed them recently
[11:52] <blorente> However, I have to do some work out of the engine first, to move _sev's Macintosh graphics to...well.. /graphics
[11:53] <Strangerke|work> yep
[11:53] <blorente> Speaking of, I have to talk with _sev when he comes online :)
[11:53] <_sev|work> he is always online
[11:54] <_sev|work> but you need to talk to _sev|work when that nick is visible
[11:54] <blorente> _sev|work, Glad to know :) I just wanted to ask if there are any particularities I should consider when making the move
[11:55] <_sev|work> no, everything is ready there
[11:56] <blorente> Perfect, I'll get to it then :)
[11:56] <_sev|work> there is one tiny thing you need to alter.
[11:56] <_sev|work> I haven't finished moving text input there, so I filter out anything non-mouse related
[11:56] <_sev|work> thus you need to remove that filter
[11:56] <_sev|work> but
[11:57] <_sev|work> since you're working now in your engine as a root
[11:57] <_sev|work> you will not be able to move it to common/ by yourself
[11:57] <_sev|work> thus I recommend to work on it with Strangerke's guidance, test WAGE and then issue a PR
[11:58] <Strangerke|work> with my guidance?
[11:59] <blorente> Yeah, before I try to implement my own engine I have to make sure I don't break anything
[11:59] <blorente> however, as much as I appreciate Strangerke|work's guidance, he's not my mentor, if that's what you meant :)
[12:00] <Strangerke|work> I mean nothing... I was just surprised because I don't know Wage :)
[12:23] <blorente> _sev|work, By the way, a really nice touch with the (c) symbol to replace the apple
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[13:30] <_sev|work_> blorente: thanks
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[14:04] <blorente> _sev|work, Sorry to bother you, but for the life of me I can't get the files inside any of ray's maze games, nor can I get WAGE to recognize them How did you do it?
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[14:05] <blorente> I've tried BasiliskII to see if there were any data files inside, but it doesn't recognize them as mac discs
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[15:04] <rootfather> blorente, have you checked HFSExplorer for accessing mac disk images?
[15:05] <blorente> rootfather, I have, and was working with it when I got help from _sev|work. But thank you :)
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[15:24] <blorente> I have a doubt. I think we agreed to put the abstract macintosh gui in /graphics/macgui. However, I am doutful about whether we sould put the code in the Graphics:: namespace or another one
[15:34] <_sev|work> I think Graphics:: still suit it
[15:35] <blorente> Perfect :) Thanks
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[16:32] <_sev|work> hmmm. where is Github bot?
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[16:35] <_sev|work> what is going on?
[16:35] <_sev|work> is any of the devs here?
[16:40] <_sev|work> github went crazy
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[16:44] <rootfather> define crazy
[16:45] <_sev|work> well, not that crazy anymore. they have issues: https://status.github.com/messages
[16:45] <_sev|work> the thing is that the web access to the repositories does not display last commits
[16:45] <_sev|work> and as you see, no Github bot notifications either
[16:46] <_sev|work> the repo has 4 commits more than displayed on the web
[16:48] <rootfather> strange
[16:49] <rootfather> seems to be only a display issue, you can access the latest commit manually on the website
[16:49] <rootfather> https://github.com/scummvm/scummvm/commit/70ffcf
[16:49] <_sev|work> yes, they are in the repo
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[16:49] <rootfather> is it just me or are github issues more frequent in the past 2 or 3 months?
[16:51] <_sev|work> they are
[16:51] <_sev|work> I think they're coping with scalability issues
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[17:06] <GitHub124> [scummvm] sev- pushed 3 new commits to master: https://git.io/vrV5L
[17:06] <GitHub124> scummvm/master 1f8667c Eugene Sandulenko: BUILD: Fix test compilation with event recorder enabled
[17:06] <GitHub124> scummvm/master 3d89af2 Eugene Sandulenko: COMMON: Fix SortedArray implementation for empty array
[17:06] <GitHub124> scummvm/master 5a8eb1c Eugene Sandulenko: TESTS: Implement SortedArray test
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[17:11] <GitHub108> [scummvm] sev- pushed 1 new commit to master: https://git.io/vrVda
[17:11] <GitHub108> scummvm/master 70ffcf9 Eugene Sandulenko: SCUMM HE: Fixes for Amiga port
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[17:14] <_sev|work> now it's back
[17:14] <_sev|work> well, almost
[17:14] <_sev|work> there is one commit more which is missing :)
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[17:20] <wysiwtf> AMIGAAAAAAAAA
[17:21] <wysiwtf> out of curiosity: what is the lowest end amiga scummvm does run on?
[17:21] <wysiwtf> i doubt i works in old ocs/ecs based machines?
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[17:23] <wysiwtf> oh, amos4
[17:23] <wysiwtf> so ppc based machines
[17:23] <wysiwtf> oh well
[17:25] <wysiwtf> heh but theres still an active atari port for 68k
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[17:38] <GitHub28> [scummvm] sev- pushed 1 new commit to master: https://git.io/vrVpp
[17:38] <GitHub28> scummvm/master fb81670 Eugene Sandulenko: SCUMM HE: Fix warnings
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[17:47] <rootfather> someone using MSYS2 for compiling?
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[17:48] <blorente> rootfather, I am :)
[17:49] <rootfather> do you know a way to static compile/link scummvm?
[17:49] <rootfather> i don't want to have to start scummvm out of the msys shell without getting complaints about missing .dlls
[17:53] <blorente> I'm guessing the --enable-engine-static option does not help, right?
[17:53] <rootfather> let me try this
[17:53] <rootfather> I am using the libraries from the msys2 repository
[17:53] <blorente> Me too
[17:54] <blorente> it complains at config time, but not at compile or runtime
[17:54] <rootfather> when I pass "LDFLAGS=-static" or "CFLAGS=-static" I get errors while compiling
[17:54] <rootfather> can you start the scummvm.exe right out of windows without using the msys2 shell?
[17:54] <blorente> yep
[17:54] <blorente> And from the good ol' command line
[17:55] <rootfather> err
[17:55] <blorente> and it doesn't complain either
[17:55] <rootfather> when I try to start the scummvm.exe I get errors about missing libflac-8.dll and stuff, and scummvm won't start
[17:55] <rootfather> no problem when I start it with ./scummvm from within the msys2 shell
[17:56] <blorente> Hmm... I'm no expert, I just followed the steps here: http://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW-w64
[17:56] <LordHoto> Do you use the MinGW32/MinGW64 shell of MSYS?
[17:56] <rootfather> mingw64 shell, yup
[17:56] <blorente> me too
[17:57] <rootfather> gnarf
[17:57] <blorente> Maybe you missed a step?
[17:57] <rootfather> I missed the first step in the "Common Issues" section
[17:57] <blorente> :)
[17:58] <blorente> It should be named "Common Tissues"
[17:59] <rootfather> but that still doesn't solve the basic problem that you need to have the msys2 environment installed when you want to use scummvm, right?
[17:59] <rootfather> so no static compilation?
[18:01] <rootfather> which means that you have to bundle the necessary .dll files if you want to distribute the .exe, while the official ones have all the .dlls (except for SDL.dll) statically linked right into the binary
[18:02] <rootfather> but I think to achieve that, you have to build all the necessary libs statically from the source code (and not use the ones from the repository) and then link the scummvm.exe statically against the static libs
[18:02] <rootfather> if that makes any sense
[18:04] <blorente> it does, actually
[18:05] <blorente> If you use the ones from the repo, I think that all you get is the .dlls, so it's not possible to statically link
[18:06] <rootfather> seems so
[18:06] <rootfather> hm... i get another error when launching the file directly
[18:06] <rootfather> missing procedure entry __gxx_personality_seh0 in c:\msys64\mingw64\bin\libgraphite2.dll
[18:06] <rootfather> strange
[18:12] <rootfather> no issue again when launching from the msys shell
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[18:32] <waltervn> rootfather: it should run from cmd if you put all the .dlls into the same directory as scummvm.exe
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[19:14] <snover> waltervn: hey, good to see you :)
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[19:32] <waltervn> hi snover :)
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[20:42] <GitHub107> [scummvm] sev- pushed 2 new commits to master: https://git.io/vrwob
[20:42] <GitHub107> scummvm/master 6e55be3 Eugene Sandulenko: SCUMM HE: Cleanup
[20:42] <GitHub107> scummvm/master 4192117 Eugene Sandulenko: COMMON: Fix warning
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[20:45] <GitHub136> [scummvm] sev- pushed 1 new commit to master: https://git.io/vrwK0
[20:45] <GitHub136> scummvm/master c383ed4 Eugene Sandulenko: COMMON: Remove const qualifiers....
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[20:48] <GitHub27> [scummvm] sev- pushed 1 new commit to master: https://git.io/vrwKh
[20:48] <GitHub27> scummvm/master cdbf10c Eugene Sandulenko: COMMON: Fix another warning....
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[21:15] <m_kiewitz> agh
[21:15] <m_kiewitz> i should have seen that
[21:18] <_sev> right
[21:42] <omer_mor_> hi
[21:42] Nick change: omer_mor_ -> omer_mor
[21:42] <_sev> hi
[21:43] <omer_mor> m_kiewitz: I studied bug #7133 and not convinced it's a real bug. I'd appreciate if you go over my notes and tell me what you think.
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[21:44] <omer_mor> I just added them to the bug
[21:44] <m_kiewitz> well it seems it's the same when using the original interpreter
[21:44] <omer_mor> Yes, it's supposedly a bug in the game's scripts
[21:45] <omer_mor> but I think the evidence I found suggests it's intentional
[21:46] <m_kiewitz> well in general its weird though that you can train it, but use it in combat
[21:46] <m_kiewitz> but NOT use it in combat lol
[21:46] <omer_mor> that's actually not weird
[21:46] <m_kiewitz> why not?
[21:46] <m_kiewitz> why should you be able to train them then?
[21:46] <omer_mor> the fighter and paladin are not able to cast spells during battle because of their shield
[21:46] <m_kiewitz> is there any actual use outside of combat?
[21:47] <m_kiewitz> yes, but then it makes no sense to be able to train those spells
[21:47] <omer_mor> I also believe you can cast it outside of battle, and your first blow will be zapped
[21:47] <m_kiewitz> also its weird that it costs no mana
[21:47] <omer_mor> you just can't recharge again during battle
[21:47] <m_kiewitz> ah you can
[21:48] <omer_mor> it's weird there's no mana cost - I agree
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[21:48] <omer_mor> but the scripts seems consistent about their weirdness
[21:48] <omer_mor> at least - that's my take on this
[21:49] <m_kiewitz> well the question is if it was actually really meant to be like that
[21:49] <m_kiewitz> if we could only contact an original game programmer about this
[21:49] <omer_mor> we can always try to approach the coles and ask
[21:50] <omer_mor> Corey cole is not very responsive - I guess he's busy with his HeroU game
[21:50] <m_kiewitz> sure i understand
[21:50] <m_kiewitz> but also right, i think i wouldn't change it unless an original dev/creator says "yeah, that was an oversight and was not meant to be that way"
[21:51] <m_kiewitz> "Despite a weapon only being able to carry a single charge at one time, the spell can be continually cast and will be properly trained."
[21:51] <m_kiewitz> is this about mage/thief?
[21:51] <omer_mor> I would suggest fixing this, if the zap was dispatching the event to several rooms, but the room won't handle it
[21:51] <omer_mor> or vice versa
[21:52] <omer_mor> but since it's both not dispatching and not being handled - I think it's not a real bug
[21:52] <m_kiewitz> it's at least nice that we get stuff like this now. it means that the engine is working really well :P
[21:53] <omer_mor> "Zap can be cast while in combat if the Hero doesn't have a Shield, and thus a free left hand to cast"
[21:53] <omer_mor> Yes - SCI support is awesome =)
[21:53] <omer_mor> I knew that migrating SCI from FreeSCI to ScummVM would pay off ...
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[21:54] <m_kiewitz> well basically the whole graphics code was rewritten in 2009/2010 using greg's work
[21:55] <m_kiewitz> i think basically the main thing left from freesci is the (actually really great) VM (unless I'm mistaken)
[21:55] <waltervn> some kernel-related stuff too
[21:56] <m_kiewitz> i count that as VM, like the pathfinding code
[21:56] <[md5]> and the pathfinding and sentence processing code
[21:56] <m_kiewitz> im not sure if part of the music/sound code was rewritten
[21:56] <[md5]> (hello, btw :) )
[21:57] <waltervn> music/sound was rewritten, but it needs to be rewritten again
[21:57] <m_kiewitz> yeah sentence and such stuff is vm for me personally too :P
[21:57] <m_kiewitz> yes, i agree. and we need a SCI midi parser, we can't use the scummvm one unless we rewrite that one too
[21:57] <[md5]> yeah, the sound code needs more work
[21:58] <m_kiewitz> because sci did seeks and such differently. we need to be able to seek to certain bytes and not to certain ticks only
[21:58] <waltervn> yes, I'm mainly referring to the MIDI parser. Driver also need work but I have a lot of that bitrotting away in my github
[21:58] <m_kiewitz> and that even needs to work on a channel basis
[21:58] <[md5]> although it's much more advanced than FreeSCI's sound implementation
[21:58] <[md5]> "advanced" = "feature complete"
[21:58] <m_kiewitz> scummvm midi parser is afaik only able to seek to a specific tick in general and that's it
[21:59] <m_kiewitz> changing that would solve quite a open bugs
[21:59] <[md5]> changing that to be... what?
[21:59] <[md5]> (sorry, I'm confused as to what needs to be done here)
[21:59] <m_kiewitz> well making it possible to seek to certain midi bytes
[21:59] <[md5]> ah
[21:59] <[md5]> right
[21:59] <m_kiewitz> at least on music start, SCI seeked to a certain byte offset per channel
[22:00] <m_kiewitz> and we simply can not do that atm
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[22:00] <m_kiewitz> and some music tracks use this to do extra stuff when a loop is triggered
[22:00] <[md5]> seeking with MIDI is a weird thing
[22:00] <m_kiewitz> but in those cases we execute commands right on music start, when they shouldn't be executed
[22:00] <[md5]> cause you'll need to trigger the MIDI events that are skipped
[22:01] <[md5]> aha
[22:01] <_sev> hi Polynomial-C
[22:01] <Polynomial-C> Hi
[22:01] <[md5]> ooh, gentoo
[22:01] <[md5]> hello Polynomial-C
[22:02] <m_kiewitz> omer_mor: anyway, great work on checking that script code
[22:02] Action: [md5] agrees with m_kiewitz
[22:02] <[md5]> great work indeed :)
[22:02] <[md5]> dissecting game scripts is not fun
[22:02] <[md5]> well, it can be fun, but not always
[22:02] <Polynomial-C> Hi [md5] :)
[22:02] <snover> no joke, i am doing that right now
[22:02] <m_kiewitz> i never played through qfg3, so im not faimilar with that game even from a gameplay perspective
[22:02] <snover> seems that we need to replace a procedure in n64908
[22:03] <[md5]> in what?
[22:03] <snover> all of the sci32 games
[22:03] <[md5]> right... :/
[22:03] <snover> it is some graphics timing script
[22:03] <[md5]> which one?
[22:03] <m_kiewitz> graphics timing script?
[22:04] <snover> it is used for the game to decide whether the video is fast enough, and relies on FrameOut running as fast as possible
[22:04] <m_kiewitz> uh oh
[22:04] <[md5]> oh, right
[22:04] <omer_mor> well, it was *somewhat* fun to me... :-)
[22:04] <m_kiewitz> that was a nightmare for older SCI
[22:04] <[md5]> yeah
[22:04] <[md5]> "speedy"
[22:04] <omer_mor> feels like solving a puzzle
[22:04] <snover> so this is why SQ6 scroll option is turned off by default, it thinks that the video is slow
[22:04] <m_kiewitz> and maybe frameout should really not have any delay in it and actually run as fast as possible for now
[22:04] <omer_mor> But I don't think I would be able to do this without the awesome SCI Companion decompiler
[22:05] <m_kiewitz> i would rather patch the few timer bugs in scripts
[22:05] <[md5]> older SCI games benchmarked the PC on game startup to alter the game's behavior
[22:05] <snover> that is what is going on here too
[22:05] <m_kiewitz> and larry 3 even calculated required pull ups for gameplay by using machine speed
[22:05] <[md5]> and here we thought that they didn't do that in SCI32...
[22:05] <[md5]> meh
[22:05] <m_kiewitz> on faster machines you had to do 1000+ pull ups
[22:06] <[md5]> anyway, this has to be handled eventually
[22:06] <m_kiewitz> but atm we get detected as too slow, so pull ups are fine, but when getting points you don't actually see those points being added one by one
[22:06] <m_kiewitz> because the scripts think that the PC is too slow
[22:07] <m_kiewitz> i wanted to rewrite the speed throttler to handle those cases in a better way
[22:07] <[md5]> yes, m_kiewitz hates that push-ups scene :P
[22:07] <snover> it seems like it would be really easy to just fix this procedure to always return a high value
[22:07] <m_kiewitz> we even have a special detection for that benchmark inside scummvm
[22:08] <snover> not all the games use n64908 either
[22:08] <m_kiewitz> well sure i could patch the script, but that benchmark got modified lots of times and is called differently as well
[22:08] <[md5]> where is it used? SCI2.1 middle?
[22:08] <snover> torin just reads a number from GetConfig, thank goodness :)
[22:08] <m_kiewitz> but we still also have some issues in SCI1.1 games, because sometimes there are inner loops. like for example quest for glory 3 fighting runs in an inner loop
[22:09] <snover> it looks like its SQ6, Shivers, Phant1, LSL6hires, PQ4, GK1
[22:09] <m_kiewitz> and the speed throttler isn't triggered because of that
[22:09] <snover> some other SCI2 games have the n64908 script but dont use it
[22:09] <m_kiewitz> from GetConfig? so the engine itself had a machine speed detection too?
[22:10] <m_kiewitz> or was it an actual config option for the user?
[22:10] <snover> the installer would do a video speed test and then write that information into the config file
[22:10] <m_kiewitz> ah, i wonder why they didn't do that for all games :/
[22:12] <m_kiewitz> i also wonder if that script is also used for gameplay timing
[22:13] <m_kiewitz> like for example when that script detects a fast machine, maybe they set a timer to a higher value or something
[22:13] <m_kiewitz> have you looked into that too?
[22:13] <m_kiewitz> i would hope that they learnt their lesson but you never know
[22:15] <snover> it could be used that way, it seems to be global87 for most of them
[22:15] <snover> its a little weird too, the script number is not always the same for the speed room
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[22:15] <m_kiewitz> thats what they did for older SCI games too
[22:15] <snover> gk1 its 17, phant1 and sq6 its 33, pq4 its 6, shivers its 942
[22:15] <m_kiewitz> i think we detect it by looking for certain object names
[22:15] <snover> it seems its always called speedRoom at least&
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[22:17] <snover> ugh, this is actually a huge nightmare
[22:17] <snover> it looks like its in the other games too but inlined with other stuff
[22:17] <m_kiewitz> that's at least something. in SCI0-SCI1.1 they used 5 or 10 different object names
[22:18] <snover> i see the timing loop in a local procedure in kq7
[22:18] <snover> it uses a different metric too
[22:19] <snover> (if (> speedRating 165) &
[22:20] <m_kiewitz> ah no, we actually even go for specific views now
[22:20] <m_kiewitz> we don't go for object names
[22:20] <m_kiewitz> animate.cpp -> void GfxAnimate::throttleSpeed()
[22:21] <snover> its still called fred too :)
[22:21] <m_kiewitz> yeah, "fred", "Speedy", "ego" I wrote all of those down at some point
[22:21] <m_kiewitz> and at some point i gave up and went for view detection instead
[22:22] <snover> in MGDX it is called fredRm
[22:24] <m_kiewitz> maybe the name of a sierra dev
[22:24] <m_kiewitz> or some internal joke
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[22:24] <GitHub28> [scummvm] sev- closed pull request #757: UFOs / Gnap: Der Schurke aus dem All (master...gnap) https://git.io/vrJLO
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[22:24] <GitHub72> [scummvm] sev- pushed 235 new commits to master: https://git.io/vrwNs
[22:24] <GitHub72> scummvm/master d80c760 johndoe123: GNAP: Initial commit
[22:24] <GitHub72> scummvm/master ea59c06 johndoe123: GNAP: Clean up scene 28
[22:24] <GitHub72> scummvm/master 22b8cc7 johndoe123: GNAP: Clean up scene 29
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[22:26] <snover> detailLevel 1 to 3& i wonder what this is
[22:27] <snover> looks like lower is better
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[23:00] <GitHub184> [scummvm] sev- pushed 1 new commit to master: https://git.io/vrwj1
[23:00] <GitHub184> scummvm/master 0489a0d Eugene Sandulenko: SCUMM HE: Another step in Amiga port fixes
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