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[00:52] <snover> i gotta fix this annoying regression in the transitions before i go back to interactive vmd&
[00:54] <snover> hoping that by moving updateScreen calls out of the event system and into the actual frameout/showbits code, it may illuminate what problem is slowing down the interactive vmds (as well as maybe gaining a minor amount of screen update efficiency)
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[01:46] <GitHub163> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v67vk
[01:46] <GitHub163> scummvm/master 3a20dca Paul Gilbert: TITANIC: Implemented more game classes
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[05:04] <GitHub61> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/v67qu

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[06:12] <Endy> meh
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[07:36] <Strangerke|work> hi guys
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[07:47] <[md5]> hello
[07:55] <Strangerke|work> rah.
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[07:55] <GitHub13> [scummvm] bluegr opened pull request #813: SCI32: Fix dynamic line creation (master...sci32_dynamic_lines) https://git.io/v67Wu
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[07:55] <Strangerke|work> Now I have skillo singing in my head
[07:56] <Strangerke|work> skee-lo
[07:56] <Strangerke|work> https://www.youtube.com/watch?v=ryDOy3AosBw
[07:56] <[md5]> hehe :)
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[08:51] <ignalina> You probably know about this already, but I get a crash in Phantasmagoria, chapter 3, when entering the nursery, with the current Git.
[08:52] <ignalina> ERROR:
[08:52] <ignalina> parameter 0: 0000:0001 (integer)
[08:52] <ignalina> [VM] kDoAudio(Critical): signature mismatch in method sChairRocks::changeState (room 14200, script 14200, localCall ffffffff)!
[08:52] <ignalina> Sorry, that was meant to be a single line.
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[08:56] <[md5]> ignalina: thanks for the report :)
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[08:57] <GitHub59> [scummvm] bluegr pushed 1 new commit to master: https://git.io/v67EH
[08:57] <GitHub59> scummvm/master 380902e Filippos Karapetis: SCI32: Add workarounds for a bug in Torin, in an animation of Lycentia
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[08:57] <[md5]> And with that, Torin's Passage is completable in ScummVM! :D
[08:58] <[md5]> two graphical glitches left, plus the two active pull requests on SCI32
[08:59] <[md5]> kudos to everyone involved, once again :)
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[09:03] <wanwan> sweet
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[09:12] <wanwan> so, sci2 engine is complete now?
[09:12] <[md5]> no, but it's in a pretty good shape
[09:13] <m_kiewitz> has anyone played Snoopy's Grand Adventure?
[09:13] <rootfather> congrats to all people involved in the SCI32 development :)
[09:13] <m_kiewitz> [md5] horray!!!
[09:14] <wanwan> what about other sci2 games - shivers, kq7?
[09:14] <[md5]> KQ7 currently crashes when you change rooms
[09:14] <[md5]> Shivers... I don't know, it should be in a good shape
[09:15] <wanwan> cool
[09:15] <[md5]> play it and see :)
[09:16] <wanwan> yea, probably i should give it a try myself :)
[09:17] <wanwan> great news, anyway
[09:17] <[md5]> yeah, after all these years :)
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[09:21] <m_kiewitz> hey waltervn
[09:21] <m_kiewitz> great news
[09:21] <m_kiewitz> <[md5]> And with that, Torin's Passage is completable in ScummVM! :D
[09:21] <m_kiewitz> <[md5]> two graphical glitches left, plus the two active pull requests on SCI32
[09:21] <m_kiewitz> <[md5]> kudos to everyone involved, once again :)
[09:22] <waltervn> cool :)
[09:26] <rootfather> hi waltervn
[09:27] <rootfather> waltervn: can you open a bugreport for the sdl2 issues with Windows 10 and how to reproduce it?
[09:27] <rootfather> my laptop is running the latest insider build of win 10, so I can test it
[09:28] <waltervn> there's not much to it, start scummvm, wait for computer to go to lock screen, unlock computer, and scummvm has segfaulted
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[09:34] <waltervn> I suppose locking manually also does it, let me see
[09:35] <waltervn> yes it does
[09:36] <waltervn> ah, I notice now that it doesn't segfault until I move my mouse back to the window
[09:37] <waltervn> I'm testing this on the scummvm gui, I suppose an engine might crash it sooner
[09:39] <m_kiewitz> really weird
[09:39] <m_kiewitz> i wonder what's responsible
[09:39] <m_kiewitz> i mean code-wise
[09:47] <waltervn> I should check another sdl2 application too see if it happens there too
[09:48] <m_kiewitz> ah yes
[09:48] <wjp> have you tried it in a debugger?
[09:48] <waltervn> yes, see yesterday's log
[09:49] <waltervn> or maybe it wasn't yesterday. Time is a blur when on vacation ;)
[09:51] <waltervn> it crashes inside the SDL2 DLL called from SDL_UpdateRects
[09:52] <m_kiewitz> where exactly?
[09:52] <m_kiewitz> invalid pointer?
[09:54] <waltervn> no debug symbols for the DLL
[09:55] <waltervn> #0 0x000000006c786938 in ?? () from C:\msys64\mingw64\bin\SDL2.dll
[09:55] <waltervn> #1 0x000000006c786e7c in ?? () from C:\msys64\mingw64\bin\SDL2.dll
[09:55] <waltervn> #2 0x000000006c78703c in ?? () from C:\msys64\mingw64\bin\SDL2.dll
[09:55] <waltervn> #3 0x00000000006a0e05 in SurfaceSdlGraphicsManager::SDL_UpdateRects (
[09:55] <waltervn> this=0x49d11c0, screen=0x4a2d250, numrects=1, rects=0x49d132c)
[10:06] <waltervn> if no one else has this issue, I'll dig into it when I get back home
[10:07] <m_kiewitz> MSVC++ build works fine on your computer?
[10:08] <waltervn> no idea
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[10:42] <rootfather> I can confirm the issue with msys2 build
[10:42] <rootfather> segfault after locking/unlocking in windowed and fullscreen mode
[10:42] <rootfather> running 14905 insider build
[10:42] <rootfather> have to go to work now, see you this evening
[10:43] <rootfather> amd integrated graphics, so likely not a driver issue
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[10:52] <m_kiewitz> waltervn: i can send you a MSVC++ build, so that you can check. Shall I?
[10:53] <m_kiewitz> rootfather: I got integrated graphics too and my system has some issue with full screen mode. So could really be a driver issue as well
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[14:29] Nick change: Deledrius_ -> Deledrius
[14:29] <Deledrius> Obduction is out! ^_^
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[14:44] <m_kiewitz> obduction?
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[16:17] <m_kiewitz> woo!
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[17:20] <WooShell> meow =^.^=
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[18:44] <GitHub121> [scummvm] sev- pushed 1 new commit to master: https://git.io/v65xt
[18:44] <GitHub121> scummvm/master 1111b24 Retro-Junk: FULLPIPE: Fix direction calculation in MctlGraph::getLinkDir
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[19:07] <GitHub19> [scummvm] waltervn pushed 1 new commit to master: https://git.io/v6dec
[19:07] <GitHub19> scummvm/master e228b08 Walter van Niftrik: ADL: Set hires #1, #2 and #0 to TESTING
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[19:09] <snover> waltervn: woo! :)
[19:19] <[md5]> congrats waltervn :)
[19:19] <[md5]> and good evening
[19:20] <[md5]> snover: thanks for checking out the changes! :) The error you saw is caused by thick lines which go out of bounds to the left
[19:21] <[md5]> in which case, it seems we should just clip
[19:23] <waltervn> it'd be really nice if I could find hires 3 and 4 now...
[19:28] <[md5]> there were six in total, right?
[19:29] <[md5]> well, 7, including #0
[19:31] <waltervn> yes
[19:40] <snover> wow, i have no idea WTF to do with this main menu resource in PQ4. its just& totally messed up. it says it has 2 loops, and that the second loop has 0 cels& and then the game script asks for loop 9.
[19:41] <snover> i hope this explains the problem with the palette cycling in the sierra logo.
[19:41] <[md5]> um
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[19:41] <[md5]> the engine fixes such kind of wrong requests
[19:42] <[md5]> there are plenty of cases where games ask for out of bounds loops/cels
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[19:42] <[md5]> in screen_item32.cpp
[19:43] <[md5]> are these checks not fired?
[19:43] <[md5]> I mean in ScreenItem::setFromObject()
[20:09] <snover> the script asks for loop 9 is because they hacked in the high resolution resources by only changing the view number, leaving loop & cel the same, relying on the auto-correct in the kernel to fix it. a -1 cel is not invalid unless it is for loop 0, its just a really opaque way to read data from the last cel of the previous loop.
[20:20] <snover> hacks. see, m_kiewitz, look what horror i uncover when i put in error checks :P
[20:20] <m_kiewitz> huh
[20:20] <m_kiewitz> ah
[20:21] <m_kiewitz> ha, so it works just like sci16
[20:21] <m_kiewitz> well not directly, i guess the adjustments are different
[20:22] <m_kiewitz> but yeah that's sierra for you
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[20:24] <GitHub164> [scummvm] csnover pushed 3 new commits to master: https://git.io/v6dOG
[20:24] <GitHub164> scummvm/master 1b6ea78 Colin Snover: SCI32: Remove error check for negative celNo...
[20:24] <GitHub164> scummvm/master 64f4ad4 Colin Snover: SCI32: Fix incorrect boolean operator
[20:24] <GitHub164> scummvm/master 71294a8 Colin Snover: SCI32: Remove extra ! in error message
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[20:34] <L0ngcat> waltervn: what platforms are supported? only C64?
[20:34] <L0ngcat> waltervn: and congrats :)
[20:38] <waltervn> only Apple II
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[20:41] <GitHub179> [scummvm] sev- pushed 1 new commit to master: https://git.io/v6dGW
[20:41] <GitHub179> scummvm/master 35243a2 Eugene Sandulenko: DIRECTOR: Implemented uncompressed 1bpp pictures. Works sometimes
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[20:45] <m_kiewitz> _sev: works sometimes? o_O
[20:46] <_sev> yes
[20:46] <m_kiewitz> ???
[20:46] <_sev> I have a strong suspicion, that simply my decoding algo is not correct
[20:46] <m_kiewitz> lol :P
[20:46] <_sev> I am not using RE, I am working out of the data
[20:46] <snover> `uint16 someFlaggyThing;` !
[20:46] <m_kiewitz> lol
[20:47] <_sev> not funny at all
[20:47] <[md5]> snover: um, ok, THAT is weird :O
[20:47] <[md5]> (I mean the PQ4 thing)
[20:47] <[md5]> and I love the "works sometimes" thing :D
[20:48] <_sev> snover: if you're curious, I can give you the demo, and you could see by yourself. Maybe you will know what's the problem
[20:48] <m_kiewitz> [md5] sci16 had a few games like that too. That relied on sci correcting cels/loops
[20:48] <_sev> m_kiewitz: same
[20:48] <_sev> I've been struggling with it for two days now
[20:48] <m_kiewitz> and they even changed that at some point and some games need to new behavior
[20:48] <[md5]> _sev: perhaps there's some kind of buffer overflow?
[20:48] <_sev> no, not at all.
[20:48] <_sev> I have more than enough space
[20:48] <m_kiewitz> gimme the demo
[20:48] <snover> _sev: i probably dont know but i can try :)
[20:56] <wjp> _sev: do you increment x one time too often?
[20:56] <_sev> wjp: no
[20:57] <_sev> wjp: it just works for some cases, and for other don't
[20:57] <wjp> in the "skipping compression" loop there seem to be 9 x increments for every 8 bits read?
[20:58] <_sev> right
[20:58] <_sev> but I have a suspicion that the whole "skipping compression" is incorrect
[20:58] <_sev> and that the main part should handle it
[20:58] <_sev> as there is at least another picture with flag 0x20, but skipping compression doesn't help
[20:59] <wjp> I see
[20:59] <_sev> I gave the demo to snover and m_kiewitz
[20:59] <_sev> eriktorbjorn tried to help, but we couldn't figure it out still
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[21:00] <_sev> the flaw must be in the compression algorithm which was copy/pasted from another Mac-related part
[21:00] <m_kiewitz> we figured out the portrait data format in kq6, so i guess this one can't be as crazy
[21:00] <_sev> I believe I took it from the 1bpp pictures
[21:00] <_sev> m_kiewitz: oh, the hardware was very weak. It is a simple RLE
[21:01] <snover> drawMatteSprite is writing out of bounds&
[21:01] <m_kiewitz> btw. we can't use IDA Pro?
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[21:03] <snover> _sev: is it usual to see many syntax error warnings?
[21:04] <_sev> yes
[21:04] <_sev> as I haven't find the flag which distinguishes between text and scripts
[21:04] <_sev> if it exists at all
[21:04] <_sev> e.g. I'm trying to compile all texts, while the original could probably do it on demand
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[21:05] <snover> ok. just wanted to make sure.
[21:06] <_sev> I'm running it as
[21:06] <_sev> ./scummvm -d3 --debugflags=images --debug-channels-only theapartment
[21:06] <_sev> snover: then you have much less noise
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[21:18] <snover> _sev: do you have a emulator comparison?
[21:18] <_sev> yep
[21:18] <_sev> sec, I'll make a screenshot
[21:21] <_sev> snover, m_kiewitz, wjp: http://imgur.com/a/cObPI
[21:22] <_sev> in a reversed order, though
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[21:24] <GitHub99> [scummvm] sev- pushed 2 new commits to master: https://git.io/v6d4q
[21:24] <GitHub99> scummvm/master 381e8fc Eugene Sandulenko: WAGE: Fix think line drawing, as pointed by md5
[21:24] <GitHub99> scummvm/master faf52df Eugene Sandulenko: DIRECTOR: Fix horizontal coordinate calculation in 1bpp uncompressed
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[22:16] <wjp> the +8 for width seems to be doing odd things
[22:16] <wjp> 1065 seems to decode fine when I remove that +8
[22:17] <wjp> (in bitd-decode, that is)
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[22:24] <_sev> wjp: yes, those were just trial and error
[22:24] <_sev> wjp: I have a suspicion that there is just a 'new line' code
[22:25] <wjp> 1110 renders fine if I keep compression enabled and also remove the +8
[22:25] <wjp> (despite the flags 0x20)
[22:25] <wjp> so it seems you're really quite close
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[22:31] <wjp> have you considered enabling/disabling compression based on resource size compared to image size?
[22:32] <_sev> I did. in fact it was my first attempt
[22:32] <_sev> and speaking of the resources
[22:32] <_sev> 1030 I could not decipher with the algo
[22:33] <wjp> is that the vertically moving ... thingie?
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[22:34] <wjp> oh, no, a QUIT button?
[22:35] <wjp> but that's also the thing moving vertically?
[22:36] <_sev> hmm
[22:36] <_sev> same thing for 1065
[22:36] <_sev> no luck
[22:36] <_sev> which is a motoroller I think
[22:37] <wjp> 1065 is fine with the width 8 lower
[22:37] <wjp> (uncompressed)
[22:38] <_sev> oh, yes I see it now
[22:38] <_sev> so, there is no rule
[22:38] <_sev> thus, it must be in the data itself
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[22:42] <GitHub156> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6dwm
[22:42] <GitHub156> scummvm/master e733f81 Paul Gilbert: TITANIC: Implemented more game classes
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[22:45] <wjp> interesting
[22:45] <snover> im back and also will start poking this thing now
[22:46] <wjp> I can get almost everything rendering properly by adjusting width by 8 manually and forcing encryption on/off
[22:46] <wjp> just not quite at the same time yet :-)
[22:48] <wjp> e.g., http://www.usecode.org/scummvm/1.png http://www.usecode.org/scummvm/2.png http://www.usecode.org/scummvm/3.png
[22:49] <wjp> (especially 2 vs 3)
[22:49] <snover> but with wjp on the case, ill probably lose ;)
[22:49] <wjp> bedtime for me :-)
[22:50] <snover> sleep for 1000 hours and ill still probably lose :)
[22:50] <wjp> http://www.usecode.org/scummvm/director_rendering_tries.patch
[22:50] <wjp> that size heuristic for the uncompressed ones seems to get things right most of the time (but I doubt it's the right way to do it)
[22:51] <wjp> the + 8 or not on the compressed case is what fixes the text in 3.png compared to 2.png, but no idea how to discrimate between those yet
[22:52] <wjp> anyway, night
[22:56] <_sev> thx
[22:56] <[md5]> nn
[22:57] <[md5]> snover: The dynamic lines pull request has been updated. I've played the scene again, and it's exactly like the original, without crashes
[22:57] <[md5]> I've included a reference video
[23:00] <wjp> (oh! The uncompressed one might be rounding up to 16 instead of to 8)
[23:01] <wjp> (multiples of 16 instead of multiples of 8, I mean)
[23:06] <_sev> hm
[23:14] <_sev> wjp: the thing is that you did not disable the correction table
[23:15] <_sev> I'm committing your code now to demonstrate it
[23:16] <_sev> snover: that is the baseline
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[23:16] <GitHub50> [scummvm] sev- pushed 1 new commit to master: https://git.io/v6dKM
[23:16] <GitHub50> scummvm/master 3f1f3c5 Eugene Sandulenko: DIRECTOR: More heuristics for 1bpp image decoding. Courtesy of wjp.
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[23:16] <wjp> oh!
[23:17] <wjp> good point, there are corrections :-)
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[23:20] <_sev> time to bed for me
[23:20] Action: _sev &
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[23:32] <GitHub20> [scummvm] wjp pushed 1 new commit to master: https://git.io/v6diW
[23:32] <GitHub20> scummvm/master 224704e Willem Jan Palenstijn: DIRECTOR: Try to simplify uncompressed detection heuristic
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[23:49] <snover> darn it. just when i had some question :)
[23:49] <-- m_kiewitz left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray.
[23:50] <snover> seems im being abandoned by europe
[00:00] --- Thu Aug 25 2016