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[00:28] <rsn8887> @snover: are we sure there are no other games that require aspect correction, ones that don't run at 200 or 400 lines?
[00:37] <snover> rsn8887: i do not know what other games may have used non-square pixels
[00:37] <snover> sorry
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[00:53] <rsn8887> @snover: I think there might be a few. But it would require some research. For now I got a huge speed increase in the Vita port by doing AR in Hardware. It is true the menu becomes slightly squished, but on that platform the benefits far outweigh the negatives.
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[01:40] <m_kiewitz> king's quest 6 hires runs at 640x440
[01:40] <m_kiewitz> a few mac versions run at 480x300
[01:41] <m_kiewitz> some other mac games run at 320x190
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[01:52] <rsn8887> m_kiewitz: I would think those should display in 4:3? or what should the aspect ration be?
[01:54] <m_kiewitz> no idea how those actually ran on actual macs.
[01:56] <m_kiewitz> in any case none of those will get corrected right now
[01:59] <rsn8887> Those are definitely some strange aspect_ratios.
[02:00] <rsn8887> Would be nice to scale them to 4:3 in fullscreen.
[02:00] <rsn8887> Or anywhere
[02:01] <rsn8887> But the question is how where they intended to be played? They might have not been designed with 4:3 in mind.
[02:01] <rsn8887> I guess one could look at the aspect of a circle in the game.
[02:02] <rsn8887> If the graphics have a circle. I remember the Sierra Logo was that a perfect circle?
[02:02] <m_kiewitz> those are not aspect ratios
[02:02] <m_kiewitz> i said that those games are running at those resolutions
[02:03] <m_kiewitz> the other mac games running at 320x190 is caused by sierra simply cutting off the top of the games on Mac
[02:04] <rsn8887> I see. Would you say they need aspect correction in ScummVM or not?
[02:04] <m_kiewitz> i have never seen them on actual macs
[02:04] <m_kiewitz> kq6 and gabriel knight 1 run both at 640x440
[02:05] <m_kiewitz> but that's hires mode. lowres mode uses 320x200
[02:06] <snover> gk1 runs at 640x480, not 640x440
[02:07] <snover> unless you are talking about the mac version? in which case i have no idea
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[02:13] <rsn8887> Does ScummVM have a key to exit the Ctrl-F5 menue?
[02:14] <m_kiewitz> snover: oh, sorry. yes. 640x480
[02:15] <snover> rsn8887: escape key
[02:15] <m_kiewitz> rsn8887: esc
[02:15] <snover> ninja
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[02:15] <m_kiewitz> god damnit
[02:15] <snover> :)
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[02:16] <rsn8887> :)
[02:17] <snover> i found some screenshot of the mac version which seems to run at 640x400, but i also dont know if thats intentional since i think its from an emulator
[02:17] <snover> its certainly not correct&its squashed.
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[02:19] <rsn8887> Well ScummVM has a lot of game information internally. It might be possible to add a "aspect ratio" entry for each game and then the AR correction could correct all of them.
[02:20] <rsn8887> But it should depend on the Host screen too. I never understood the AR, for example on widescreen monitors vs. 4:3 monitors etc. Does it really get all that correct? It seems all it does is 200->240 or 400->480 and that is it.
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[02:26] <rsn8887> Hmmm the onscreen keyboard is missing cursor keys, and numeric keypad buttons.
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[02:39] <snover> rsn8887: i think you may be confusing display aspect ratio with pixel aspect ratio; we are dealing with the latter
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[02:42] <rsn8887> snover: So it will be correct as long as the user's display has square pixels.
[02:42] <rsn8887> fair enough
[02:42] <rsn8887> since all modern displays have square pixels.
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[02:43] <rsn8887> Including the Vita and other handhelds. So that should be fine.
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[04:28] <ScummBot> Port build status changed with be763b59: Failure: master-android_arm, master-android_mips, master-android_x86
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[07:13] <GitHub12> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyfM3
[07:13] <GitHub12> scummvm/master 9cfec74 Eugene Sandulenko: DIRECTOR: Lingo: Show execution trace at earlier debug levels
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[07:13] <GitHub107> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyfMZ
[07:13] <GitHub107> scummvm/master 1de760b George Kormendi: I18N: Update translation (Hungarian)...
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[07:22] <GitHub161> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyfM9
[07:22] <GitHub161> scummvm/master a3a74c7 Eugene Sandulenko: DIRECTOR: Lingo: Clarified compile and exec debug level messages
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[07:29] <ScummBot> Port build status changed with 9cfec74a: Success: master-android_arm, master-android_mips, master-android_x86
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[07:41] <ScummBot> Port build status changed with a3a74c70: Success: master-ouya
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[07:43] <_sev> done
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[08:21] <waltervn> morning
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[12:04] <GitHub158> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyJL9
[12:04] <GitHub158> scummvm/master 15cbf74 George Kormendi: I18N: Update translation (Hungarian)...
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[12:05] <GitHub105> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyJL7
[12:05] <GitHub105> scummvm/master 0bade39 Rouven Bauer: I18N: Update translation (German)...
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[15:43] <WooShell> meow =^.^=
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[17:21] <snover> wahoo, the palette saving code changed at some point between sq6 and sci3
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[17:38] <m_kiewitz> horray
[17:38] <m_kiewitz> be thankful that there were just a few sci2+3 games and also not 10 versions per game :P otherwise you would go mental
[17:39] <snover> yeah
[17:39] <snover> but at least you could disassemble all of the sci16 games right :)
[17:39] <m_kiewitz> (10 interpreter versions, sure that's a tiny bit of over exaggeration, still)
[17:40] <m_kiewitz> right now i have over 100 .idbs in my *common* sci16 interpreter directory :P
[17:43] <rsn8887> My shader menu code is completely refactored and works without adding platform-specific code to common.
[17:43] <rsn8887> I made a PR to Cpasjuste's Vita branch. If he merges it, the shader menu (currently only displayed on Vita) will become available to all ScummVM developers.
[17:44] <rsn8887> Two things need to happen first:
[17:44] <rsn8887> Cpasjuste has to merge my PR#11 on his Vita branch.
[17:44] <rsn8887> In that I also fixed a lot of formatting issues.
[17:44] <rsn8887> That should make review of https://github.com/scummvm/scummvm/pull/901
[17:44] <rsn8887> easier once my PR is merged by Cpasjuste
[17:45] <rsn8887> Then the Vita support PR should be merged
[17:45] <rsn8887> ANd then the shader menu will be active on the Vita port but could be used by anybody else.
[17:46] <rsn8887> https://github.com/scummvm/scummvm/pull/901
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[18:13] <snover> Harekiet: so the good news is that i have fixed the ego palette problem, the bad news is all your savegames are invalid :) :(
[18:16] <Harekiet> snover haha lovely, I guess I won't be updating my git then :P
[18:17] <Harekiet> I've got 2 savegames that cause scummvm to crash if I load them after eachtother though
[18:20] <snover> yikes
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[18:26] <GitHub181> [scummvm] sev- pushed 3 new commits to master: https://git.io/vyUTk
[18:26] <GitHub181> scummvm/master e65df86 Eugene Sandulenko: DIRECTOR: Encapsulated _nextMovie parameters into a string
[18:26] <GitHub181> scummvm/master 99f976e Eugene Sandulenko: DIRECTOR: Lingo: Initial code for func_play()
[18:26] <GitHub181> scummvm/master 5eb38c5 Eugene Sandulenko: DIRECTOR: Lingo: Initial code for func_playdone()
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[18:26] <GitHub150> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyUTm
[18:26] <GitHub150> scummvm/master 6933542 Eugene Sandulenko: I18N: Update translation (Hungarian)...
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[18:32] <GitHub50> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyUkq
[18:32] <GitHub50> scummvm/master 4b36478 Eugene Sandulenko: DIRECTOR: Lingo: Clarified 'play' and 'play done' implementations
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[20:39] <rsn8887> _sev: Tell me if you need anything else for PR#908 I think it should be ready to go and it fixes the really annoying "random speed-up" of analog joystick mouse pointer: https://github.com/scummvm/scummvm/pull/908
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[20:59] <_sev> rsn8887: just checked. it is fine. merging. great work
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[21:00] <GitHub51> [scummvm] sev- closed pull request #908: SDL: Fix erratic analog pointer + control options (master...upstream) https://git.io/vDpkL
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[21:00] <GitHub139> [scummvm] sev- pushed 2 new commits to master: https://git.io/vyUza
[21:00] <GitHub139> scummvm/master 45bd7a8 rsn8887: SDL: Fix erratic analog pointer + control options...
[21:00] <GitHub139> scummvm/master 8a547c8 Eugene Sandulenko: Merge pull request #908 from rsn8887/upstream...
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[21:00] <GitHub61> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyUzr
[21:00] <GitHub61> scummvm/master c1c2c79 Thierry Crozat: I18N: Update translations templates
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[21:02] <GitHub195> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyUz9
[21:02] <GitHub195> scummvm/master a655e45 jeroen klop: I18N: Update translation (Dutch)...
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[21:02] <GitHub177> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyUzd
[21:02] <GitHub177> scummvm/master b7c9afe Eugene Sandulenko: I18N: Update translation (Dutch)...
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[21:46] <snover> rsn8887: kbdMouseSpeedValues is unused?
[21:49] <rsn8887> snover: oh my, yes it is unused my bad. Could be removed in a code cleanup commit?
[21:49] <snover> yeah.
[21:50] <rsn8887> snover: it is leftover from when I originally thought it would be a dropdown. But a slider made more sense.
[21:51] <rsn8887> btw I finished my refactoring of the shader menu. It is not polluting COMMON namespace anymore. However, since I have been working on the Vita branch myself, and the shader menu is currently only implemented on VIta, it is part of my last commit there. I hope Cpasjuste will decide to pull it in.
[21:55] <rsn8887> snover: since my PR is merged is it ok to pull my local upstream branch and use it for new commits towards new PR's, or shall I delete it first and make a new upstream?
[21:55] <rsn8887> snover: github told me my branch can now be deleted b/c the PR has been merged
[21:55] <snover> yeah, you can do whatever
[21:55] <rsn8887> snover: ok I will pull and keep working on that too.
[21:56] <snover> you should just avoid making merge commits from upstream back into your branch
[21:56] <rsn8887> Yes.
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[22:20] <rsn8887> and if I cherry-pick from my development branch into master, only the files with changes in that cherry-pick are updated?
[22:20] <rsn8887> sorry into my upstream
[22:20] <rsn8887> not into master
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[22:36] <rsn8887> is there any reason why ScummVM might crash in scumm games if -O2 or -O3 optimizations are used?
[22:37] <rsn8887> This happens on the Vita port...
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[22:42] <GitHub169> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyUMq
[22:42] <GitHub169> scummvm/master 966f75c Eugene Sandulenko: DIRECTOR: Lingo: Fix b_moveableSprite() stub
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[22:58] <GitHub7> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vyUyI
[22:58] <GitHub7> scummvm/master 32965e4 Strangerke: CRYO: Some renaming
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[23:31] <snover> rsn8887: im not sure exactly what your branch strategy is. you have an `upstream` branch that tracks scummvm master branch?
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[00:00] --- Sat Feb 25 2017