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[00:26] <snover> oh, phantasmagoria. why do you check videospeed *and* call the script timing subroutine
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[02:00] <ScummBot> Port build status changed with 0489a0d3: Success: master-amigaos4
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[02:59] <Lightkey> https://twitter.com/Sierra_OffLine/status/733402043503812612
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[05:12] <GitHub175> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/vrrRs
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[05:20] <waltervn> morning
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[05:36] <rootfather> mornin'
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[05:56] <GitHub167> [scummvm] Strangerke pushed 4 new commits to master: https://git.io/vrrEr
[05:56] <GitHub167> scummvm/master a923745 Strangerke: GNAP: Fix some uninitialized variables
[05:56] <GitHub167> scummvm/master d70e3dd Strangerke: GNAP: Fix out of bound access in alternate font code
[05:56] <GitHub167> scummvm/master afbf113 Strangerke: GNAP: Fix code alignment
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[06:04] <rootfather> I'm trying to figure out how I could add support for building scummvm with fluidsynth and mpeg2 integrated with MSVS, the current create_project code disables those libraries
[06:05] <rootfather> but I think if this is an easy task, somebody would have done this already :P
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[07:33] <m_kiewitz> http://nintendoeverything.com/creator-wants-to-buy-the-monkey-island-and-maniac-mansion-ips-from-disney/
[07:33] <m_kiewitz> n comes Ron Gilbert, the designer/creator of Monkey Island as well as Maniac Mansion. On Twitter, he expressed interest in buying the Monkey Island and Maniac Mansion IPs.
[07:43] <rootfather> woooooohoo
[07:43] <rootfather> great news
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[08:26] <Strangerke|work> hi guys
[08:42] <rootfather> hi Strangerke
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[08:54] <wanwan> hi
[08:58] <rootfather> hi wanwan
[09:04] <wanwan> i never managed to rebuild fluidsynth in msvc myself, too
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[09:08] <GitHub95> [scummvm] sev- pushed 1 new commit to master: https://git.io/vrrSR
[09:08] <GitHub95> scummvm/master ed5adcb Eugene Sandulenko: SCUMM HE: Fix bug with parameter initialization, add more debug output
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[09:09] <broosky> m_kiewitz would be great to see more monkey island games
[09:09] <broosky> but tbh the best outcome of this would be if ron would sell his soul to the devil
[09:09] <broosky> and the devil (disney) would sponsor his future endeavours giving a more or less free hand
[09:09] <broosky> a monkey island film could follow
[09:10] <broosky> and an indy game would be nice as well but i dont think that IP is on the table
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[09:26] <m_kiewitz> wow, NES still gets games (in Japan)
[09:26] <m_kiewitz> http://www.nintendolife.com/news/2016/05/theres_a_new_famicom_game_being_released_in_japan
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[10:04] <Harekiet> Quite a few homebrew games for nes still being made that get sold though
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[10:14] <_sev|work> yes, that's amazing
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[10:19] <GitHub1> [scummvm] Kirben pushed 1 new commit to master: https://git.io/vrrhC
[10:19] <GitHub1> scummvm/master bba1af4 Kirben: SCUMM: Fix bug #3230 PAJAMA SAM 2: Background gfx glitch in intro.
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[10:27] <salty-horse> there are also DOS games being released :) Retro City Rampage had DOS and NES ports (the NES port was never finished) http://arstechnica.com/gaming/2013/02/retro-city-rampage-creator-makes-a-real-playable-nes-port/
[10:27] <salty-horse> gdc talk: http://www.gdcvault.com/play/1023270/From-PS4-to-1-44MB
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[10:46] <rootfather> hi iskrich \o/
[10:48] <iskrich> hi rootfather!
[11:11] <_sev|work> jwz releae XScreensaver 5.35 with my hack
[11:11] <_sev|work> the dream of 20 years came true :)
[11:17] <Strangerke|work> hum?
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[11:22] <salty-horse> :P
[11:24] <salty-horse> _sev|work, this? https://www.youtube.com/watch?v=TbWZ6v5Zzk8
[11:24] <_sev|work> exactly
[11:24] <salty-horse> giving me a headache :)
[11:25] <salty-horse> too faaaaaast
[11:26] <salty-horse> nice
[11:26] <rootfather> looks nice
[11:41] <Strangerke|work> yep, nice :)
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[11:42] <blorente> Evening :)
[11:43] <Strangerke|work> tzag blorente :P
[11:46] <blorente> So, about enums
[11:46] <blorente> is it allowed to name them?
[11:47] <blorente> because there are some WAGE components that use values from the enums that now (after the move) are in Graphics::
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[11:47] <blorente> so every time they are mentioned, they have to be mentioned as Graphics::kSomeMenuHeuight
[11:48] <blorente> if I named them, I could do using Graphics::menuMeasuresEnum or something like that
[11:49] <blorente> I can't find anything about enums in the coding conventions
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[12:49] <blorente> I think I found a solution, can someone take a look? https://goo.gl/28Gnbv
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[15:04] <snover> seven different versions of speed room in 12 games&
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[16:08] <snover> m_kiewitz: can i just unconditionally patch away an entire script using script_patches?
[16:08] <m_kiewitz> ???
[16:08] <m_kiewitz> patch away an entire script?
[16:08] <m_kiewitz> you are talking about that benchmark thing in sci2?
[16:09] <snover> yeah, script 64908 is the subroutine that does the benchmarking, so i want to just replace the subroutine with one that returns zero immediately
[16:10] <m_kiewitz> yes you can of course
[16:11] <m_kiewitz> although i guess the better solution would be to remove the speed throttler in frameout and do it in a different way
[16:11] <m_kiewitz> it would be nice i guess if scripts could detect less powerful machines and then disable animations etc. to improve performance
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[16:18] <blorente1> _sev|work, Should design.h/cpp go into graphics too?
[16:23] <_sev|work> blorente1: why do you need that?
[16:24] <blorente1> I don't, it just seems pretty general
[16:24] <_sev|work> I am not sure that this PICT format is universal
[16:25] <_sev|work> if it happens that MacVenture uses the same format, then this should be renamed and go to image/
[16:26] <blorente1> Allright, perfect :) Thanks
[16:26] <blorente1> I have a couple more questions, but they can wait :)
[16:26] <_sev|work> shoot
[16:26] <_sev|work> now, or I'll be online in an hour or so
[16:28] <blorente1> Well, one is the enum thing that I have commented earlier. To port it between namespaces, I used an "ausiliary namespace" (https://goo.gl/28Gnbv), so that it doesn0t have to be Graphics::kSomeConstant all the time, and to avoid clashes with other potential GUIs
[16:29] <blorente1> And the other one, whether the typedef Patterns should be renamed to something like MacPatterns, if it's going to be Mac-specific
[16:29] <snover> Im just not sure what would be a better way
[16:29] <_sev|work> blorente1: sorry, you're doing it incorrectly
[16:29] <_sev|work> blorente1: first of all, you need only mac* files
[16:30] <snover> giving fixed performance numbers seems like the safest way to be able to control against timing-related bugs
[16:30] <_sev|work> blorente1: and then files like gui-console.cpp should belong to your engine
[16:30] <snover> and, I doubt that the calibration they use would have any relation to slow machines running scummvm
[16:30] <_sev|work> blorente1: unless you need exctly same thing. If so, then it must be refactored into more flexible thing
[16:31] <blorente1> _sev|work: I know, gui-console is still in your engine
[16:31] <_sev|work> blorente1: but so far I made universal only the window manager. And even that one is not universal enough, since the border drawing has a hardcoded style
[16:31] <_sev|work> blorente1: menu should not be reused either
[16:32] <_sev|work> blorente1: each application should have its own menu
[16:32] <_sev|work> blorente1: so, define those constants for yourself
[16:32] <_sev|work> MacMenuConstants is not needed
[16:33] <blorente1> _sev|work: I'm a bit confused. The macmenu and macwindow files should be in graphics, right? And if I understand correctly, the constants are WAGE-specific
[16:34] <blorente1> So I have to define them in some part of WAGE
[16:36] Nick change: blorente1 -> blorente
[16:37] <_sev|work> ah, I see what you mean
[16:37] <_sev|work> sorry, those menu-related constants are leftover in the macmenu.h
[16:37] <_sev|work> see, they are not used in macmenu.cpp at all
[16:37] <blorente> I know :) That was weird
[16:38] <_sev|work> so you do not need to move them to common
[16:38] <_sev|work> I'll move them to wage/something
[16:38] <_sev|work> they actually belong to gui.h
[16:38] <blorente> Ok, meanwhile I can leave them in gui.h
[16:38] <blorente> Yeah, exactly :)
[16:39] <blorente> Okay, perfect :) Many many thanks
[16:39] <blorente> Oh, yeah, and what about the typedef Patterns?
[16:39] <_sev|work> those are needed as they're used in number of places
[16:40] <_sev|work> for font shadowing and desktop rendering
[16:40] <_sev|work> and I was thinking that they actually need to be part of common code
[16:40] <_sev|work> as they're highly reusable
[16:40] <blorente> Yeah, my quesiton was whether I should rename them to not be confused
[16:40] <_sev|work> yes
[16:40] <_sev|work> add Mac prefixes
[16:40] <blorente> Allright
[16:41] <blorente> Thanks a bunch, I'll get right to it
[16:41] <_sev|work> You made me curious regarding the picture format
[16:41] <_sev|work> it would be great if the code could be reused
[16:42] <_sev|work> but in any case, I moved the low-level stuff to garphics/primitives.cpp already
[16:42] <_sev|work> however, if you find out that the picture format is there, then it would let you to move that patterned thick pixel drawing routine to be generalized
[16:42] <_sev|work> which then could be reused in number of places
[16:45] <blorente> I've added it to this week's planning :)
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[17:08] <WooShell> meow =^.^=
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[17:34] <salty-horse> _sev|work, clang says last[XY]Coord need global destructors - engines/scumm/he/moonbase/ai_main.cpp:169
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[17:53] <snover> m_kiewitz: is there some tool that makes it easier to generate patches, or at least to read the corresponding raw byte data from a disassembled script?
[17:55] <blorente> _sev, It turns out that macmenu.cpp does use some of the constants
[17:55] <blorente> unless you have updated since yesterday
[18:00] <m_kiewitz> snover: you can set a breakpoint on that function and then single step, that will give you opcodes + byte data
[18:01] <m_kiewitz> most of the time i use sci viewer to get the script and then use debugger to get the raw bytes
[18:03] <m_kiewitz> and you want to nuke the function anyway, so you will only need the first few opcodes
[18:03] <_sev> blorente: those are related to the menu size, yes
[18:04] <_sev> blorente: but you could just easily move them to macmenu.cpp and do not expose anywhere else
[18:04] <_sev> salty-horse: yes, I use the same. My plan is to wrap it into a proper object. But first I have to fix bugs in it, so I could see that my refactoring doesn't break it
[18:05] <_sev> salty-horse: as currently I'm pass an assert() this morning, but now to another assert()
[18:05] <blorente> yep, but I think it would be better to only put the general ones. For instance, the kMenuWeapons is not general enough. Okay :)
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[18:09] <_sev> blorente: wait. are you talking about kMenu constants that they're used?
[18:10] <blorente> yes. To be specific, about the kMenuAction* bunch
[18:10] <blorente> and the kMenu* bunch
[18:11] <blorente> from the kMenu* bunch only high-level is used
[18:11] <blorente> and from the kMenuAction* bunch, only kMenuActionCommand is used.
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[18:34] <snover> ive forgotten again how to start up in the debugger. what is the command line flag?
[18:36] <blorente> -d <num>?
[18:42] <snover> that sets the debuglevel but i need to halt the vm at the start
[18:42] <snover> couldve sworn there was one like debugonstart or something
[18:43] <snover> or pauseonstart
[18:44] <snover> aha. here it is. --debugflags=onstartup
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[19:49] <GitHub164> [scummvm] Strangerke pushed 2 new commits to master: https://git.io/vrKSq
[19:49] <GitHub164> scummvm/master 93e0f8f Strangerke: AGOS: Fix uninitialized variables
[19:49] <GitHub164> scummvm/master b91d125 Strangerke: GNAP: Remove duplicate code in character
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[19:58] <GitHub153> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vrKH3
[19:58] <GitHub153> scummvm/master 511b37b Strangerke: GNAP: Remove some more duplicate code
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[20:34] <GitHub170> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vrKby
[20:34] <GitHub170> scummvm/master be6f7c0 Strangerke: GNAP: Remove duplicate code. Renaming and cleanup.
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[21:14] <GitHub0> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vr6eh
[21:14] <GitHub0> scummvm/master 2a36415 Strangerke: GNAP: Enlarge some arrays in the alien arcade game
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[21:17] <snover> m_kiewitz: do you know why callk DisposeScript would read a uint16 instead of a byte for the parameter size?
[21:18] <snover> i want to write `0x43, 0x03, 0x04` but it seems to require `0x43, 0x03, SIG_UINT16(0x04)`
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[21:19] <snover> or, well, i guess that should probaby be PATCH_UINT16
[21:24] <m_kiewitz> it seems that's SCI32?!
[21:25] <m_kiewitz> in SCI1 it expects 0x43, 0x03, byte
[21:25] <m_kiewitz> in SCI2 it expects 0x43, 0x03, word
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[21:25] <GitHub69> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vr6fw
[21:25] <GitHub69> scummvm/master a68ef2f Strangerke: GNAP: Initialize the members of CutScene
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[21:25] <snover> well alright then! :o
[21:25] <m_kiewitz> dont ask me why, im not that into sci2+
[21:25] <snover> i wonder what huge things they thought they would be passing to kernel calls
[21:27] <snover> aha, i see it now, deep in script_adjust_opcode_formats
[21:27] <snover> thanks for the pointer
[21:33] <ScummBot> Port build status changed with a68ef2fd: Failure: master-gp2xwiz, master-osx_intel, master-caanoo, master-gp2x, master-amigaos4, master-openpandora, master-motomagx
[21:33] <Strangerke> oups.
[21:37] Action: Strangerke slaps MSVC
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[21:37] <GitHub179> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vr6UP
[21:37] <GitHub179> scummvm/master f37bfb4 Strangerke: GNAP: Remove extra semi-column
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[21:43] <ScummBot> Port build status changed with f37bfb46: Success: master-gp2xwiz, master-osx_intel, master-caanoo, master-gp2x, master-amigaos4, master-openpandora, master-motomagx
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[00:00] --- Wed May 25 2016