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[16:20] <WooShell> meow =^.^=
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[16:56] <omer_mor> m_kiewitz: there?
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[17:01] <snover> augh. more trouble with screen updates.
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[17:04] <_sev> snover: sup?
[17:05] <snover> _sev: oh, just working on sci32 room transitions
[17:05] <snover> the scroller at the beginning of lsl6hires is not updating the screen properly
[17:05] <snover> https://zetafleet.com/i/579646f991227.png
[17:06] <_sev> I saw that working
[17:06] <_sev> perhaps it was all wrong before?
[17:06] <_sev> ah, it was lores
[17:07] <snover> the right half of the screen not updating is reminding me of some problem i saw in the past with both lsl6hires and gk1
[17:07] <snover> but i dont remember what it actually was&
[17:08] <_sev> width hardcoded?
[17:08] <snover> one time it was an integer overflow, but the second time it was& something else. maybe _moved and _updated being mixed up.
[17:10] <snover> the views update properly but the pics do not. hm.
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[17:19] <m_kiewitz> omer_mor: I am nw
[17:19] <m_kiewitz> now
[17:21] <snover> FWIW, I doubt any of the existing SCI32 entries have totally correct GUIOs; for instance, several games with only digital music have/had options for using Yamaha FB-01 MIDI. So, since at some point they all need to be gone through, Im not sure its so critical to make sure the hoyle5 ones are perfect right now&
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[17:32] <omer_mor> m_kiewitz: can you please take a look at https://github.com/scummvm/scummvm/pull/789 ?
[17:32] <omer_mor> all the reviewers suggested you give the final word...
[17:39] <omer_mor> csnover: I agree
[17:39] <omer_mor> so who will make the call and merge this PR?
[17:42] <snover> everyone asks for m_kiewitz, but i would be happy to merge it unless he has some profound reason not to&
[17:43] <snover> there is nothing here that cannot be fixed later, in any case
[17:43] <m_kiewitz> im currently thinking about reacting on GAMEOPTION_ORIGINAL_SAVELOAD and in case it's not set, then disable save/load patching
[17:44] <m_kiewitz> have to check a few things, after that its fine to merge
[17:44] <m_kiewitz> oh well and i think there is only GID_HOYLE5 atm? shouldn't there be GID_HOYLE5SOLITAIRE etc.?
[17:50] <omer_mor> I thought they could all share a GID since they seem to be all variants of one another
[17:50] <omer_mor> they gid could be split in the future if need arises
[17:50] <omer_mor> the*
[17:52] <m_kiewitz> hmm ok
[18:00] <snover> m_kiewitz: so are we good here? obviously nothing is set in stone if it is added now :)
[18:00] <m_kiewitz> im currently looking into it, moment
[18:01] <snover> alright. just let me know!
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[18:14] <snover> ah, scroll rendering problem solved. phew. not a renderer bug.
[18:47] <snover> I dont suppose anyone feels ambitious and wants to find a bunch of room transition examples for me? :)
[18:50] <snover> the first screen of PQ4 uses iris out, SQ6 uses fades everywhere, I dont know where else they are used
[18:52] <m_kiewitz> i never saw any transitions, i guess sierra didn't use delays or something internally so they went by too fast
[18:52] <m_kiewitz> well i think GK1 had quite a few fade in/outs, but that's all that i can remember
[18:52] <m_kiewitz> do those sci32 transitions work while the engine is still running and changing content?
[18:53] <snover> m_kiewitz: they did, and then later, they didnt 😩
[18:53] <m_kiewitz> SCI0-SCI1.1 did those separately somewhat "inner loop", and they didn't have any delays included
[18:53] <m_kiewitz> urgh
[18:53] <m_kiewitz> have you used code like mine for those inner loop transitions?
[18:53] <m_kiewitz> because otherwise they may be too slow or too fast depending on platform and machine speed
[18:53] <snover> theres throttling
[18:53] <snover> no frame skipping though
[18:54] <m_kiewitz> yes, but my transition code has frame skipping too
[18:54] <m_kiewitz> it basically syncs itself to the computer
[18:54] <m_kiewitz> which is needed, otherwise some transitions take 3-4 seconds on certain platforms
[18:54] <snover> wow, what platforms?
[18:55] <snover> (its really lame too, they started to implement wall clock-based transitions and then just kind of abandoned it but without removing it)
[18:55] <m_kiewitz> hmm, i think certain Windows versions + specific graphic cards that only allow for 60 frames per second at maximum
[18:55] <m_kiewitz> and for example Wii isn't that fast for full screen updates as well
[18:55] <m_kiewitz> all of that is now handled properly, it doesn't matter what a certain platform does
[18:57] <m_kiewitz> and as i said - when running the original interpreter the transitions are way too fast, so basically invisible, which is why we even got bug reports about the transitions being there lol
[19:01] <snover> yeah
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[19:38] <omer_mor> guys, I modified my PR. anyone volunteering to merge it?
[19:43] <m_kiewitz> omer_mor: Oh, the commit should start with "SCI:"
[19:43] <omer_mor> right!
[19:43] <omer_mor> one sec
[19:44] <omer_mor> done
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[19:46] <GitHub18> [scummvm] m-kiewitz closed pull request #789: Add detection to the Hoyle 5 family of games (master...hoyle5) https://git.io/vKyWn
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[19:46] <GitHub188> [scummvm] m-kiewitz pushed 2 new commits to master: https://git.io/vKHX4
[19:46] <GitHub188> scummvm/master 7c19e26 Omer Mor: SCI: Add detection to the Hoyle 5 family of games...
[19:46] <GitHub188> scummvm/master d0b7907 Martin Kiewitz: Merge pull request #789 from OmerMor/hoyle5...
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[19:46] <omer_mor> great, thanks!
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[20:06] <GitHub102> [scummvm] bluegr closed pull request #782: SDL: Fix Windows SDL1 keycodes to use the active keyboard layout (master...sdl-win32-keycode) https://git.io/vKLp6
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[20:06] <GitHub41> [scummvm] bluegr pushed 2 new commits to master: https://git.io/vKHDZ
[20:06] <GitHub41> scummvm/master 914996b Bastien Bouclet: SDL: Fix Windows SDL1 keycodes to use the active keyboard layout
[20:06] <GitHub41> scummvm/master c11cf08 Filippos Karapetis: Merge pull request #782 from bgK/sdl-win32-keycode...
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[20:16] <snover> boy oh boy. plane transitions is tragic. every engine version it seems to be a little different
[20:17] <ScummBot> Port build status changed with c11cf087: Failure: master-wince-split3, master-wince-split2, master-wince-split1, master-wince
[20:17] <m_kiewitz> uh oh
[20:17] <m_kiewitz> it's dead, Jim
[20:19] <snover> indeed.
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[20:24] <GitHub124> [scummvm] sev- pushed 6 new commits to master: https://git.io/vKH9i
[20:24] <GitHub124> scummvm/master 7b7b1cf Eugene Sandulenko: VIDEO: Hid verbose debug output deeper
[20:24] <GitHub124> scummvm/master 81446fd Eugene Sandulenko: FULLPIPE: Streamlined double binary numbers loading
[20:24] <GitHub124> scummvm/master 9eb2c73 Eugene Sandulenko: FULLPIPE: Fix MGM array allocation
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[20:27] <_sev> sigh
[20:29] <_sev> filippos will look into it
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[21:11] <GitHub196> [scummvm] bgK pushed 1 new commit to master: https://git.io/vKHNV
[21:11] <GitHub196> scummvm/master a6efdf6 Bastien Bouclet: SDL: Disable keycode remapping when building for WinCE...
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[21:18] <ScummBot> Port build status changed with a6efdf64: Success: master-wince-split3, master-wince-split2, master-wince-split1, master-wince. Nice work, all ports built fine now
[21:18] <m_kiewitz> horray
[21:20] <snover> thanks bgK! now, to fix those debugger hot keys in sci & :)
[21:21] <m_kiewitz> i wonder if Windows CE SDL maps the keys
[21:21] <m_kiewitz> i doubt it
[21:21] Action: bgK wonders if there are still people actually using WinCE devices for gaming
[21:22] Action: snover wonders if there are still people actually using WinCE devices :)
[21:22] <m_kiewitz> our pharmacy uses barcode scanners using WinCE
[21:23] <m_kiewitz> and our nursing stations uses them as well to order pharmacy stuff
[21:23] <m_kiewitz> i even wrote the software for that :P because the original one was crap
[21:23] <snover> healthcare examples are cheating!
[21:23] <m_kiewitz> pah!
[21:23] <snover> :)
[21:24] <m_kiewitz> i think our pharmacy also uses older WinCE scanners for order picking and they only support WEP WLAN encryption
[21:25] <snover> why even bother& :(
[21:25] <m_kiewitz> but replacing them is a bigger problem - not only are those very expensive (large touchscreen, barcode scanner, etc.) but a special terminal-like software runs on them as well
[21:25] <bgK> some friend of mine develops a GPS tracking device using "Windows Embedded Compact" which is the follow-up to WinCE
[21:25] <snover> quit ruining my hyperbole with things like facts, geez :~(
[21:26] <m_kiewitz> originally i made a separate WLAN, so that WEP was not an issue and connected that via serial cable and a special protocol to our actual LAN
[21:26] <m_kiewitz> but now they dumped that and it's now in our regular LAN lol
[21:26] <m_kiewitz> not my responsibility anymore, so I don't really care :P
[21:27] <m_kiewitz> I developed that scanner software using Lazarus (open source Delphi)
[21:27] <m_kiewitz> which is quite nice, but the FTP library that I used for data transfer had serious issues/bugs on WinCE
[21:28] <m_kiewitz> never tried to run ScummVM on those scanners though.
[21:29] <snover> lol. whyever not :)
[21:29] <bgK> you'd have to print barcodes for text input :D sounds funny
[21:33] <m_kiewitz> nah, they have a touchscreen and a virtual keyboard
[21:33] <m_kiewitz> the virtual keyboard is horrible though
[21:33] <m_kiewitz> but yeah you could even use barcodes for text input lol
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[23:04] <snover> its the new augmented reality game
[23:04] <snover> barcode adventure
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[00:00] --- Tue Jul 26 2016