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[01:19] <GitHub16> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSkgH
[01:19] <GitHub16> scummvm/master 6ecc833 Paul Gilbert: TITANIC: Finished DMatrix class
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[01:22] <Joefish> I have been staring at a palette loading asm routine for an hours wondering how the fuck it even works without incrementing the index. FreeVGA docs to the rescue, on read/write to DAC data 3 bytes for RGB the index gets incremented automatically. TIL..
[01:24] <dreammaster> Yes, some of those early system port accesses are weird. I shudder everytime I try to work on disassembling EGA code, which had parts of different pixels in the same byte, and port accesses were done to specify which part of the pixels you were accessing. Shudder. :P
[01:28] <Joefish> :D Not to mention after the 5th register you try to keep track of your mind lowly sinks into insanity
[01:28] <Henke37> at least those have specs
[01:29] <Joefish> anything specific on your mind Henke37?
[01:29] <Joefish> arcades?
[01:29] <Henke37> for example
[01:30] <Joefish> I'm just starting out here so VGA is already esoteric enough for the beginning :)
[01:31] <Henke37> meanwhile, in an unrelated project Im trying to make heads and tails out of c# code that looks more like sql than c
[01:31] <Joefish> lol
[01:31] <Henke37> while at the same time trying to understand poorly researched file formats
[01:38] <Henke37> on that note, if you know someone who'd love to reverse engineer a visual novel, let me know
[01:40] <Joefish> is it somehow related to the 3DO? :)
[01:41] <Henke37> it's for the 3ds. one letter off.
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[01:43] <Joefish> ah okay. thought that would be another attempt to get someone unaware take a look at plumbers
[01:44] <Henke37> its for Dai Gyakuten Saiban
[01:47] <snover> Joefish: no no no no no no no no no no no no no no
[01:47] <snover> :)
[01:47] <Joefish> nice. I'm sure there are people interested in it. Is there maybe a blackboard on scummvm sit
[01:47] <Joefish> snover: :D
[01:50] <Joefish> snover: do you know if there's a 'blackboard' maybe in the wiki for posting game titles for reversing?
[01:51] <snover> http://wiki.scummvm.org/index.php/Engines perhaps
[01:55] <Joefish> hmm thought something more like a 'Help Wanted' board. the forum also doesn't have a fitting section for it. maybe I'm just missing it
[01:55] <snover> or http://wiki.scummvm.org/index.php/TODO
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[02:04] <Joefish> alright time to sleep. good night
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[05:29] <Joefish> morning
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[05:52] <maxyodedara5> morning
[05:54] <maxyodedara5> i had a doubt Do we make our own cross platform libraries for GUIs or we use Qt
[05:54] <maxyodedara5> i remember reading something about Qt but im not sure
[06:17] <Joefish> Currently I'm not aware of any Qt code in ScummVM but it seems the GUI was once written with Qt
[06:18] <Joefish> according to test/cxxtest/Versions +112
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[07:22] <maxyodedara5> so if i were to work on gui Qt would be the way to go ,right ?
[07:27] <Joefish> depends on what you want to do and if you're already familiar with it. If you just need a movable console window in an opengl app I'd recommend rolling your own instead of including a 'huge' library like Qt. The other extreme would be you're setting out to create a new accounting app for Win/Linux/OSX then yes, Qt is way better than killing yourself with native apis that basically all do the same
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[07:35] <maxyodedara5> i am thinking on working on guis for the touch interface
[07:36] <maxyodedara5> so for that
[07:37] <maxyodedara5> i have to compile scummvm on android and use ndk
[07:38] <maxyodedara5> but wouldnt that restrict me to android
[07:40] <Joefish> ah okay. Well I'm not familiar with that section but I would recommend looking at the work that is already done and build on that. Introduction Qt as a dependency just for touch as a bit much imo but maybe the lead programmers plan to work it over(?) but right now ScummVM uses its own backend reimplementation for a set of classes and you program just against it. But I'm also quite new here so don't take my
[07:40] <Joefish> word and wait for one of the @guys for more reliable information :)
[07:41] <maxyodedara5> i guess
[07:41] <Joefish> I won't necessarily restrict you to android only as the platform specifics are abstracted away
[07:41] <Joefish> but for certain platforms functionality is disabled, probably like touch for e.g. desktop
[07:43] <maxyodedara5> So if i were to make an gui for all the touch based platforms eg ios android Windows how would i do that
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[07:46] <Joefish> that I don't know. But maybe you'll find something on the wiki or by skimming through the source?
[07:46] <logix> I suppose you could write it in SDL, meaning you implement buttons, widgets, ... yourself
[07:48] <logix> but I think that gsoc task isn't supposed to mean "create a new gui", more like "add touchscreen support to the existing one"
[07:49] <maxyodedara5> yeah adding support but if i were to add buttons and icons
[07:49] <maxyodedara5> it would kinda be like making a new gui itself
[07:56] <logix> I'm really not that sure about it - the way I understand the task it's basically about adding a touchscreen theme, which wouldn't look any different from the current gui but accept touchscreen input instead of kbd+mouse input (and for that additional support has to be written)
[07:57] <logix> "not any different" might not be 100% true, but I guess it's supposed to look at the most just slightly different from the current (mouse/kbd) based interface
[07:58] <Joefish> it actually says so explicitly that some problems with the touch interface can be resolved by creating a custom theme + GUI renderer needs to be extended for proper touch support
[07:59] <Joefish> maxyodedara5: so I guess it's best you look at the STX files of the themes and familiarize yourself with the syntax (wiki is helpful) and take a look at the gui code. Once sev is online you can ask him directly
[08:06] <logix> the misunderstanding here might be that "GUI" doesn't necessarily imply things like "widget set", "tree of windows" etc. (->qt, gtk+, ...), it here really just means the graphical interface
[08:43] <Joefish> anyone here using vim?
[08:47] <Joefish> nvm got it
[08:48] <logix> usually nvi, but often vim, yes
[08:48] <logix> (and too late anyway)
[08:48] <Joefish> :)
[08:49] <Joefish> I had a problem with the encoding. vim read it as utf-8 although it was DOS Latin US encoded. :edit ++enc=cp437 <file> solved it
[08:51] <logix> ah, ok, I think there's also :set encoding
[08:52] <Joefish> yea but for some reason instead of rereading the file it converted the already misinterpreted characters to the new encoding :/ so I had to reload the file and force the encoding on load
[09:00] <Joefish> meh.. I've been wondering how the font in a game is encoded and expected some obscure code page or compression. Then I wrote one char on paper and saw it was an uncompressed 5x8 bitmap 90cw rotated :P
[09:01] <Joefish> sometimes it's easier than expected
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[09:15] <logix> oh man, that reminds me of the amstrad cpc, there was a (BASIC) command that allowed you to redefine the character set
[09:16] <logix> something like <command> <chracterindex> <row1>,<row2>,...,<row8>
[09:16] <logix> characterindex obviously 0-255, row1-row8 also 0-255, representing a bitmap of the corresponding row of the character
[09:16] <logix> 8x8 chars
[09:17] <logix> http://www.cpcwiki.eu/index.php/Locomotive_BASIC#SYMBOL_n.2Ci1.5B.2Ci2.2Ci3.2Ci4.2Ci5.2Ci6.2Ci7.2Ci8.5D
[09:17] <logix> close enough :)
[09:18] <Joefish> was sure fun if the program didn't reset the char set to default on exit :P
[09:22] <logix> on home computers software usually didn't terminate, you'd reset the machine
[09:23] <Joefish> who needs clean up routines if the reset button is right next to your keyboard
[09:23] <logix> well, at least that's the case for games - I'm curious now if it perhaps was different for more serious programs, text editors and such
[09:24] <logix> Joefish: yeah, that and then the fact that there was no real boot-time
[09:24] <logix> you got a prompt within at *most* a second or so after setting the power switch to on
[09:25] <Joefish> expected for the 10 minutes of loading the actualy program :)
[09:25] <logix> haha, yeah, possibly more in the case of tapes
[09:25] <logix> (I don't think it *really* was possibly more than 10 mins)
[09:26] <Joefish> I missed the home computer area almost completely. We had a C64 but it wasn't really used (early 90s) and then had a PC relatively early on
[09:28] <Joefish> Most of what I know is from emulators, documentaries or playing at friends house where you had to plan what you wanna play because the load times were so atrociously slow :P
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[09:37] <logix> one thing that only existed in the home computer era was meeting friends in stores and playing with the computers there
[09:38] <logix> the employees were happy because they didn't have the slightest clue of the things and this way potential customers (i.e., usually parents before christmas and such) saw what you could do with them
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[09:47] <Joefish> yea those were definitely different times. I know from a friend of mine that they used to go to stores just to copy games as some of them had two floppy drives and noone realized what was going on
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[11:24] <logix> Joefish: yes, that... ehm... happened :)
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[11:45] <Henke37> who is in charge of the QUEEN engine?
[11:51] <fuzzie> not sure anyone is in charge (joostp is the last person around in AUTHORS for it). do you just want to ask questions about code, or..?
[11:51] <Henke37> just want to know if Im doing things right in my fork
[11:57] <fuzzie> ah. I have no idea about the IDs :-/ I am curious though, what do you plan to do with them?
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[11:59] <Henke37> nothing right now. could be useful if someone picks up my old idea of smart guides
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[15:23] <maxyodedara5> When does sev usually come online
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[15:36] <criezy> He is online but possibly not in front of his computer.
[15:36] <criezy> I expect he might be here late afternoon or in the evening, in a few hours (he's on Central European Time).
[15:37] <criezy> Also I would suggest you use his exact nickname (with the underscore: _sev) so that he gets a notification that you were looking for him.
[15:47] <Henke37> so, who should I talk to about working with the game detection tables?
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[17:11] <Vel0city> To introduce myself more properly, I'm currently a CS undergrad at TEI Athens (Greece) on my second year. I've been programming for around 5 years, though, I've always been interested in it.
[17:13] <Vel0city> Something that's tangentially relevant to ScummVM is that I've been interested in console emulation for a while and I've written 2 emulators.
[17:13] <Vel0city> One is a Chip8 emulator (pretty trivial system) in C++ and my current project is a Game Boy emulator in Rust.
[17:14] <Vel0city> https://github.com/VelocityRa/rustboy
[17:15] <Vel0city> I've also written a tiny VM for a language I designed with a friend: https://github.com/raptor-lang/Raptortime
[17:16] <Vel0city> Very very basic, because the project is stopped due to him having school and I'm not interested in continuing myself.
[17:17] <Vel0city> Not much, but at least it shows that I've been interested in something of the type before coming across ScumVM :)
[17:18] <Vel0city> I also contribute to open source projects but I won't spam here more, you can ask me or check out my github (even though not everything is there)
[17:22] <Vel0city> *ScummVM
[17:41] <wanwan> welcome!
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[18:25] <Henke37> Vel0city, so you want to work on director titles
[18:25] <Henke37> how much do you know about Director?
[18:26] <Vel0city> I spent some time learning about it yesterday, I hadn't heard of it before.
[18:26] <Vel0city> Director + Lingo

[18:26] <Henke37> did you hear about how it's also available as a browser plugin under the brand name of shockwave?
[18:37] <Vel0city> yup
[18:38] <Vel0city> I'll research it when it's time, for now I want to get acquainted with the code base
[18:38] <Henke37> I hope that you don't hit any nasty surprises
[18:39] <Henke37> you see, director allowed for native code plugins
[18:39] <Henke37> as well as embedding the flash player
[18:40] <Henke37> oh, and many director games come on hybrid cds. both pc and old power pc mac on the same disc
[18:41] <Vel0city> >you see, director allowed for native code plugins
[18:41] <Vel0city> surely that's not the only engine supported by ScummVM that supports that
[18:41] <Henke37> they were called "xtras" I think
[18:41] <Vel0city> ah yeah
[18:45] <Henke37> oh! and director games love quicktime
[18:46] <Henke37> I don't think Ive seen any quicktime decoder in scummvm yet...
[18:46] <Vel0city> I appreciate every tip btw thanks
[18:46] <Vel0city> hm really
[18:46] <Henke37> I am afraid that Ive never as much as read the manual for director, even less used it
[18:47] <Henke37> then again, Ive played some games made in director
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[18:55] <GitHub122> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSILf
[18:55] <GitHub122> scummvm/master 7d99857 Paul Gilbert: TITANIC: Added CStarPoints1 draw method
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[18:55] <Henke37> oh, and I think director has hardware accelerated 3d
[18:56] <bgK> (there is a very good QuickTime decoder in ScummVM)
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[18:56] <Henke37> at least some less ancient versions
[18:56] <Henke37> bgK, nice. where is it?
[18:56] <Henke37> specifically, which visual studio project is it in?
[18:56] <bgK> Henke37: video/qt_decoder
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[19:03] <Deledrius> Cool stuff, Vel0city.
[19:04] <Deledrius> Heh, yeah Mohawk uses QuickTime.
[19:10] <Henke37> that's one dependency taken care of
[19:17] <Vel0city> So many comparisons with Common::kNoError in the code, this could be abstracted to .isError() and isNoError(), no?
[19:18] <Deledrius> What does that improve?
[19:18] <Vel0city> it's clearer maybe? less code to write?
[19:20] <Vel0city> it's used a lot is my point, isn't that a good reason enough to make it a helper method
[19:28] <Henke37> it's c++. just do an overload to make it convert to bool implicitly
[19:29] <Vel0city> that may be too implicit for my tastes
[19:31] <Vel0city> I mean I could do both
[19:40] <wjp> I don't really see the point of changing this
[19:41] <Vel0city> ok
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[20:23] <Vel0city> how come there are no doxygen docs for some engines?
[20:26] <Henke37> they didn't all come into existence the same way
[20:26] <Henke37> some are imports from other projects
[20:26] <Henke37> others are original engines donated by the game authors
[20:27] <Henke37> and some are just hacked together
[20:29] <Vel0city> I see. Well I know what the first thing I'll do is
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[20:29] <GitHub89> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSIOP
[20:29] <GitHub89> scummvm/master c4ea4c3 Paul Gilbert: TITANIC: Added CStarPoints2 draw
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[21:01] <logix> kill the batman?
[21:02] <Vel0city> hehe
[21:07] <Vel0city> where am I supposed to put command line options within VS? Doing it in the scummvm project gives me an error
[21:07] <Vel0city> I want to put --debugflags=<kDebugLoading>
[21:08] <Vel0city> Error is "Input or output cannot be redirected because the specified file is invalid". File is the scummvm.exe
[21:11] <Vel0city> -d 11 works. I probably fucked up the --debugflags format didn't I
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[21:17] <logix> "<" and ">" in command line options sound wrong, those characters usualy indicate some kind of input or output redirect to the command interpreter/shell
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[21:17] <Vel0city> ah right
[21:17] <Vel0city> of course. thanks
[21:20] <logix> it's probably just --debugflags=kDebugLoading
[21:20] <Vel0city> yup
[21:20] <t0by> Vel0city, hi!
[21:20] <t0by> Great to hear somebody is interested in the Director tasks
[21:21] <Vel0city> hello!
[21:29] <Vel0city> the format above doesn't work either, neither do the integer values they are associated with
[21:30] <Vel0city> issue was the global debug level which I tweaked but still nothing
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[22:01] <logix> Vel0city: I think you have to both enable the channel you want to look at (kDebugLoading) *and* raise the debug level sufficiently high enough
[22:01] <logix> or set the level to 11
[22:02] <logix> that's from a quick look at debug.cpp, I might be misreading the code
[22:02] <Vel0city> I did. It says that it kDebugLoading isn't a valid debug label, that's problem
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[22:02] <Vel0city> and yeah setting -d to 11 works but there's a ton of debug spam then
[22:04] <criezy> Use the debug level name
[22:05] <criezy> I see DebugMan.addDebugChannel(kDebugLoading, "loading", "Loading");
[22:05] <criezy> So that would be --debugflags=loading
[22:06] <Vel0city> ooh, yeah that's probably it, thanks
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[22:29] <GitHub61> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSIC3
[22:29] <GitHub61> scummvm/master 87d894f Paul Gilbert: TITANIC: Added CBaseStarRef process method
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[22:41] <GitHub22> [scummvm] sev- pushed 1 new commit to master: https://git.io/vSICo
[22:41] <GitHub22> scummvm/master 31d6dee Eugene Sandulenko: TITANIC: Fix warning and stray semicolon
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[22:53] <GitHub14> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vSIWq
[22:53] <GitHub14> scummvm/master d708014 Peter Kohaut: BLADERUNNER: Added credits for Blade Runner
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[22:54] <WooShell> meow =^.^=
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[00:00] --- Sun Mar 26 2017