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[00:03] <snover> oops. abrupt departures are my MO lately
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[00:35] <snover> i need to figure out from m_kiewitz how he isolates the object responsible for the next cue.
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[04:00] <snover> apparently, i need to be more conscious of the fact that SCI Companion doesnt search patches directories for patched scripts, so sometimes the decompiled scripts are not the ones the game uses&
[04:01] <snover> after being totally confused about why there was no call to export 13,0 where the decompiled script clearly showed there should be one, i finally figured it out& sierra wrote a patch script that patched out all the video playback for the bayou dance cutscene, including that export call&
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[04:16] <snover> also if anyone else has time and can take care of these uninitialized temp reads so i can focus on fixing gk2 grotto, i would appreciate that https://bugs.scummvm.org/ticket/9810 https://bugs.scummvm.org/ticket/9811
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[07:02] <waltervn> morning
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[08:05] <Simei> morning
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[08:08] <Joefish_> morning :)
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[08:11] <Lightkey> https://twitter.com/icculus/status/869274049490423808 SDL bugs anyone?
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[10:24] <t0by> o/
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[12:49] <P2E> synthesizer sid control active and working! happy morning
[12:53] <t0by> \m/
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[13:04] <TMM> \o/
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[14:41] <rmbeer> jhj
[14:41] <rmbeer> that crazy... 20 ops...
[14:42] <Strangerke|work> and some others are hiding...
[14:42] <rmbeer> this channel have much trolls?
[14:42] <Strangerke|work> not really
[14:42] <TMM> it's to keep all the other ops in line
[14:43] <Strangerke|work> ops are team members
[14:43] <TMM> Strangerke gets really power mad from time to time
[14:44] <Strangerke|work> only on some keyxords, like 'plumbers' or 'hello'
[14:44] <TMM> Hello Plumbers!
[14:45] <Strangerke|work> Tsk. 'Hello' only works when said alone. Because I can't help singing 'I wish'. It's painful.
[14:45] <TMM> How is "I wish" a response to "Hello"?
[14:45] <P2E> I will only say "don't wear ties" then
[14:45] <Strangerke|work> https://www.youtube.com/watch?v=ryDOy3AosBw
[14:45] <TMM> BUT THEY DO WEAR TIES APPARENTLY
[14:46] Action: Strangerke|work hugs P2E
[14:46] <TMM> THAT GAME IS FULL OF LIES
[14:46] <Strangerke|work> that's true too :D
[14:46] <TMM> THE VERY FIRST FUCKING SHOT HAS HIM WEARING A TIE
[14:46] Action: TMM fumes at the mouth
[14:46] <Strangerke|work> yes, but only on one picture out of two...
[14:46] <P2E> they don't wear ties, they're full of lies, they're the kind of guys that you despise!
[14:46] <Strangerke|work> ...consistency...
[14:47] <TMM> Their consistency director was having a stroke at the time of shooting
[14:47] <TMM> it was all very tragic
[14:47] <P2E> shame
[14:47] <TMM> oddly enough, as it turns out, everyone but 2 of the actors were all having simultaneous strokes during the making of the game
[14:47] <TMM> including the programmers, if strangerke is to be believed
[14:47] <P2E> I mean
[14:47] <P2E> some people even have a stroke while they're playing
[14:48] <Strangerke|work> :D
[14:48] <P2E> but only if they're into that sort of thing, I guess
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[14:48] <TMM> P2E, well played, you win the internet today
[14:48] <P2E> (cue thatsmyfetish.gif)
[14:48] <TMM> although LSL7 is more porny than plumbers really
[14:49] <P2E> but which one will scummvm support first =]
[14:49] <Strangerke|work> Did I mention that one of the dev was a former Sierra dev?
[14:49] <TMM> LSL7 is completeable with that fix to kFillArray I did a couple of days ago
[14:49] <Strangerke|work> (and Tsunami dev)
[14:49] <TMM> Strangerke|work, no fucking way
[14:49] <Strangerke|work> TMM: nice! :)
[14:50] <Strangerke|work> TMM: Cry: http://www.mobygames.com/developer/sheet/view/developerId,6037/
[14:50] <TMM> Strangerke|work, well 99.9% of the work was done by the real sci developers. I just fixed one bug
[14:50] <P2E> I'll have to take a look soon, once I get this tracker done
[14:50] <P2E> writing chiptune software from scratch is.......interesting
[14:50] <Strangerke|work> TMM: it's a good news anyway :)
[14:50] <Strangerke|work> P2E :)
[14:51] <TMM> Strangerke|work, hw worked on LSL5 *before* he worked on plumbers?
[14:51] <TMM> didn't you find like hello-world binaries on the 3do disk?
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[14:51] <Strangerke|work> and tsunami games... yes...
[14:51] <Strangerke|work> well, yes :)
[14:51] <Strangerke|work> with debug symbols :D
[14:51] <TMM> that is so weird
[14:52] <TMM> and TsAGE?
[14:52] <TMM> ...
[14:52] <TMM> I can't even
[14:52] <Strangerke|work> no, that's helpful if you want to RE a binary that prints 'Hello world'
[14:52] <TMM> I think that putting 'plumbers don't wear ties' on someone's mobygames profile is like endorsing someone for 'excel' on LinkedIN
[14:52] <TMM> I think it's just someone trolling that guy
[14:53] <Strangerke|work> I'll ask omer_mor one of those days... maybe he could tell :)
[14:53] <Strangerke|work> I'd be very interested to talk to this guy...
[14:54] <Strangerke|work> ...asking some technical questions, like "What the hell were you smoking!?"
[14:56] <Strangerke|work> TMM: It reminds me when I contacted KArlo Kilayko for Murder Makes Strange Deadfellows
[14:57] <Strangerke|work> TMM: the guy was absolutely horrified because he thought I was about to ask him questions related to Sonia Rouge :D
[14:57] <Strangerke|work> Riana Rouge, sorry
[14:57] <TMM> haha
[14:58] <Strangerke|work> (which is a FMV, btw... Add it on your list)
[14:58] <TMM> FMVVM
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[15:35] <GitHub58> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHlMp
[15:35] <GitHub58> scummvm/master 713f6e8 Paul Gilbert: TITANIC: Fix references to CPhotoCrosshairs _entries array
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[15:37] <t0by> rmbeer: that was your cue to run.
[15:37] <t0by> Simei: hey, how's it going?
[15:38] <rmbeer> t0by, what thing?
[15:38] <t0by> The whole discussion that ensued from your comment :D
[15:39] <rmbeer> xD
[15:42] <rmbeer> the scummvm is a complete engine for build any games?
[15:43] <Henke37> no
[15:43] <rmbeer> ah, the link of before confused me.
[15:44] <rmbeer> i remember the scumm like a engine for build any game like Monkey Island (conversational game)
[15:47] <Henke37> meanwhile, scummvm is a runtime that hosts a variety of engines, such as the scumm engine
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[16:12] <GitHub198> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHlQ2
[16:12] <GitHub198> scummvm/master 867f06a Paul Gilbert: TITANIC: Renamings and further fixes for CPhotoCrosshairs
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[16:28] <WooShell> meow =^.^=
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[17:14] <t0by> rmbeer: ScummVM supports a variety of engines, some of which come with their own dev kit, such as *shameless plug* wintermute
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[17:17] <Simei> t0by, _sev: Hi, I'm back. Didn't have a lot of time to work on Sludge yet today. I replaced the get/put2/4bytes by scummvm functions this morning. And I think now I'll begin to tidy things up, by replacing the png and custom image decoder in a number of places ?
[17:17] <t0by> Good, let us know if you hit any problem
[17:18] <Simei> t0by, _sev: Then move to characters and sprite bank after that ?
[17:18] <Simei> Ok, thanks.
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[17:40] <_sev> Simei: great
[17:45] <snover> wjp: if you feel like working on it a bit more, bpe could use a little love. when you use the command, it does not echo anything (it ought to be able to check for script export validity and say ok/error), and if you use bpe log, the log does not tell the arguments & return value, unlike e.g. bpk
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[17:51] <m_kiewitz> snover: bpe?
[17:52] <m_kiewitz> ah export
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[18:06] <m_kiewitz> hmmm, do I want the censored UK release of Phantasmagoria 2 for 3 pounds?
[18:07] <m_kiewitz> ah dang disc 1 is missing
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[18:10] <dreammaster> m_kiewitz: Nevermind. I'm sure you'll find something else to bid on :)
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[18:16] <GitHub182> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vH8qU
[18:16] <GitHub182> scummvm/master c6f079b Paul Gilbert: TITANIC: Further commenting of CPhotoCrosshairs class
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[18:30] <wjp> snover: maybe in a few days
[18:35] <Simei> _sev, t0by: Do you have an idea what these gl functions grouped are doing here? They have already been taken care of by something in surface or I should deal with them? https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/backdrop.cpp#L1304
[18:36] <Simei> https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/backdrop.cpp#L1175
[18:36] <Simei> https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/backdrop.cpp#L1191
[18:40] <wjp> have you tried figuring out what renderToTexture is doing?
[18:42] <omer_mor> Strangerke|work: I actually was in touch with John Crane. He worked on porting SCI titles to Macintosh. I never asked him about plumbers though (nor did I hear about this game before your last April 1st joke) :)
[18:45] <Simei> wjp: it's applying the "viewport" to it ?
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[18:49] <GitHub20> [scummvm] h3xx opened pull request #955: CONFIGURE: Fix XDM compatibility (master...fix-sdl2-xdm) https://git.io/vH8sa
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[18:50] <Simei> To make sure it's inside the window ?
[18:56] <Simei> If it's too big, it "cuts" a part of the texture for displaying
[19:16] <t0by> Simei: sorry, I'm here
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[19:16] <GitHub112> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vH8cu
[19:16] <GitHub112> scummvm/master c5084ff Paul Gilbert: TITANIC: Fix deselecting stars in the photo view
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[19:16] <t0by> Simei: I don't understand the question, can you rephrase that?
[19:17] <Simei> Ah, I don't know if it's important for now. Bu
[19:18] <Simei> It seems that there is always a bunch of gl functions following the image loading
[19:19] <t0by> Of course there are.
[19:19] <Simei> So I was wondering, may it's something in general?
[19:19] <Simei> Seem to relate to viewport
[19:21] <Simei> a translation of the image?
[19:22] <t0by> Simei: is your question concerning the bunch of GL functions in its entirety?
[19:22] <t0by> Or a particular line?
[19:22] <Simei> the entirety, the whole thing
[19:23] <t0by> After loading the image *in general* the original interpreter must then create a GL texture in order to do something with it.
[19:24] <t0by> Since the original engine uses GL for graphics it's only natural that to display something you must use a GL primitive.
[19:24] <t0by> The nature of this "something" varies depending on what you are looking at,.
[19:24] <t0by> Is there a particular function you'd like to look at in more detail?
[19:30] <Simei> t0by: i think it's ok for now, i think i get the general idea
[19:31] <Simei> So i leave them as they are to be replaced later?
[19:31] <t0by> Generally speaking, we'll do with Graphics::Surface exactly what they do there with GL textures
[19:31] <t0by> Try to get the general idea (comments help) and mimic it
[19:36] <Simei> Ok
[19:37] <Simei> So, the offset, viewport etc. will be left there
[19:39] <t0by> Simei: can you link the exact line please?
[19:40] <Simei> https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/backdrop.cpp#L1226
[19:40] <Simei> In this line : https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/backdrop.cpp#L1286
[19:40] <dreammaster> Interesting.. looks like GOG has branched into selling emulated Neo Geo titles
[19:40] <dreammaster> Maybe we can look forward to adventure or RPG classics from other systems, too
[19:41] <t0by> o_O
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[19:41] <GitHub33> [scummvm] h3xx closed pull request #955: Fix error when using XDM (master...fix-sdl2-xdm) https://git.io/vH8sa
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[19:43] <t0by> Uhm
[19:43] <t0by> there seems to be some form of tiling going on
[19:44] <t0by> the part inside the loop is straightforward
[19:44] <t0by> either render or blend with an existing backdrop
[19:44] <t0by> let me see if tiling is at all supported
[19:45] <Simei> So, i think it's changing the texture itself?
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[19:51] <t0by> Simei: I'm sorry, my X crashed
[19:51] <t0by> where were we
[19:52] <t0by> Simei: do you think the engine supports background tiling or that's some weird GL-only implementation detail?
[19:52] <t0by> Simei: btw if you want to use some GL knowledge they have ##opengl
[19:53] <t0by> Cheeseness: that you know of Sludge supports any sort of backdrop tiling?
[19:54] <Simei> Yes, I think I need to read about some gl function descriptions to see what on earth it is
[19:58] <t0by> Wait, no, I misread the line 1236
[20:00] <t0by> Is this thing... wrapping backdrops "around" the viewport until there is no backdrop left?
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[20:03] <t0by> AH
[20:03] <t0by> unrelated, but the image format they use is apparently... HSI.
[20:06] <t0by> o_O
[20:07] <Simei> what ?
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[20:10] <criezy> Is that an image format?
[20:10] <criezy> I know of HSI color space but I have never head of an image format with that name.
[20:11] <t0by> Apparently.
[20:11] <somaen> t0by: In case you didn't see my reply re: TransparentSurface, it's slow.
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[20:11] <GitHub159> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vH8Ei
[20:11] <GitHub159> scummvm/master a8475db Martin Kiewitz: SCI: SQ4CD: Limit workaround for Russian SQ4 to room 150+900...
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[20:11] <t0by> somaen: yes, that was a given.
[20:12] <t0by> somaen: while you are here... do you happen to have a theory about what this loop is doing?
[20:12] <t0by> https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/backdrop.cpp#L1231
[20:12] <somaen> Which is why the Binary/Opaque cases were implemented
[20:13] <t0by> I am not super well versed in GL but... that's not the standard way you display a picture?
[20:13] <t0by> Is it familiar to you?
[20:13] <wjp> t0by: are you talking about prince's mhwanh now? (Which snover mentioned was the HSI Raw format)
[20:13] <somaen> Lemme see
[20:13] <wjp> t0by: (re HSI, I mean)
[20:13] <somaen> I would guess at NPOT-handling
[20:13] <somaen> Just based on "realPicHeight"
[20:13] <t0by> Oh, good idea
[20:14] <t0by> The thing does support npot sizes
[20:14] <t0by> But... https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/backdrop.cpp#L1288
[20:14] <somaen> Skimming the loop itself, it seems to offset by viewPortHeight
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[20:14] <t0by> Yes, which is what I find slightly puzzling
[20:15] <somaen> See the comment at line 1285
[20:15] <t0by> It appears to "wrap" a backdrop multiple times around a viewport
[20:15] <Simei> what is that ?
[20:15] <somaen> Also 122
[20:15] <somaen> 1252
[20:16] <somaen> the texCoords seem to be the same for every iteration, while the vertices differ
[20:16] <t0by> somaen: what do you take from 1285?
[20:16] <t0by> It seems super uninteresting to my untrained eye
[20:16] <somaen> I would assume RenderToTexture
[20:16] <somaen> But copyTexSubImage2D is not a GL-function
[20:17] <t0by> somaen: backdropexists doesn't *seem* to be updated in there, so I think it's not related to the loop
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[20:18] <TMM> FMVVM 1.11!
[20:18] <somaen> I don't know what GL context is bound for rendering here, but judging from the 1285 comment, I'd say it's an attempt at rendering to texture
[20:19] <t0by> Well, the function is called renderToTexture...
[20:19] <Strangerke> the return of FMVVM (almost a palyndrom) :-)
[20:19] <somaen> t0by: Haha, didn't notice
[20:20] <wjp> Simei: did you find any place where picWidth != realPicWidth? (And/or picHeight != realPicHeight) ?
[20:20] <Simei> copyTexSubImage2D is a idfef between glCopyTexSubImage2D and that glesCopyTexSubImage2D of glee.h
[20:20] <somaen> I'd guess at drawing a picture to a texture, repeating it in the y-direction then
[20:20] <somaen> Actually, in both directions
[20:20] <t0by> somaen: so... tiling?
[20:21] <somaen> Would seem so, based on a bit of guesswork
[20:21] <t0by> It was my original guess too, but then I have no idea what it's doing there.
[20:21] <somaen> Try calculating the vertices-array for a few iterations
[20:21] <t0by> It appears that this thing supports tiled backdrops.
[20:21] <t0by> In an undocumented, sneaky way...
[20:21] <somaen> The shift is probably even and relative to the WxH
[20:22] <t0by> wjp: yes, I've been looking for that too.
[20:22] <t0by> Anyway, it's not a familiar GL pattern, right?
[20:22] <somaen> A tad odd though, GL supports repeating textures itself
[20:22] <t0by> Not the first odd thing I've seen in here.
[20:23] <somaen> t0by: See the "wrapping" section here: https://open.gl/textures
[20:23] <Simei> https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/backdrop.cpp#L1195
[20:23] <somaen> Incidentally, another way of figuring out what code like that does, is to use it, and fiddle with the loops a bit
[20:24] <Simei> Here, the picWidth and picHeight are assgined
[20:24] <somaen> Not unsurprising
[20:24] <somaen> POT - Power of Two
[20:24] <t0by> Oh, well, that's rounding it to the nearest 2^n
[20:24] <somaen> GL prefers POT textures
[20:24] <t0by> implementation detail.
[20:25] <somaen> Note how realPicWidth works out against the texCoordW
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[20:25] <somaen> picWidth is just a size large enough to contain the texture, while being a POT
[20:26] <somaen> That part is optional anyhow, in case you have NPOT_textures enabled
[20:27] <Simei> https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/backdrop.cpp#L273
[20:27] <t0by> https://opensludge.github.io/opensludge/doc/SLUDGEDevKitHelp/parallaxAdd.html
[20:27] <Simei> in reserveBackDrop they are set to window size, if we choose to "reserve" the image
[20:27] <t0by> The value scrollSpeedX specifies how fast the parallax image will move as a percentage of the the background image as it scrolls. For example, if scrollSpeedX is 50, for every 2 pixels the main scene moves the parallax layer will move only 1. If you specify a scroll speed in this way, the width of the image must be a power of two (i.e. the width must be 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 etc. pixels) in order
[20:27] <t0by> for proper tiling to occur... that is, the image will repeat horizontally. The same is true of scrollSpeedY which specifies how fast the image moves vertically as a percentage of the movement of the main scene - if a value is specified here, the height of the image must be a power of 2.
[20:28] <somaen> It _might_ be wise to approach the rendering side of things at higher levels
[20:28] <somaen> Instead of trying to follow the lower level GL-implementation
[20:28] <t0by> I was literally halfway typing that.
[20:29] <somaen> Dunno what the current plan is
[20:30] <Simei> It's that I get surface loaded from game data and try to replace the original byte * texture around
[20:31] <Simei> I notice this under the image loading and have no idea about what it is, so I ask here for its general idea
[20:34] <Simei> So it's better I that leave them here as they are for now?
[20:35] <t0by> Simei: you did right to ask, since it's probably a significant detail and not just random GL boilerplate.
[20:35] <t0by> But not *that* significant.
[20:36] <t0by> *Personally* at this point I'd comment that out, leave a comment to the effect of "this stuff here does some sort of wrapping around of textures and blending" and move on.
[20:36] <t0by> It's an advanced feature that is not high on our list of deliverables.
[20:37] <Simei> Ok, I'll do it.
[20:38] <Simei> Thank for having taken time looking at it! t0by, somaen, wjp
[20:39] <somaen> np
[20:41] <t0by> Simei: focus on fixing loading, our #1 priority now is proabably not to have the interpreter blow up every time there is a costume variable.
[20:41] <Simei> Ok, I bear that in mind
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[20:42] <GitHub168> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vH8aS
[20:42] <GitHub168> scummvm/master 0d35da3 Paul Gilbert: TITANIC: Fix vector calculation for markers drawing
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[20:49] <GitHub33> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vH8Vp
[20:49] <GitHub33> scummvm/master 98ad7ca Paul Gilbert: TITANIC: CSurfaceArea fillRect is actually drawLine
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[20:50] <t0by> Simei: btw I think we agreed that POT is an implementation detail there
[20:50] <t0by> right somaen, wjp?
[20:50] <somaen> POT is a thing GL cares about
[20:51] <somaen> You don't have to
[20:52] <Simei> ok, i see
[20:53] <t0by> Back to actual work
[20:53] <t0by> see you later
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[20:54] <somaen> That's the quickest change of mind I've seen in a while t0by
[20:54] <wjp> or he's just very fast at completing work
[20:54] <t0by> No, that was my stupid laptop suspending for a second while docking.
[20:55] <t0by> Hah
[20:56] <t0by> wjp: by the way, I mentioned HSI because the source is full of mentions of "HSI"
[20:56] <t0by> and what do I find?
[20:56] <t0by> http://fileformats.archiveteam.org/wiki/HSI_Raw
[20:56] <t0by> > Files begin with ASCII "mhwanh"
[20:56] <t0by> By the way it doesn't sound like it.
[20:56] <t0by> Or wait, it does.
[20:57] <t0by> > Images are usually uncompressed, and either 8-bit palette color, or 24-bit truecolor. Other image types, and PackBits compression, are possible, but are not documented.
[20:57] <t0by> i.e. RLE
[20:57] <t0by> Will have to find a spec to see if it's really it, I suppose.
[20:58] <somaen> Does SLUDGE use any third party libs for loading images?
[20:58] <t0by> somaen: libpng, obviously, and select methods out of libtga (but no, not the full loading method)
[20:59] <somaen> But nothing fancy?
[20:59] <somaen> No jpegs or such?
[20:59] <t0by> Not really.
[20:59] <t0by> Not at all, I think.
[20:59] <somaen> That's good then
[21:00] <somaen> WME had some games that used colour-keying on JPEGs
[21:00] <somaen> JPEGs don't guarantee exact colours
[21:00] <t0by> o_O
[21:00] <t0by> That's... a weird thing to do?
[21:00] <somaen> Yes
[21:01] <somaen> It worked for the original interpreter, it didn't in ScummVM
[21:01] <somaen> rounding errors or slightly different JPEG libraries
[21:01] <somaen> same image, slightly different colours resulting
[21:01] <t0by> I'm surprised it worked reliably for the original interpreter.
[21:02] <somaen> Well, given the same CPU and JPEG-library you would expect consistent results
[21:02] <t0by> No, I mean.
[21:02] <t0by> I'm assuming the artists would whip up a JPEG in Photoshop with large swaths of #00FF00 or something, then save it.
[21:02] <somaen> Well, normally FF00FF, but yes
[21:03] <t0by> Then the trick would work only if the JPEG decoder read that as precisely 00FF00 again.
[21:03] <t0by> Which is... precisely your point, not a given.
[21:03] <somaen> Yes, and our JPEG-decoder read it as 00FE00
[21:04] <somaen> Which is just as correct
[21:05] <t0by> Or rather
[21:05] <t0by> By the same line of reasoning
[21:06] <TMM> doing a by-visually-close color key comparison may work? :)
[21:06] <TMM> that'll be... interesting
[21:06] <somaen> "if (abs(key - pixel) < 2)
[21:07] <somaen> "
[21:07] <t0by> The artists would whip up an image in Photoshop with large swaths of #00FF00 or something, then encode it in JPEG, then WME would decode and you'd end up with something at the other side of the pipeline that *may or may not* be #00FF00 depending on the encoder *and* decoder.
[21:07] <somaen> Yes
[21:07] <t0by> I would expect artists getting very angry when color keying only worked with Photoshop and not, say, Paint Shop Pro.
[21:08] <somaen> Especially since both are quite capable of outputting PNG/TGA
[21:09] <somaen> It _is_ possible though that you'd save from Photoshop, and then set the key in the WME-editor
[21:09] <somaen> Which would use the same JPEG-loader as the actual engine, since it _IS_ the actual engine
[21:09] <somaen> So, the value that it would see, is the value that the decoder of the engine would see...
[21:09] <TMM> that's probably how that worked
[21:11] <somaen> Makes sense
[21:11] <somaen> And then, along comes my port of the engine, that happens to compile on x64_64...
[21:13] <t0by> Oh right
[21:14] <t0by> you can set the key in the editor with the... thingy
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[21:24] <GitHub43> scummvm/master eb2ce9c Paul Gilbert: TITANIC: Implement CSurfaceArea drawLine
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[22:58] <GitHub171> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vH8bd
[22:58] <GitHub171> scummvm/master 6854ffb Paul Gilbert: TITANIC: Cleanup of CStarMarkers draw method
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[23:23] <GitHub43> scummvm/master 6e46535 Paul Gilbert: TITANIC: Rename CPhotoCrosshairs to CStarCrosshairs...
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[23:26] <Simei> _sev, t0by: I've refactored the image loading functions and applied them in backdrop. I'll start to look at sprite bank tomorrow.
[23:26] <Simei> Good night then. :)
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[00:00] --- Wed May 31 2017