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[00:31] <rsn8887> @wjp: I would like to keep the Vita release up on github for people who have problems with the "bleeding edge" ScummVM buildbot version. But Github doesn't allow releases without tags
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[01:31] <GitHub121> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vbtiv
[01:31] <GitHub121> scummvm/master 41d7c1f Paul Gilbert: XEEN: Added enum for consumable types and party/bank use
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[01:41] <rsn8887> @wjp: so I added a new tag vita_1.13 just for this one release.
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[01:43] <travis-ci> scummvm/scummvm#4950 (master - 41d7c1f : Paul Gilbert): The build passed.
[01:43] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/0fbdf43015b8...41d7c1f66e8f
[01:43] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/309814129
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[07:00] <waltervn> morning
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[10:55] <GitHub179> [scummvm] criezy pushed 1 new commit to master: https://git.io/vbqYz
[10:55] <GitHub179> scummvm/master 2c19faf hampusf: I18N: Update translation (Swedish)...
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[12:11] <GitHub81> [scummvm] wjp opened pull request #1076: SCI: Sabotage qfg1vga's speed test (master...sci_qfg1vga_speedtest) https://git.io/vbqCw
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[14:45] <wjp> hrm, qfg1vga has this annoying issue where a single right click is often interpreted as a double right click
[14:46] <wjp> but not left clicks...
[14:49] <wjp> ...and other sci games have this as well
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[14:56] <waltervn> but it is limited to sci?
[15:00] <wjp> hrm, apparently not
[15:00] <wjp> just tried DOTT, and it seems to happen there too
[15:00] <waltervn> maybe it's your mouse? :)
[15:00] <wjp> I was about to say :-)
[15:01] <wjp> let's try xev
[15:01] <wjp> yes, it's my mouse
[15:01] <wjp> this is a bit annoying :-)
[15:02] <waltervn> :)
[15:02] wjp orders a new mouse
[15:03] <wjp> ... wow. There's quite a large variety of mice nowadays
[15:04] <waltervn> I guess that mouse lasted a long time then?
[15:05] <waltervn> I think I replace my mouse at least every two years
[15:05] <wjp> I vaguely recall the last one dying in a very similar way
[15:06] <wjp> so... is a mouse over Eur10 worth it?
[15:08] <waltervn> I paid 8 euro for mine :P Next time I want to look for a larger one though
[15:08] <logix> don't think of it as just "a mouse", think of it as a door to a happier and a more fulfilled life - now let me ask you, is THAT worth more than 10 eur? no? there you go
[15:10] <wjp> that sounds like it may be caused more by what you're smoking than the mouse ;-)
[15:10] <logix> I think my bar isn't too high, I guess if it works for 12 months and does what it's supposed to (move mouse, left click, right click, middle click) that's fine with me
[15:11] <logix> so 10 eur might already be the higher priced category for me...
[15:12] <logix> wjp: I'm sure there are millions of gamers who'd argue somehow along those lines and who could tell you how mouse X is N nanoseconds faster than mouse Y etc.
[15:13] <waltervn> I actually ordered a (relatively) more expensive mouse before I get this cheap one, it was an HP bluetooth mouse, but the quality is so poor that I returned it
[15:13] <waltervn> I really liked the ergonomics though
[15:14] <waltervn> but e.g. hold down left click, and then the mouse wheel doesn't move anymore but it runs against the mouse button...
[15:15] <waltervn> sharp edges...
[15:16] <wjp> oh, that's a bit silly
[15:18] <waltervn> I use a TeckNet M006 now. It's OK, but a bit small for my hands
[15:23] <waltervn> I had the Logitech m510 before this, but I wasn't happy with the ergonomics there
[15:37] <snover> wjp: ive used microsoft intellimouse which seem to be indestructible, i still have one from around 2001 which still works perfectly
[15:38] <wjp> before this one I think I used a (single) MS mouse for about 15 years too
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[15:46] <waltervn> Genius GM-6000 was my first mouse... or at least it looked exactly like that
[15:46] <waltervn> May have been GM-6
[15:47] <wjp> heh; mine too I think
[15:47] <waltervn> I clearly remember that it came with some graphics software called "Dr. Halo III"
[15:49] <wjp> ah, I remember that. It came with the mouse?
[15:49] <waltervn> I think so
[15:49] <waltervn> it also had this green mouse pad that came with it
[15:50] <waltervn> https://i.ebayimg.com/images/g/b0gAAOSw3h1ZQxO5/s-l1600.jpg
[15:51] <wjp> indeed :-)
[15:51] <waltervn> I think the mouse pocket was like a holder you could attach to something
[15:51] <waltervn> to store the mouse
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[16:46] <waltervn> Why is the text console no longer working for me, hmm
[16:46] <wjp> still fine here
[16:46] wjp has used it extensively today
[16:48] <waltervn> I have the same problem on old binaries, so it looks like something has changed in my setup
[16:48] <wjp> how is it broken?
[16:49] <waltervn> there's no response to any keys I press
[16:51] <wjp> are they not echoed? or echoed but without any effect when hitting enter?
[16:51] <waltervn> not echoed
[16:51] <wjp> (oh, and by text console you mean in the terminal? Or the in-window one?)
[16:52] <waltervn> the terminal one (I'm on win10)
[16:57] <waltervn> wait, I'm getting a deja-vu here...
[16:58] <waltervn> we had a PM discussion about this on June 7th
[17:06] <snover> what was the conclusion?
[17:07] <waltervn> that readline 7 + win10 + scummvm doesn't work (for me, anyway)
[17:07] <waltervn> going back to readline 6 fixed it
[17:08] <waltervn> I haven't done any scummvm work in a while and I forgot about this again
[17:10] <snover> well im excited if it means youre doing some scummvm work :)
[17:13] <waltervn> just ADL right now I'm afraid :)
[17:14] <waltervn> on that one I'm developer, tester and user, all rolled into one
[17:14] <snover> hey, good work is good work no matter which engine it is
[17:17] <waltervn> I'd like to add at least one non-apple II version for the next release
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[17:20] <snover> that sounds really good to me!
[17:21] <waltervn> I'd also like to do Gelfling Adventure, but I still haven't found the game...
[17:24] <waltervn> http://muppet.wikia.com/wiki/Gelfling_Adventure also mentions an "abridged edition". On a lot of the games from this era it's hard enough to find information, let alone the actual game...
[17:25] <snover> seems like a great target to preserve in such a case
[17:26] <snover> hopefully a preservation society can find a copy and put it in IA for future reference.
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[17:28] <snover> oh, what an edge bug i just accidentally ran into. if you exit a game engine that was in the middle of a screen shake, it wont get reset
[17:32] <waltervn> I'm secretly hoping that adding support for these games will help bring them to gog.com some day, but I guess it's highly unlikely
[17:32] <waltervn> requests for these games are low
[17:33] <snover> thats my hope too for some of these sci32 games, especially the ones like shivers which had no DOS version
[17:33] <snover> i have to say, im finishing up work on scumms save system and so am testing a bunch of old games, and i am really jealous of how good digital imuse is compared to what sierra did for digital audio in sci32.
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[17:35] <snover> i mean, i still feel like imuse is a marvel of audio production today that most games still dont come near approaching, but its so wonderful to get high quality stereo audio
[17:36] <waltervn> (https://www.gog.com/wishlist/games/sierra_online_hires_adventure_set)
[17:37] <snover> i gave it a vote for you :)
[17:39] <snover> pff. of course i have been using a google spreadsheet for tracking my testing because it seemed like a safe choice just in case i managed to crash hard, and now google docs is down
[17:39] <waltervn> thanks ;)
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[19:01] <GitHub140> [scummvm] csnover opened pull request #1077: SCUMM: Replace UB-triggering serialization code with Common::Serializer (master...scumm-save) https://git.io/vbmU7
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[19:08] <wjp> oh right, I was going to look at that Plugin PR
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[19:12] <snover> im looking at your palvary one now
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[19:34] <wjp> that plugin cast went wrong quite some time ago
[19:34] <wjp> May 2008
[19:35] <wjp> ( 2c9968fe80c4ba78f895c9bac757dd6b1604ccce )
[19:35] <snover> yeah. these new sanitisers are great. i am finding all sorts of potential portability issues with them like this.
[19:38] <snover> i might finally be able to track down the bug with the segmanager in sci complaining about invalid segment when entering the debugger on a crash, since that was triggering ubsan earlier
[19:41] <wjp> hm, don't recall seeing that
[19:43] <snover> those are the joys of UB, i guess :)
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[20:00] Deledrius voted for the HiRes on GoG too
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[20:10] <Guest27141> Where can you get all the versions of Beneath a Steel Sky (listed here: https://pastebin.com/nnKGUNey) from?
[20:13] <rootfather> I don't know if all versions are released as freeware... so, either download the freeware versions or buy them
[20:13] <rootfather> and maybe you want to remember rule #0.
[20:13] <rootfather> 7
[20:14] <Guest27141> Beneath a Steel Sky is freeware
[20:14] <snover> Guest27141: the only freeware versions of bass are at http://www.scummvm.org/frs/extras/Beneath%20a%20Steel%20Sky/
[20:14] <Guest27141> oh, okay.
[20:16] <Henke37> why would you want any other version anyway?
[20:16] <Guest27141> to compare them.
[20:19] <Guest27141> i thought this was a list of officially support scummvm game versions, but I think it was actually a warez listing. nevermind.
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[20:30] <wjp> snover: 'fred' was introduced sometime during sci11 it seems
[20:30] <wjp> hrm, or even earlier
[20:31] <wjp> sci0 even. But it morphed a bit
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[20:58] <snover> wjp: maddening! what does it mean?!
[21:04] <rsn8887> I am confused by new "desiredAspectRatio" setting in surfacesdl-graphics.cpp can I easily get a ratio, e.g. 1.6 for 16/10. Also is this correctly reported by all games?
[21:06] <snover> rsn8887: thats not new, dont use it, read my email i sent out.
[21:06] <snover> http://lists.scummvm.org/pipermail/scummvm-devel/2017-October/012003.html
[21:07] <snover> i wrote this specifically for you and the other porters to know how to do things.
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[21:29] <rsn8887> snover: thanks. Will activeRect be aspect corrected even if _videomode.aspectcorretion = false?
[21:30] <snover> _videoMode is an implementation detail which you do not need to think about.
[21:31] <rsn8887> snover: I understand. So I should draw onto the screen using the coordinates given by activeArea. And aspect correction will be done simply because ActiveArea size and coordinates have the correct aspect. And none of that horrible 300to320 software stretching will be applied, correct.
[21:32] <criezy> snover: while you are here, is my reply here correct or do I need to make a correction?
[21:32] <criezy> http://forums.scummvm.org/viewtopic.php?t=14458
[21:32] <snover> criezy: yes, youre right.
[21:34] <rsn8887> snover: I remember some hoops to disable e.g. "cursorStretch200To240()" and "stretch200To240()" on Vita I would like those to remain disabled.
[21:34] <rsn8887> They are slow and ugly, and Vita can do perfect hardware scaling to any aspect.
[21:36] <snover> rsn8887: if you are relying on SurfaceSdl to render the cursor then it will continue to render it however SurfaceSdl normally renders things.
[21:37] <snover> if you are extending SurfaceSdl want to render the cursor yourself then just override blitCursor and do whatever you want.
[21:37] <rsn8887> snover: I see. I think the only change I need to make is to refer to ActiveArea dimensions when drawing to the Vita screen, and I will be future proof.
[21:41] <rsn8887> snover: Since you are here and have worked on this much more than me: How does scummVM even know the Vita screen dimensions (960*544)? I suppose it is returned by SDL, but I cannot find where the screen size is read via SDL (this is using SDL 1.2).
[21:42] <snover> SDL sends it with a SDL_WINDOWEVENT_SIZE_CHANGED event.
[21:43] <snover> or we read it using SDL_GetWindowSize.
[21:43] <snover> for SDL1, we just send SDL_SetVideoMode and expect SDL to do the right thing internally
[21:44] <snover> i think SDL1 sends some event too but i dont know much about it since it was already archaic when i started working on scummvm
[21:44] <snover> SDL_VIDEORESIZE for SDL1, it seems.
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[21:56] <rsn8887> snover: thanks. It looks like HandleResizeEvent, triggered by either of those two SDL events you mentioned, does nothing in surfacesdl-graphics.cpp unless sdl1.2 is enabled. Unless I am missing something fundamental, I think that ScummVM as it is on Vita has no clue what the Vita's real screensize is. It seems to think that the screensize is either 320*200 or 640*400 area, depending on whether that 2x fullscreen op
[21:56] <rsn8887> tion is enabled or not. The only working reference to real hardware screen size is in the custom renderer that blits these pixels onto the screen.
[21:56] <rsn8887> "sdl1.2 is enabled -> sdl2.0 is enabled"
[21:59] <rsn8887> It seems like ScummVM is still trying to change screenmodes to accomodote the game as if it was running on a CRT, instead of using the fixed resolution of the LCD as fixed screen size. It could be a bug in SDL1.2 for Vita, too.
[22:00] <snover> that is the only way sdl1 worked. it had one api for telling it what you want the window size to be.
[22:03] <snover> sdl2 is not really that much different in that regard but it has a desktop-fullscreen flag now so when you go into fullscreen and say you want itto be 640x480 it doesnt do a mode switch and just scales the video automatically.
[22:14] <rsn8887> Yes I found it in base/main.cpp finally a hard reference to a pixel size: ScummVM will default to 320*200. And I guess when that "2x" gfx mode is set, it will go to 640*400. Exactly what I am seeing.
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[22:16] <rsn8887> So how does ActiveArea know any more?
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[22:27] <rsn8887> Even on OSX, I cannot resize the ScummVM Window. It is fixed at 640*400. It is hardcoded to only work at 320*200, 320*240, 640*400, 640*480, where the two 4:3 modes are pretty much hacks to fix the aspect corrected display of the gui. When I switch to fullscreen, the gui is simply scaled to fullscreen res, similar to what I am already doing with the Vita hw rendering. Until ScummVM can render the gui natively to an
[22:27] <rsn8887> y resolution, there seems no point in making any changes to the Vita port atm.
[22:30] <rsn8887> It looks and works the same as on OSX, apart from a stretching of the gui, because of the hardware scaling on the Vita.
[22:31] <rsn8887> And that stretching only appears in the gui when apect correction is enabled.
[22:31] <rsn8887> Thanks for the help though, it would have taken me forever to figure this out by myself.
[22:32] <criezy> On macOS X (and other desktop platforms), the SurfaceSdl graphics manager has fixed size windows for SDL 1.2, but the window can be resized with SDL 2. And with the OpenGLSdl graphics manager they can be resized for both SDL 1.2 and SDL2.
[22:32] <criezy> Now if the vita is restricted to SDL 1.2 and to the SurfaceSdl graphics manager, then indeed you don't have to worry about all this.
[22:35] <rsn8887> criezy: Ah yes! With OpenGL it indeed behaves much better on OSX. The window can be resized. How do I switch from SDL1 to SDL2 on OSX? I found the OPenGL setting, but I cannot see an SDL2 setting.
[22:35] <criezy> That's something you do at compile time. You either compile with SDL 1.2 or with SDL2.
[22:35] <criezy> The default is SDL2 if it is present.
[22:38] <rsn8887> Hmm I guess the buildbot must default to SDL12 then. Also I managed to crash it twice on OSX just know when it tries to go fullscreen with OpenGL, switching between fullscreen and windows and turning aspect ration correction on and off a few times.
[22:39] <criezy> It possible we still only have SDL 1.2 on buildbot. And SDL 1.2 is known to be very unstable on recent macOS versions.
[22:39] <rsn8887> Is there a reason why the OpenGL renderer has a scaling gui, but SDL1.2 is stuck at those two resolutions?
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[22:42] <criezy> By SDL 1.2 here you mean the SufraceSDL graphics manager for SDL 1.2 (the OpenGL one for SDL 1.2 can use more than 2 resolutions)?
[22:42] <rsn8887> Yes I mean the SurfaceSDL graphics manager.
[22:44] <criezy> Surface SDL has three different possible scalings (normal, 2x and 3x), which depending on the base resolution of the game will give three different resolutions (or 6 for some games when taking into accound the aspect ratio correction setting as well). And then SDL 1.2 doesn't know how to scale the display further I think so the window has to have the same size has what the game need (while with OpenGL we can ask OpenGL to do t
[22:44] <criezy> scaling).
[22:45] <criezy> But I may be wrong as I am not really familiar with SDL 1.2 (and not with SDL 2 either for that matter).
[22:48] <rsn8887> And even on OSX, the 3x mode has noticable slowdown.
[22:59] <rsn8887> Ah never mind, the PSP port is already using SDL12, I didn't realize it.
[23:00] <rsn8887> SDL2 I mean
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[23:54] <GitHub130> [scummvm] sev- pushed 1 new commit to master: https://git.io/vbmKG
[23:54] <GitHub130> scummvm/master 1f2290c Eugene Sandulenko: FULLPIPE: Fix bug #10317: Save game metadata is missing
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[00:00] --- Sat Dec 2 2017