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[00:27] <waltervn> happy new year all!
[00:28] <logix> about time...
[00:33] <Joefish> happy new year to you as well waltervn :)
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[00:49] <GitHub21> [scummvm] Joefish opened pull request #1101: Supernova: Merge of Mission Supernova Engine (master...supernova) https://git.io/vbxGL
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[00:59] <rsn8887> Happy new year!!
[01:00] <rsn8887> Has anyone seen this? If this is real it would be a huge improvement to Scumm games: https://github.com/scummvm/scummvm/pull/1100/commits/ab57c381b16414edb83c627e2d9fc182c8b38489
[01:01] <rsn8887> https://github.com/scummvm/scummvm/pull/1100
[01:01] <rsn8887> I meant
[01:01] <snover> rsn8887: yes, everyone watching the repository sees all the pull requests and it was discussed in here yesterday
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[01:09] <rsn8887> Ok I should increase my irc history buffer I guess ;)
[01:11] <snover> the channel topic has a link to full chat log history, fwiw
[01:12] <rasky> rsn8887: i would love some testing on that patch if possible
[01:18] <rsn8887> Raspy: I would love to test, I mostly test on PSP and Vita. So I wonder does this work with .so3 and .sof? Or does it only work with .sou?
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[01:35] <_sev> I plan to check against the original
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[02:13] <rasky> rsn8887: just replied in the PR, but yes, it will work with compressed audio as well
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[03:51] <snover> need to waste some time? just push and pull some registers to the stack. cut and paste as needed to reach desired amount of waiting. https://zetafleet.com/i/5a49afedc06c1.png
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[04:13] <snover> getting midi devices to behave certainly seemed like an ongoing problem for the sci team. multiple command sends to the MPU to try to get it to go into UART mode, different strategies for how to wait long enough for something to have happened, when a strategy didnt seem to work all the time they seem to have frequently just doubled up the calls so theyd wait twice as long
[04:15] <snover> ill be interested to see what the overall history ends up looking like, it certainly seems like they grew increasingly desperate and gave up on the device ever giving back anything useful. earlier drivers ask for status back, then they use polls to the status port along with a counter to wait, then they started just using the system clock and waiting for fixed amounts of time.
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[04:43] <GitHub144> [scummvm] bgK opened pull request #1102: GUI: Rework the frame limiter to actually reach the target framerate (master...gui-framerate) https://git.io/vbxWK
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[05:27] <tsoliman> snover: is noop not an option?
[05:28] <tsoliman> like why push an pop as opposed to noop
[05:30] <snover> why any of it, really.
[05:31] <snover> if i had to guess, i would say they didnt have access to agner fogs instruction timings tables and/or the latency of push/pop made them slower than doing a noop so they could use fewer instructions
[05:33] <snover> if youre being infuriated by some bug in some cheapo barely functioning ISA card from the 90s, you might just rage-insert whatever and then it works and then you ship it
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[06:00] <tsoliman> Happy New Year
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[08:05] <snover> happy new year! ive updated the 2.0 download stats tonight for the two of you who appreciate my little obsession. https://docs.google.com/spreadsheets/d/e/2PACX-1vSzJZJ7MfGskIs4mOwoBJy8EVDsNuYqVNvFN4BezVs64Z1-ZX9P8qYr2VHvlGENiYnBQ6O9P-zIvTXF/pubhtml
[08:15] <Deledrius> Happy New Year!
[08:15] <Deledrius> Thanks again everyone for all the hard work on my favorite open-source project! <3
[08:16] <Deledrius> Oooh, nice to see the PPC downloads slowly but steadily climbing. :)
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[08:47] <Begas_VBox> HNY all!
[08:49] <Begas_VBox> Cool 27 downloads for Haiku! Thanks snover :)
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[11:54] <t0by> HAPPY 2018
[11:54] <t0by> TO EVERYONE
[11:54] <t0by> EXCEPT GRUMPY OL' LECHUCK!!!1111
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[12:18] <Joefish> happy new year t0by :)
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[12:30] <GitHub65> [scummvm] raziel- opened pull request #1103: CONFIGURE: Add a static builds switch (master...patch-3) https://git.io/vbxab
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[16:30] <WindlePoons> hello and happy new year!
[16:30] <WindlePoons> Is it normal to change the GUI with the mouse? (Linux)
[16:33] <WindlePoons> After a long time I tested the WME Reversion again, but the GUI is too small and has letterboxes.
[16:33] <WindlePoons> https://abload.de/img/reversion_letterboxymspl.jpg
[16:33] <t0by> WindlePoons, hey!
[16:34] <WindlePoons> hey t0by
[16:34] <t0by> Is there an open ticket?
[16:34] <WindlePoons> with self compilling https://abload.de/img/reversion_no-letterboncs94.jpg
[16:34] <WindlePoons> t0by, no
[16:35] <t0by> *wink wink*
[16:35] <WindlePoons> I noticed this yesterday
[16:36] <t0by> Oh, I see what you mean.
[16:36] <WindlePoons> my configure https://pastebin.com/ZkAUH3fr
[16:37] <WindlePoons> I don't know why the daily build is different
[16:38] <t0by> I can't remember, but that _might_ be intended behaviour
[16:39] <WindlePoons> my self compiled versions cannot be changed the GUI
[16:39] <wjp> SDL versions?
[16:39] <wjp> what does "cannot be changed the GUI" mean?
[16:39] <t0by> I'm almost positive there is no provision for switching viewport sizes in WME.
[16:40] <t0by> (I'm not even sure that we can switch viewport size without reinitializing the whole OSystem, but I can't remember right now)
[16:40] <WindlePoons> wjp, mean you libsdl2-2.0-0?
[16:40] <WindlePoons> i use Suduction based on Debian/sid
[16:41] <wjp> which SDL version is your own build using, and which one is the daily build using?
[16:42] <WindlePoons> wjp, i mean the windowsdecoration can dragable
[16:42] <WindlePoons> libsdl1.2-dev (1.2.15+dfsg2-0.1)
[16:43] <WindlePoons> https://packages.debian.org/en/sid/libsdl1.2-dev


[16:47] <WindlePoons> and libsdl1.2debian (1.2.15+dfsg2-0.1)
[16:51] <wjp> if you mean resizing the window, this is possible if you're using opengl mode
[16:52] <wjp> (sorry if I don't understand; you're using somewhat non-standard terms)
[16:52] <WindlePoons> wjp, i don't will resizing the window, but i can with the daily build from scummvm.org
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[16:58] <wjp> I _think_ that with default settings you currently can change the window size in SDL2, but not with SDL1.2
[16:59] <wjp> (I'm not 100% sure)
[16:59] <snover> thats right. the window is always resizable with sdl2.

[17:02] <WindlePoons> wjp, yes
[17:02] <WindlePoons> i will make a screencast
[17:03] <snover> the window doesnt change its size once a game engine has started, this is intentional in order to prevent the window size from resetting constantly whenever a game engine switches display modes. if the engine starts at one mode and then the game switches to a new mode it will not resize the window automatically. this is a feature, not a bug.
[17:05] <snover> (i dont know if this is exactly what is happening, from what is said so far it sounds like it is.)
[17:12] <wjp> hrm, the current graphics options dialog is a bit confusing with Apply not really behaving the same as restarting ScummVM
[17:13] <snover> which part behaves differently?
[17:13] <WindlePoons> here a screencast from dailybuild http://www115.zippyshare.com/v/fTvfW2bG/file.html
[17:14] <wjp> switching from "Normal (no scaling)" to "<default>" keeps things at 320x200
[17:14] <WindlePoons> in the settings is normal (no scaling)
[17:15] <WindlePoons> dito in my self commpilling version
[17:15] <WindlePoons> but self commiling version i cannot resize the gui
[17:16] <snover> because you are using the outdated sdl1 library
[17:16] <WindlePoons> (i will not resize)
[17:16] <snover> and not running in opengl mode
[17:16] <wjp> window size is indeed wrong if starting Reversion with master+sdl2
[17:18] <wjp> is there a debug flag or level that will log resolution changes?
[17:19] <snover> its possible, though i didnt put one in and i dont recall having seen one
[17:20] <snover> the responsible api is initSize
[17:20] <snover> or from the engine itself, initGraphics
[17:21] <WindlePoons> there are my ./configure flags https://pastebin.com/ZkAUH3fr with correct resolution and non resize
[17:21] <wjp> it goes to 800x600 and then immediately to 1280x720
[17:22] <snover> ok, so it is as i said.
[17:22] <wjp> (this is a currently unsupported game, by the way)
[17:23] <WindlePoons> ok i make another from supported game
[17:28] <WindlePoons> here from pq4 (support game) http://www117.zippyshare.com/v/XiFbpQaV/file.html
[17:29] <snover> WindlePoons: could you please tell me what you read when i wrote answers to this earlier in the chat?
[17:30] <wjp> I don't see a problem with that pq4 video?
[17:31] <WindlePoons> wjp, i can resize the window
[17:31] <WindlePoons> when i play pq4
[17:32] <wjp> why is that a problem?
[17:32] <snover> WindlePoons: please answer my question. i cannot help you when you ignore me.
[17:32] <WindlePoons> this is normal?
[17:34] <wjp> yes
[17:34] <WindlePoons> snover, I'm sorry there's been too much writing, can you please repeat your question? English is not my language and it takes a little longer.
[17:34] <snover> <snover> WindlePoons: could you please tell me what you read when i wrote answers to this earlier in the chat?
[17:36] <WindlePoons> snover, mean you <snover> the window doesnt change its size once a game engine has started, this is intentional in order to prevent the window size from resetting constantly whenever a game engine switches display modes. if the engine starts at one mode and then the game switches to a new mode it will not resize the window automatically. this is a feature, not a bug.
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[17:38] <snover> WindlePoons: yes, that is some of it.
[17:41] <WindlePoons> ah "because you are using the outdated sdl1 library"
[17:42] <WindlePoons> Debian has no newer versions
[17:42] <snover> yes it does.
[17:43] <snover> apt-get install libsdl2-dev.
[17:45] <WindlePoons> not help snover
[17:46] <wjp> did you re-run configure?
[17:46] <WindlePoons> i can resize the gui and into the game. And wma reversion wrong resolution
[17:46] <WindlePoons> the daily build?
[17:46] <wjp> I am very confused now
[17:46] <snover> im sorry, i am unable to assist any further on this issue.
[17:47] <wjp> 1. It is normal to be able to resize the window
[17:47] <wjp> 2. Reversion indeed uses the wrong resolution, but Reversion is not supported yet
[17:54] <WindlePoons> wjp, ok i ignored the resizing *feature*, thank wjp snover (v19.0 i cannot reszing)
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[18:51] <Mataniko> snover: thank you for the feedback. I guess some of it warrants a biggest discussion on the design of the website
[18:51] <Mataniko> I'll do it in the thread
[18:52] <snover> Mataniko: yeah, it is why i had recommended that progressive approach of starting with the things that dont make any visible design changes, and then moving toward the design changes, instead of trying to do all of them together
[18:53] <Mataniko> some of the comments and issues are leftovers from the existing site where I didn't make changes
[18:53] <snover> indeed.
[18:57] <snover> i probably should have waited until the morning before submitting the whole thing, hopefully it is not wildly incoherent feedback. i just felt like i had been unfairly putting off reviewing your work and was motivated to finally do what i said i was going to do
[19:08] <Mataniko> No it makes total sense
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[19:08] <GitHub35> [scummvm] bgK pushed 1 new commit to master: https://git.io/vbx5i
[19:08] <GitHub35> scummvm/master cf1171d Bastien Bouclet: MOHAWK: RIVEN: Rewind videos that are played until their end...
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[19:38] <GitHub84> [scummvm] lubomyr opened pull request #1104: ANDROIDSDL: config, build scripts and build instructions changes (master...master) https://git.io/vbxFs
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[19:58] <snover> wjp: im a little stuck and could use a second set of eyes. would you be able to take a look at this loop issue im having? for some reason, instead of looping the song is continuing to play because (i think) a channel is not receiving an end-of-data message. what ends up crashing is track 0/channel 15 overreading into track 1 so receiving data intended for track 1/channel 1 instead.
[19:58] <snover> er
[19:58] <snover> s/a channel is not/a track is not
[19:59] <snover> i push a commit on my working branch so that if you load up a fresh game of sq4cd it will fast-forward to a few ticks before where the track should be looping.
[19:59] <snover> pushed*
[19:59] <snover> cant think/type today&
[20:18] <Mataniko> great, i made all of my github comments using my work github account
[20:19] <Mataniko> apologies in advance, going to delete them and re-comment using my personal account
[20:25] <snover> (or anyone, i'm not picky with my second opinions)
[20:46] <Strangerke> :/
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[21:12] <snover> ach. shouldve used gcc 7&
[21:13] <snover> fell through a case&
[21:19] <snover> loops work now.
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[21:21] <wjp> ah, nice. I got to the point of seeing weird skipCommands, but hadn't quite found their origin yet
[21:22] <snover> sounds like you almost beat me :)
[21:23] <snover> lets see, next problems&
[21:23] <snover> the master volume never restores itself after a kDoAudio is played& i fixed this once before in the old code so gotta go figure out where that change was made since i think it is guest additions related
[21:25] <snover> some of the channels dont reset if you skip past the intro&
[21:25] <snover> like if the horns are playing and then you choose to skip intro they just keep right on playing
[21:26] <snover> so i guess maybe stopping all the old channels isnt quite stopping them
[21:28] <snover> looks like its a driver bug though, so, yay
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[21:29] <tsoliman> when you say driver ... what do you mean?
[21:30] <snover> the sci1 midi system is split into two parts, the core midi engine and then drivers for each hardware device
[21:30] <snover> so i implemented a general midi driver since it was the most straightforward, mostly it just forwards the commands from the engine
[21:30] <tsoliman> ah ... those are in the *.DRV files?
[21:30] <snover> yes
[21:30] <snover> apparently i made a bug in it.
[21:31] <snover> yep, oops. put a return where the should have been a break.
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[21:32] <snover> im feeling pretty jazzed about how well this is working at the moment.
[21:34] <Mataniko> there's some sound font joke in there
[21:35] <snover> hey, someone got my pun!
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[22:43] <snover> wjp: do you have any adjunct script you use along with bindiff results which surfaces operand changes? since bindiff normally ignores these during matching, and in some of the audio drivers i guess there are significant operand changes, it is falling a bit short on being able to easily identify all of the differences between driver revisions.
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[22:45] <snover> primarily being able to just see where the operand is a literal and the literal value has changed, or where the operand type in one is a literal and in the other is an offset, seems like would be the particularly relevant ones.
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[23:02] <Dark-Star> dreammaster: recently I keep getting "Could not open file - special.icn" when starting Xeen... any idea what might be causing this?
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[23:31] <Dark-Star> git bisect tells me that it's this commit: https://github.com/scummvm/scummvm/commit/49de1602b0ddc87cbb
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[00:00] --- Tue Jan 2 2018