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[01:43] <tsoliman> just installed a new HDD .. had to remove a CPU fan to put it into the cramped case .. now online again :)
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[02:11] <snover> that fan is probably not even important anyway
[02:24] <tsoliman> yeah .. modern CPUs throttle when overheating :)
[02:24] <tsoliman> and iphone CPUs throttle when your battery is old :rimshot:
[02:24] tsoliman has 2 of those old iPhones
[02:29] <tsoliman> did anyone upgrade to macOS high-sierra yet?
[02:30] <snover> not yet
[02:30] <tsoliman> I think it is on 10.13.2 now ... we're past the .0 .. but I don't want to be the first/only one
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[03:10] <rsn8887> I am on 10.13.2 works very well here.
[03:11] <rsn8887> When first upgrading, my macbook became very slow to wake out of sleep, but with 10.13.2 this seems to have been fixed.
[03:11] <rsn8887> Oh and I had to re-install homebrew or something like that. Probably could have done some permissions-fixing on the library folder, but I just re-installed it.
[03:13] <rsn8887> I think power management is better on High Sierra than Sierra. My fans used to come on all the time, now my computer is much more quiet. And still snappy.
[03:18] <tsoliman> rsn8887: what machine do you have specifically?
[03:18] <rsn8887> MacBook Pro (Retina, 15-inch, Late 2013)
[03:18] <tsoliman> thanks!
[03:19] <tsoliman> are you using the new afs?

[03:20] <rsn8887> Yes it automatically converted my internal storage to apfs. Seems to work perfectly.
[03:22] <rsn8887> The last time I remember having FS problems was many years ago on a Linux box, because that file system shot itself in the foot as soon as a power outage occured.
[03:23] <rsn8887> Some software requires updating though. For example VMware Fusion complained that it needed a major update to run on High Sierra.
[03:23] <rsn8887> Turns out the update is quite epensive.
[03:23] <rsn8887> expensive
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[03:27] <tsoliman> that FS sounds like reiserfs ... you don't want to know how fsck.reiserfs works :)
[03:28] <tsoliman> rsn8887 yeah I already shelled out for VMWare Fusion 10 in anticipation of this
[03:31] <rsn8887> Yes I guess that is how these companies make money. Sadly, VMWare has surprisingly little improvements from version to version. Mostly it just gets slower ;)
[03:33] <tsoliman> it actually supports installing debian 9 as "debian 9" instead of "some kind of debian" :)
[03:33] <tsoliman> regarding the value of that .. I have no idea :)
[03:34] <tsoliman> I am just glad VMWare Fusion is still being actively developed after they fired the whole team
[03:51] <tsoliman> rsn8887: good job on the aspect ratio business .. I am trying to do the same for android but without assumptions about 4:3
[03:52] <tsoliman> I guess I want to use snover's windowing code
[03:52] <tsoliman> ideally checking "aspect ratio correction" would be the fix
[03:53] <snover> i dont know if either of you saw earlier, criezy said hell be sending a PR for fixing the AR stuff hopefully in the next week
[03:53] <tsoliman> for android?
[03:54] <snover> no, so that the aspect ratio of games is actually corrected correctly all the time
[03:54] <tsoliman> ah - good .. so I am still working on the android hookup to the new graphicsmgr code
[03:55] <tsoliman> or actually .. getting android to have a gfxmgr at all :P
[03:56] <snover> another PR was opened for Android-SDL
[03:56] <snover> i really dont understand what is going on
[03:56] <snover> there seems to be a breakdown in communication about this port
[04:01] <tsoliman> yeah - I also am not skilled enough to understand what parts of android are being used by android-sdl
[04:01] <tsoliman> since android-sdl seems to contain no java
[04:03] <tsoliman> the only reason I am hacking android (and not android-sdl) is because I have a docker image for producing android not android-sdl
[04:03] <tsoliman> (although maybe it can produce android-sdl with a different configure?)
[04:06] <Mataniko> NDK fun!
[04:12] <snover> it actually uses gradle instead of ant, otherwise its still looking like a mess, using some sdl derivative and handmanaging stuff
[04:14] <Mataniko> i thought ant was deprecated on android
[04:14] <Mataniko> android studio
[04:14] <Mataniko> in favor of gradle
[04:14] <snover> it = the PR
[04:15] <Mataniko> oh
[04:15] <snover> ant is not just deprecated, it is obsolete and does not work any more for new NDKs
[04:15] <snover> which is one of the reasons why i was unable to create a buildbot for it
[04:24] <Mataniko> we use the NDK
[04:24] <Mataniko> every new version breaks
[04:25] <Mataniko> our builds
[04:30] <rsn8887> Tsoliman: I finally came up with the name "Fit to Screen" and "Stretch to Screen" for those PSP screenmodes, since that is what all other sotftware uses.
[04:31] <rsn8887> tsoliman: And AR correction = force 4:3 makes some sense on the PSP, makes more sense to me then the "if height = 200 then height = 240" "if height = 400 then height = 480" code in surfacesdl. It gives 4:3 anyways in most games. But I agree it is not 100% correct for all games.
[04:33] <rsn8887> tsoliman: But what is correct is also questionable, since people could stretch their CRT screens to whatever they wanted back then. It makes sense to me to offer "original" and "4:3"
[04:33] <tsoliman> To me aspect ratio correction off means 1:1
[04:33] <snover> AR correction is not force this screen to some dimension, AR correction is render non-square pixels as non-square pixels
[04:34] <tsoliman> Aspect ratio correction on means 4:3
[04:34] <rsn8887> and, on the psp, also an option to stretch. Because for some reason PSP users really love to stretch their games to widescreen (don't ask me why but hte forums are full of people wanting stretch).
[04:34] <tsoliman> (and stretch to fill is just evil)
[04:34] <Lightkey> AR is augmented reality
[04:34] <snover> AR is the sound that a pirate makes
[04:34] <rsn8887> lol
[04:35] <tsoliman> Lightkey: alright
[04:35] tsoliman rimshot
[04:36] <rsn8887> tsoliman: I think we all agree that AR correction off means 1:1 (square pixels). But the exact adjustment needed for AR on depends on the game. For example some games use 320x190 instead of 320x200 and those should be stretched to _less_ than 240 height.
[04:37] <tsoliman> I thought snover said criezy is working on fixing this for all resolutions ... the windowing code should take care of all the conversions
[04:37] <Lightkey> btw Legend's Death Gate was released on GOG.com, let's hope for more :3
[04:37] <snover> yep
[04:37] <rsn8887> tsoliman: I think so, so that will solve this problem once and for all.
[04:37] <tsoliman> yeah - as long as you hook stuff up to snover's code
[04:38] <snover> https://www.youtube.com/watch?v=gONcDfFrPis
[04:38] <tsoliman> rsn8887: http://lists.scummvm.org/pipermail/scummvm-devel/2017-October/012003.html
[04:39] <tsoliman> I assume your port uses openGL
[04:39] <tsoliman> (or surfaceSDL)
[04:39] <tsoliman> but even if it doesn't .. there's still Q&A for it
[04:41] <tsoliman> unless it doesn't extend ModularBackend at all (like android) then you have some work to make it do so (I think - at least that's what I am doing)
[04:42] <rsn8887> Yes it looks good, but I thought this code has already landed?
[04:42] <rsn8887> The link you posted
[04:42] <tsoliman> it did .. but the problem of hardcoded AR resolutions is still pending
[04:43] <tsoliman> so if you implement it like in the -devel mail, then you will inherit that future enhancement
[04:43] <tsoliman> (code reuse and all that good stuff)
[04:44] <rsn8887> yes I bet the AR fix will finally get rid of that "stretch200to240" function.
[04:45] <rsn8887> But we'll see.
[04:46] <tsoliman> I think the idea will be that a game will say "I am eligible for AR correction" and then when its engine requests a resolution, it is easy to convert that to 4:3 without special cases
[04:46] <rsn8887> I updated the PSP-related wiki page: http://wiki.scummvm.org/index.php/PlayStation_Portable
[04:46] <rsn8887> not perfect, but better than it was.
[04:46] <rsn8887> I think.
[04:46] <snover> the engine will pass its PAR along with the resolution request.
[04:47] <tsoliman> oh wow so it will have to be a change to all engines?
[04:48] <tsoliman> I thought it was just a detection entry flag or something
[04:48] <snover> how is that any different :)
[04:48] <tsoliman> fair enough .. I suppose not all engines use the ADGF
[04:49] <snover> i mean, well see how it finally ends up looking, i introduced a structure for passing information and the last time criezy and i spoke it was a good place to put the PAR too. i was thinking about just doing it, before i decided that PR was already big enough
[04:49] <tsoliman> yep - I was just spitballing
[04:57] <snover> Mataniko: let me know when you feel like the web changes PR is in a stable place for me to look at them again
[04:57] <Mataniko> it is
[04:57] <snover> oh. well then, i guess the burdens back on me :)
[04:57] <Mataniko> i did a bunch of updates today and i think most of the things are addressed
[04:59] <snover> thats great. thank you for staying on top of it.
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[05:01] <Mataniko> key stuff, the small menu is redone, i've adjusted the spacing of the full site & menu
[05:01] <Mataniko> re-added the screenshot to the main page
[05:02] <Mataniko> fixed the gradient of the background
[05:06] <snover> ill look again as soon as i am able, i am unable to concentrate or give good feedback tonight due to some RL stuff.
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[05:07] <snover> hopefully i can concentrate enough tomorrow and i wont have anything else to note that needs fixing :)
[05:10] <Mataniko> no rush
[05:10] <Mataniko> the site hasn't changed in 8 years - it doens't need to happen tomorrow :)
[05:26] <tsoliman> I just realized the android SDL class is OSystem_ANDROIDSDL ... should probably be OSystem_AndroidSDL ... I can see how that happened with SDL/POSIX/PS2/DS and so on being all caps on account of being acronyms
[05:27] <snover> dont get mired down in the details :)
[05:28] <snover> (i.e. dont be like me!)
[05:30] <tsoliman> ok as far as I can tell .. android is java -> C++ via JNI
[05:30] <tsoliman> and android SDL is just .. C++
[05:30] <tsoliman> I didnt know you could just have a C++ app in android without java glue
[05:33] <tsoliman> backends/platform/android/org/scummvm/scummvm/ScummVMActivity.java is the entry point (all android apps used to want an Activity)
[05:33] <snover> there is glue, its just in SDL
[05:33] <tsoliman> 💡
[05:34] <tsoliman> thanks - so I can safely ignore all android code then
[05:34] <tsoliman> I am assuming there's no active maintainer for either one of those ports .. so I can switch my focus to androidSDL
[05:35] <tsoliman> (and maybe eventually drop android unless there are objections?)
[05:35] <snover> thats part of my confusion as to how someone is sending a PR
[05:35] <tsoliman> assuming the buildbot image can actually build androidsdl
[05:35] <snover> one of them needs to go away
[05:35] <tsoliman> when is the new buildbot going live?
[05:36] <tsoliman> I was going to PR (or just flat out push) my commit to remove the silliness that is "force the small theme"
[05:37] <tsoliman> but I only have a 720p device so I couldn't test with a 1080p one what would happen
[05:37] <tsoliman> (or a 1440p one)
[05:37] <snover> whenever i muster up the will to tear myself away from RE to send that PR i said i was going to send (i need to actually test the engines which i meddled with to remove strdup first, i think :)) and write an email summarising the discussion that i had here with DJWillis and to just recap everything and what the finalised plan is for things moving forward
[05:38] <snover> reverse engineering is way more fun.
[05:38] <tsoliman> I am all for RE too .. I end up benefiting from it
[05:39] <tsoliman> I mean ... I am all for you REing ... I can't RE myself out of a paper bag yet
[05:40] <snover> step one is to learn how to be neurotic enough to hit ctrl+s every 15 seconds so you dont lose your work
[05:41] <Calchan> snover: just like gaming ;o)
[05:41] <snover> grr, games with slow quick save, am i right!?
[05:42] <Calchan> patience you must have my young padawan
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[05:47] <dreammaster> Lightkey: Regarding Death Gate, I too find it hopefull.. maybe we'll eventually get Xanth as well
[05:52] <tsoliman> Xanth!!
[05:53] <tsoliman> I found out way too late (as in .. in the last 2 years or so) that Xanth is based on a series of books
[05:53] <tsoliman> and that the books were just as punny as the game .. in fact the game was based on a book in the middle of the series
[05:53] <dreammaster> So was Death Gate :)
[05:53] <tsoliman> Oo
[05:54] <dreammaster> Right, Demons Don't Dream, I think it was
[05:54] <tsoliman> wow .. I never played Death Gate
[05:54] <dreammaster> And The WHeel of Time
[05:55] <tsoliman> I played Timequest & Xanth
[05:55] <tsoliman> I only read the first 2 xanth books
[05:55] <dreammaster> Me either. So I'll iikely pick up a copy of it the next time there's a sale on. And to have it ready to eventually work on someday, after I do Xanth support
[05:56] <tsoliman> I thought someone said it was hardcoded .. or maybe it was another game?
[05:56] <dreammaster> Yep. But so have most of the games I've worked on in the last few years :)
[06:02] <tsoliman> snover doesn't SDL support android natively? .. the build.sh for androidsdl wants to clone https://github.com/pelya/commandergenius
[06:03] <snover> yes
[06:04] <tsoliman> oh .. android is supported in SDL2
[06:04] <tsoliman> this is SDL1.2 and 1.3
[06:05] <snover> yes
[06:09] <tsoliman> do you think it is unwise to just start over with official SDL2 on a fresh port? I mean it is more work sure, and I don't have enough diverse devices, sure
[06:12] <snover> i dont know how much would actually need to change for android-sdl to be using the official sdl2
[06:12] <tsoliman> probably not very much
[06:12] <snover> i may or may not have already actually tried to fix some of the nonstandard API calls in the buildbot branch before i gave up
[06:12] <tsoliman> but I don't think you can have a repo that has both working
[06:13] <snover> doesnt matter
[06:13] <snover> again, the goal is to have one thing
[06:13] <snover> so whichever ends up working then we make that one the one
[06:16] <tsoliman> sounds good - I think I'll start a fresh port and copy whatever I need .. in that same branch I can have optional commits that delete the existing ones .. this will force me to learn what is actually needed and what is extra junk
[06:18] <tsoliman> but yeah it will be SDL so I can reuse as much as possible (and also because I'd like to avoid messing with JNI)
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[06:25] <snover> tsoliman: sounds good. the changes i made without being able to actually test-compile any of it were in https://github.com/csnover/scummvm/commit/d2fb155dec488cc8a6937ca30c5c4fee0b58547c
[06:27] <snover> at a minimum those dynamic_casts should be static_casts, i was clearly annoyed and not thinking clearly about what i was doing :)
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[08:59] <Strangerke|work> hi guys
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[12:09] <GitHub81> [scummvm] rsn8887 pushed 1 new commit to master: https://git.io/vNvwj
[12:09] <GitHub81> scummvm/master 4e4a589 rsn8887: PSP: support mouse speed/joy deadzone options and smooth cursor motion
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[12:21] <rsn8887> something weird is goind on: When I build the buildbot-psp image from the latest Dockerfile (from csnover/scummvm-buildbot) and try to compile the PSP build, I get an error about some misconfigured "libaudio.a," but when I use docker-compose up and downlaod the cached image from the cloud, that image builds PSP builds just fine.
[12:22] <rsn8887> *** frantically backups that working docker image ***
[12:23] <rsn8887> Luckily Docker images can be backed up, because images build from Dockerfiles are not necessarily reproducible (online repos might change etc.)
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[16:42] <rsn8887> @bkg: In your comment here https://github.com/scummvm/scummvm/pull/1102 are you talking about ScrollContainerWidget::handleCommand in ScrollContainer.cpp?
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[17:37] <rsn8887> The Phantasmagoria demo is gone: https://www.scummvm.org/frs/demos/sci/phantasmagoria-dos-demo-en.zip gives
[17:37] <rsn8887> error 443
[17:39] <wjp> 443?
[17:39] <wjp> but where did you find that link?
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[17:40] <wjp> this one does exist: https://www.scummvm.org/frs/demos/sci/phantasmagoria-dos-win-demo-en.zip
[17:40] <rsn8887> scummvm.org -> downloads -> Extras, game downloads -> Demos Page ( http://www.scummvm.org/demos )
[17:41] <rsn8887> uner sierra demos
[17:41] <wjp> I just get a normal 404 by the way
[17:41] <rsn8887> yes now me too, no clue why it spit out 443 at first.
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[17:44] <GitHub90> [scummvm-web] wjp pushed 1 new commit to master: https://git.io/vNfZp
[17:44] <GitHub90> scummvm-web/master 8cb6d09 Willem Jan Palenstijn: WEB: Fix broken demo link...
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[17:45] <wjp> thanks
[17:45] <wjp> let's see if I remember how to get this online
[17:46] <rsn8887> Thanks
[17:47] <wjp> done
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[17:53] <bgK> rsn8887: ScrollContainerWidget::handleCommand which redraws the whole GUI, and ListWidget::handleCommand which draws the list widget twice, in both cases for each scroll inducing event in the queue.
[17:53] <rsn8887> that's what I thought, won't have time to play around with it though....
[17:55] <bgK> flagging the GUI objects as dirty and rendering them at the end of the frame seems to work
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[20:28] <rsn8887> bgK: any clue why it re-draws the whole gui when a Scrollcontainer needs refreshing? I find it interesting that this is the only call to the function doFullRedraw in ALL of ScummvM. This seems very fishy.
[20:34] <bgK> rsn8887: there's two issues redrawing the whole GUI works around. Simply calling the draw function only redraws the "screen" part of the widgets, and not the background parts. When scrolling the scrollcontainer, it is required to redraw both. Also, redrawing the container background ont top of itself causes its shadow to blend with the previous draw and become too dark.
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[20:45] <rsn8887> I see. I don't understand why something as slow as screenupdate is done _inside_ the PollEvent loop. I thought Pollevent should only contain fast code and things lilke redraw should happen outside of the PollEvent loop
[20:54] <rsn8887> e.g. line 354 in gui-manager.cpp this seems like it should not be inside the event loop. The events should all be handled before a new screen is drawn. If necessary, screen update should be delayed and fps should drop to prevent event pile up. I guess that was what you were talking about anyways.
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[00:00] --- Fri Jan 5 2018