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[00:09] <GitHub40> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v5EWb
[00:09] <GitHub40> scummvm/master a2b05b5 Paul Gilbert: TITANIC: Fix Doorbot doubletake in the prologue
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[00:14] <snover> dreammaster: exciting! more bugs crushed.
[00:15] <dreammaster> Yep. THough there's a new one where the Doorbot has disappeared from the esrvice elevator. Let's hope it's not due to my just committed changes, and it's some other easily fixable prior screwup. :P
[00:16] <snover> i got hung up on https://bugs.scummvm.org/ticket/9885 during my last run, but didnt have much success after 30 minutes trying to track down whats going on with the audio buffer
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[00:18] <dreammaster> That was nice of you to look into, thanks in any case. From what I vaguely remember, the byte produced were identical to a memory dump I did of the original using the same settings. At least for the start.
[00:19] <snover> i was confused in the past when i discovered the common audio rate converters will generate silent samples to fill the buffer instead of returning early if the source stream finishes, but it doesnt look like youre using those
[00:19] <dreammaster> I'm kind of hopeful it will end up being something simple, like a signed/unsigned difference in handling, or some minor thing I got wrong in the "paging" when the initial buffer's worth is played.
[00:20] <snover> my first thought is a confusion between bytes and samples since IIRC it seemed like its playing silence exactly half the time
[00:20] <snover> or possibly a miscalculation regarding the number of audio channels
[00:21] <snover> either of those simple problems ends up with missing half the data. unless its robot audio where missing half the data results in half-resolution audio and a waking nightmare
[00:21] <snover> dafioram: quit breaking the game ;)
[00:22] <dreammaster> Something like that is more than possible. I don't really understand all the music code that well, and was just presupposing that the same bytes generated by the original could be fed into the audio buffer buffering. So getting some setup of signed/unsigned or channels or something like that is quite possible
[00:23] <dafioram> I was actually going to test something weird with the restaurant I was seeing on a previous saved game, but wanted to make sure it wasn't previous saved state stuff
[00:24] <dafioram> fixing the quality of the music recording will probably also fix it when it is played back in the restaurant
[00:24] <dreammaster> Yes, it would. It uses the same audio buffering/playback code for both places
[00:24] <dreammaster> On a side note, anyone aware of any code in common or another engine to handle splitting a set of parameters with quotes handling? Some of my debugger commands are crying out for the debugger to handle the double quotes.
[00:25] <dreammaster> Like right now.. if I want to skip the prologue and jump straight to the elevator, it would be good to be able to special it's proper view name "ServiceElevator.Node 1.N", but currently the spaces screw it up.
[00:26] <snover> ah, hm.
[00:26] <dreammaster> The command has a workaround with node numbers, but it's a bit hacky. And in another command, I have to specially support entering underscores, and then replacing them with spaces.
[00:26] <snover> heh. i was about to say, SCI debugger does a hacky thing where it replaces underscores with spaces :)
[00:28] <dreammaster> Meh. It should be easy enough to find some examples on the Internet. I'll do a search and whip up a pull request
[00:32] <dreammaster> Although, lets just see if I can't sort out the service elevator problem first
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[01:50] <dafioram> snover: What if a game requests Rect larger then values set in videoMode?
[01:51] <snover> dafioram: which video mode? SurfaceSdl[&]::_videoMode?

[01:52] <dafioram> backends/graphics/surfacesdl/surfacesdl-graphics
[01:53] <dafioram> SurfaceSdlGraphicsManager::copyRectToScreen
[01:54] <snover> ah, so. the videoMode.screenWidth/Height are what gets set by the game engine
[01:55] <snover> so when the engine calls to `initGraphics` to set up its virtual screen, thats where those values come from
[01:57] <snover> so the only way a too-large rect in copyRectToScreen would happen would be if an engine requested a screen size and then tried to write outside the bounds of its screen.
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[01:58] <GitHub65> [scummvm] csnover pushed 12 new commits to master: https://git.io/v5E4M
[01:58] <GitHub65> scummvm/master d2b4e16 Colin Snover: SDL: Fix unsafe sprintf usage...
[01:58] <GitHub65> scummvm/master 43a07ab Colin Snover: SCI32: Implement kCelLink...
[01:58] <GitHub65> scummvm/master 7545bb7 Colin Snover: SCI32: Clip videos to the screen...
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[01:59] <GitHub23> [scummvm] criezy pushed 1 new commit to master: https://git.io/v5E4D
[01:59] <GitHub23> scummvm/master 968f679 Thierry Crozat: I18N: Update translations templates
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[01:59] <snover> im glad that i can actually explain these things now, instead of before. i would have spent more time in the refactor documenting and cleaning but i felt like i needed to make a hard stop to go back to engine development for the sake of time
[02:01] <snover> dafioram: does that answer your question satisfactorily?
[02:01] <dafioram> it was the video after the credits in lighthouse.. i guess you got it
[02:02] <snover> ha. yeah. im trying to see if i can remember exactly what might have happened in the original engine
[02:03] <dafioram> so in this case I guess you shifted it up rather than make the original game height larger?
[02:03] <snover> i didnt have room in the script to do anything so i just truncated the draw rect in the player
[02:03] <snover> so the bottom of the video is cut off, which is how it was in the original interpreter
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[02:13] <snover> oh, oh. right. human memory is so fickle! the cutoff would have happened in the original engine through the normal rendering process since the VMDs get rendered into screen items and the normal renderer clips. here, the video renders directly to the screen because the video is scaled and non-interactive so the video player opts in to true-colour playback (if you have that pref turned on, which it is by default) which bypasses the render
[02:13] <snover> er
[02:14] <snover> so it was really an issue with the special high-quality video rendering code
[02:15] <dafioram> would clipping be a good default behavior for the sdl rendering backend?
[02:21] <snover> ive thought about that. this way is probably better since triggering those assertions indicates a bug in the engine code.
[02:23] <ScummBot> Port build status changed with d6139890: Failure: master-gcw0
[02:23] <snover> wat.
[02:23] <snover> the backend asserts on zero-dimension rects either, which is& a little harder to justify. i guess it could tell you if your engine code is generating a bunch of invalid rects but i dont know for sure.
[02:23] <snover> whats wrong, buildbot?
[02:25] <snover> other than being sloooooowwwwwww
[02:26] <dafioram> is there a way to do git rebase -i and after the rebase have the commit dates be in rebase order?
[02:27] <snover> the commit dates are updated, the author dates arent
[02:27] <snover> man says --committer-date-is-author-date, --ignore-date
[02:27] <snover> (synonyms)
[02:28] <snover> oh. it also says thats incompatible with -i.
[02:28] <dafioram> is there a way to have github and git log display the commit dates instead of the author dates?
[02:29] <snover> i dont think GitHub will, you can change the output format of git-log using --pretty
[02:29] <snover> and you can set the default formatting preference with git-config
[02:32] <snover> re buildbot, its been failing since aug 28 on bladerunner. not sure yet if the gcw0 failure is new or just another symptom of the same problem. lets see what i can do to improve this situation until madmoose comes back.
[02:34] <snover> darn. looks like the gcw0 failure is my fault :)
[02:35] <snover> or, well& it looks like Bad News is happening in that compiler
[02:36] <snover> oh. oh, oh.
[02:37] <snover> this is what happens when i forget to do a test compile with sci32 turned off
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[02:39] <GitHub105> [scummvm] csnover pushed 1 new commit to master: https://git.io/v5EBH
[02:39] <GitHub105> scummvm/master 96f702e Colin Snover: SCI: Fix builds with SCI32 disabled
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[02:39] <GitHub182> [scummvm] criezy pushed 1 new commit to master: https://git.io/v5EBQ
[02:39] <GitHub182> scummvm/master 5632792 Thierry Crozat: I18N: Update translations templates
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[02:48] <snover> this bladerunner failure makes me wonder what an int is on ppc-amigaos4
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[02:52] <GitHub66> [scummvm] csnover pushed 1 new commit to master: https://git.io/v5ERL
[02:52] <GitHub66> scummvm/master 0092d5e Colin Snover: BLADERUNNER: Fix compilation failure on PPC-AmigaOS4...
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[03:01] <snover> hopefully that takes care of it. i wish the nightlies would send emails on error since thats a bigger deal than single-build failures, but i dont have the energy to see about that
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[03:17] <GitHub161> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v5ERN
[03:17] <GitHub161> scummvm/master 9fa97cd Paul Gilbert: TITANIC: Fix Doorbot disappearing in prologue elevator
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[03:36] <GitHub84> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v5E0X
[03:36] <GitHub84> scummvm/master f36f394 Paul Gilbert: TITANIC: Fix Doorbot disappearing on loading prologue elevator savegame
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[04:44] <ScummBot> Port build status changed with f36f3942: Success: master-amigaos4, master-gcw0
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[05:50] <waltervn> morning
[05:56] <snover> hey waltervn
[05:58] <snover> just time for bed for me. brain exploding at phantasmagoria 2s save game code, which has *three* places where it tries to mangle save game names in the same way, and apparently more than one place where it limits the number of save games
[05:58] <snover> they really, really wanted you to know that when your game isnt censored, your save games are <PROTECTED>
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[07:57] <madmoose> snover: Apologies for the typo! Thank you for the fix :)
[08:01] <madmoose> snover: Should we prefer int32? How big is int on PPC-AmigaOS4?
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[13:16] <GitHub196> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v5umS
[13:16] <GitHub196> scummvm/master 0b19ebe Paul Gilbert: IMAGE: Fix shadowing warning
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[14:25] <GitHub90> [scummvm] dreammaster opened pull request #1010: GUI: Support double quoted debugger parameters (master...debugger_params) https://git.io/v5uCq
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[15:42] <snover> madmoose: sizeof(int) is 4, but int and long arent the same type (int <= long per the C++ spec). it happened to compile only on most platforms because int32 is most frequently `typedef signed int int32`
[15:47] <madmoose> snover: Then why is int32 = long and not int? :P
[15:49] <snover> i have no idea :)
[15:50] <snover> now i know.
[15:50] <snover> from `configure`, which sets it explicitly: # We have to use 'long' for our 4 byte typedef because AmigaOS already typedefs (u)int32 as (unsigned) long, and consequently we'd get a compiler error otherwise.
[15:51] <snover> non-standard default global typedefs i guess
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[15:59] <madmoose> snover: At least it caught the typo :)
[16:01] <snover> yeah
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[16:03] <GitHub155> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v5ugj
[16:03] <GitHub155> scummvm/master be20826 Paul Gilbert: VIDEO: Fix reverse playback right to the very start of the video
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[16:08] <TMM> snover, wow, that seems kind of broken :P
[16:11] <snover> also yeah.
[16:12] <snover> im not the best person to talk about ports to old platforms unless you want to hear some complaining ;)
[16:17] <snover> can someone on windows reproduce this? i cannot on macOS. https://bugs.scummvm.org/ticket/10173
[16:20] <dreammaster> Seems okay for me
[16:21] <snover> :\
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[16:41] <GitHub155> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v5uwi
[16:41] <GitHub155> scummvm/master 9a0798f Paul Gilbert: TITANIC: Fix display of music system stop button when pressed
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[17:50] <m_kiewitz> lol
[17:50] <m_kiewitz> What Makes a Good Detective Game? | Game Maker's Toolkit
[17:50] <m_kiewitz> https://www.youtube.com/watch?v=gwV_mA2cv_0
[17:50] <m_kiewitz> shows police quest 4
[17:50] <m_kiewitz> of course it's not listed as good detective game :p
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[19:38] <GitHub1> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v5uHp
[19:38] <GitHub1> scummvm/master 50e7a7e Paul Gilbert: TITANIC: Cleanup and enum for CPetSound
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[20:20] <GitHub59> [scummvm] csnover pushed 4 new commits to master: https://git.io/v5u5x
[20:20] <GitHub59> scummvm/master 67fcb0b Colin Snover: SCI: Allow deep inspection of objects in debugger
[20:20] <GitHub59> scummvm/master 109d870 Colin Snover: SCI: Remove already-finished TODO
[20:20] <GitHub59> scummvm/master bdbcc90 Colin Snover: SCI32: Disable save game mangling in Phant2...
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[20:27] <snover> dafioram: https://bugs.scummvm.org/ticket/10038 does the game not play a sound after you die? the GOG release is broken
[20:27] <snover> i dont know the extent of its brokenness
[20:28] <snover> but the W-cursor is rendered for the duration of the death audio that is supposed to be played, and is played in the CD release
[20:28] <snover> clicking once stops the audio early
[20:28] <snover> waiting for the audio to finish playing also changes the cursor to the normal arrow
[20:29] <dafioram> let me check
[20:34] <dafioram> After dieing and returning to the Try again screen the W cursor does not change back to a pointer, untill I click.
[20:34] <snover> does it play some taunt audio?
[20:35] <dafioram> When I get killed it plays a sound and nothing after that
[20:35] <snover> any warnings in the console about audio not found?
[20:36] <dafioram> Warning: [Audio32::play]: audio36.0(0, 0, 4, 1) could not be found!
[20:36] <snover> yeehaw.
[20:36] <snover> GOGs broken release strikes again.
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[21:57] <GitHub147> [scummvm] sev- pushed 1 new commit to master: https://git.io/v5upo
[21:57] <GitHub147> scummvm/master 110b4f0 Colin Snover: COMMON: Add helper macro for printing rects
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[21:57] <GitHub141> [scummvm] sev- closed pull request #1006: COMMON: Add helper macro for printing rects (master...print-rect) https://git.io/v5EGX
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[22:20] <m_kiewitz> snover: probably used fan patches again
[22:21] <m_kiewitz> dafioram: can you please try using the original interpreter too?
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[23:10] <GitHub56> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v5zvm
[23:10] <GitHub56> scummvm/master 128edee Paul Gilbert: TITANIC: Implement setup code for sound slider positions
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[23:22] <snover> dafioram: ok, i think i got confused on https://bugs.scummvm.org/ticket/10033 because first were talking about phone sounds and then started talking about scummvm on your phone
[23:22] <snover> youre saying the office phone sounds have no lag in dosbox?
[23:23] <snover> oh wait
[23:24] <snover> i just got really confused
[23:24] <dafioram> yes, same as scummvm on windows. I didn't do any scummvm stuff on my phones, just the ingame phone
[23:24] <snover> for some reason i thought you said ubuntu on your phone
[23:24] <snover> ok.
[23:24] <dafioram> playing scummvm on ubuntu and testing the phone in game
[23:24] <snover> got it.
[23:27] <snover> i have no good idea why the phone sounds would be os-dependent
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[23:30] <dafioram> maybe someone else with a linux variant can see if they reproduce?
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[23:37] <snover> lets see what happens if i disable the frame throttling.
[23:38] <snover> i think the frame throttling is also responsible for the glitchy text positioning in the computer interface
[23:49] <snover> no on the phone&
[23:50] <dafioram> no as in you can't reproduce or that frame throttling didn't affect it?
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[23:51] <snover> kind of both
[23:51] <snover> let me check dosbox real quick
[23:54] <snover> hmmm.
[23:59] <snover> our requested sample buffer seems kind of big
[00:00] --- Tue Sep 5 2017