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[02:38] <GitHub12> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7rEA
[02:38] <GitHub12> scummvm/master bbd9247 Paul Gilbert: TITANIC: Maintain static movie frames on objects across saves
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[06:05] <eriktorbjorn> Wow, quite a few new warnings when compiling ScummVM with GCC 7 instead of GCC 6.
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[06:33] <waltervn> morning
[06:34] <eriktorbjorn> Most of the new warnings seem to be from -Wimplicit-fallthrough. Hard (for me) to say if they're false positives or not...
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[09:35] <GitHub96> [scummvm] sev- pushed 1 new commit to master: https://git.io/v7rXE
[09:35] <GitHub96> scummvm/master 86d1b1b Eugene Sandulenko: GRAPHICS: MACGUI: Fix cursor position when MacTextWindow is scrolled
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[09:48] <GitHub66> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/v7rXA

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[10:26] <GitHub32> [scummvm] eriktorbjorn pushed 3 new commits to master: https://git.io/v7rMW



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[10:29] <GitHub12> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/v7rMB

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[11:13] <GitHub52> [scummvm] bgK pushed 1 new commit to master: https://git.io/v7ryw
[11:13] <GitHub52> scummvm/master 3007bbe Bastien Bouclet: MOHAWK: Riven: Load only the data files for the current game version...
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[11:13] <GitHub153> [scummvm] criezy pushed 1 new commit to master: https://git.io/v7ryo
[11:13] <GitHub153> scummvm/master 38a8015 Thierry Crozat: I18N: Update translations templates
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[11:31] <GitHub178> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/v7rSY

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[11:31] <eriktorbjorn> That was boring. And I still haven't gone through all of the warnings.
[11:35] <waltervn> does GCC 7 parse "fall through" comments?
[11:37] <waltervn> or is that some consistency-enhancing editing on your part as you went through all these :)
[11:38] <waltervn> eriktorbjorn: ah, your commit text seems to suggest it does indeed interpret the comment?
[11:38] <waltervn> missed that bit
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[12:55] <m_kiewitz> snover: what do you think about adding a bit of code to make the game not immediately count ticks + seconds up after leaving the menu? Talking about pq4 here
[12:58] <m_kiewitz> snover: also: https://www.gog.com/forum/torins_passage/mouse_cursor_sticks
[12:58] <m_kiewitz> we should verify that this doesn't happen in ScummVM
[12:58] <m_kiewitz> "It happens if you've been playing for too long. Save and exit periodically"
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[13:16] <eriktorbjorn> waltervn: Yes, a comment like that does silence the warning. I think there are other comments that would do the same thing, but that's the one I picked.
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[13:18] <eriktorbjorn> waltervn: So this is to cut down on the false positives, where we already had comments indicating that the fall throughs are deliberate.
[13:21] <waltervn> interesting
[13:22] <waltervn> so does GCC now use a database of "fall through" variants in dozens of languages? pretty strange..
[13:23] <eriktorbjorn> waltervn: Not sure.
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[13:27] <GitHub163> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/v7r75

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[13:35] <bgK> waltervn: c++17 add the [[fallthrough]] attribute to "properly" solve this problem. I guess the restricted database of allowed comments in compilers will allow tools like clang-tidy to replace the comments with the attribute at some point
[13:38] <waltervn> I see
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[14:51] <eriktorbjorn> I have to say, there are some new warnings that look pretty useful for catching bugs. For instance, it complains about line 473 in audio/mods/maxtrax.cpp where it says "channel.regParamNumber = (data << 8) || (channel.regParamNumber & 0xFF);" +
[14:51] <eriktorbjorn> I'm guessing it should be | instead of || but I can't test.
[14:51] <eriktorbjorn> On the other hand, it missed the next case where it says "channel.regParamNumber = (channel.regParamNumber & 0xFF00) || data;"
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[14:56] <GitHub140> [scummvm] eriktorbjorn pushed 5 new commits to master: https://git.io/v7rNP



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[15:23] <GitHub94> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7rAD
[15:23] <GitHub94> scummvm/master 17089be Paul Gilbert: TITANIC: Fix handling of NumPad causing double digits
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[15:28] <eriktorbjorn> If anyone's interested, here are the remaining GCC 7 warnings when I compile ScummVM: http://www.update.uu.se/~d91tan/ScummVM/gcc7-warnings.txt
[15:35] <dreammaster> Thanks. I'll make a note to have a look at the engines I'm familiar with later today
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[15:57] <GitHub151> [scummvm] bgK pushed 2 new commits to master: https://git.io/v7rpn
[15:57] <GitHub151> scummvm/master 8e5ac98 Bastien Bouclet: MOHAWK: Riven: Add keyboard navigation
[15:57] <GitHub151> scummvm/master f5b335a Bastien Bouclet: GUI: Mark some fall-through cases as intentional...
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[15:59] <GitHub24> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7rpR
[15:59] <GitHub24> scummvm/master 07e70d9 Paul Gilbert: TITANIC: Create new CMovementMsg for new movement functionality...
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[16:11] <travis-ci> scummvm/scummvm#4012 (master - f5b335a : Bastien Bouclet): The build was fixed.
[16:11] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/17089becd410...f5b335af100c
[16:11] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/261556396
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[16:25] <travis-ci> scummvm/scummvm#4013 (master - 07e70d9 : Paul Gilbert): The build was fixed.
[16:25] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/f5b335af100c...07e70d9896c0
[16:25] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/261556791
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[16:30] <logix> http://pc.textmod.es/pack/fuel22/aoh-retiredlarry.ans
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[16:30] <GitHub163> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7rjk
[16:30] <GitHub163> scummvm/master 380a9da Paul Gilbert: TITANIC: Changing arrow movement to be done via simulated mouse clicks
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[16:40] <snover> m_kiewitz: ive been thinking about your question about the menu in pq4 and i dont really feel like i have a satisfactory answer. what were you thinking in terms of the implementation? how would it be changed to not tick up?
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[16:59] <m_kiewitz> snover: i guess it would also be enough in case the ticks code was changed to only count 1 tick up and not all the remaining ticks
[17:05] <snover> that sounds like it would probably be substituting one problem (not enough time during action sequence) for another problem (slowdown and desync with wall time if the system is unable to service every script once per tick).
[17:06] <m_kiewitz> why should there be slowdown?
[17:06] <m_kiewitz> hmm, as i said - the other option would be to reset the variables that keep count of ticks and seconds after returning from menu
[17:07] <snover> because if 2 ticks elapse, but we only advance the script by 1 tick, it is now 50% slower than before
[17:07] <m_kiewitz> yes, but how would the game then work out anyway?
[17:08] <m_kiewitz> although sure, maybe the current frame rate limiter would make the ticks count down in increments of 2+ too anyway
[17:09] <m_kiewitz> right now the code doesn't really make sense
[17:09] <m_kiewitz> i mean some scenes use ::seconds
[17:09] <m_kiewitz> so when the user is inside he menu, it will typically count down 1 second each time the user exits
[17:10] <m_kiewitz> so basically exiting a few times will make a timer object change state
[17:10] <m_kiewitz> although in game that time hasn't really passed
[17:11] <m_kiewitz> and the ticks will deplete all the time
[17:11] <m_kiewitz> which doesn't make sense either
[17:26] <snover> yeah, i know. SCIs time management is fundamentally broken. the only thing i can think of as a possible solution would be to iterate over all the Scripts in the main games doits list and set `lastTicks` to whatever the tick is that the menu closes on. but that would probably screw up anything that is global in the list, and seems like a pretty invasive/risky solution, given that this time update only seems to really be an issue fo
[17:26] <snover> r these action sequences.
[17:27] <m_kiewitz> what could be global?
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[17:29] <GitHub91> [scummvm] criezy pushed 1 new commit to master: https://git.io/v7ovS
[17:29] <GitHub91> scummvm/master 9ac4a77 Ben Castricum: I18N: Update translation (Dutch)...
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[17:29] <snover> i dont know. autosave timers, perhaps. it would require quite some research.
[17:31] <m_kiewitz> hmm
[17:31] <m_kiewitz> i have already changed a few of those timers and those alone seem to work better now (::ticks to ::seconds)
[17:32] <m_kiewitz> the problem is though that it still doesn't really work right. I mean no one would expect that entering/exiting the menu counts as 1 second each time
[17:32] <m_kiewitz> its way better now though
[17:32] <m_kiewitz> you can now enter inventory, look for the cuffs and dont have to hurry like crazy
[17:32] <snover> not having to hurry sounds like the antithesis of an action sequence.
[17:34] <m_kiewitz> that's not the point - the point is that you normally can look around in your inventory
[17:34] <m_kiewitz> and in other sequences - in the same game - you get that time and inventory doesn't count for the timer
[17:35] <m_kiewitz> that's expected, because right now even just saving will basically create a saved game that will instantly fail that sequences
[17:35] <m_kiewitz> *sequence
[17:35] <m_kiewitz> and well that makes no sense when you look at it. all animations stop to happen, so why should one even assume that time still counts for that specific sequence?
[17:56] <snover> so the other action sequences in the game that require you to use your inventory use seconds instead of ticks?
[18:04] <m_kiewitz> yes
[18:04] <m_kiewitz> the woman that will attack you with a knife
[18:04] <m_kiewitz> that sets up ::seconds and not :.ticks
[18:05] <m_kiewitz> it's still problematic, because when you access the menu by accident 2 or 3 times, you will get killed because of seconds counting down per exit
[18:05] <m_kiewitz> it's basically a big mess
[18:06] <m_kiewitz> oh and have you read the GOG link btw? the one about Torin?
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[18:06] <GitHub43> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/v7oJf

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[18:11] <eriktorbjorn> I noticed that if I change scaler in Myst while playing, the little box saying "Active graphics filter: ..." etc. doesn't always show up. (It appears to depend on the scene, e.g. when reading a book in the library.) Is this a problem with the game engine, or with the graphics backend? (I'm not using OpenGL.)
[18:12] <eriktorbjorn> The message shows up when I move the mouse in that case, so I guess that's when it triggers a redraw of the screen.
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[18:21] <GitHub3> [scummvm] criezy pushed 7 new commits to master: https://git.io/v7oJX
[18:21] <GitHub3> scummvm/master c3058ad Tobia Tesan: CMD: Fix batch adding of games...
[18:21] <GitHub3> scummvm/master 426ec1f Tobia Tesan: CMD: Add --recursive option for adding & detection...
[18:21] <GitHub3> scummvm/master 31c541b Tobia Tesan: CMD: Update error codes in case of autodetector error
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[18:24] <GitHub31> [scummvm] criezy closed pull request #970: CMD: Fix batch adding of games (master...fix_massadd) https://git.io/vQPdj
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[18:30] <bgK> eriktorbjorn: SDL backend bug, Myst calls OSystem::updateScreen every 10 ms, no matter what
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[18:30] <bgK> SurfaceSdlGraphicsManager::displayMessageOnOSD should perhaps add a dirty rect, or something like that
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[18:40] <GitHub107> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7oUZ
[18:40] <GitHub107> scummvm/master a14bc53 Paul Gilbert: TITANIC: Fix arrow key movement in front of Parrot cage
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[18:42] <m_kiewitz> snover: do you have a saved game in city hall right before getting attacked for pq4 cd?
[18:42] <m_kiewitz> im now done with that script patch, sequence is now playable without issues in floppy
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[19:00] <m_kiewitz> they check global 57h and then set different ticks depending on the value of global 57h
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[19:02] <GitHub33> [scummvm] criezy pushed 1 new commit to master: https://git.io/v7okJ
[19:02] <GitHub33> scummvm/master a456379 Timo Mikkolainen: I18N: Update translation (Finnish)...
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[19:09] <GitHub135> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/v7okB
[19:09] <GitHub135> scummvm/master 5a4840e Martin Kiewitz: SCI32: Add script patches for action sequences in city hall
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[19:09] <m_kiewitz> snover: is global 57h maybe even holding some kind of benchmark value?
[19:09] <m_kiewitz> it seems depending on the value in there ticks is set to way higher values
[19:09] <m_kiewitz> s/is/are
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[19:14] <snover> m_kiewitz: yes, that is some machine-speed value
[19:14] <m_kiewitz> argh
[19:15] <m_kiewitz> well i will take care of that when i'm finally done with that other game glitch :/
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[19:17] <m_kiewitz> snover: can you please verify that my signatures + patches work on English floppy?
[19:17] <m_kiewitz> it should work to simply warp to room 390
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[19:18] <snover> m_kiewitz: sure thing. also, regarding global 0x57, that should be fixed already by sci2BenchmarkSignature/sci2BenchmarkPatch to return the maximum speed value (0)
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[19:18] <m_kiewitz> sure, but the problem is that i have to add additional signatures for CD regardless
[19:19] <m_kiewitz> how the hell is the player supposed to not miss the matches in the ashtray on day 3?
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[19:27] <GitHub176> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7oIN
[19:27] <GitHub176> scummvm/master 89457af Paul Gilbert: TITANIC: Don't allow movement link to be used in Starfield Puzlze...
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[19:37] <snover> m_kiewitz: the signatures all apply and i can sit at the inventory without dying.
[19:37] <m_kiewitz> all 4?
[19:37] <m_kiewitz> good
[19:37] <m_kiewitz> thx
[19:38] <m_kiewitz> any idea how to exit the park?
[19:38] <m_kiewitz> i got the bone, but i can't leave the park
[19:39] <m_kiewitz> argh, there is a special button to leave, that you did not use until that point
[19:39] <m_kiewitz> great game design :/
[19:48] <snover> m_kiewitz: can you commit the patch for #9849 (Barbie shoe)?
[19:48] <m_kiewitz> im just working on that
[19:48] <m_kiewitz> checking floppy
[19:48] <m_kiewitz> i finally arrived there in floppy
[19:50] <snover> ah, ok.
[19:56] <m_kiewitz> ok, signature works
[19:56] <m_kiewitz> moment
[19:59] <m_kiewitz> snover: any idea what that other ::points call is for?
[19:59] <m_kiewitz> the one with 3 points and flag 0x36 instead of 2 points and flag 0x37
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[20:01] <snover> nope, sorry
[20:01] <m_kiewitz> you got that disassembled script converted to script code
[20:01] <m_kiewitz> got a link to that again?
[20:02] <snover> whats the room number?
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[20:03] Nick change: Strangerke_ -> Strangerke
[20:03] <m_kiewitz> 315
[20:03] <m_kiewitz> showShoe::changeState(0)
[20:04] <snover> https://gist.github.com/csnover/43185eb7a7aecf5947a9accdc1e3e332
[20:12] <m_kiewitz> i don't understand why (local3 (gGame points: 3 54)) is not inside the if clause
[20:12] <m_kiewitz> is that supposed to be that way?
[20:12] <m_kiewitz> because i see that there is a jump after the other points code that will skip over that points code
[20:12] <m_kiewitz> or maybe I'm blind somehow
[20:14] <snover> the condition is local3
[20:14] <snover> if (local3) gGame.points(3, 54)
[20:15] <m_kiewitz> yes, but that code will only get accessed when noun check fails
[20:15] <m_kiewitz> but when the other check afterwards fails, it will skip over that cond3 code
[20:15] <m_kiewitz> (skipping over cond3 code == skips over all of that including points 3 code)
[20:17] <m_kiewitz> 89 9a lsg global[$9a] ----------- 154 global
[20:17] <m_kiewitz> 35 02 ldi $2
[20:17] <m_kiewitz> 1e gt?
[20:17] <m_kiewitz> 30 28 00 bnt code_0b06 ---------------------------> happens without talking
[20:17] <m_kiewitz> code_0b06:
[20:17] <m_kiewitz> 38 14 02 pushi $214 ; 532, handsOff
[20:17] <m_kiewitz> 76 push0
[20:17] <m_kiewitz> it seems the script disassembler is broken, unless i'm missing something
[20:22] <snover> the condition check is stripper.noun == 3, then there is a separate if statement inside of that condition check which you are showing there
[20:23] <snover> if (stripper.noun == 3) { if (global154 > 2) { gGame.points(2, 55); gPqFlags.set(93); } } else if (local3) { gGame.points(3, 54); }
[20:24] <m_kiewitz> ah, that's an else?
[20:24] <m_kiewitz> yes, then it makes sense
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[20:26] <snover> cond statement documentation: http://scicompanion.com/Documentation/Compiler/cond.html
[20:30] <m_kiewitz> in there it says "(else"...
[20:30] <snover> what i wrote above is else if, not else
[20:30] <snover> Only the first condition that is satisfied will have its containing code executed.
[20:31] <m_kiewitz> so "else" is optional?
[20:32] <m_kiewitz> ah that first check checks if ego has shown her the police badge
[20:34] <snover> yes, else is optional.
[20:36] <m_kiewitz> very weird
[20:37] <m_kiewitz> now this is weird
[20:37] <m_kiewitz> the pq4 saved game for CD shows an old woman in that bar
[20:37] <m_kiewitz> but when i enter that bar in floppy, there is a young woman in the same place
[20:40] <m_kiewitz> ah so i have to ask the first woman for that old woman
[20:40] <m_kiewitz> strangely it seems the script that is called is always the same
[20:40] <m_kiewitz> so it seems that second check was supposed to check if barbie is currently in the room
[20:41] <m_kiewitz> ah THAT's why they used that hackery with global 9Ah
[20:41] <m_kiewitz> now the code makes some sense
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[20:44] <GitHub48> [scummvm] sev- pushed 1 new commit to master: https://git.io/v7oYC
[20:44] <GitHub48> scummvm/master 8b81bb2 Eugene Sandulenko: GRAPHICS: MACGUI: Better handling for displaying selection end
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[20:53] <GitHub143> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7oYx
[20:53] <GitHub143> scummvm/master 97a39f6 Paul Gilbert: TITANIC: Fix movement cursors in Lift 4 when eye is removed
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[21:05] <GitHub56> [scummvm] bluegr pushed 1 new commit to master: https://git.io/v7oO5
[21:05] <GitHub56> scummvm/master b445d31 Filippos Karapetis: SLUDGE: SpritePalette is a class, not a struct
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[21:31] <Strangerke> anybody willing to work on a new codec?
[21:31] <dreammaster> Or work on transparency handling for an existing one? ;)
[21:32] <Strangerke> :)
[21:34] <m_kiewitz> on which codec?
[21:35] <Strangerke> MVE in my case
[21:36] <m_kiewitz> Wing Commander?
[21:40] <Strangerke> Kingom: The Far Reaches
[21:41] <Strangerke> TMM added ther missing opcodes in ffmpeg
[21:41] <Strangerke> but then he burnt out :/
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[21:45] <GitHub16> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7oGY
[21:45] <GitHub16> scummvm/master c55e83e Paul Gilbert: TITANIC: Remove development link left in computer screen view
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[22:06] <GitHub145> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/v7oZZ
[22:06] <GitHub145> scummvm/master 4d7d769 Martin Kiewitz: SCI32: Add script patch for Bitty Kitty / Barbie game glitch...
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[22:06] <m_kiewitz> finally
[22:06] <m_kiewitz> this silly issue
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[22:12] <Lightkey> show her the show her the
[22:13] <m_kiewitz> I currently have a severe lack of folic acid, can't concentrate :/
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[22:15] <GitHub153> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7oZ5
[22:15] <GitHub153> scummvm/master fe7f921 Paul Gilbert: TITANIC: Add Starship Titanic notes to README
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[22:16] <Lightkey> ooh, it's The Man with One Red Shoe
[22:19] <Lightkey> eh, didn't know it was a remake, maybe I should watch Le grand blond avec une chaussure noire one time
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[22:31] <Strangerke> it didn't age well, you may be disappointed
[22:32] <Pantheon> So building ScummVM with visual c++ 6.0 might be hard hard work :/
[22:32] <Pantheon> perhaps too hard
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[22:32] <Quatroking> Hi
[22:32] <Quatroking> I'm trying to run discworld on android but it crashes straight after the intro
[22:32] <Quatroking> same files run fine on desktop
[22:33] <Pantheon> This could be a bump in my plan to get ScummVM running on Windows 95
[22:33] <m_kiewitz> Quatroking: please file a bug report under http://bugs.scummvm.org
[22:33] <Pantheon> are you able to launch via ADB and get some output on stdout and stderr?
[22:34] <Quatroking> I'll check if there are similar tickets first
[22:35] <Quatroking> no similar tickets, alright, lets try ADB
[22:37] <Quatroking> also lets try running off the internal storage instead of the SD
[22:39] <Quatroking> welp, same crash
[22:39] <tsoliman> I just discovered some easter eggs in camelot .. type "ham and jam and spam a lot" in the treasury at the beginning of the game :)
[22:42] <m_kiewitz> classic sierra
[22:42] <m_kiewitz> I already knew about that one
[22:49] <Pantheon> I'll have to try Visual studio 2003, i think that was the last to support W95
[22:50] <Pantheon> Even if I made the changes needed to compile, there's not a hope in hell I could push them back to the main repo
[22:51] <Pantheon> VC++6.0 doesnt support in-class static const member initalization and its used in a lot of places
[22:51] <Pantheon> It also doesnt think static const members can be used as an array size specifier
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[22:54] <GitHub60> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7occ
[22:54] <GitHub60> scummvm/master 13466bb Paul Gilbert: TITANIC: Correct local variable name in SuccUBus
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[22:54] <Quatroking> Pantheon, I've figured out launching over ADB but how do I get stdout/stderr?
[22:55] <Pantheon> It should automaticaly be piped out over ADB if I remember correctly
[22:55] <Pantheon> but you can also try ADB logcat
[22:55] <Pantheon> from there you should see a crash report from when it crashes
[22:55] <Pantheon> and some coredump files
[22:56] <Pantheon> its been a while since I worked with android however sorry
[22:57] <Quatroking> no worries
[22:57] <Quatroking> I've been spending most of the day messing with android, got this tablet earlier today
[22:57] <Quatroking> rooted the thing and got rid of all the bloatware
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[23:06] <Quatroking> hrm
[23:07] <Quatroking> not really making any sense out of logcat
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[23:07] <Quatroking> scummvm seems to just shut down
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[23:07] <Quatroking> let me try some other games
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[23:18] <Quatroking> welp, figured it out thanks to space quest
[23:18] <Quatroking> roland thingy doesnt work on android
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[23:27] <GitHub181> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7oCa
[23:27] <GitHub181> scummvm/master a48ff37 Paul Gilbert: TITANIC: Renaming in SuccUBus classes for better clarity
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[23:34] <Pantheon> Oh thats cool you found the problem
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[00:00] --- Mon Aug 7 2017