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[00:08] <criezy> I kind of remember them using the name Omni3D for Versailles and otger games from the same period.
[00:09] <Strangerke> yep, Omni3D rings a bell
[00:10] <criezy> http://www.mobygames.com/game-group/graphics-engine-omni3d
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[00:32] <Lightkey> https://www.youtube.com/watch?v=d8kfva6G0c4 Cheeseness' talk on Linux porting with Day of the Tentacle Remastered is also up, with a surprise appearance of Endy at the.. end :-P
[00:34] <Cheeseness> \o/
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[00:45] <Lightkey> https://fosdem.org/2017/news/2017-02-05-important-security-notice/
[00:50] <snover> super classy, but unsurprising
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[01:08] <snover> (= temp1 (IntArray new: 2)) (self read: (temp1 data?) 8)
[01:08] <snover> grumble.
[01:09] <snover> yes. lets read 8 bytes into a 4 byte array. thank you.
[01:34] <dreammaster> Because why not
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[01:39] <GitHub61> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDCKv
[01:39] <GitHub61> scummvm/master 551e336 Paul Gilbert: TITANIC: Fix setup & loading of music room sounds
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[01:48] <GitHub195> [scummvm] stevenhoefel pushed 1 new commit to master: https://git.io/vDCKl
[01:48] <GitHub195> scummvm/master c48273d stevenhoefel: GRAPHICS: Return line count of formatted MacText.
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[01:58] <snover> i dont even know if i can fix this script
[01:58] <snover> i havent found a place to free up a byte yet
[01:59] <snover> and i need one, because `new: 2` uses a single byte opcode for the 2.
[02:07] <snover> ho ho. looks like there might be room for some crazy
[02:07] <snover> multiple temporary variables are assigned to zero, in different areas of the function
[02:07] <dreammaster> Alonsy :)
[02:08] <snover> so lets steal some bytes from those unnecessary extra load immediate 0s
[02:10] <snover> https://www.youtube.com/watch?v=TnVrop697uU
[02:11] <dreammaster> https://www.youtube.com/watch?v=liuSbrghzmk
[02:11] <snover> you know it, buddy.
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[03:45] <GitHub24> [scummvm] stevenhoefel pushed 1 new commit to master: https://git.io/vDCXB
[03:45] <GitHub24> scummvm/master 6bf2ddd stevenhoefel: DIRECTOR: Use Text rect for buttons. Adjust sizing appropriately.
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[03:58] <GitHub196> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDC1e
[03:58] <GitHub196> scummvm/master 8f19301 Paul Gilbert: TITANIC: Renamings and cleanups for music room handler & audio buffer
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[04:05] <GitHub137> [scummvm] criezy pushed 1 new commit to master: https://git.io/vDC1l
[04:05] <GitHub137> scummvm/master ec3e3e3 Thierry Crozat: I18N: Regenerate translations data file
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[04:20] <prashantkn94> Hi scummvm!! , I have just gone through gsoc 17 page and the task "Text to speech" is really interesting.
[04:20] <prashantkn94> so My questions is should I introduce myself to the potential mentors now only ?
[04:21] <prashantkn94> and Also if you go through the ideas page they haven't mentioned which libraries to be used specifically
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[04:23] <GitHub185> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDCM6
[04:23] <GitHub185> scummvm/master 0ad57c0 Paul Gilbert: TITANIC: Further renamings for the audio buffer
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[04:23] <dreammaster> Good evening prashantkn94
[04:23] <dreammaster> It's actually a quiet time of the day for most of the developers, but you might want to check out: http://wiki.scummvm.org/index.php/Developer_Central
[04:24] <dreammaster> It has all the information you need for setting up your development environment for different systems, and lists what libraries ScummVM uses
[04:24] <dreammaster> As for text to speech specifically, I don't know any details off the top of my head, sorry
[04:27] <prashantkn94> I had already been through this page some time ago and it really helped me a lot.
[04:27] <prashantkn94> but this is totally a new task , right ?
[04:29] <dreammaster> Well, certainly, GSOC tasks aren't "locked in" so to speak. If you have your own ideas for something you think would be a cool addition to ScummVM, you're also welcome to suggest it at a GSOC task
[04:34] <prashantkn94> Ok and thanks for your replies :)
[04:35] <dreammaster> No problem
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[04:37] <GitHub92> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDCDW
[04:37] <GitHub92> scummvm/master c45d544 Paul Gilbert: TITANIC: Fix crash in CMusicWave setupArray
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[04:57] <GitHub21> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDCy3
[04:57] <GitHub21> scummvm/master e138061 Paul Gilbert: TITANIC: Fix populated contents of CMusicWave array
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[05:40] <eriktorbjorn> Hmph. The MT-32 emulator crashes reproducably for me, but Valgrind is just too damn slow to debug it. Annoying.
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[07:41] <GitHub15> [scummvm] sev- pushed 1 new commit to master: https://git.io/vDCdt
[07:41] <GitHub15> scummvm/master 6ea020d Eugene Sandulenko: GRAPHICS: Cleanup MacText code
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[08:13] <Strangerke|work> hi guys
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[08:34] <criezy> Hi Stangerke|work
[08:36] <criezy> Oh, it looks like I missed prashantkn94. Hopefully he will be back at a time when I am here.
[08:37] <criezy> In the meantime I need to go to work.
[08:48] Action: Endy waves
[08:48] <Endy> 15 minutes till I get to go home from work. The world turns :)
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[09:06] <Strangerke|work> hi Endy :)
[09:07] <wanwan> hi
[09:07] <Strangerke|work> hi wanwan
[09:07] <Endy> Hi Strangerke|work :)
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[09:38] <GitHub96> [scummvm] sev- pushed 1 new commit to master: https://git.io/vDCjj
[09:38] <GitHub96> scummvm/master 7f5ff6c Eugene Sandulenko: DIRECTOR: Lingo: Fixing grammar for 'cast XX'
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[16:01] <snover> eriktorbjorn: if it is crashing, why do you need valgrind to debug instead of just gdb/lldb/vs?
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[16:44] <WooShell> meow =^.^=
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[16:55] <eriktorbjorn> snover: Because it doesn't crash in the MT-32 emulator, so I'm not sure what to think.
[16:57] <snover> if you have access to clang you could try AddressSanitizer, it should find invalid reads if they exist and it is way faster than valgrind
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[16:57] <snover> eriktorbjorn: where does the backtrace say it is crashing?
[17:00] <eriktorbjorn> snover: I thought it was random, but right now it says do_lookup_x() (with one of the parameters beeing "XLookupString") in dl-lookup.c. So not directly in ScummVM.
[17:00] <eriktorbjorn> Maybe it's trying to do something with graphics outside the main thread? That used to cause trouble in Full Throttle's biker battles...
[17:01] <snover> can you pastebin/gist the full backtrace? im curious now
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[17:04] <eriktorbjorn> snover: Here's one: http://pastebin.com/ZBXHhSUf
[17:04] <snover> eriktorbjorn: is this a release build of scummvm?
[17:05] <eriktorbjorn> snover: It's the current git version that I compiled.
[17:05] <eriktorbjorn> I did not use --enable-release, if that's what you mean.
[17:06] <snover> im just wondering what the ?? frames are
[17:06] <eriktorbjorn> Not sure.
[17:07] <snover> the only thing i can think of to ask is if you have debug packages installed for SDL and libc
[17:08] <snover> libstdc++*
[17:08] <eriktorbjorn> snover: Not at the moment.
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[17:09] <wjp> did we already fix those OSD calls from the audio thread?
[17:10] <snover> OSDMessageQue::addMessage has a mutex lock
[17:10] <snover> OSDMessageQueue*
[17:10] <snover> as does OSDMessageQueue::pollEvent
[17:11] <snover> so as far as i can tell it should be safe
[17:12] <eriktorbjorn> snover: Installing libstdc++ debug package didn't seem to make any change and Debian doesn't seem to have one for SDL?
[17:14] <snover> from research i have done so far, it looks like maybe glibc is trying to find the XLookupString symbol from a shared library and crashes. how early on does this happen? right when scummvm starts the game?
[17:15] <eriktorbjorn> snover: No, it happens if I press Esc during the LucasArts logo at the start of Indiana Jones and the Fate of Atlantis. (Other cases as well, but that one is easy for me to reproduce.)
[17:15] <snover> hmm.
[17:15] <snover> is it always when you press a key on the keyboard?
[17:16] <eriktorbjorn> snover: Now that you mention it, it doesn't seem to matter which key I press.
[17:16] <snover> what version of SDL is scummvm using?
[17:16] <wjp> and you say this is only with the mt-32 emu?
[17:18] <eriktorbjorn> wjp: I've only seen it with the MT-32 emulator. I don't think I actively picked an SDL version, but it seems to be SDL 2.
[17:19] <snover> when you run configure, it should tell you exactly what version is detected
[17:19] <wjp> mysterious
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[17:22] <eriktorbjorn> snover: "Backend... sdl (2.0.5)"
[17:23] <snover> hm.
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[17:23] <snover> i dont see that there are any sdl bugs about this
[17:24] <snover> and i cant think of any obvious reason why the mt-32 emulator would be related
[17:25] <wjp> me neither, unless it's general memory corruption
[17:29] <eriktorbjorn> The crash happens before SDLEventSource::dispatchSDLEvent() handles the SDL_KEYDOWN event.
[17:30] <wjp> do you have a backtrace of that moment?
[17:30] <eriktorbjorn> wjp: Other than the one I posted earlier?
[17:31] <eriktorbjorn> I.e. http://pastebin.com/ZBXHhSUf
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[17:31] <wjp> yes
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[17:32] <eriktorbjorn> wjp: I'm not sure I understand, then. It crashed before it even reached my breakpoint in dispatchSDLEvent().
[17:32] <wjp> oh, I see
[17:33] <wjp> XLookupString is presumably called by SDL while processing the event
[17:35] <snover> well, i found *a* bug
[17:35] <snover> use-after-free in Scumm::Player::onTimer
[17:36] <snover> doubt that its related&
[17:37] <eriktorbjorn> snover: Coverity has some warnings about the MT-32 emulator as well, but I don't think it tripped any of the potential out of bounds accesses.
[17:37] <snover> `Scumm::Player::clear` may call to delete _parser in the middle of onTimer
[17:40] <snover> is coverity reliable again now? it was throwing a bunch of false positives for a while
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[17:49] <eriktorbjorn> snover: I don't know.
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[18:09] <GitHub56> [scummvm] sev- pushed 1 new commit to master: https://git.io/vDlIJ
[18:09] <GitHub56> scummvm/master 293d59f Eugene Sandulenko: DIRECTOR: Lingo: Further work on improved built-in grammar
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[18:19] <wjp> eriktorbjorn, snover: I can't seem to reproduce it here with linux and SDL 2.0.5
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[19:05] <eriktorbjorn> wjp: I have no idea what's broken on my system. Though I guess it's a relief that it doesn't happen everywhere.
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[19:23] <m_kiewitz> tehe
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[19:41] <waltervn> I can't reproduce it either, on windows

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[20:04] <wjp> eriktorbjorn: and is valgrind really too slow for this? The logo is right at the start, and you can presumably skip the launcher
[20:05] <wjp> for me it takes about 10 seconds to reach the lucasarts logo
[20:10] <wjp> huh, now I get a segfault on atlantis startup
[20:10] <wjp> but seemingly not reproducable
[20:11] <criezy> Hurgh! I have a segfault when starting drascula on iOS! It crashes in the Audio::makeMP3Stream :(
[20:11] <criezy> And I can't reproduce on OS X.
[20:27] <wjp> in valgrind I semi-regularly get a segfault on startup in the mt-32 emu
[20:28] <wjp> but it doesn't quite make sense yet
[20:32] <wjp> and things make even less sense if I try to use valgrind's gdbserver
[20:35] <snover> hum.
[20:40] <waltervn> the plot thickens
[20:44] <wjp> is the plot that now everybody is getting weird semi-reproducible crashes? :-)
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[20:48] <snover> an international terrorist seeks to destroy the world by randomly shooting cosmic rays into the computers of users worldwide, thus occasionally annoying them & to death
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[21:21] <snover> wjp: so, it turns out that the accumulator size was increased to 32-bits somewhere around GK2
[21:22] <snover> i wonder why they did that then
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[21:24] <snover> PQ:SWAT has the 32-bit accumulator too
[21:26] <snover> i suppose this is just trivia, since these games are fine without it
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[21:34] <wjp> interesting
[21:34] <wjp> good to keep in mind if we hit strange issues in those
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[21:43] <snover> ive given up trying to make Inside the Chest work for the moment (maybe forever). i thought maybe it would show what is wrong with hoyle 5s options files and i could kill two birds with one stone, but i think its probably better for someone who cares to look at hoyle directly since Inside the Chest is just full of invalid memory usage.
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[21:51] <GitHub79> [scummvm] sev- pushed 5 new commits to master: https://git.io/vDlDB
[21:51] <GitHub79> scummvm/master c22b78e Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Digital video" Lingo
[21:51] <GitHub79> scummvm/master 57af996 Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Event handlers and messages" Lingo
[21:51] <GitHub79> scummvm/master 56abfed Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Events" Lingo
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[23:36] <GitHub156> [scummvm] criezy opened pull request #896: Create project fixes (master...create-project-fixes) https://git.io/vDlj4
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[23:37] <snover> criezy: nice. i crashed into scumm_64bits a couple times with director engine and kept forgetting to fix it
[23:38] <snover> i like these fixes. 👍
[23:40] <criezy> Thanks.
[23:40] <criezy> The scumm_64bit sbothered me because of fullpipe being enabled by default now. I kept forgetting to disable it last week when compiling ScummVM for iOS multiple times.
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[23:56] <tsoliman> Does anyone have Freddy Pharkas?
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[23:58] <wjp> tsoliman: yes, why?
[23:59] <tsoliman> pick a general midi device (I picked fluidsynth) and start a new game .. go east one screen then north (to the church) and tell me if the "Church Organ" sounds all messed up
[23:59] <tsoliman> with the adlib emulator it sounds fine
[00:00] --- Tue Feb 7 2017