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[01:40] <snover> so, my crazy first idea was just to move the `g_system->updateScreen()` call into a different thread, which worked pretty great, but, alas, is explicitly not allowed in SDL and merely happens to work.
[01:41] <snover> (it, much less surprisingly, crashes spectacularly with opengl)
[02:13] <snover> its too bad since i guess this is almost exactly how it worked on original hardware
[04:31] <snover> oh well. i found a less crazy alternative which seems to be working well. ill push it tomorrow when i am less tired.
[04:38] <snover> this black palette thing in VMD is weird. when the palette changes and this playback flag is set, it set all the entries for the VMD palette range to black, pushes the frame, then restores the new palette. i guess they were trying to protect video from rendering with wrong colours if the new palette didnt update in time on the hardware?
[04:39] <snover> it is not making a whole lot of sense to me.
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[05:49] <snover> its all on my working branch if someone is eager to try the changes before i push them to master later.
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[08:09] <waltervn> morning
[08:09] <Joefish> morning
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[10:14] <WooShell> good meowning =^.^=
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[11:38] <m_kiewitz> bgK: please try to enter SCI debugger via Ctrl-Shift-D and then enter "bt" in there
[11:39] <m_kiewitz> the infinite loop C++ backtrace won't help at all
[11:44] <m_kiewitz> if that doesn't work, simply get us the room number (before that death, just enter debugger and enter "room")
[11:50] <bgK> m_kiewitz: ok, I added a SCI backtrace
[11:50] <m_kiewitz> that worked? nice. thx
[11:51] <m_kiewitz> bgK: please add room number too
[11:52] <m_kiewitz> did gog add any fan made script patches for kq7 btw?
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[11:53] <bgK> not sure how to distinguish fan patches from regular patches
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[11:56] <bgK> m_kiewitz: this is what's in the patches folder https://gist.github.com/bgK/87b8a933670382eb0defb5d9c87bed21
[11:56] <m_kiewitz> file date possibly
[11:56] <m_kiewitz> lets take a look
[11:57] <m_kiewitz> that's the original sierra patch files
[11:57] <m_kiewitz> all deaths in the whole game act like that or only deaths in chapter 2?
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[11:58] <m_kiewitz> weird, i think i got quite a deaths some ages ago and it didn't get stuck
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[12:06] <bgK> m_kiewitz: letting Valanice get killed by the scorpio at the beginning of the game does the same
[12:06] <m_kiewitz> hmm i definitely got that one some months ago and nothing froze
[12:07] <m_kiewitz> at least debugger works, so it's not an inner endless script loop
[12:07] <m_kiewitz> maybe a ::cue is not triggered
[12:07] <m_kiewitz> mouse cursor also still works, I guess?
[12:11] <bgK> hmm the mouse cursor does not move but the buttons can still be clicked by guessing where the mouse actually is
[12:14] <m_kiewitz> ah so cursor is just invisible then
[12:14] <m_kiewitz> so it's not frozen at all
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[12:16] <bgK> the CPU goes to 100% which is why I thought it was an inifinite loop
[12:17] <m_kiewitz> oh now that's weird too
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[14:05] <t0by> allow me
[14:05] <t0by> YAY SCI
[14:05] <t0by> YAY Gk2
[14:05] <t0by> I'm still really really excited.
[14:09] <t0by> I still haven't got around to playtest Gk2, but I will, believe me.
[14:10] <criezy> I'm playing it right now :)
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[15:26] <snover> bgK: the solution to being stuck on death is to never die ;)
[15:29] <bgK> but .. but .. that would remove all the fun of playing Sierra games :)
[15:39] <t0by> Extreme sports too.
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[15:39] <GitHub147> [scummvm] csnover pushed 6 new commits to master: https://git.io/v9VAZ
[15:39] <GitHub147> scummvm/master b73e275 Colin Snover: SCI32: Micro-optimize speedRoom comparison
[15:39] <GitHub147> scummvm/master 575ed98 Colin Snover: SCI32: Centralize handling of pixel format switches
[15:39] <GitHub147> scummvm/master 91df45c Colin Snover: SCI32: Fix missing/incorrect game features detection
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[15:40] <snover> game performance should be better/correct now
[15:42] <Deledrius> :D
[15:44] <t0by> I'm sorry, what's the deal with this one? https://github.com/scummvm/scummvm/pull/271
[15:44] <t0by> I seem to understand the main problem with it was WinCE and Symbian support, but...I seem to understand support for WinCE ceased and Symbian isn't feeling too good either.
[15:49] <bgK> wasn't LordHoto working on a way to use GLSL shaders as filters? (which would be much better IMO)
[15:50] <snover> tch. the menus in lsl6hires dont frameout.
[15:50] <t0by> I think the keyword here is "was"
[16:02] <criezy> snover: it looks like there is currently only a detection for the DOS Spanish KQ7 and not the Windows one.
[16:02] <criezy> However the md5 and size reported here are identical: http://forums.scummvm.org/viewtopic.php?t=14322
[16:02] <criezy> Is that normal?
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[16:03] <criezy> (identical, but with one more file)
[16:04] <snover> hm.
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[16:20] <snover> criezy: i dont know quite enough about the detector to answer why that would be coming up. not being able to select windows was just an accidental omission by whomever put the detection entry there to begin with
[16:32] <wjp> menus don't frameout?
[16:36] <snover> wjp: when you are interacting with the in-game menu (holding down the mouse button), kFrameOut is only called when the mouse moves off one menu item and onto another, so since GfxCursor32 isnt calling updateScreen any more, the mouse cursor doesnt move
[16:37] <snover> normally
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[16:40] <m_kiewitz> snover: so back the backend cursor? :P
[16:40] <m_kiewitz> s/the/to
[16:40] <m_kiewitz> oh well we would have to detect it anyway to call updateScreen that way
[16:43] <m_kiewitz> did sierra use an inner loop for the menus?
[16:47] <snover> looks that way; cpu launches up to 100% when the menus are being interacted with
[16:48] <snover> the click to continue screen in phant2 does the same crap
[16:59] <m_kiewitz> but that's only in same games?
[17:00] <m_kiewitz> i don't remember gk1 going 100% CPU
[17:00] <m_kiewitz> well, that's basically a kind of issue we had with sci16 too
[17:00] <m_kiewitz> and even the current solution didn't work perfectly. had to script patch battles in qfg3
[17:01] <m_kiewitz> any common code between those?
[17:01] <snover> the throttling on kFrameOut keeps games from doing that, except for the when the games dont use kFrameOut
[17:03] <m_kiewitz> yes, in sci16 it's worse. there are various calls (kWait, kGetEvent, etc.) and some scenes call only 1 of them
[17:03] <m_kiewitz> sci32 games call kGetEvent, right? is there even still a kGetEvent?
[17:05] <snover> yes. i was wondering about if kGetEvent could use SDL_WaitEvent & SDL_WaitEventTimeout instead of SDL_PollEvent
[17:05] <m_kiewitz> if so, then maybe this would be a solution
[17:05] <m_kiewitz> is it called normally once per kFrameout call?
[17:05] <m_kiewitz> if so, then that would be a solution
[17:05] <m_kiewitz> for a heuristic to detect such a situation
[17:06] <snover> that sounds like it might work. let me look and see if that is the case or not.
[17:07] <m_kiewitz> well in case it gets called more often, maybe one could still do a heuristic out of it
[17:07] <m_kiewitz> like detecting that it gets called without kFrameout within x milliseconds
[17:07] <m_kiewitz> and then just do a UpdateScreen()
[17:08] <m_kiewitz> and a little delay to release CPU time
[17:16] <snover> most frames have zero or one kGetEvent per kFrameOut.
[17:16] <snover> occasionally there are two
[17:18] <snover> when the game is looping on inputs its pretty obvious
[17:20] <m_kiewitz> zero? o_O
[17:25] <snover> e.g. the game is fading in/out a room in a tight loop that sets the palette intensity and then calls kFrameOut
[17:25] <snover> (sq6)
[17:29] <m_kiewitz> ah i see
[17:29] <m_kiewitz> but then I guess delaying too much will make the fade work out way slower than it's supposed to be
[17:30] <m_kiewitz> on the other hand maybe it's working out too fast right now
[17:30] <m_kiewitz> you can also check if palette got changed inbetween too
[17:30] <snover> it works correctly because kFrameOut is throttled
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[17:32] <m_kiewitz> ah, so it calls kFrameout, but no kGetEvent
[17:32] <snover> yes.
[17:32] <m_kiewitz> so it would work out too
[17:33] <m_kiewitz> in that aspect you have it easier than the insane stuff that happens for sci16 :P
[17:51] <snover> maybe. i think i have a false sense of security that things are not crazy, but they turn out to be crazy after all
[18:11] <m_kiewitz> lol
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[19:11] <snover> m_kiewitz: do you have any clue about whether r_acc really needs to be set in EngineState::wait instead of in kWait?
[19:11] <snover> EngineState::wait is called by GfxFrameout, GfxScreen, GfxTransitions, kWait, and Portrait
[19:12] <m_kiewitz> must be an oversight
[19:12] <m_kiewitz> GfxScreen? o_O
[19:12] <snover> screen shake
[19:13] <m_kiewitz> oh, would have to check that
[19:14] <snover> in sci32 kShakeScreen does not change r_acc
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[19:20] <m_kiewitz> have to check drivers, because those are called for sci16
[19:20] <m_kiewitz> interpreter itself does not set it for kShakeScreen
[19:21] <m_kiewitz> kWait seems to return an amount of ticks in acc, and is not setting it to 0
[19:21] <m_kiewitz> kPortrait will get really complicated because of how it was hacked into the interpreter
[19:21] <m_kiewitz> have to check transitions
[19:22] <m_kiewitz> greg's engine doesn't set it for ShakeScreen
[19:23] <m_kiewitz> greg's engine return requested ticks for kWait inside acc, although that is not exactly what sierra did
[19:23] <m_kiewitz> *returns
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[19:51] <Strangerke> m_kiewitz: wait monday :P
[19:53] <snover> send an email!
[19:53] <snover> tweet a pinterstagram to their facespace wall
[19:57] <Strangerke> he may not be able to check his mails before mondeay anyway :P
[19:58] Nick change: Stormkeeper -> Sir_Stormkeeper
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[21:25] <TMM> does anyone know if it's possible to add a 'toggle virtual keyboard' button to a regular linux build?
[21:25] <TMM> I mean, through configuration, I think I can do something in the backend code if I really wanted to
[21:32] <snover> m_kiewitz: are you confident enough that i can change EngineState::wait to return the delta instead of assigning it to r_acc, and then have kWait set r_acc instead from that returned value?
[21:33] <m_kiewitz> i need to check the other functions before any changes
[21:33] <m_kiewitz> so please wait for now
[21:34] <snover> ok
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[22:07] <tsoliman> TMM: There's already a toggle virtual keyboard button - thing is the virtual keyboard has to be enabled in the config
[22:07] <tsoliman> by config I meant "configure"
[22:10] <tsoliman> it seems to be CTRL-F7
[22:10] <tsoliman> you had to have compiled with --enable-vkeybd though
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[22:34] <TMM> tsoliman, I did that, but this device has no hardware keyboard at all
[22:34] <TMM> tsoliman, turning it on is kind of hard :)
[22:35] <tsoliman> what is the device?
[22:36] <TMM> HP Elite x2 1012 G1, it's a 'generic linux SDL2' device without a keyboard, but with a touchscreen the way I set it up
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[22:36] <tsoliman> the backend has to produce a Common::EVENT_VIRTUAL_KEYBOARD .. or it has to produce something that the event mapper turns into a Common::EVENT_VIRTUAL_KEYBOARD ..
[22:38] <TMM> I'll have to add a configuration option to the generic SDL backend to have some kind of virtual button
[22:38] <TMM> these devices are not super uncommon
[22:38] <tsoliman> in 2011/2012 I was very excited about the event mapper .. I am not sure why I don't want to work on it anymore - I guess that itch no longer exists somehow - I feel bad
[22:40] <tsoliman> TMM: see http://wiki.scummvm.org/index.php/Keymapping_Improvements
[22:40] <tsoliman> also http://wiki.scummvm.org/index.php/Small_Devices_Backend
[22:41] <TMM> I use a third-party vkbd now, but it feels wrong to do that :)
[22:42] <tsoliman> all my work in this area was based on the Nokia N810 (which has a physical keyboard) and to a lesser extent the N800 and older IOS and android phones that had some physical keys and swiping capabilities
[22:42] <TMM> I'll see if I can add something to enable this. Probably for a generic sdl2 target with vkbd support having at least an .ini file-only option for a virtual button seems reasonable for these devices I think?
[22:43] <TMM> maybe some swipe could work too
[22:43] <TMM> this thing has multitouch
[22:43] <TMM> but on x11 touch screens gestures are a bit of a clusterfsck
[22:44] <TMM> it could work reasonably on wayland I think, if the hyper is real
[22:44] <tsoliman> yeah if you can capture a swipe and use that to send (say) a EVENT_SWIPE_UP_2FINGER event, you could use the keymapper (or a custom event mapper) to map EVENT_SWIPE_UP_2FINGER to EVENT_VIRTUAL_KEYBOARD
[22:44] <tsoliman> I've done that on iOS for a proof of concept back in 2012
[22:44] <TMM> I think maybe a virtual button could work too, but it'd have to work in the black borders
[22:45] <TMM> I'll play around, if I can do a bottom screen swipe or something that would be nicest, like you suggested
[22:45] <tsoliman> I think maybe read through those wiki pages to see the desired direction for the project, maybe that'd inform your decision?
[22:45] <TMM> yeah
[22:46] <tsoliman> I know the current keymapper as it is isn't the desired direction - but if you're making something just for yourself, go nuts :)
[22:46] <TMM> well, it'd be nice to ship this
[22:46] <TMM> This thing shipped with windows 10 originally, I assume there this would work equally disappointingly
[22:47] tsoliman shivers
[22:47] <tsoliman> shudder? sorry not a native speaker
[22:47] <TMM> both could work :)
[22:47] <TMM> the windows 10 thing was horrifyingly awful
[22:47] <TMM> I ran it just long enough to install all the bios updates
[22:47] <tsoliman> I am glad you GNUed it
[22:48] <TMM> the start menu had animated tiles in it trying to sell you stuff
[22:48] <tsoliman> wow
[22:48] <TMM> and even in my 20 minutes of use I saw 2 advertisements for paid onedrive
[22:48] <TMM> awful
[22:48] <tsoliman> I am running windows 7 in my gaming rig and people are saying "go to windows 10" .. the same people who wanted me to go from XP to Vista
[22:48] <TMM> gnome-shell works really nicely on this device btw, I'd totally recommend it
[22:49] <TMM> I just wanted to play some monkey2 on it :P
[22:49] <tsoliman> it's funny that is also my go-to test game
[22:49] <tsoliman> monkey2 with the speech fan patch
[22:49] <TMM> I hadn't played it in forever
[22:49] <TMM> I'm actually stuck on a puzzle
[22:49] <TMM> I feel stupid
[22:50] <TMM> is the fan speech stuff any good?
[22:50] <tsoliman> it is not fan-made speech
[22:50] <tsoliman> it is the stuff from the special edition
[22:50] <TMM> ah
[22:50] <TMM> I own it too
[22:51] <tsoliman> the fan part is patching the special edition so that it produces datafiles runnable in scummvm
[22:51] <tsoliman> it made a lot of sense for monkey1
[22:51] <tsoliman> because that game's special edition's retro-mode doesn't have speech
[22:51] <tsoliman> and its SE graphics were ... yuck
[22:52] <tsoliman> http://www.gratissaugen.de/ultimatetalkies/monkey2.html
[22:52] <tsoliman> also worth doing: http://www.gratissaugen.de/ultimatetalkies/monkey1.html
[22:56] <TMM> oh, cute
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[23:34] <-- m_kiewitz left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray.
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[23:57] <snover> good evening, evening crowd
[00:00] --- Sun May 7 2017