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[00:16] <snover> m_kiewitz: thanks for the tip on cyclers. this is starting to look suspicious.
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[00:18] <snover> uh. didnt do it.
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[01:56] <GitHub94> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSVrb
[01:56] <GitHub94> scummvm/master b4a6ec6 Paul Gilbert: TITANIC: Add missing initializer for CStarRef1
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[07:43] <Strangerke|work> hi guys
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[07:56] <criezy> Hi Strangerke|work
[08:00] <Strangerke|work> hey criezy :)
[08:00] <Joefish> Hi criezy
[08:00] <Joefish> hey Strangerke|work :)
[08:01] <Strangerke|work> hi Joefish :)
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[12:48] <Joefish> Strangerke|work: I looked for reports for dm on the tracker but couldn't find any. There is a todo.txt in the engine folder but not sure how relevant it still is after 7 months. I found a few TODOs in code but are there any notes or blog posts on bugs / different behavior from the original? I'm reading through WinterGrascph's blog to see if he mentions anything I can take a look at in the meanwhile
[13:00] <t0by> Joefish, I don't have the context, but do know that git has (I think) git diff HEAD 'HEAD@{7 months ago}'
[13:00] <t0by> or something like that
[13:01] <t0by> so you can see exactly what has happened since the TODO was updated
[13:01] <t0by> (10 bucks says "variable renaming" :P)
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[13:02] <t0by> Scratch that
[13:02] <t0by> you want git-rev-list
[13:02] <t0by> But you get the idea.
[13:03] <t0by> (I'm reasonably sure you can restrict it with -- engine/somethingsomething)
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[13:16] <Joefish> rev-list doesn't seem to understand iso dates for some reason and {7 months ago} was a nice try but doesn't work either. But I found "git whatchanged" and judging from the commit messages they are indeed mostly cleanups, compiler/formatting fixes so I guess the file can still be trusted :P
[13:17] <t0by> Oh, I didn't know about git whatchanged
[13:17] <t0by> thanks
[13:18] <t0by> Joefish: btw they have #git; you can get support in O(1) time if you prepend "hi, I'm a svn user and I don't really understand how git is supposed to make sense" to your queries.
[13:18] <Joefish> lol
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[13:48] <Strangerke|work> sorry, I was AFK
[13:49] <Strangerke|work> I seriously have to spend some time on DM, I'm sorry
[13:49] <Strangerke|work> the first obvious thing is that a couple of screen effects aren't implemented. You'll see a serie of messages displayed in the console about those
[13:49] <Strangerke|work> the second obvious thing is that, iirc, there are random (?) crashes while playing
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[13:51] <Strangerke|work> considering the game itself, it's a bit complicated to play using only the mouse, in my memories I was paying using the keyboard for moving/straffing and the mouse to cast spells, fight and turn left/right. it could help to bind those keys
[13:55] <Joefish> Strangerke|work: well that's something I can start with. I looked at the detection code and saw there's a demo version of dm. Found it but scummvm doesn't recognize it. Guess I need to unpack adf file somehow first
[13:57] <Strangerke|work> yes indeed, there's an "unadf" tool under linux, iirc
[13:57] <Strangerke|work> I can't remember if it's working properly or not. I extracted the code for it on a small laptop a while ago, I should be able to find it.... otherwise I'll spend another day extracting those sources :P
[14:02] <Joefish> Strangerke|work: alright found it. I renders the intro and start screen but segfaults right at the beginning :)
[14:03] <Strangerke|work> doh.
[14:03] <Strangerke|work> As I mentionned, I have rebuilt sources
[14:03] <Strangerke|work> the problem is that they are extremely complex to use
[14:04] <Strangerke|work> a crazy guy reversed *all* the versions, on *all* the platforms in such a way that if you compile with the same compiler and optimizations, you get a 100% identical binary
[14:04] <Joefish> what
[14:05] <Strangerke|work> that in 1 set of source files, with several billions of #ifdef
[14:05] <Joefish> ...
[14:05] <logix> char hexdump[] = "...";
[14:05] <Joefish> :D
[14:05] <logix> (yeah, that won't really work)
[14:05] <Strangerke|work> so extracting manuall a version, like the sources of the amiga demo, takes about 6h
[14:06] <Joefish> does this maniac have a name or do you have link to his work?
[14:06] <Strangerke|work> the GSoC student last year worked on a set I made based on the best Amiga version, with the patches of the best Atari version which weren't applied on it
[14:07] <Strangerke|work> his work isn't public afaik, but I can send you the last version I have
[14:07] <Joefish> if that's okay that would be great :)
[14:07] <Strangerke|work> but really, it's a nightmare to extract the sources manually, I'm not exagerating :)
[14:08] <Joefish> and despite mixing versions you still got a compatible version with the original? md5 collisions to the rescue? :P
[14:10] <Joefish> probably just misunderstood what you meant with mixing amiga and atari versions
[14:13] <Joefish> I think I found him. https://www.dungeon-master.com/forum/viewtopic.php?f=25&t=29805
[14:14] <Joefish> oh wait. is it okay to post this link here? :/
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[14:49] <Joefish> there's actually a remake of dm https://www.youtube.com/watch?v=TyKZqFuso68 looks great
[15:01] <Strangerke|work> yes indeed it's really nice :)
[15:02] <Strangerke|work> the mix of sources we made was to get the best of atari and amiga versions
[15:02] <Strangerke|work> in ScummVM
[15:03] <Joefish> as a standalone version (like the free games)?
[15:04] <Joefish> or just fixes to the engine
[15:05] <Joefish> rereading answered my question.
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[16:05] <snover> Joefish,t0by: sounds like you were looking for something like `git log --since='7 months ago' engines/dm/`, possibly with `--stat` or `-p` flags
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[16:48] <WooShell> meow =^.^=
[16:55] <madmoose> WooShell: Mooh
[16:57] <t0by> snover, oh, thanks.
[16:57] <t0by> I have terrible memory for git commands or anything-commands
[16:57] <t0by> I google everything each time as it were the first.
[16:57] <t0by> but see, it *could* be done *somehow* :P
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[17:40] <t0by> No, that's incorrect.

[17:55] <m_kiewitz> m00
[18:03] <madmoose> muh
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[20:14] <m_kiewitz> snover: have you figured out the issue?
[20:14] <snover> m_kiewitz: nope :|
[20:14] <m_kiewitz> cycler looks fine?
[20:15] <m_kiewitz> can't you commit your latest changes?
[20:15] <snover> Im pretty sure this End cycler is supposed to trigger the cue, but Im super slow lately
[20:16] <snover> m_kiewitz: actually i was going to ask you if you are OK with me landing the audio volume & save/load stuff from a while ago this weekend
[20:16] <snover> or if you wanted to review that before it lands
[20:16] <m_kiewitz> what was changed?
[20:23] <snover> the ScummVM-specific integration code (launcher save/load & audio sync) is pulled out into a GuestAdditions class. for SCI16, audio volume sync from the game to scummvm is restricted to only occur when the call stack indicates it is a user-initiated action.
[20:23] <snover> for SCI32, new kernel calls in the 0xE0 range are added to support the integrated save/load & to remove spinloops in some games, and code for the million ways SCI32 games handled audio volumes is added.
[20:26] <snover> https://github.com/csnover/scummvm/compare/a75c6b7b6d5f2ec42f1aa8860f582d791526c28d%5E...b6efa7a254a5c713dc4db0f30f0a3711c96e0605 is the range of changes
[20:48] <snover> i am still reviewing stuff, but i think that after these GuestAddition changes, the only other change i know of that could impact SCI16 are the Object changes to support SCI3. (those changes inadvertently triggered that defective script problem in KQ5; i added a workaround for it, but there might be more of those cases that i dont know about yet.)
[21:10] <m_kiewitz> that was what again? I can't remember anymore (the KQ5 issue)
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[21:51] <snover> m_kiewitz: on phone, sorry. The basevars size is wrong, too few basevars in the script. It happens that the first script in kq5 is short and trying to read the vars read runs off the end of the script
[21:53] <snover> But, the basevars are only ever read from class objects, so just avoiding reading the basevars from instance objects keeps the problem from happening in that case
[21:53] <snover> I don't know if the basevars on any class objects are missing or not
[21:54] <snover> wjp has a branch from years ago that tries to detect the problem
[21:57] <m_kiewitz> and this change won't break saved games?
[22:01] <snover> It shouldn't, the change is just reading basevars into a container at initialization time (after script patches run) instead of reading them off the script buffer at runtime, but it's worth double checking
[22:03] <snover> (Assuming you're talking about the sci3 object change)
[22:06] <m_kiewitz> yes
[22:07] <m_kiewitz> but i mean when using that code, shouldn't there be more base variables to save/restore?
[22:07] <m_kiewitz> well or less
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[22:25] <snover> Sorry, almost back to my desk
[22:25] <snover> Iirc basevars is a weird name for offset to selector lookup
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[22:36] <snover> m_kiewitz: (back at HQ now) yeah. what i said is correct: _baseVars is just a map from varindex to selector, which is constant and the same for all objects of the same class.
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[00:00] --- Sat Apr 8 2017