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[01:44] <GitHub178> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxHwl
[01:44] <GitHub178> scummvm/master 9d94d97 Paul Gilbert: XEEN: Fix crash getting Scarab of Imaging
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[02:32] <GitHub73> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxHrD
[02:32] <GitHub73> scummvm/master fa00855 Paul Gilbert: XEEN: Don't set a _buttonValue when Ctrl or Alt is pressed...
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[02:59] <GitHub93> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxHol
[02:59] <GitHub93> scummvm/master 07775ca Paul Gilbert: XEEN: Fix animation for Elemental Storm spell
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[07:27] <GitHub195> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxH1A

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[07:27] <GitHub172> [scummvm] sev- closed pull request #1150: ALL: Load savegame thumbnail only when necessary (master...bonki-all-ondemand-thumbnails) https://git.io/vx0N8
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[07:27] <GitHub57> [scummvm] criezy pushed 1 new commit to master: https://git.io/vxH1x
[07:27] <GitHub57> scummvm/master 7f0df7a Thierry Crozat: I18N: Update translations templates
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[07:28] <GitHub98> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxH1h
[07:28] <GitHub98> scummvm/master 668084c Cameron Cawley: RISCOS: Package translated documentation
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[07:28] <GitHub25> [scummvm] sev- closed pull request #1153: RISCOS: Package translated documentation (master...patch-1) https://git.io/vxuJ5
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[07:31] <GitHub129> [scummvm] sev- closed pull request #1144: DS: Fix compilation and touch input (master...ds) https://git.io/vxWYt
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[07:31] <GitHub3> [scummvm] sev- pushed 7 new commits to master: https://git.io/vxHMT
[07:31] <GitHub3> scummvm/master 9111998 Cameron Cawley: DS: Fix compilation with devkitARM r47
[07:31] <GitHub3> scummvm/master a873544 Cameron Cawley: DS: Fix building with AGI engine disabled
[07:31] <GitHub3> scummvm/master 7717b55 Cameron Cawley: DS: Disable highres games by default
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[07:34] <GitHub4> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxHM3
[07:34] <GitHub4> scummvm/master b2052bc nukeykt: AUDIO: Add Nuked OPL3 core
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[07:34] <GitHub128> [scummvm] sev- closed pull request #1143: AUDIO: Add Nuked OPL3 core (master...nukedopl3) https://git.io/vxC6M
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[07:35] <GitHub16> [scummvm] criezy pushed 1 new commit to master: https://git.io/vxHMs
[07:35] <GitHub16> scummvm/master 71a6657 Thierry Crozat: I18N: Update translations templates
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[07:39] <travis-ci> scummvm/scummvm#5931 (master - 668084c : Cameron Cawley): The build passed.
[07:39] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/7f0df7a011aa...668084c58a22
[07:39] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/363425857
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[07:45] <travis-ci> scummvm/scummvm#5932 (master - c36a5f3 : Matthew Stewart): The build passed.
[07:45] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/668084c58a22...c36a5f339555
[07:45] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/363426319
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[07:48] <travis-ci> scummvm/scummvm#5934 (master - 71a6657 : Thierry Crozat): The build passed.
[07:48] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/b2052bc66f0a...71a66573083e
[07:48] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/363426772
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[07:55] <GitHub157> [scummvm] sev- pushed 3 new commits to master: https://git.io/vxHMK
[07:55] <GitHub157> scummvm/master e0968df Eugene Sandulenko: BASE: Show nuked audio driver only when compiled
[07:55] <GitHub157> scummvm/master ca73d36 Eugene Sandulenko: CONFIGURE: Add option to disable Nuked OPL and disable it on low-end platforms
[07:55] <GitHub157> scummvm/master 7f6d431 Eugene Sandulenko: JANITORIAL: Add missing endline
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[08:04] <GitHub92> [scummvm] sev- closed pull request #1147: IMAGE: Explicitly initialize CinePak codebooks (master...cinepak-init) https://git.io/vxR0t
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[08:04] <GitHub171> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxHMF

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[09:27] <GitHub142> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxHSJ

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[09:34] <GitHub171> [scummvm] sev- pushed 4 new commits to master: https://git.io/vxHSc
[09:34] <GitHub171> scummvm/master b643af2 whitertandrek: PLUMBERS: Remove unnecessary conditional...
[09:34] <GitHub171> scummvm/master c77e34b whitertandrek: PLUMBERS: Change file allocation from heap to stack
[09:34] <GitHub171> scummvm/master 6e661ab whitertandrek: PLUMBERS: Removed unnecessary calls...
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[09:34] <GitHub183> [scummvm] sev- closed pull request #1140: PLUMBERS: optimization fixes (master...fix) https://git.io/vxTnD
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[09:43] <ScummBot_> Port build status changed with 4702681b: Failure: master-openpandora, master-n64
[09:44] <Lightkey> huh?
[09:46] <Lightkey> at first I was like "N64, nooooo!" but SuperZaxxon is fairly standard Linux
[09:49] <bonki> Lightkey: ?
[09:49] <Lightkey> Pandora's OS
[09:51] <bonki> ah
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[09:58] <Lightkey> ../../src-master/src/Makefile.common:103: recipe for target 'audio/softsynth/opl/nuked.o' failed
[09:58] <Lightkey> so it wasn't eriktorbjorn's commit
[10:02] <bonki> ../../src-master/src/audio/softsynth/opl/nuked.cpp:1157: error: integer constant is too large for 'long' type
[10:02] <bonki> re: if (chip->eg_timer == 0xfffffffff)
[10:04] <bgK> my bet is on the SCUMMVM_DONT_DEFINE_TYPES change in configure
[10:08] <bonki> n64 doesn't define [u]int64 but nuked relies on them being present it seems
[10:09] <bonki> so I guess we should just disable nuked on these two platforms?
[10:10] <bonki> hm, it's already disabled for n64
[10:12] <bgK> the 64 bits integer types were defined before (by configure), so I think we should rather add the missing definitions. Other parts of the code use 64 bits integers.
[10:13] <bgK> I'm unsure why NDS and N64 don't rely on configure to find appropriate integer types
[10:13] <ScummBot_> Port build status changed with 4702681b: Failure: master-amigaos4
[10:13] <bonki> backends/platform/n64/portdefs.h states that "// Typedef basic data types in a way that is compatible with the N64 SDK."
[10:13] <bonki> I guess that's why?
[10:14] <bonki> anyway, seems it's not working because nuked is only disabled for native compiling on these platforms, not cross-compiling
[10:17] <bonki> s/these platforms/n64/
[10:17] <bonki> it's enabled on openpandora
[10:22] <bonki> bgK: there's no portdefs.h for openpandora, shouldn't it use the 64 bit int type found by configure then?
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[10:23] <GitHub18> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxH9d
[10:23] <GitHub18> scummvm/master 52fc7e3 Eugene Sandulenko: CONFIGURE: Do not even try to build Nuked OPL when disabled
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[10:26] <bgK> bonki: it seems to me configure misdetects `long` as a 64bits type on openpandora
[10:27] <bgK> mh, but the configure test outputs `long long` as the 64bits type, now I'm confused
[10:27] <bonki> http://buildbot.scummvm.org/builders/master-openpandora/builds/5755/steps/configure/logs/stdio
[10:27] <bonki> yes, it says long long
[10:28] <bonki> hmm
[10:30] <bonki> I assume the problem is the constant itself? does it need to be specified with an appropriate suffix?
[10:30] <bonki> UUL/LLU ?
[10:30] <criezy> The issue might be with the 0xfffffffff itself since before c++11 the type of a constant without a specified type is either int or long (and with c++11 it can be long long if needed).
[10:31] <criezy> bonki: exactly what I was thinking ;-)
[10:31] <bonki> =)
[10:31] <bgK> right
[10:33] <bonki> which also means that the two build errors are completely unrelated
[10:36] <bgK> for the N64 one, what about defining the 64bits integer type as `long long`, this is what is detected by configure
[10:38] <criezy> Also isn't that nuked code missing some variable initializations? This eg_timer in particular looks like it is used before being initialized.
[10:39] <criezy> Shouldn't we add a constructor to the _opl3_chip struct to zero initialize its members for example? Or does the default struct constructor do that already?
[10:39] <bgK> but then again all the types hard-coded in portdefs.h are identical to those detected by configure on buildbot..
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[10:41] <GitHub70> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxHHl
[10:41] <GitHub70> scummvm/master b1d2d56 Eugene Sandulenko: AUDIO: Specify constant type in Nuked OPL emulator
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[10:42] <bgK> criezy: there is a memset clearing all the data in that struct on line 1206
[10:42] <bonki> bgK: you're right, they are identical. can we just drop them from portdefs then?
[10:42] <bgK> bonki: I'll try to do that and see if buildbot complains
[10:42] <bonki> bgK: thanks!
[10:43] <criezy> bgK: right. I missed that memset.
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[10:45] <GitHub103> [scummvm] bgK pushed 1 new commit to master: https://git.io/vxHHE
[10:45] <GitHub103> scummvm/master 6409e99 Bastien Bouclet: N64: Remove the port-specific integer type definitions...
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[11:00] <bonki> bgK: if you look at the portdefs for symbian it explains why they were added in the symbian case, one reason being that symbian's libc already defines uint. maybe this was the case here as well?
[11:02] <ScummBot_> Port build status changed with 4702681b: Failure: master-ds, master-webos, master-osx_intel
[11:02] <bonki> huh
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[11:07] <GitHub11> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxHQR

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[11:26] <bgK> bonki: if the N64 sdk already defines some type in an incompatible way, then hopefully buildbot will fail and we can update the comment you quoted earlier to be more precise :)
[11:26] <bonki> yep :)
[11:28] <bgK> it looks like the NDS toolchain needs to be updated on buildbot
[11:30] <ScummBot_> Port build status changed with 4702681b: Failure: master-caanoo, master-gp2x
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[11:54] <bonki> can someone explain why we enable -Wconversion for gcc <4.3 ? what's the point?
[12:13] <ScummBot_> Port build status changed with 4702681b: Failure: master-gp2xwiz
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[12:43] <GitHub90> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxHdq

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[12:54] <bonki> bgK: well, it built at least :)
[12:56] <ScummBot_> Port build status changed with 9b21e750: Success: master-n64, master-amigaos4
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[14:32] <ScummBot_> Port build status changed with 28a3faa1: Success: master-openpandora, master-webos, master-osx_intel, master-caanoo, master-gp2x, master-gp2xwiz
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[15:05] <GitHub74> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxHxM
[15:05] <GitHub74> scummvm/master 6a32516 Paul Gilbert: XEEN: Cache mouse clicks as well as keyboard in EventsManager...
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[15:14] <GitHub102> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vxHpo
[15:14] <GitHub102> scummvm/master d8e4f35 Paul Gilbert: XEEN: Remove unused GameEvent class
[15:14] <GitHub102> scummvm/master aa168e0 Paul Gilbert: XEEN: Fix single pixel difference for post-deposit message...
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[16:32] <GitHub56> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxQeR
[16:32] <GitHub56> scummvm/master a575346 Paul Gilbert: XEEN: Fix Protection From Elements spell
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[16:50] <GitHub81> [scummvm] ccawley2011 opened pull request #1157: DS: Address feedback from PR#1144 (master...ds-fix) https://git.io/vxQvL
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[18:57] <GitHub174> [scummvm-sites] sev- pushed 1 new commit to buildbot: https://git.io/vxQkn
[18:57] <GitHub174> scummvm-sites/buildbot 73e81de Eugene Sandulenko: BUILDBOT: Upgrade NDS toolchain to r47
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[19:01] <bonki> _sev: does this fix the issue?
[19:02] <_sev> no idea yet
[19:02] <bonki> heh
[19:02] <_sev> trying to restart the buildbot
[19:02] <_sev> and it stuck
[19:02] <bonki> oops
[19:02] <_sev> cannot stop it
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[19:07] <bonki> kill it with wire
[19:07] <bonki> fire*
[19:07] <bonki> (don't)
[19:09] <bonki> shout if you need a hand
[19:09] <_sev> let's see
[19:10] <_sev> I did a small commit
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[19:10] <GitHub79> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxQk7
[19:10] <GitHub79> scummvm/master 25eeee8 Eugene Sandulenko: BLADERUNNER: Remove dead code
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[19:10] <_sev> so let's see how it builds
[19:10] <Lightkey> bonki: kill it with firewire?
[19:10] <bonki> Lightkey: gee, it's 2018
[19:11] <Lightkey> so, thunderbolt?
[19:12] <Lightkey> yet we are talking about DS
[19:12] <Lightkey> 4 MB RAM
[19:12] <bonki> _sev: it's alive!
[19:13] <bonki> surely 640k is enough for anyone?
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[19:22] <GitHub115> [scummvm-sites] ccawley2011 opened pull request #11: BUILDBOT: Hopefully fix DS toolchain (buildbot...patch-1) https://git.io/vxQIC
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[19:24] <bonki> _sev: hm, there are still references to -r30/
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[19:56] <GitHub156> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vxQLd
[19:56] <GitHub156> scummvm/master 569833b Paul Gilbert: XEEN: Reset combat data when loading a new savegame
[19:56] <GitHub156> scummvm/master c1ae848 Paul Gilbert: XEEN: Allow loading savegames during combat using GMM...
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[20:21] <GitHub1> [scummvm-sites] sev- closed pull request #11: BUILDBOT: Hopefully fix DS toolchain (buildbot...patch-1) https://git.io/vxQIC
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[20:21] <GitHub196> [scummvm-sites] sev- pushed 1 new commit to buildbot: https://github.com/scummvm/scummvm-sites/commit/4aa99df7bf028c3ecbf3d6a0c256b8ee4b6cebd5
[20:21] <GitHub196> scummvm-sites/buildbot 4aa99df Cameron Cawley: BUILDBOT: Hopefully fix DS toolchain
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[20:23] <GitHub182> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxQqI
[20:23] <GitHub182> scummvm/master db1b7b0 Eugene Sandulenko: JANITORIAL: Fix whitespace
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[20:24] <Strangerke> hi guys
[20:25] <dreammaster> Wazzzup
[20:27] <Strangerke> back after a week in Switzerland. That was cool :)
[20:27] <Strangerke> What about you?
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[20:27] <dreammaster> Closing in on finishing Clouds. I'm now in Lord Xeen's castle.
[20:27] <Strangerke> nice :)
[20:28] <dreammaster> Though I'm in the middle of introducing a super-strength attacks debugger command. I can't be bothered doing a proper setup of drinking at the various fountains to legitimately tackle the endgame monsters
[20:28] <Strangerke> "idkfa"
[20:30] <dreammaster> :)
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[20:31] <GitHub65> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxQql
[20:31] <GitHub65> scummvm/master a42ca33 Paul Gilbert: XEEN: Add 'strength' debugger command
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[20:37] <Black_Jack78> \o
[20:40] <Black_Jack78> is there any developer here?
[20:40] <dreammaster> Yes. G'day :)
[20:41] <dreammaster> Of course, there are different developers for different areas, so it depends on what you want to ask\
[20:41] <Black_Jack78> well
[20:41] <Black_Jack78> let's say I came here since I think I have lot in common with this channel members
[20:42] <Black_Jack78> i'm a developer too, and also a great fan of old school scumm adventures
[20:43] <Black_Jack78> since I'm involved in some projects related in action games (homebrew) I'm planning to approach an adventure
[20:43] <dreammaster> Cool, then make yourself comfortable :)
[20:43] <Black_Jack78> and...I work only on retro-machines.
[20:43] <Black_Jack78> :)
[20:44] <dreammaster> Given that some of the adventures we support are, what, 30 years old now, they definitely can be called retro
[20:44] <Black_Jack78> ehehhe. sure! I'm on Neo Geo homebrews, and I'm having lot of fun
[20:45] <Black_Jack78> but as I said, I would really really touch Amiga.
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[20:45] <Black_Jack78> and this time for a graphic adventure like Monkey Island.
[20:46] <dreammaster> Well, Amiga is certainly an area not as well covered as PC games are. And they have the benefit that a lot of the Amiga games were legitimately freewared, from what I recall.
[20:47] <dreammaster> So if ScummVM should support them, it would open up other free adventures to people
[20:48] <dreammaster> Oh. Sonnava b**ch. I tried Lloyd'ing back to Xeen's castle, only for for my spell to fail. Checking the code, there's an explicit block on it until after you've completed the game. Those bastards! ;)
[20:50] <Black_Jack78> mmm
[20:51] <bonki> dreammaster: lol
[20:51] <Black_Jack78> you guys decompile without any sort of problems here...
[20:51] <dreammaster> Well, on the plus side, I realised that I didn't yet have any code to set the 'clouds completed' flag after the game ends, so it wasn't a total loss
[20:52] <dreammaster> Well, if you ignore the question of how long some of the games take to decompile.
[20:52] <dreammaster> And the complexity of the %#@$%@! 3D and/or floating point code that some of them have.
[20:53] <dreammaster> Starship Titanic, I kid you not, had an entire class library of 3D modelling classes to simulate a galactic map for a single damn puzzle at the end of the game
[20:53] <bonki> wat
[20:53] <bonki> they must have had that lying about, though?
[20:53] <Black_Jack78> (O.o) I definetely found the right place to learn...
[20:54] <dreammaster> Yeh, probably. A lot of them were matrix classes, and camera transition classes, so I can't imagine them trying to create everything from scratch
[20:54] <bonki> or they had finished early and had budget money left to spend (riiiight) :)
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[20:56] <GitHub28> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxQmL
[20:56] <GitHub28> scummvm/master f1cfc9e Paul Gilbert: XEEN: Cleanup of game completion flags
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[20:56] <Black_Jack78> sorry guys other question..
[20:56] <Black_Jack78> is there any italian here?
[20:56] <madmoose> I started working on Blade Runner like 8 years ago...
[20:57] <dreammaster> If you mean games, there are some Italian localised. I don't know off the top of my head if there are any Italian speaking developers. We have a policy of English in the channel so that everyone can understand discussions
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[20:59] <Black_Jack78> it was just for curiosity
[21:00] <Black_Jack78> mmm so you're ...the brother of the famous Ron?
[21:01] <peterkoh1ut> black_jack78: "decompile without any sort of problems" is very far away from how i feel when i'm decompiling something...
[21:01] <dreammaster> Heh, no. Nor am I the moderately famous guitar player/singer Paul Gilbert. There's also apparently a Paul Gilber that worked on some of the Star Trek games, I recall, if Mobygames is to be believed :)
[21:02] <Black_Jack78> :)
[21:02] <dreammaster> \o/ You have defeated my general Lord Xeen!
[21:02] <bonki> obviously he's lying, he's both of them :)
[21:02] <Black_Jack78> ahhaah
[21:02] <Black_Jack78> and maybe also cousin of Melissa Gilbert
[21:03] Nick change: peterkoh1ut -> peterkohaut
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[21:07] <GitHub72> [scummvm] ccawley2011 opened pull request #1158: JANITORIAL: Fix typo (master...patch-1) https://git.io/vxQmK
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[21:07] <bonki> _sev: do you still feel like we might have to revert? I noticed that backends/platform/ds/arm7/source/main.cpp is completely foobar'd with regards to formatting and I'd rather fix it now
[21:07] <Lightkey> Black_Jack78: there are a few, I don't see any around right now
[21:07] <bonki> partly anyway
[21:07] <bonki> but I don't want that to get in the way of a possible revert
[21:07] <dreammaster> Oh. Duh. My bad. It doesn't prevent you Lloyding until after you complete the game, but rather *until* you complete the game. Because completing the game destroys Xeen's castle. And I'll also need to add the option to save the game as it ends too, just like the original
[21:08] <Black_Jack78> thx Littleboy
[21:08] <Black_Jack78> *Lightkey
[21:08] <Lightkey> wth
[21:08] <bonki> dreammaster: I have no idea what any of that means but 'Lloyding' sounds pretty cool
[21:08] <Lightkey> can't be that long
[21:09] <Lightkey> I believe that
[21:09] <_sev> bonki: i'd rather fix it eventually
[21:09] <bonki> hahaha
[21:09] <Lightkey> Black_Jack78: also t0by
[21:09] <dreammaster> LLoy'd Beacon spell in the Xeen games lets you mark and return to any point. With two players with the spell, it means you can can mark a template for one, and any place with the other for a quick escape, heal, and return to action
[21:10] <bonki> _sev: sounds good, then I'll go ahead and clean up that file
[21:10] <t0by> Yes. Hi.
[21:10] Action: t0by wakes from hybernation
[21:10] <bonki> it looks like someone just copy'n'pasted bits and pieces from all over the place together, heh
[21:10] <bonki> dreammaster: ah, cool
[21:11] <dreammaster> s/template/temple/
[21:11] <t0by> Black_Jack78, yes, I'm the other italian.
[21:11] <bonki> I'll have to start Lloyding to the bathroom instead
[21:11] <Black_Jack78> \o hi toby
[21:11] <_sev> peterkohaut: I am sill checking against the original
[21:13] <peterkohaut> _sev: nice:) are you using frida or have you found different approach?
[21:13] <_sev> peterkohaut: just the IDA
[21:14] <_sev> peterkohaut: at this moment it is clear that calculateBoundingRect() is correct
[21:14] <_sev> there are differences but only in 1e-3 range
[21:15] <_sev> next step is to check the renderer
[21:17] <Lightkey> frida is such a nice abbreviation :-)
[21:18] <peterkohaut> _sev: i found similar differences in accuracy in there, but with z > 100k and then there is this 65k multiplication in slice renderer, it has to be some rounding issue :/
[21:19] <_sev> I am yet to see it
[21:19] <Joefish> wb Strangerke :)
[21:20] <peterkohaut> is it an abbreviation?
[21:23] <Lightkey> aww, it actually is something that exists, I thought it's freeIDA :-D
[21:24] <peterkohaut> frida.re is quite handy:)
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[21:24] <GitHub174> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vxQY4
[21:24] <GitHub174> scummvm/master c2b5d62 Paul Gilbert: XEEN: Fix check to allow Lloyding into Xeen's castle
[21:24] <GitHub174> scummvm/master ea29c23 Paul Gilbert: XEEN: Allow saving game after Clouds ending finishes
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[22:05] <GitHub91> [scummvm] Strangerke pushed 3 new commits to master: https://git.io/vxQ34
[22:05] <GitHub91> scummvm/master 397a94b Strangerke: LILLIPUT: Some more renaming in the sequence manager
[22:05] <GitHub91> scummvm/master 6695610 Strangerke: LILLIPUT: More renaming work
[22:05] <GitHub91> scummvm/master 7f9c06f Strangerke: LILLIPUT: more renaming, rework setMode
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[22:08] <GitHub128> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxQ3a

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[22:10] <GitHub93> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxQ3K
[22:10] <GitHub93> scummvm/master fc00f80 Cameron Cawley: JANITORIAL: Fix typo
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[22:10] <GitHub46> [scummvm] bonki closed pull request #1158: JANITORIAL: Fix typo (master...patch-1) https://git.io/vxQmK
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[22:13] <GitHub66> [scummvm] bonki pushed 2 new commits to master: https://git.io/vxQ3M
[22:13] <GitHub66> scummvm/master 925025e Cameron Cawley: DS: Only disable forbidden symbols when necessary
[22:13] <GitHub66> scummvm/master 14c1651 Cameron Cawley: DS: Use -isystem when adding include directories for portlibs
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[22:13] <GitHub86> [scummvm] bonki closed pull request #1157: DS: Address feedback from PR#1144 (master...ds-fix) https://git.io/vxQvL
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[22:18] <bonki> _sev: why is it still complaining about arm-eabi-c++ after merging ccawley2011's PR?
[22:19] <ccawley2011> bonki: I suspect it's because configure needs to be re-run.
[22:21] <bonki> aah
[22:21] <bonki> yes :)
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[22:33] <Black_Jack78> \o good night guys
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[22:43] <GitHub82> [scummvm] dreammaster pushed 4 new commits to master: https://git.io/vxQsy
[22:43] <GitHub82> scummvm/master b8715dc Paul Gilbert: XEEN: Cleanup of unused local in Scripts
[22:43] <GitHub82> scummvm/master e5ff44e Paul Gilbert: XEEN: Fix gfx glitch in top-left corner of the minimap
[22:43] <GitHub82> scummvm/master 54ff19b Paul Gilbert: XEEN: Fix double-casting of spells during combat
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[22:57] <bonki> dreammaster: engines/xeen/events.cpp:95, missing return?
[22:59] <Dark-Star> ...or a break?
[23:00] <bonki> LBUTTONDOWN returns, so I guess RBUTTONDOWN should as well
[23:01] <Dark-Star> well there's not much of a difference between break and retunr in that function, so maybe only one should be used everywhere :)
[23:02] <Dark-Star> ah crap I missed the while
[23:02] <Dark-Star> ok forget it, there *is* a difference
[23:02] <bonki> the switch is inside a loop so, there is
[23:02] <bonki> yes :)
[23:03] <bonki> thought so too first
[23:03] <dreammaster> Yes, it's missing. Thanks
[23:05] <Dark-Star> it's apparently too late for me to do proper code review (and probably that gin+tonic didn't help either ;-)
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[23:05] <GitHub154> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxQGP
[23:05] <GitHub154> scummvm/master 642dea8 Paul Gilbert: XEEN: Add missing return in event processing switch
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[23:07] <bonki> Dark-Star: here it's 1pm ;-)
[23:07] <bonki> granted, there's no gin+tonic in my system
[23:07] <Dark-Star> well, 12 hours difference between you and me then
[23:08] <Dark-Star> :)
[23:08] <bonki> oops
[23:08] <bonki> am* of course :)
[23:08] <bonki> yay, ds builds again!
[23:09] <bonki> with a shit-ton of warnings
[23:10] <dreammaster> https://youtu.be/SbWg-mozGsU?t=26
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[23:11] <GitHub68> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxQZL

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[23:12] <bonki> dreammaster: hahaha
[23:14] <ScummBot> Port build status changed with 14c1651a: Success: master-ds. Nice work, all ports built fine now
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[00:00] --- Sun Apr 8 2018