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[00:00] <GitHub80> [scummvm] dreammaster closed pull request #1016: TITANIC: Star_control-cleanup (master...star_control-cleanup) https://git.io/v5wpg
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[00:00] <GitHub48> [scummvm] dreammaster pushed 6 new commits to master: https://git.io/v5o3X
[00:00] <GitHub48> scummvm/master 40684e8 David Fioramonti: TITANIC: Better naming for Viewport function...
[00:00] <GitHub48> scummvm/master d69404d David Fioramonti: TITANIC: Make use of CCameraAutoMover::setPath() more clear...
[00:00] <GitHub48> scummvm/master 4bdea38 David Fioramonti: TITANIC: make sure of setOrientations more clear...
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[00:36] <GitHub184> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v5oZX
[00:36] <GitHub184> scummvm/master aceff58 Paul Gilbert: TITANIC: Fix hiding SGT toilet after turning it on & off
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[00:50] <snover> hm.
[00:50] <dreammaster> Good hm, or bad hm?
[00:51] <snover> https://bugs.scummvm.org/ticket/10188 i am wondering if we managed to get really really lucky up to this point with the heuristic detection of entry sizes
[00:52] <snover> the last entry in an audio map is always filled with 0xff, so the heuristic counts the number of 0xffs to decide entry sizes
[00:52] <snover> but, uh, if the last entry has an offset ending in 0xff&
[00:53] <dreammaster> Ah, yes, that could be a problem, indeed. Just by pure dumnb chance
[00:53] <snover> then the entry size that is actually 11 looks like it is 12 and this != check is wrong and it might explode exactly the way this person is reporting
[00:55] <dreammaster> Is there any way to figure that out based on if the file (or portion of it) is an even multple of some number of bytes?
[00:55] <snover> yeah, thats what i am thinking about right now.
[00:58] <snover> of course that will not work too if the size is a multiple of both 7 and 8
[00:59] <snover> its not entirely clear to me what the point was of doing this heuristically since its not like games could ever mix and match more than one audio map type since the original interpreter wouldnt have been able to handle that
[00:59] <dreammaster> Right, but a combination of the two approaches might. ie. start off with "12" for the found number of FF's, and keep decrementing the size until you get a proper multiple that works
[01:02] <snover> yeah. i mean, it is better than what is happening right now
[01:07] <snover> i just like to avoid layering broken approaches on top of other broken approaches :)
[01:07] <dreammaster> Right, the whole "throwing a major wobbly" :)
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[01:12] <snover> seeing such a large offset is a bit of a curiosity in itself, since the offsets are relative
[01:12] <snover> it would mean the final sample would need to be placed over 16MB after the penultimate sample
[01:13] <snover> or that the audio map was in big-endian format for some reason
[01:13] <snover> (this isnt impossible, the audio resource file is 210MB, but it also seems like a crazy thing)
[01:13] <dreammaster> Maybe an unused sample was simly filled in with garbage values
[01:14] <snover> i guess to be sure i will ask them to upload the map file.
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[01:24] <dafioram> dreammaster: liking that star puzzle more than before?
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[01:26] <travis-ci> scummvm/scummvm#4328 (master - 2b7b75f : Paul Gilbert): The build passed.
[01:26] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/e7745bf02551...2b7b75f9a8d9
[01:26] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/273115938
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[01:30] <dreammaster> dafioram: In all honesty, I haven't actually played it since you started doing your refactoring, just verified that your pull requests were all clean and seemed to make sense.
[01:30] <dreammaster> There were more than enough remaining bugs in the other areas to look into :)
[01:31] <dreammaster> I've been quite happy to leave sprucing it all up in your capable hands. After all, you've proven quite the master at identifying bugs.
[01:32] <dafioram> its a good challenge. You're making my job harder with each iteration
[01:34] <dreammaster> Luckily, it seems like the bug list is starting to finally wind down. If we ignore the cursors and optimizations as a nice to have, only the music room music and it's bells video are likely to be significant/problematic things to look into
[01:37] <dafioram> the music puzzle has quite a lot of functionality, once 9885 is resolved I will need to test it thorougly. Of course we can get the solution, but there is a lot of behaviors that will need to be checked.
[01:39] <dreammaster> Right. Given modern systems, I may be able to simply matters by dumping the paging it uses and simply allocate a buffer big enough for the entire sound. And if I dump the original's entire playback data, I should be able to verify if it's byte identical. Then I'd at least know that the generation is working correctly
[01:40] <dafioram> the official strategy guide seems to think that puzzle can be solved by playing with the knobs and having a musical ear, so that is experience that I would be testing.
[01:40] <dreammaster> After that, it'd just be a matter of ensuring that ScummVM is correctly treating the raw data the correct way. I'm not an expert on music, but I know there's minor differences like signed vs unsigned handling that might be causing issues.
[01:40] <snover> just use the ring buffer stream instead of preallocating like that?
[01:42] <snover> MemoryReadWriteStream. maybe that should get a better name like RingBufferStream :)
[01:42] <dreammaster> Right, I was thinking of using MemoryReadWriteStream
[01:42] <snover> oh, ok. cool.
[01:42] <snover> we are on the same page then.
[01:43] <snover> from my experience so far, the only good that comes out of implementing things exactly like the original engine is to be able to reverify the reverse engineering from the machine code
[01:43] <dreammaster> Seems like it :). At the time I was primarily focused on a 1:1 representation of the code where possible, since it was one of the last areas of the game I hadn't disassembled, so was writing the code as I reversed it. But with it now in place, I can make some simplifications at the same time I'm debugging it
[01:44] <dafioram> bugs and all
[01:44] <dafioram> (the original has a lot of bugs)
[01:44] <snover> well see if i change my tune again in a few years, but it seems to really only be worth it when youre writing an engine that is used for many games
[01:45] <dreammaster> Oh man, can Strangerke tell you stories on that subject.. the Dungeon Master code with all it's ifdefs for byte-matched compatibility of the original executables for, what, about a dozen different versions. Nasty. :P
[01:45] <snover> i seem to recall that the music puzzle was super bustedzo in the original engine, so i was really enthusiastic about being able to play it in scummvm. and then it was broken in scummvm. hopes and dreams shattered forever.
[01:45] <snover> FOREVER.
[01:46] <dreammaster> "I must apologize for the music, it is nasty"
[01:47] <snover> https://www.youtube.com/watch?v=SDWHIMUfi1Q
[01:49] <dreammaster> https://youtu.be/UWJpPBV7XOo?list=PLvFk3QopsJRBA1QHrIEjhfBvfnkRPzxlK&t=781
[01:49] <Lightkey> https://ifarchive.org/if-archive/infocom/articles/NZT-testing-text dafioram worked for Infocom before
[01:52] <snover> is there a way we can pipe some cackling laughs in here every time a new ticket is opened?
[01:52] <snover> i can think of no better way to improve productivity and morale.
[01:54] <dreammaster> Given the number of bugs dafioram found, it's probably for the best that we dont
[01:55] <dafioram> how many more bugs can there be?
[01:55] <dreammaster> 580 active ones right now
[01:56] <dreammaster> Lets just hope there won't be too many more for Titanic to add to the overall bug tracker total :)
[01:56] <snover> i could just delete the database
[01:56] <snover> truncate tickets;
[01:57] <snover> zero bugs! ship it!
[01:57] <dreammaster> Or another unexpected "downtime" that accidentally-on-purpose loses everything ;)
[01:57] <dafioram> hurry while the trackers down!
[01:57] <snover> unfortunately i took the opportunity once the server returned to make some backups
[01:57] <snover> so you wont get rid of them that easily.
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[01:58] <travis-ci> scummvm/scummvm#4329 (master - aceff58 : Paul Gilbert): The build passed.
[01:58] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/2b7b75f9a8d9...aceff5852e7f
[01:58] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/273123592
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[01:58] <dreammaster> Pity :P
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[02:41] <dafioram> Lightkey: titanic had a bug at one point similar to that corpse bug from that article. When movement via the keyboard was in its early stages, I was able to report the craziest behaviors. I could change the seasons, skip entire parts, go the end game, etc. It was fun until dreammaster shut it down.
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[06:39] <waltervn> morning
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[06:49] <madmoose> Morning all
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[11:36] <Boobuigi> Does "scummvm -z" output stay up to date? I ask because I don't see t7g (The 7th Guest), even though its compatibility is listed as excellent. http://www.scummvm.org/compatibility/DEV/t7g/
[11:37] <Boobuigi> I use "scummvm -z" to automatically organize files and noticed The 7th Guest was overlooked. There could be others.
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[11:41] <wjp> it's apparently grouped into the "Groovie engine game" entry
[11:42] <wjp> which is not really ideal for the -z output
[11:43] <wjp> for example all sierra games are also grouped into "Sierra AGI game" and "Sierra SCI game" there
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[12:37] <Strangerke|work> hi guys
[12:42] <Boobuigi> wjp: I see. Thanks for the explanation.
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[16:02] <wjp> #10173 sounds quite mysterious
[16:05] <snover> wjp: hey! good to see you. yeah, it is.
[16:06] <wjp> I was thinking maybe a cwd issue, but I'm not sure how that would happen in practice
[16:06] <snover> i forgot to mention since i wrote that comment too late that the 0.SCR thing is somewhat interesting since 0.SCR is a patch file in EQ1 EN floppy
[16:07] <wjp> (i.e., similarly strange things happen if I start scummvm from the eq2 directory)
[16:08] <wjp> aha
[16:08] <snover> huh. i mean, there is at least one code path where path is given as ".", but theres a warning in there.
[16:08] <wjp> if I try to start eq2 when in the eq1 directory:
[16:08] <wjp> Access violation seeking script.0 buffer: 0 + 54514 > 11476 (abs: 9344 + 54514 > 20820)!
[16:09] <wjp> (by the way: . is always added to SearchMan)
[16:09] <wjp> (in SearchManager constructor)
[16:10] <snover> huh.
[16:10] <snover> does the cwd get changed in windows?
[16:10] <wjp> that's what I'm wondering
[16:10] <wjp> don't see any SetCurrentDirectory calls though
[16:11] <snover> anything to do with $PATH?
[16:12] <wjp> hrm, don't think so, but not familiar enough with windows to say
[16:12] <wjp> the odd thing is that this seems backward though
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[16:13] <wjp> apparently this 54514 error happens when eq2 picks up eq1 data files
[16:14] <snover> does it happen if you move away 0.SCR?
[16:14] <snover> or is it only because it is picking up 0.SCR because it exists in EQ1 and not in EQ2?
[16:16] <wjp> the error also happens if I start scummvm from an almost empty directory containing only eq1's 0.SCR
[16:22] <wjp> does any part of the sci detector accidentally use SearchMan?
[16:23] <wjp> although I suppose that wouldn't cause a Windows-only effect
[16:28] <snover> not as far as i saw, everything seemed pretty much well-behaved
[16:33] <snover> it seems a little weird that SearchMan directories get added in the SciEngine constructor instead of initializePath
[16:35] <snover> im not quite sure how that all ends up working out, since the default initializePath adds the game path with a depth of 4
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[20:32] <GitHub41> [scummvm] criezy pushed 1 new commit to master: https://git.io/v56en
[20:32] <GitHub41> scummvm/master d98d4bc Thierry Crozat: UPDATES: Fix crash when compiling with updates enabled but without an UpdateManager...
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[21:16] <GitHub11> [scummvm] csnover pushed 9 new commits to master: https://git.io/v56kW
[21:16] <GitHub11> scummvm/master d97f192 Colin Snover: SCI: Improve array bounds safety check...
[21:16] <GitHub11> scummvm/master b5e8013 Colin Snover: DEBUGGER: Flush stdout after debugger writes with USE_TEXT_CONSOLE_FOR_DEBUGGER...
[21:16] <GitHub11> scummvm/master 5bc4b46 Colin Snover: COMMON: Add comparator for sorting ArchiveMemberList
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[21:16] <GitHub20> [scummvm] criezy pushed 1 new commit to master: https://git.io/v56k4
[21:16] <GitHub20> scummvm/master f9bc0d6 Thierry Crozat: I18N: Update translations templates
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[23:51] <ScummBot> Port build status changed with f11b0a4f: Failure: master-debian-x86-nullbackend
[00:00] --- Sat Sep 9 2017