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[01:41] <GitHub13> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQ1tQ
[01:41] <GitHub13> scummvm/master eb73062 Paul Gilbert: TITANIC: Fix rendering of conversation text input
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[01:41] <snover> woo!
[01:42] <dreammaster> Really jus tone overlooked makeDirty call. Only needed now before I'm more rigorously respecting drawing bounds, so they needed to be properly set
[01:43] <dreammaster> s/before/because/
[01:58] <snover> i suspect that this phant1 palette problem is going to end up being something small like that, which is taking me forever to figure out
[01:58] <dreammaster> I'm honestly not sure if I should hope you're right, or whether it would be better that it turned out to be some complicated reason.
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[02:00] <snover> i just dont really even have much of a working theory right now about the chapel glitch. bindiff is helping but it also seems to be getting confused by some instructions and thinking that they arent the same when they are
[02:01] <snover> it keeps marking `rep movsd` as a change
[02:01] <snover> helping eliminate things*
[02:05] <snover> and it seems i have also forgotten the magic relocation dance for using the ida dosbox debugger
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[05:15] <Lightkey> looks like GOG.com has the whole Sierra catalogue in this weekly sale again
[05:20] <snover> but sci32 is not ready yet&!
[05:22] <snover> wjp: at this point i think debugging and looking at calls to CelObj::submitPalette and/or PaletteMgr::submit will be most illuminating, so if you are able to remember how to do the relocation correctly for ida, let me know, otherwise i will try to find it in old conversation notes tomorrow&
[05:26] <tsoliman> ok so GOG's Longbow still has the 800 numbers .. why did they mess with the lsl series
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[06:30] <GitHub85> [scummvm] bgK pushed 1 new commit to master: https://git.io/vQ1Rx
[06:30] <GitHub85> scummvm/master d6fd0ac Bastien Bouclet: MOHAWK: Riven: Fix card leave scripts when changing stacks...
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[06:30] <GitHub195> [scummvm] criezy pushed 1 new commit to master: https://git.io/vQ1Rh
[06:30] <GitHub195> scummvm/master ec37d20 Thierry Crozat: I18N: Update translations templates
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[07:30] <waltervn> morning
[08:00] <wjp> morning
[08:00] <wjp> Lightkey: ah, thanks, that reminds me that I hadn't picked up Conquests of Camelot yet
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[08:31] <waltervn> right, unfortunately most of these prices still a bit too high for picking up extra digital copies of games I already own
[08:33] <waltervn> I may get those Zork titles though, do we support those?
[08:34] <wjp> at least Grand Inquisitor and Nemesis
[08:35] <waltervn> right
[08:35] <wjp> oh, and Return to Zork too
[08:35] <wjp> (respectively zvision, zvision and made engines)
[08:36] <waltervn> ah, cool
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[13:26] <Lightkey> wjp: http://scummvm-misc.sourceforge.net/ the others too :->
[13:30] <wjp> Simei: you replaced a string "F12" by "F11" in that char*->String commit
[13:30] <Simei> Oops, true, I will correct it. Thanks!
[13:31] <wjp> no problem
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[17:01] <WooShell> meow =^.^=
[17:23] <snover> finally, a new clue about this phant1 palette glitch. i can get the original interpreter to behave the way ScummVM behaves by teleporting directly to the affected room. walking to the affected room normally via the exit in room 6500 is where the behaviour diverges.
[17:25] <snover> i see there is a lot of last resort comparison sorting of screenitems, though inverting the operator in that branch doesnt seem to fix anything in scummvm&
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[17:28] <m_kiewitz> snover: there is no flag somewhere, which stops palette changes?
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[18:58] <m_kiewitz> PSA: tons of Capcom games in the new humble bundle
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[21:24] <snover> m_kiewitz: there is a similar thing as in SCI16 where palettes are versioned/timestamped. once the palette of a view/etc. is submitted, its data in memory is written to with the current version of the palette manager. so, if the game tries to resubmit the same palette, it is ignored unless the palette manager has a different version.
[21:24] <snover> theres no mechanism in the palette manager to allow a game to force-update a palette, except possibly by purging the resources from memory so their view number gets reset (and phant1 does not seem to be doing this)
[21:24] <snover> s/view/version
[21:25] <snover> now that i finally discovered that this is only working (its still broken, but only for 3 frames) in SSCI when not teleporting, im focusing my attention now on the room switching code
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[00:00] --- Wed Jul 12 2017