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[04:46] <Joefish> morning
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[05:30] <waltervn> morning
[05:31] <Joefish> morning waltervn
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[06:04] <GitHub178> [scummvm] criezy pushed 1 new commit to master: https://git.io/vSMfh
[06:04] <GitHub178> scummvm/master e8d777f pablobecerra: I18N: Update translation (Spanish)...
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[06:05] <GitHub11> [scummvm] criezy pushed 1 new commit to master: https://git.io/vSMJv
[06:05] <GitHub11> scummvm/master 689a6ff Eugene Sandulenko: I18N: Update translation (Spanish)...
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[07:24] <Strangerke|work> hi guys
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[07:44] <waltervn> hi Strangerke|work
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[08:27] <m_kiewitz> wjp: you there?
[08:27] <m_kiewitz> i wonder what to do about that Apple IIgs keyboard
[08:31] <m_kiewitz> snover: didn't you have issues with certain scancodes on Mac? I'm almost certain that there was some issue with Shift + 1 etc.
[08:36] <m_kiewitz> also wasn't there some other keyboard that did other ascii characters on Shift + 1 etc?
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[09:27] <logix> m_kiewitz: wasn't the layout of the apple IIgs kbd fairly similar to the currently used kbd layout, with shift-1 being ! etc.?
[09:27] <m_kiewitz> yes
[09:27] <m_kiewitz> but I'm pretty sure that there was another type of keyboard, which did things differently
[09:27] <logix> c64? :)
[09:27] <m_kiewitz> platform, that ScummVM supports
[09:28] <m_kiewitz> or maybe it was just that we got the wrong scancode, I remember some issue on at least one platform
[09:28] <m_kiewitz> which is why I didn't implement it
[09:29] <m_kiewitz> like some sort of key, that didn't return the scancode for "1"
[09:29] <m_kiewitz> or where other keys were behind modiiers + "1"
[09:29] <m_kiewitz> *modifiers
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[09:29] <m_kiewitz> can't remember the details
[09:31] <logix> french kbd layout needs shift to type digits or smth, but that's probably not what you mean either
[09:32] <m_kiewitz> ah that's it
[09:32] <logix> perhaps the dreamcast keyboard, but I don't have one of those
[09:32] <m_kiewitz> yeah, it's just a layout
[09:32] <logix> oh, it was french? ok, cool
[09:32] <m_kiewitz> so in case I check for Shift + scancode "1" on French keyboards, I would remove their ability to enter numbers
[09:33] <m_kiewitz> no idea what to do about that
[09:33] <m_kiewitz> i could also make it optionally, so that people who want that feature an enable it
[09:33] <m_kiewitz> *can
[09:36] <logix> I guess somebody who uses that kind of layout on a regular basis and perhaps even can weigh in on how it was "back in the day" in the games might be the best person to ask
[09:36] <m_kiewitz> nah the problem is Apple IIgs games
[09:37] <m_kiewitz> Sierra used function keys on PC
[09:37] <m_kiewitz> Apple IIgs keyboards do not have function keys
[09:37] <m_kiewitz> which is why they used "Shift-1", "Shift-2", etc.
[09:37] <m_kiewitz> and in ScummVM you need to press the function key, because I didn't implement that mapping
[09:37] <m_kiewitz> reason see above
[09:37] <m_kiewitz> and now someone created a bug report for this asking for that functionality
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[09:39] <m_kiewitz> anyway, thanks for helping my memory :P
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[15:23] <Joefish> is there an overview of all supported platforms? I saw it somewhere but can't find it anymore..
[15:24] <Joefish> meh.. okay found it on the wiki :P
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[17:04] <WooShell> meow =^.^=
[17:05] <snover> m_kiewitz: the macOS keyboard problem was https://github.com/scummvm/scummvm/pull/777
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[17:45] <m_kiewitz> snover: thx
[17:45] <m_kiewitz> btw. have you seen the king's quest bug report about the intro?
[17:46] <snover> no, thanks for pointing it out
[17:47] <snover> was this the bad sound resource you were talking about before?
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[17:51] <Joefish> topic
[17:53] <snover> the crash is in MidiParser_SCI::midiFilterChannels, midiparser_sci.cpp:249
[17:55] <snover> so i wonder if this is a data problem, or if it is a not-quite-the-same-as-ssci parser problem
[18:04] <m_kiewitz> snover: I definitely know that one king's quest 5 version has a broken credit music sound resource
[18:04] <snover> ah, ok. i couldnt remember if it was KQ4 or KQ5.
[18:05] <m_kiewitz> the code must not crash on that one and I think the original code of mine definitely made it possible to play it
[18:05] <m_kiewitz> all the corruption should have been filtered out
[18:05] <m_kiewitz> the bug report is not about kq5, but kq4 i think
[18:05] <snover> yes, ive reproduced the bug report in kq4.
[18:06] <m_kiewitz> and it's definitely not us reading incorrectly?
[18:10] <snover> im not sure yet. the function assumes there are at least 2 bytes of data to read, while only checking once to see if we are at the end of the resource
[18:11] <m_kiewitz> original SCI obviously didn't check anything at all
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[18:11] <snover> indeed.
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[18:37] <snover> the resource ends with 0xFC 0xFC, so at first glance it doesnt seem to be obviously truncated
[18:40] <snover> although&should there be two?
[18:40] <snover> guess i iwll need to dig a little more later.
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[19:41] <peterkohaut> what happend to asylum engine for sanitarium?
[19:42] <Strangerke> no recent progress, afaik
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[19:43] <peterkohaut> i see, but it was worked on quite intensively from what i can see https://github.com/alexbevi/scummvm/commits/asylum and then one day, dead
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[19:54] <Strangerke> yep, alexbevi is badly lacking free time, any volunteer is welcome :/
[19:59] <peterkohaut> maybe when i finish bladerunner:)
[20:04] <Strangerke> :)
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[20:07] <GitHub122> [scummvm] criezy pushed 1 new commit to master: https://git.io/vSyvK
[20:07] <GitHub122> scummvm/master 887adf1 Paolo Bossi: I18N: Update translation (Italian)...
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[20:38] <criezy> With the current code from trunk I can't type any accentuated characters in ScummVM.
[20:38] <criezy> It works in 1.9.0 and it already uses SDL2 on macs. So this is not an issue of SDL1 vs SDL2.
[20:38] <criezy> Any idea what could be causing this?

[20:40] <snover> criezy: probably also https://github.com/scummvm/scummvm/pull/777
[20:41] <criezy> Hmm, I somehow missed that conversation.
[20:42] <criezy> So some engines use the ascii value instead of keycode when checking shortcuts?
[20:42] <criezy> That sounds bad.
[20:43] <criezy> I think I remember fixing a few engines that were doing that a few years ago.
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[20:54] <snover> i feel like i checked non-ascii input in some sci game recently but i cant figure out which one
[20:54] <m_kiewitz> non-ascii input?


[20:55] <m_kiewitz> you need a localized SCI01 game for that afaik
[20:56] <m_kiewitz> i own quite a few including all Japanese releases
[20:56] <criezy> I think I am probably in a very specific case here, because the change in the PR above only affects the use of Alt and Crtl as far as I can see.
[20:57] <criezy> So with my French keyboard it would be OK and the issue is only when trying to use accentuated latters with my UK keyboard that uses Alt to get them.
[20:57] <criezy> So this should not impact many players.
[20:58] <criezy> After checking, I can indeed still enter accentuated characters with my French keyboard.
[20:59] <m_kiewitz> we can't really use scancode
[20:59] <m_kiewitz> because then it won't work properly as well w/ some keyboard layouts
[21:00] <m_kiewitz> for example scancode y is actually ascii Z on German layouts
[21:00] <m_kiewitz> which means if we used the scancode, we would return Alt-Y to the game in case Alt-Z is pressed
[21:00] <m_kiewitz> which makes no sense
[21:00] <m_kiewitz> the whole keyboard stuff is a nightmare
[21:01] <m_kiewitz> Shift-1 etc.for Apple IIgs can also not be implemented in ScummVM because of a typical French keyboard
[21:02] <m_kiewitz> however we could introduce another key value
[21:02] <m_kiewitz> so in case the engine supports Alt-E as a hotkey, the engine could use that value (likeSCI +AGI)
[21:02] <m_kiewitz> andotherengines could use the other value
[21:14] <criezy> Indeed SDL_Scancode do not take into account the layout, but SDL_Keycode do. So why do we use the scancode?
[21:15] <criezy> Hmm nevermind. We do use the keycode, but apparently there is a bug in SDL 1.2 on Windows and it doesn't take into account the current layout.
[21:15] <criezy> But SdlEventSource::obtainKeycode seems to have a workaround for this.
[21:15] <criezy> So the keycode in the Common::Event should be correct.
[21:16] <criezy> Is the reason some engines use the ascii value and not keycode for shortcuts because of this bug on Windows?
[21:17] <criezy> If so it looks like they could be changed now.
[21:17] <m_kiewitz> in some cases scancode makes sense
[21:18] <m_kiewitz> like for keypad cursor keys etc.
[21:18] <m_kiewitz> and afaik keycode (that's the ascii value right?) is correct
[21:19] <m_kiewitz> or is there a 3rd value already?
[21:20] <criezy> The keycode is not the ascii value as it does not take into account modifiers.
[21:20] <m_kiewitz> yes, but i think the keycode is the so called scancode for the engines and it's incorrect sometimes
[21:21] <m_kiewitz> so using it for Alt+Ctrl modifiers will make it not work as well (see Mac, see push request)
[21:21] <criezy> SDL has both a keycode and a scancode. The keycode is supposed to take into account the keyboard layout while the scancode does not.
[21:21] <m_kiewitz> we would really need a 3rd value
[21:21] <m_kiewitz> yes, but on Mac we get completely different values in keycode
[21:21] <m_kiewitz> or was it ascii?
[21:22] <m_kiewitz> in any case the previous code had issues too
[21:22] <m_kiewitz> and we really need the current code for other cases
[21:22] <m_kiewitz> and we can't use keycode when modifiers are held down

[21:22] <m_kiewitz> so we would really need a 3rd value
[21:23] <m_kiewitz> yes, but there's also Windows +Linux and others
[21:23] <m_kiewitz> and i still think there was another issue for Mac anyway
[21:24] <m_kiewitz> can't remember what it exactly was
[21:24] <criezy> Yes, there is a comment in the code indicating that in SDL 1.2 the keycode on windows is incorrect. But there is aslo code to get the correct one. So in ScummVM it should be correct.
[21:24] <m_kiewitz> i think someone should really go through all platforms w/ keyboard support and test out every single key with different keyboard layouts
[21:24] <m_kiewitz> how would it get the correct one?
[21:25] <m_kiewitz> and when was it added?
[21:25] <m_kiewitz> because back then there definitely were issues
[21:25] <m_kiewitz> and I also think that there were issues on Linux
[21:25] <m_kiewitz> too
[21:26] <m_kiewitz> oh right and there was that num lock issue as well
[21:26] <m_kiewitz> it's such a nightmare
[21:26] <m_kiewitz> tons of layouts,differences between platforms
[21:27] <criezy> Yes, it looks like this is indeed a nightmare.
[21:28] <criezy> And there was indeed issues. I just checked the history and the workaroud to get the correct keycode on windows with SDL 1.2 was only added 9 months ago.
[21:28] <m_kiewitz> scancodes doing sillythings like y == z and z== y were really a stupid thing to do
[21:28] <m_kiewitz> just for saving some costs
[21:28] <m_kiewitz> what does it do?
[21:28] <m_kiewitz> call a win32 API?
[21:29] <criezy> It calls MapVirtualKey
[21:29] <m_kiewitz> and right,SDL being broken in all sorts of ways is cherry on the nightmare cake
[21:30] <m_kiewitz> i guess we shouldn't use SDL for keyboard processing and instead use native code
[21:33] <m_kiewitz> and right, using both SDL1 + SDL2 makes it even worse
[21:34] <m_kiewitz> any single change could break something else, I originally changed that code so that Alt-X and others finally work on Mac
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[22:08] <criezy> OK, I just made a series of test on both macOS X and Linux, with both SDL 1.2 and SDL 2 and with both a French and a British keyboard layout.
[22:09] <criezy> All 8 combinations are working properly and I have the correct keycode value.
[22:09] <criezy> I also have the correct ascii value except when using Crtl or Alt modifier due to PR 777. If I revert it I get the correct ascii value in all cases.
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[22:09] <criezy> I can't test on Windows, but I assume bgK checked this when he implemented the workaround for SDL 1.2.
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[22:35] <m-kiewitz> criezy: one would have to try out other keyboard layouts too
[22:36] <m-kiewitz> or does the French one map some characters to other ones too? like the "y" to "z" etc?
[22:36] <m-kiewitz> and aren't there other platforms w/ keyboard support as well?
[22:36] <m-kiewitz> which keys did you try btw?
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[22:42] <m-kiewitz> criezy: we should really create some simple test functionality, where you are meant to try out all sorts of different keyboard combinations, so that we can make sure that really every key works properly
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[23:09] <criezy> The French one maps swaps A and Q.
[23:09] <criezy> I tried A, Q, E (which is the same on both layouts) and 3 (as the british layout uses Alt+3 for #, which still works properly).
[23:10] <m-kiewitz> so for alt-3,you got "#" in .ascii and KEYCODE_3 for keycode?
[23:10] <criezy> Yes.
[23:10] <m-kiewitz> and which linux did you try?
[23:10] <criezy> Ubuntu.
[23:10] <criezy> 14.04
[23:11] <m-kiewitz> i will write some code to check all sorts of keys, so everything can be fully verified
[23:11] <m-kiewitz> is there a list of platforms, that we are supporting keyboards for?
[23:11] <m-kiewitz> for example Wii, the Pandora etc.?
[23:11] <m-kiewitz> all of those need to be verified
[23:11] <criezy> I don't think so.
[23:12] <criezy> I would assume that amiga has a keyboard as well.
[23:12] <m-kiewitz> yes of course :P
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[23:48] <snover> the failing 104.SND from KQ4 has two 0xFC (Stop system message) at the end, which seems very rare based on a random sampling of other sound resources.
[23:49] <snover> (which is to say, i havent seen *any* other sound yet that does that)
[23:49] <m-kiewitz> but what's the problem then?
[23:50] <m-kiewitz> and i think we really should create code, that walks and plays all resources of a given game
[23:50] <m-kiewitz> so that we can make it automatically go over all sorts of games
[23:52] <snover> Im not sure yet; Im learning as I go here.
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[00:00] --- Thu Apr 13 2017