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[01:15] <tsoliman> hmmm ... I just tried --copy-protection and that didn't re-enable the NEBULAR copy protection
[01:17] <tsoliman> copy_protection needs to be set in the config it seems
[01:23] <dreammaster> Works for me. But you need to specify a game directly on the command line, as in: scummvm --copy-protection nebular
[01:23] <dreammaster> Going via the launcher resets the flag, I guess
[01:25] <tsoliman> ah .. I was eyeballing the command line parser and got all the way to persisting the settings map to confman
[01:25] <tsoliman> thanks
[01:26] <tsoliman> the --help still says SCUMM which I think is outdated
[01:26] <tsoliman> (readme doesn't qualify)
[01:26] <tsoliman> rephrase: README doesn't qualify which games when describing --copy-protection
[01:26] <tsoliman> I think I'll push that change

[01:27] <dreammaster> Good idea
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[01:30] <GitHub27> [scummvm] tsoliman pushed 1 new commit to master: https://git.io/vxphs
[01:30] <GitHub27> scummvm/master 093d477 Tarek Soliman: BASE: Minor text fix for --copy-protection help
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[01:30] <tsoliman> thanks dreammaster
[01:38] <dreammaster> That'll help avoid confusion in the future
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[02:01] <GitHub67> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxpjp
[02:01] <GitHub67> scummvm/master 882b718 Paul Gilbert: XEEN: Fix for resetting speed table after monsters have died
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[05:01] <GitHub55> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vxhL4
[05:01] <GitHub55> scummvm/master f102f99 Strangerke: LILLIPUT: cleanup & renaming
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[07:30] <Strangerke|work> hi guys
[07:35] <madmoose> hi Strangerke|work!
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[10:34] <Yuv422> Hi everybody. :)
[10:35] <Yuv422> Is anyone currently working on an engine for Illusions games? http://wiki.scummvm.org/index.php/Illusions
[10:36] <Yuv422> Im currently reversing the logic out of Duckman and thought Id have a go at writing a scumm engine for it.
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[11:30] <GitHub119> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxhr8
[11:30] <GitHub119> scummvm/master 5926936 Paul Gilbert: XEEN: Fix clipping all scene drawn elements to scene area
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[11:42] <Strangerke|work> Yuv422: Let's poke _sev. I wonder if johndoe didn't do something for Duckman
[11:42] <Yuv422> :)
[11:43] <Yuv422> I thought johndoe was a placeholder name
[11:45] <Strangerke|work> no it's a real guy
[11:45] <Yuv422> ah k cool :)
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[13:50] <_sev> hmmm, and now he quit
[13:50] <_sev> and johndoe has practically completed engine
[13:50] <_sev> Duckman included
[13:50] <_sev> so, somebody, like Yuv422 could potentially just finish it
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[14:20] <L0ngcat> the best guy ever
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[16:48] <rsn8887> What is going on in colormasks.h ?
[16:48] <rsn8887> The comment says "Currently this is only meant for " but what?
[16:48] <rsn8887> Also hardcoded ifdef PSP etc. in there I don't know why,
[16:49] <rsn8887> I guess because mask 4,4,4,4 does not specify the order rgba or abgr do it is hardcoded.
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[17:17] <rsn8887> I am thinking the tinted video in Urban Runner on PSP and Vita is due to YUV2RGB in conversion.h (function in header file). The funny thing is that it fails in different ways. Too much red on Vita, too much blue on PSP. But I do not understand the function.
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[18:15] <bonki> interesting
[18:15] <bonki> git blame doesn't really help
[18:25] <rsn8887> It works on Windows and MacOS. Very strange
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[19:50] <Black_Jack78> \o
[19:55] <bonki> hi Black_Jack78

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[21:00] <rsn8887> Hmm looks like the problem is in convertYUV410ToRGB in /Users/Arne/Dropbox/home/git/scummvm_vita/scummvm/graphics/yuv_to_rgb.cpp
[21:01] <rsn8887> I mean yuv_to_rgb.cpp
[21:01] <rsn8887> Now everybody knows I keep git src on my Dropbox. Ah well.
[21:04] <bonki> and that you're on macOS
[21:11] <ccawley2011> rsn8887: Are any other games that use Indeo and/or YUV2RGB affected, or is it just Urban Runner that has this issue?
[21:12] <rsn8887> I have only gotten the report about Urban Runner. I suppose it might be some bit shift thing on Vita/PSP vs. Intel CPU or something.
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[21:15] <rsn8887> What is ##?
[21:16] <rsn8887> I see... it is defined.
[21:18] <ccawley2011> Can you give https://github.com/ccawley2011/scummvm/tree/indeo-bpp a try and see if it fixes anything?
[21:26] <rsn8887> So it looks like scummVM invokes undefined behavior in graphics/yuv_to_rgb.cpp Line 310 (right shift of negative number)
[21:26] <rsn8887> I might be mistaken.
[21:31] <rsn8887> testing
[21:33] <rsn8887> ccawley2011: with your change, i get a hang on black screen before first video plays.
[21:33] <rsn8887> nevermind
[21:33] <rsn8887> I made a mistake
[21:35] <rsn8887> ccawley2011: Genious! Your patch fixed it!
[21:35] <rsn8887> At least on PSP
[21:35] <rsn8887> I am glad I came her
[21:35] <rsn8887> here
[21:37] <rsn8887> I have to see if Vita is fixed too... but PSP for sure is fixed with your change.
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[21:50] <Yuv422> _sev: do you have a link to john_does engine code?
[21:50] <_sev> sec, let me import it to my repo
[21:51] <Yuv422> cool :)
[21:57] <Yuv422> Ive got to go AFK for awhile
[21:57] <_sev> Yuv422: https://github.com/sev-/scummvm/tree/illusions
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[22:18] <GitHub55> [scummvm] criezy pushed 2 new commits to master: https://git.io/vxjMO
[22:18] <GitHub55> scummvm/master ad1debe Thierry Crozat: SUPERNOVA: Update English translation
[22:18] <GitHub55> scummvm/master f12bf40 Thierry Crozat: SUPERNOVA: Update engine data file...
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[22:19] <GitHub185> [scummvm] criezy pushed 1 new commit to master: https://git.io/vxjMs
[22:19] <GitHub185> scummvm/master be630b2 Timo Mikkolainen: I18N: Update translation (Finnish)...
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[00:00] --- Sat Apr 14 2018