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[00:09] <GitHub73> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/v7H2F
[00:09] <GitHub73> scummvm/master 6a5c520 Paul Gilbert: DEVTOOLS: Add compression for titanic.dat bitmaps
[00:09] <GitHub73> scummvm/master f132cbc Paul Gilbert: TITANIC: Add support for compressed bitmaps in titanic.dat
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[00:16] <snover> Lightkey: snovilein, you say.
[00:17] <Lightkey> oh I would never!
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[00:17] <GitHub0> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7Ha3
[00:17] <GitHub0> scummvm/master 4a94516 Paul Gilbert: COMMON: Added freeing notes to zlib wrapper methods
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[00:25] <travis-ci> scummvm/scummvm#4114 (master - f132cbc : Paul Gilbert): The build was broken.
[00:25] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/a03183760a42...f132cbcf8570
[00:25] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/263944916
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[00:27] <dreammaster> Looks like it failed on create_titanic. I added a USE_ZLIB to my VS project's predefined symbols list so the zlib code would be enabled. Not sure how to do that for the module.mk
[00:28] <Lightkey> searching for something on the wiki, getting a few hits but not the page where I found it first, not exactly encouraging me to trust in the search function
[00:28] <snover> Lightkey: well i managed to correct the page after just two tries, so a pretty good night for me then
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[00:39] <travis-ci> scummvm/scummvm#4115 (master - 4a94516 : Paul Gilbert): The build was broken.
[00:39] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/f132cbcf8570...4a945162c5c5
[00:39] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/263945968
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[00:40] <snover> dreammaster: #include "config.h" probably?
[00:42] <dreammaster> Where.. in the module.mk itself? It doesn't look like it would handle #defines.
[00:43] <snover> in create_titanic_dat.cpp
[00:44] <snover> (im going off of what create_project is doing, and knowing that config.h is where configure puts the #defines)
[00:44] <dreammaster> Oh, actually, I guess I can shove it directly in the zlib.cpp. That's what needs it, and I made a local copy in the folder to handle the minor class differences
[00:46] <dreammaster> Ah, that did the trick, indeed. Doh; so simple
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[00:47] <GitHub182> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7Hap
[00:47] <GitHub182> scummvm/master 94f6614 Paul Gilbert: DEVTOOLS: Fix gcc compilation of create_titanic
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[00:52] <Lightkey> which GitHub IRC bot is that anyway? there are so many..
[00:55] <snover> 90% of freenode users are actually github bots
[00:55] <snover> im a github bot
[00:56] <Lightkey> I didn't mean instances but projects :-P
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[01:01] <travis-ci> scummvm/scummvm#4116 (master - 94f6614 : Paul Gilbert): The build is still failing.
[01:01] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/4a945162c5c5...94f661428183
[01:01] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/263949976
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[01:01] <dreammaster> Gah
[01:02] <dreammaster> Oh, darn. Of course. In my Visual Studio project I had to add in the zlib.lib. Again, no idea how to do that for gcc/travis
[01:08] <Lightkey> wjp: shouldn't you be listed as tracker maintainer?
[01:14] <Lightkey> snover: are Inside the Chest and Behind the Developers' Shield that complicated?
[01:19] <snover> Lightkey: they use some proprietary file format which the apps try to consume using kFileIO, and IIRC the reader for those files tries to overread into memory. since they are just silly utilities it didnt seem worth my time to fix what needs fixing
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[01:28] <snover> as much as i enjoy learning new things about builds, im struggling with the cost-benefit analysis of the effort currently involved to save a minuscule amount of disk space :)
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[01:32] <snover> let me just see if i can reproduce this locally. config.mk is the auto-generated file containing the linker flags, and LIBS is the variable containing that list
[01:34] <snover> sure can!
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[02:26] <AudioRCA[m]> Hey all, just outta curiosity, has anyone looked at getting Maniac Mansion Deluxe Edition ported to ScummVM? I read that the limiting factor last time someone asked was that Adventure Game Studio games weren't supported, but now they are.
[02:27] <Lightkey> no, they are not?
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[03:17] <Lightkey> snover: SCI32 in NEWS too
[03:17] <snover> yeah& that thing i said about there being too many places&
[03:18] <snover> ive been trying to focus on indeo4 but i think i am probably not going to be successful without examining the reference decoder.
[03:18] <Lightkey> well, at least this time it was _sev_'s fault :-)
[03:41] <Lightkey> uh.. looks like someone was confused which of the names was for the game and which for the engine with gnap and ufos
[03:42] <snover> no, everything is perfect
[03:42] <snover> nice try though!
[03:42] <Lightkey> wat? :-)
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[03:43] <Lightkey> AFAICS gnap is the name of the engine in the tree
[03:44] <snover> dont make me send you a gif.
[03:45] <Lightkey> well, I will edit the wiki then
[03:46] <snover> more seriously, i dont know what happened there.
[03:47] <Lightkey> it's clear from history
[03:47] <snover> the name of the engine is the name of the game but the game has two names and someone swapped them? i guess?
[03:47] <Lightkey> that the German name for the game actually is Gnap may have contributed to it
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[04:43] <GitHub120> [scummvm] dafioram opened pull request #989: TITANIC: Star control dvector class refactor (master...dvector_refactor) https://git.io/v7HP0
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[05:17] <GitHub89> [scummvm] bgK pushed 3 new commits to master: https://git.io/v7HXn
[05:17] <GitHub89> scummvm/master 2ccf659 David Fioramonti: MOHAWK: add Myst and Riven save game details to readme
[05:17] <GitHub89> scummvm/master f18f319 David Fioramonti: MOHAWK: Myst+Riven keyboard/mouse controls added to readme
[05:17] <GitHub89> scummvm/master 17625a6 Bastien Bouclet: MOHAWK: Add Riven to the list of supported games in the README...
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[05:17] <GitHub112> [scummvm] bgK closed pull request #988: MOHAWK: Myst and Riven saves and controls readme additions (master...mohawk_myst_riven_readme) https://git.io/v7HWr
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[05:32] <travis-ci> scummvm/scummvm#4118 (master - 17625a6 : Bastien Bouclet): The build is still failing.
[05:32] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/94f661428183...17625a640380
[05:32] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/263986852
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[07:36] <AudioRCA[m]> Lightkey: Where can I put in a request then?
[07:46] <_sev_> AudioRCA[m]: http://www.scummvm.org/faq/#question.add-new-games
[07:46] Nick change: _sev_ -> _sev
[07:47] <AudioRCA[m]> Thanks sev
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[07:50] <AudioRCA[m]> Heh, I thought Scummvm supported Adventure Game Studio now
[07:54] <_sev> no
[07:54] <_sev> there was some work, but it was never finished
[07:55] <_sev> and the AGS community was very vocal against it
[07:55] <AudioRCA[m]> But it's open source isn't it?
[07:55] <_sev> yes
[07:55] <AudioRCA[m]> I mean what can they do? Write angry comments on reddit?
[07:55] <_sev> and it was being heavily developed
[07:56] <_sev> meaning that there is always that chasing required
[07:56] <_sev> no idea about current state of affairs, though
[07:56] <_sev> and the thing is that somebody is against your work is not very motivating, you know
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[09:45] <eriktorbjorn> _sev: ScummVM was mentioned in https://github.com/adventuregamestudio/ags/issues/403 but that's all I know.
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[10:41] <Pantheon> I am happy to take a look at fixing the build if its still failing :)
[10:42] <Pantheon> I've a linux vm here so i'll try reproduce the issue just now
[10:43] <Pantheon> I had a quick look last night and it looked like create_titanic needed to link with zlib right?
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[10:58] <GitHub7> [scummvm] sev- pushed 1 new commit to master: https://git.io/v7HdD
[10:58] <GitHub7> scummvm/master 933d634 Eugene Sandulenko: CONFIGURE: An (unsuccessful) attempt to add library dependencies to the tools...
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[11:04] <_sev> Pantheon: yes, that is right. But it is a bit tricky. See my commit
[11:04] <Pantheon> _sev: thanks, i'll have a look
[11:04] <Pantheon> _sev: I was able to reproduce the issue here localy
[11:05] <_sev> it always happens on everything non-MSVC
[11:05] <_sev> e.g. what is using our configure
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[11:13] <travis-ci> scummvm/scummvm#4119 (master - 933d634 : Eugene Sandulenko): The build is still failing.
[11:13] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/17625a640380...933d634c32c3
[11:13] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/264037589
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[11:19] <Pantheon> _sev: this commit? https://github.com/scummvm/scummvm/commit/6a5c52019458e13941abb3f6ab3f4cd1607c3989
[11:19] <_sev> heh, no
[11:20] <Pantheon> _sev: there is one a little later that forces use_zlib
[11:20] <_sev> the one just previous
[11:20] <_sev> 933d634
[11:20] <_sev> but I've fixed it
[11:20] <_sev> will commit shortly
[11:22] <Pantheon> oh you have fixed this issue? :)
[11:22] <_sev> yes, I just fixed it
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[11:23] <GitHub28> [scummvm] sev- pushed 1 new commit to master: https://git.io/v7HFw
[11:23] <GitHub28> scummvm/master f738e79 Eugene Sandulenko: BUILD: Fix specifying tool-specific libraries and flags...
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[11:24] <Pantheon> nice :)
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[14:21] <GitHub173> [scummvm] eriktorbjorn pushed 2 new commits to master: https://git.io/v7Qe5


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[14:29] <L0ngcat> Congratz on the sludge engine progress. Even though I have to say, I am not familiar with these games, and the graphics looks to have been done by drunk 5-year olds. Hopefully the story aspect is better.
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[15:02] <dreammaster> Sev: Thanks for the assist fixing the Travis builds
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[15:30] <Henke37> you are too harsh. It's more in the drunk 12 year old range
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[15:56] <Simei> L0ngcat, Thanks! There are still some unsolved bugs waiting in the schedule, but normally all should be fixed by the end of this month.
[15:57] <Simei> Haha, I agree with the graphics, but it's a funny game. :)
[16:01] <Henke37> which game?
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[17:50] <snover> ah, nice. the indeo4 reference decoder has some function names baked in as strings for error reporting. that makes things a little easier.
[17:51] <dreammaster> That's good to hear.
[17:52] <dreammaster> It's like the game exectuable then. I don't think I would have attempted reversing the game to begin with if I wasn't able to see the class names and lots of error messages identifying methods
[17:52] <snover> also, since it is a VFW driver, there is a lot of free information thanks to the use of standard Windows APIs.
[17:53] <dreammaster> Better and better
[18:11] <Henke37> http://www.openrce.org/articles/full_view/23
[18:12] <Henke37> navigate the rri successfully and you will get all the classes for a given object
[18:12] <Henke37> *rtti
[18:13] <dreammaster> Yep. That's pretty much the kind of techniques I used for reversing Titanic. The class type information automatically genereated for each class with virtual methods gave me the class name.
[18:13] <dreammaster> And with all the virtual methods, figuring out a method in one class let me give the proper name to all classes that derive from a common ancestor
[18:14] <dreammaster> Looks like a fairly comprehensive article, from a quick skim
[18:15] <Henke37> ironically, I use this information in my own project to slurp data out of the scummvm process
[18:15] <Henke37> in addition to the debugging symbols of course
[18:30] <Henke37> on the topic of reversing games, surely you don't take requests
[18:33] <dreammaster> Well, some things have taken my fancy in the past, but right now I do have a bit of a backlog :)
[18:34] <Henke37> don't we all
[18:34] <dreammaster> I definitely want to move onto Xeen, and properly finish it. Then it's a tossup on working on the other MADS games like Return of the Phantom, or Access for Martian Memorandum.
[18:36] <dreammaster> Plus I've started making inroads into reversing the Legend engine, both for Companions of Xanth and Gateway.. they both share much of their engines in common, and working on both helps me figure out things in the other game and vice versa
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[19:00] <GitHub193> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7Qs0
[19:00] <GitHub193> scummvm/master e846a10 Paul Gilbert: TITANIC: Fix receiving any SuccUBus mail in the Bomb room SuccUBus
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[19:16] <GitHub17> [scummvm] dreammaster closed pull request #989: TITANIC: Star control dvector class refactor (master...dvector_refactor) https://git.io/v7HP0
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[19:16] <GitHub164> [scummvm] dreammaster pushed 6 new commits to master: https://git.io/v7QGs
[19:16] <GitHub164> scummvm/master a319941 David Fioramonti: TITANIC: Star control dvector work, renamed fn1 to DAffMatrixProdVec...
[19:16] <GitHub164> scummvm/master 18e52ef David Fioramonti: TITANIC: star control dvector rename fn2 to RotVectAxisY
[19:16] <GitHub164> scummvm/master ba12836 David Fioramonti: TITANIC: star control dvector work, replace fn3 with getAnglesAsVect also replace atan2 implementation...
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[19:22] <GitHub49> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7QGV
[19:22] <GitHub49> scummvm/master 9cc1f09 Paul Gilbert: TITANIC: Further cleanup of DVector class
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[21:05] <Pantheon_> Woah, just fell into a c++ trap
[21:05] <Pantheon_> I had 'a /= b;'
[21:06] <Pantheon_> where a is an int
[21:06] <Pantheon_> and b is a uint
[21:06] <Pantheon_> if a is negative, the result becomes unsigned and ends up becoming huge!
[21:07] <Strangerke_> :)
[21:07] <Pantheon_> somehow that seems non obvious, or maby im just tired :D
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[21:08] <Strangerke_> no, it's not obvious, except if your compiler is smart enough to complain about it
[21:08] <Strangerke_> (ie: not MSVC)
[21:08] <Pantheon_> hahah yeah this is MSVC :D
[21:08] <Strangerke_> I'm using MSVC too (an older one I bet), I know how it feels ;)
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[21:14] <snover> https://msdn.microsoft.com/en-us/library/ms173683.aspx
[21:16] <Lightkey> Strangerke_: you saw the ufos gnap switch on the wiki?
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[21:35] <Strangerke_> hum, no
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[21:44] <Lightkey> Strangerke_: well, _sev had started GNAP as engine page and you changed it to the game page a month later and created ufos as engine page instead (and I have no clue what the capitalisation on both were about, no other engine starts lower case on the wiki and GNAP is not an acronym), I reversed it as the engine in the tree is called gnap

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[22:27] <Pantheon_> snover: thanks for the link :)
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[22:36] <Pantheon_> Anyone know what
[22:36] <Pantheon_> the purpose of the USE_RGB_COLOR define is?
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[22:36] <Pantheon_> it doesnt seem to be documented here: http://wiki.scummvm.org/index.php/Defines
[22:36] <Pantheon_> I think it may be messing with my cursor handling
[22:37] <dreammaster> USE_RGB_COLOR is turned on when 16 bit (high color) modes are enabled
[22:38] <dreammaster> As opposed to, when disabled, only 256 color paletted mode is allowed
[22:38] <Pantheon_> oooh interesting
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[22:39] <dreammaster> Yeh; I've only just recently been battling the mouse cursor code as well. Starship Titanic uses 32bit curors with alpha transparency, and the current mosue cursor code only supports 16bit cursors at most. :P
[22:39] <Pantheon_> ok that makese sense then why I was getting cursors with different bt depths
[22:39] <Pantheon_> **bt = bit
[22:44] <Pantheon_> ok bingo, with that left undefined then my cursor code looks like it does the right thing
[22:44] <Pantheon_> Will need to remind myself to have a look at that later and get my head around it :)
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[22:44] <GitHub121> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7Q0M
[22:44] <GitHub121> scummvm/master 0bdb969 Paul Gilbert: TITANIC: Renamings for the CSuccUBus class
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[22:45] <Pantheon_> thanks for the help folks :)
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[22:49] <Pantheon_> This reminds me, I should check the freeware games with my backend and not just SCUMM games
[22:49] <Pantheon_> im sure it will uncover some horrors of my making
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[23:03] <GitHub29> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7QEz
[23:03] <GitHub29> scummvm/master ad43619 Paul Gilbert: TITANIC: Stop SuccUBus turning on when dragging mail
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[23:44] <snover> dreammaster: is the original titanic engine rendering to a 16bpp or 24bpp surface?
[23:45] <snover> i see that the init code is using a16bpp surface but then these videos all seem to be coded 32bpp
[23:45] <snover> 24/32*
[23:46] <snover> the init code in scummvm titanic engine*
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[23:48] <dreammaster> From memory, it's hardcoded to 16bpp display. The engine does have code, though, to in theory run the game at 32bpp, yes. In fact, it also had some code to allow for optionally starting the game up in a window, though it crashed when I tried hacking the game to do so
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[23:51] <dreammaster> Yep, double-checked, and it's hardcoded to 640x480x16 fullscreen in the application startup
[23:51] <dreammaster> You're right though that many of the videos are full 32-bit RGB.. so the game needs to do down-conversion to 16bits for each pixel as the movie frames are rendered
[23:59] <snover> that certainly seems not ideal; unfortunately 32bpp seems to be a bit of a mess at the moment. IIRC the SDL backend wont tell you about any 32bpp formats that might be supported unless you actually switch to a 32bpp format first, because our code generates the 32bpp options but filters out any format that is > the currently selected hardware format (which is 16bpp for the launcher).
[00:00] --- Mon Aug 14 2017