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[00:00] <m-kiewitz> and also for sci1.1, I guess most (?) games show portraits while speech is playing
[00:00] <m-kiewitz> and music gets returned to original volume afterward
[00:00] <snover> yeah, but if you quit in the middle of the speech then the volume is set low
[00:01] <m-kiewitz> at least sci1 had no global for it
[00:01] <snover> while i have you, related, do you know of a sci1 game that used raw audio?
[00:01] <m-kiewitz> (and didn't save it internally anyway)
[00:01] <m-kiewitz> raw audio?
[00:01] <m-kiewitz> probably kq5
[00:01] <snover> thanks
[00:02] <snover> (non-wave, non-SOL, just 11kHz mono samples)
[00:03] <m-kiewitz> not sure if kq5 was that, i know that kq5 did something special with audio
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[00:15] <snover> things get even more interesting when you consider the games that use digital music.
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[00:51] <GitHub11> [scummvm] dreammaster pushed 1 new commit to master: https://github.com/scummvm/scummvm/commit/457c8548a9fb0d88bb5dd92a2891438f309c5ec2
[00:51] <GitHub11> scummvm/master 457c854 Paul Gilbert: TITANIC: Renaming of CCarry fieldE0
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[01:17] <GitHub18> [scummvm] stevenhoefel pushed 1 new commit to master: https://git.io/vMgdq
[01:17] <GitHub18> scummvm/master 6e04b36 stevenhoefel: DIRECTOR: Implement Shape Patterns and Borders for D3.
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[01:18] <GitHub67> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMgds
[01:18] <GitHub67> scummvm/master 92693a9 Paul Gilbert: TITANIC: Fixes for unlocking music system
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[01:36] <ScummBot> Port build status changed with 6e04b361: Failure: master-psp, master-ios7, master-openpandora, master-ps2, master-gp2xwiz, master-amigaos4, master-ios, master-webos, master-osx_intel, master-caanoo, master-gp2x, master-debian-x86-clang
[01:37] <dreammaster> Whoopsy
[01:37] <dreammaster> Actually.. looks like an error in the director commit
[01:38] <digitall> dreammaster: Yep... spoke to steven_h ... He is fixing now
[01:38] <dreammaster> Ah, good
[01:38] <digitall> MSVC will accept any old syntax it seems ;-)
[01:39] <dreammaster> *Cough* yes indeed. But it does make up for it somewhat with the IDE and debugger
[01:40] <digitall> dreammaster: Have you looked at replacing the compiler bit with Clang / LLVM or MinGW?
[01:40] <digitall> Just wondered if it is possible.
[01:41] <digitall> Probably not... but I wondered if you can patch it in as a static analysis tool or something...
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[01:41] <GitHub2> [scummvm] stevenhoefel pushed 1 new commit to master: https://git.io/vMgbp
[01:41] <GitHub2> scummvm/master 804058e stevenhoefel: DIRECTOR: Fix variable shadowing and array declarations.
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[01:41] <dreammaster> Not prevously. Though I'm given understand it's possible.
[01:42] <dreammaster> At least, I vaguely remember there's some option in 2015 to specify the builder. But I've never tried to find out more
[01:42] <steven_h> I read somewhere that you could plug LLVM in.
[01:42] <steven_h> Haven't tried though.
[01:43] <steven_h> Will definitely look into it now :)
[01:43] <digitall> *cough* http://llvm.org/docs/GettingStartedVS.html
[01:43] <steven_h> I think you need to get that checked out.
[01:43] <steven_h> ..the throat tickle, that is.
[01:44] <steven_h> This build system is pretty @#$$# impressive.
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[02:02] <ScummBot> Port build status changed with 804058eb: Success: master-psp, master-ios7, master-openpandora, master-ps2, master-gp2xwiz, master-amigaos4, master-ios, master-webos, master-osx_intel, master-caanoo, master-gp2x, master-debian-x86-clang. Nice work, all ports built fine now
[02:02] <dreammaster> \o/
[02:03] <digitall> Excellent...
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[02:12] <steven_h> haha. thanks Mr ScummBot
[02:18] Action: digitall hugs ScummBot
[02:18] Action: ScummBot hugs digitall too
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[02:35] <tsoliman_> does anyone have the floppy SQ4?
[02:48] <dreammaster> tumbleweeds slowly roll across the ground..
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[02:50] <GitHub142> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMgjn
[02:50] <GitHub142> scummvm/master c199d2e Paul Gilbert: TITANIC: Stop moving other items during drag operations
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[02:55] <Lightkey> drag operations, kinky
[02:57] <dreammaster> Yes, it was a tricky one to figure out.. in rooms with multiple carrayable items, the other item would end up at the bottom of the pET, and I'd been wondering for ages how it happened.
[02:58] <dreammaster> I eventually figured it by putting a memory breakpoint on the item's position, and then looking through the backtrace to find out why it was changed
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[03:03] <snover> dreammaster: nice :)
[03:04] <snover> as soon as i am done speedrunning kq7 i think i will reward myself with a fresh compile of titanic :)
[03:04] <dreammaster> By my reckoning I'm about 3/4ths of the way through the game. Really, the only major blockages now are likely to be the music room sound handling, and the endgame 3d starfield
[03:05] <dreammaster> Oh, and another other NPC conversation parser issues that crop up
[03:11] <dreammaster> But seeing how further I can progress now can wait until tomorrow night and the weekend. I'm finishing up for the evening. Night all
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[03:17] <snover> moment of truth is coming up& the firecracker puzzle!
[03:18] <snover> no problemo!
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[03:27] <snover> well now this is a problem.
[03:27] <snover> this harp puzzle is stuck
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[03:34] <snover> state = -1. that doesnt look good.
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[03:44] <snover> oh, i guess it is operating on a clone. state = 7. still doesnt look good. i need to figure out how changeState works.
[03:56] <snover> guessing midi cues are broken. hm.
[04:04] <snover> itll be a real bummer if kq7 needs the new midi code in order to be completable&
[04:05] <snover> the game complains about bad loops a lot& none of the other games do that&
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[04:24] <Endy> Heh, had similar issues with the iMUSE stuff and Sam and Max
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[04:25] <Endy> "What do you mean I'm a few ms off script for the midi cues? Well! I'm just going to spin-loop nyah"
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[04:32] <GitHub13> [scummvm] stevenhoefel pushed 1 new commit to master: https://git.io/vM2UQ
[04:32] <GitHub13> scummvm/master ef295bf stevenhoefel: DIRECTOR: D4 image loading based on BPP.
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[04:33] <steven_h> bugger.. I keep putting one-line-if-statements on one line.
[04:33] <steven_h> Need to kick that habit.
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[04:36] <snover> Endy: awful :( at least i can bypass it to see if there are any other game-breakers after it.
[04:36] <snover> and come back and figure it out later. or cajole walter to look at it
[05:13] <snover> ugh, second blocker with a random event that never fires.
[05:13] <snover> dogTimer in room 4650 will never stop
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[07:33] <GitHub34> [scummvm] sev- pushed 1 new commit to master: https://git.io/vM2Yy
[07:33] <GitHub34> scummvm/master 72c676b Eugene Sandulenko: DIRECTOR: Fix compiler warnings
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[07:48] <steven_h> Thanks _sev, had made the same changes, but was stuck trying to fix 1bpp rendering as well.
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[07:48] <_sev> did it break?
[07:48] <steven_h> it works for one 1bpp, but not another.
[07:49] <steven_h> seems to be an issue with odd image widths
[07:55] <_sev> in the initial struggle we found out that many things are aligned by word, e.g. 2 bytes
[07:55] <_sev> perhaps this is another case?
[08:00] <steven_h> oh. no. I see what's happening... i fluked it with my first image...
[08:01] <steven_h> 87 pixels wide means the next row starts mid-byte?
[08:10] <wjp> I'm not sure if it's the same image type, but the 1bpp images _sev and I looked padded rows to 16 bit multiples
[08:10] <wjp> s/looked/looked at/
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[08:37] <steven_h> wjp, thanks for the pointer.
[08:37] <steven_h> pitch vs. width.
[08:37] <steven_h> winning!
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[08:51] <steven_h> and now I'm trying to put uint16s into an 8bit surface... like that's gonna work.
[08:52] <steven_h> _sev|work: can I switch all surfaces to 32-bit default as the lowest common denominator?
[08:52] <_sev|work> steven_h: I'd recomment to not to
[08:52] <_sev|work> steven_h: e.g. implement 32-bit as an option
[08:53] <steven_h> as each cast can be any bpp... we'd have to dig through the cast before creating the initial score...
[08:53] <steven_h> find the highest bpp
[08:53] <_sev|work> steven_h: after all you have colorDepth as the state of the engine :)
[08:54] <_sev|work> steven_h: not really. You may add it as a Game Feature
[08:54] <steven_h> we never use _colorDepth for the initial surface.. might be a good place to start
[08:55] <_sev|work> steven_h: see GF_ flags in various engines
[08:55] <steven_h> oh, right, so I get to start converting 32-bpp to 8-bpp?
[08:55] <_sev|work> no
[08:55] <_sev|work> you specify GF_ flag in the detection entry
[08:55] <_sev|work> and use that for switching to a desired color depth
[08:56] <_sev|work> then, error out if there is an attempt to load resource with higher bpp
[08:56] <steven_h> sure, because the games are known entities.
[08:56] <_sev|work> precisely
[08:56] <_sev|work> something like
[08:56] <steven_h> where as my hacky director test movies are not.
[08:56] <_sev|work> create an entry
[08:56] <_sev|work> as I did generic entries for D3 and D4
[08:57] <steven_h> gotcha. will do. then all surfaces from there will need to render a base pixelformat
[08:57] <_sev|work> see there Generic D3 Mac entry
[08:57] <steven_h> easy. i think
[08:57] <steven_h> but then all draw routines will also need to convert colours correctly
[08:57] <_sev|work> that is correct
[08:57] <steven_h> currently PixelFormat only wants to create uint32 colours?
[08:57] <_sev|work> no
[08:57] <_sev|work> there is CLUT8
[08:57] <steven_h> sounds like a rude word
[08:58] <_sev|work> thus, 8bpp is the lowest suported format
[08:58] <_sev|work> Colour LookUp Table, 8bpp
[08:58] <_sev|work> standard term
[08:58] <steven_h> oh, so the returned variable is still uint32
[08:58] <steven_h> but you only use the lowest byte
[08:59] <steven_h> one-size-fits-all
[08:59] <_sev|work> there are helper functions for converting to and from ARGB
[08:59] <steven_h> yeah, those are what I'm talking about.
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[08:59] <_sev|work> you don't need thm for 8bpp
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[09:00] <steven_h> oops..
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[10:09] <GitHub90> [scummvm] sev- pushed 1 new commit to master: https://git.io/vM2BB
[10:09] <GitHub90> scummvm/master 08cdd94 Eugene Sandulenko: DIRECTOR: Lingo: Implemented grammar for arrays
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[11:40] <GitHub12> [scummvm] stevenhoefel pushed 1 new commit to master: https://git.io/vM2wN
[11:40] <GitHub12> scummvm/master 9cb400e stevenhoefel: DIRECTOR: Style fixes plus 1/8bpp corrections.
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[12:17] <Endy> heh
[12:18] <Endy> The timing of the CABAL joke realization is actually quite amazing.
[12:18] <Endy> April 04: CABAL post. May 06: AGI merged. Feb 09: SCI merged.
[12:19] <Endy> That's close enough to two years between each event.
[12:19] <Endy> Almomst three for SCI, but I'm rounding down so it works :P
[12:20] <t0by> Which CABAL post?
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[12:20] <Endy> t0by: April fools joke in 2004
[12:20] <t0by> Oh
[12:20] <Endy> Not that other CABAL
[12:20] <Endy> :P
[12:21] <t0by> http://scummvm.org/news/20040401
[12:21] <t0by> Uh
[12:21] <t0by> > Support for the SNES games Final Fantasy IV through VI
[12:21] <Endy> Oh god
[12:21] <t0by> Yes, I know.
[12:21] <Endy> That's theoretically in scope now isn't it
[12:21] <t0by> It is.
[12:21] <Endy> bwahaha
[12:21] <t0by> > which will be added to the titles supported by the upcoming CABAL3D project - alongside with Grim Fandango
[12:21] <t0by> *cough*
[12:22] <Endy> It really just makes the history of the 'joke' that much funnier haha
[12:23] <Endy> We were trying to be funny, accidently told future. Oops.
[12:23] <Endy> :)
[12:23] <t0by> Wait, it gets better
[12:23] <t0by> > An Infocom module (based on the Frotz Z-machine interpreter), so you can now play your favorite text adventures anywhere you go!
[12:24] <t0by> *don't we have an engine for some zork game in tree*?
[12:24] <t0by> Okay, not the same thing, but...
[12:24] <t0by> I think the lesson here is that scummvm will eventually expand to support all games ever.
[12:24] <t0by> it's just a matter of running out of in-scope games :P
[12:25] <t0by> well.
[12:25] <t0by> I, for one, anxiously wait for Carmack to open a PR :P
[12:25] Action: Endy laughs
[12:33] <waltervn> I thought it would have been fun to announce the actual FreeSCI merge on April 1st back then as well :)
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[12:35] <waltervn> The joke being that it's not a joke... but maybe I just have a weird sense of humour
[12:38] <Endy> waltervn: Nah, I agree :)
[12:39] <Endy> Anyway, zzz time. Night / morning / afternoon all!
[12:40] <waltervn> night Endy
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[13:11] <omer_mor> snover: sorry for the late response. I'll be checking hoyle5 now.
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[13:29] <omer_mor> snover: I managed to reproduce your problem in the full game (I tried Hoyle Solitaire, I'll check another one shortly).
[13:31] <omer_mor> Simply starting a game causes an OPT file for it to be created. If I just quit from the game then, and check scummvm's setting, I can see that there's a volume override ("overide global volume settings") for the game, even though there wasn't any before.
[13:32] <omer_mor> I also found a crash in the game, and opened a bug for it.
[13:32] <omer_mor> BTW - the hoyle5 games are not present in the bug tracker game list.
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[14:03] <omer_mor> snover: I opened a few bugs for the hoyle5 games. There are other crashes (signature mismatch) but I don't know if you're interested in them at this stage. Let me know if you want me to report these as well.
[14:04] <omer_mor> I'll just paste the crashes here for now:
[14:04] <omer_mor> ERROR:
[14:04] <omer_mor> parameter 0: 0000:0004 (integer), should be null, integer (optional)
[14:04] <omer_mor> parameter 1: 0000:0001 (integer)
[14:04] <omer_mor> [VM] kPlatform[7a]: signature mismatch in method hoyle4::newRoom (room 0, script 0, localCall ffffffff)!
[14:04] <omer_mor> ERROR:
[14:04] <omer_mor> parameter 0: 0000:03ec (integer), should be null, integer (optional)
[14:04] <omer_mor> parameter 1: 0000:0002 (integer), should be null, integer (optional)
[14:04] <omer_mor> parameter 2: 0000:005a (integer), should be null, integer (optional)
[14:04] <omer_mor> parameter 3: 0000:0000 (null, integer), should be null, integer (optional)
[14:04] <omer_mor> parameter 4: 0000:0002 (integer), should be null, integer (optional)
[14:04] <omer_mor> parameter 5: 0000:0001 (integer)
[14:04] <omer_mor> parameter 6: 0000:0070 (integer)
[14:04] <omer_mor> [VM] kDoAudio(Resume): signature mismatch in method char1::startAudio (room 700, script 17, localCall ffffffff)!
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[15:51] <snover> omer_mor: volume override is normal and expected at this point (so long as it is not overriding to zero volume), but the other game-specific options like table background, card background, pace, response time, attitude would be unexpected to change
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[15:52] <snover> thanks for the other reports, i dont have admin access to add games to the issue tracker
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[17:15] <WooShell> meow =^.^=
[17:16] <snover> one unresolved blocker making kq7 uncompletable. :(
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[17:30] <omer_mor> snover: i did get a zero volume at one time. i'll need to find the exact repro.
[17:30] <snover> ok. sounds like the same problem as in the demo. which is unfortunate because it means i actually have to figure out what is wrong with kfileio this time
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[17:42] <snover> some of these windows-only releases use colours outside of the 0-236 range and rely on that palette shifting stuff to render correctly. i wonder if i can get away with just pasting black over the remap range after loading palette 999. seems to work ok for the games that have problems
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[17:44] <snover> i take that back, it does not work for all of the games that have problems.
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[18:04] <snover> forcing the values in the output palette seems to work better.
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[18:09] <GitHub187> [scummvm] sev- pushed 1 new commit to master: https://git.io/vMaW1
[18:09] <GitHub187> scummvm/master 536bc29 Eugene Sandulenko: DIRECTOR: Lingo: Improved localvars cleanup
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[20:57] <GitHub88> [scummvm] sev- pushed 1 new commit to master: https://git.io/vMaDN
[20:57] <GitHub88> scummvm/master 7c2c06b Eugene Sandulenko: DIRECTOR: Dump Cast script too
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[20:59] <Strangerke> hi guys
[21:02] <snover> hi
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[21:19] <_sev> snover: hey
[21:19] <snover> hi _sev
[21:19] <_sev> snover: I'm about to merge your Span class
[21:19] <_sev> are you ready for the buildbot blow-up?
[21:19] <snover> awesome :)
[21:19] <snover> everything will be perfect! but just in case, i have a shovel ready to go.
[21:19] <_sev> good
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[21:20] <GitHub177> [scummvm] sev- pushed 9 new commits to master: https://git.io/vMaHc
[21:20] <GitHub177> scummvm/master ff1c229 Colin Snover: COMMON: Add type traits to common library...
[21:20] <GitHub177> scummvm/master 640f603 Colin Snover: COMMON: Add Span to common library...
[21:20] <GitHub177> scummvm/master 7e0b401 Colin Snover: COMMON: Add STATIC_ASSERT macro to scummsys.h
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[21:20] <GitHub198> [scummvm] sev- closed pull request #881: COMMON: Add Span to common library (master...span-h) https://git.io/vMqOe
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[21:21] <GitHub175> [scummvm] sev- pushed 2 new commits to master: https://git.io/vMaHl
[21:21] <GitHub175> scummvm/master cadb29d Eugene Sandulenko: ENGINES: AD: When file has no Mac Resource fork, compute its md5 normally
[21:21] <GitHub175> scummvm/master 1c203ea Eugene Sandulenko: DIRECTOR: Added detection for The Apartment D4
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[21:27] <snover> come on, one of you builds turn green already
[21:27] Action: snover impatient&
[21:29] <_sev> it has to rebuild everything
[21:30] <snover> i know. i just hate anticipation :)
[21:31] <_sev> because of that define in common/scummsys.h
[21:31] <_sev> and in fact
[21:31] <_sev> we will not know, whether it is OK or no
[21:32] <snover> does buildbot not run make test?
[21:32] <_sev> as you are not using it
[21:32] <_sev> nope
[21:32] <snover> oooh. i thought it did.
[21:32] <_sev> only Travis CI does
[21:32] <snover> well then this will compile just fine. har har har & :S
[21:32] <_sev> and that one is green
[21:32] <_sev> so, go, try to include it somewhere
[21:33] <_sev> just to see whether it blows up or not
[21:33] <snover> *should* buildbot run make test?
[21:37] <_sev> never thought about it
[21:38] <snover> i will be updating PR#882 later, since it will be compilable now, and it uses Span. m_kiewitz did request some time to be able to review changes before it lands
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[21:40] <GitHub33> [scummvm] sev- closed pull request #875: SCUMM: V0/V1: Fix two graphical issues (master...master) https://git.io/vMJKs
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[21:40] <GitHub70> [scummvm] sev- pushed 3 new commits to master: https://git.io/vMa7b
[21:40] <GitHub70> scummvm/master 485f26e Robert Crossfield: SCUMM: Fix bug #4515 (Dr. Fred facing wrong way in lab cutscene)
[21:40] <GitHub70> scummvm/master c95b6a9 Robert Crossfield: SCUMM: Fix bug #6817 (V1 Actors drawn 1 line too high)
[21:40] <GitHub70> scummvm/master 059cfbf Eugene Sandulenko: Merge pull request #875 from segrax/master...
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[21:47] <GitHub110> [scummvm] stevenhoefel pushed 1 new commit to master: https://git.io/vMadt
[21:47] <GitHub110> scummvm/master ab5ffb4 stevenhoefel: DIRECTOR: D3 font style, size and alignment.
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[21:48] <snover> _sev: thanks!
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[21:52] <snover> (also, i think i would be +1 on adding `make test` to buildbot)
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[22:12] <GitHub125> [scummvm-tools] criezy pushed 2 new commits to master: https://git.io/vMaAq
[22:12] <GitHub125> scummvm-tools/master e390620 Thierry Crozat: TOOLS: Bump copyright year to 2017
[22:12] <GitHub125> scummvm-tools/master 8c7ce98 Thierry Crozat: TOOLS: Bump version to 1.10.0git
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[22:13] <_sev> criezy: thanks! I missed that completely
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[22:15] <GitHub41> [scummvm] sev- pushed 2 new commits to master: https://git.io/vMaAr
[22:15] <GitHub41> scummvm/master a3ca441 Robert Crossfield: SCUMM: Fix bug #2285 (ZAK C64/V1/V2 Caponians don't disguise after using blue crystal)
[22:15] <GitHub41> scummvm/master e5ebc90 Eugene Sandulenko: Merge pull request #877 from segrax/Fix_2285...
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[22:15] <GitHub103> [scummvm] sev- closed pull request #877: SCUMM: Fix bug #2285 (ZAK C64/V1/V2 Caponians dont disguise after using crystal) (master...Fix_2285) https://git.io/vMUPq
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[23:03] <GitHub21> [scummvm] sev- pushed 1 new commit to master: https://git.io/vMVfa
[23:03] <GitHub21> scummvm/master 67f069c Eugene Sandulenko: DIRECTOR: Lingo: More work on D4 mapping
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[23:04] <steven_h> _sev: is there any doco on the Apartment regarding how they actually added the custom fonts?
[23:05] <steven_h> I cant work out how to add any in D3 on Basilisk. And they even seem to have 'slotted' them in... pushing the base fonts down the list.
[23:06] <_sev> steven_h: Yes, as I remember they're in the sahred cast
[23:06] <_sev> shared
[23:06] <_sev> in the resource
[23:07] <steven_h> Ok. Will look. I'd still love to know how they actually got them in there
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[23:10] <_sev> oh, I just found
[23:10] <_sev> that we never loaded Shared Cast
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[23:10] <GitHub48> [scummvm] sev- pushed 1 new commit to master: https://git.io/vMVJF
[23:10] <GitHub48> scummvm/master f3e38cc Eugene Sandulenko: DIRECTOR: Fix Shared Cast reference for Macintosh
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[23:10] <_sev> since the name was incorrect
[23:10] <_sev> I just fixed it, and it crashes :D
[23:11] <steven_h> Will crash. Yes.
[23:11] <steven_h> I broke apartment font loading.
[23:11] <_sev> ah
[23:11] <steven_h> Will fix while you sleep. Well already fixed. Just need correct don't.
[23:11] <steven_h> Font
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[23:12] <steven_h> Meanwhile I thought that * was a mac thing.
[23:12] <steven_h> I always remove it and I make sure I don't check it in.
[23:12] <_sev> so, FOND
[23:13] <_sev> I believe we need a decoder for that
[23:13] <steven_h> Balls.
[23:13] <_sev> I remember I had some code
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[23:21] <_sev> steven_h: okay, I found only docs and reference implementation in fondu
[23:21] <_sev> I think I know what I'll be doing next :)
[23:22] <steven_h> The 3 fonts in the shared cast should slot into the main font list as 3 4 5 respectively?
[23:22] <steven_h> Pushing the 3 4 5 to 6 7 8 ...
[23:23] <steven_h> So we'll need a dynamic mapping table on our engine side.
[23:23] <_sev> on us or in macfontmanager?
[23:24] <steven_h> Either. Really. But I suppose it's more a director font mapping thing.
[23:25] <steven_h> We could populate our fontmap to the default list from macfontmanager and then insert as we find mapped fonts in the movie
[23:25] <_sev> kk
[23:26] <steven_h> I've written a new constructor for macfont that takes a font name instead of id
[23:26] <steven_h> And a function to do the lookup... which means that I don't really need a new constructor... now that I think of it
[23:26] <steven_h> If I make the lookup static.
[23:28] <steven_h> Don't worry about fixing font loading for apartment. Will commit that within the hour.
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[23:58] <GitHub77> [scummvm] waltervn pushed 1 new commit to master: https://git.io/vMVt6
[23:58] <GitHub77> scummvm/master 635bbed Walter van Niftrik: ADL: Add Sound class
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[00:00] --- Sat Jan 14 2017