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[03:04] <GitHub171> [scummvm] criezy pushed 1 new commit to master: https://git.io/v95nl
[03:04] <GitHub171> scummvm/master 5c31db0 Thierry Crozat: I18N: Regenerate translations data file
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[12:42] <Tomaz^W> G'day!
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[16:47] <WooShell> meow =^.^=
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[18:24] <wjp> m_kiewitz, snover: the broken pixels in the kq6 hires coin are the RLE transparency
[18:24] <wjp> not sure _why_, though
[18:25] <m_kiewitz> what the hell were they doing in the windows interpreter
[18:25] <m_kiewitz> you sure it's RLE transparency, and not simply clearKey?
[18:25] <m_kiewitz> the borders (actually transparency) are which color?
[18:25] <wjp> yes, it's RLE transparency
[18:25] <m_kiewitz> maybe it was a bug in their hires drawing code
[18:25] <wjp> I looked at the bitstream
[18:26] <m_kiewitz> it basically has to
[18:26] <wjp> the black border around the coin is actually non-transparent, and palette entry 01
[18:26] <m_kiewitz> because RLE transparency should skip the pixels
[18:26] <m_kiewitz> o_O
[18:26] <m_kiewitz> so maybe they fill it with that background color?
[18:26] <wjp> the brownish inside that's missing are RLE skip runs
[18:27] <m_kiewitz> yeah, but why would it work in the original interpreter?
[18:27] <m_kiewitz> it has to be some kind of bug in their drawing code
[18:27] <m_kiewitz> otherwise it would skip the pixels too (like we are)
[18:27] <m_kiewitz> have to dig up my IDB for that
[18:27] <wjp> could there be a flag we're missing?
[18:27] <m_kiewitz> i don't think so, although you never know - they hacked hires into the interpreter
[18:27] <wjp> (e.g., "this view/loop/cel doesn't use transparency")
[18:32] <wjp> or maybe this hi-res drawing does transparency different anyway
[18:35] <wjp> disabling transparency in GfxView::draw() when upscaledHiRes is true indeed seems to fix these artefacts
[18:35] <wjp> but I'm guessing here
[18:36] <m_kiewitz> i need to check w/ disassembly
[18:36] <m_kiewitz> can you check inventory window too?
[18:36] <wjp> also fine
[18:36] <m_kiewitz> if that one is not broken by that change
[18:37] <m_kiewitz> hmm, possibly really a bug in their interpreter then
[18:37] <m_kiewitz> afaik there are no more sci1.1 games that use hires, correct?
[18:37] <m_kiewitz> i can't think of any
[18:38] <wjp> or maybe they just didn't implement transparency (for speed or code clarity) in the upscaling renderer if they didn't need it
[18:39] <wjp> but if you can check with disasm, that would be great
[18:40] <m_kiewitz> well we have to
[18:41] <m_kiewitz> it will probably be a nightmare to get to that point :/
[18:41] <wjp> do you have an idb?
[18:42] <m_kiewitz> yes
[18:44] <wjp> I have some time to look tonight, if you want
[18:44] <wjp> (but don't have an idb myself)
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[18:47] <m_kiewitz> i have not done much with that one, almost all of kPortrait is inside the extra .dll
[18:48] <m_kiewitz> it uses kDrawCel for that, right?
[18:48] <m_kiewitz> i think i have already looked into kDrawCel
[18:50] <wjp> the drawing of the menu bar icon is kDrawCel, yes
[18:50] <m_kiewitz> nice
[18:51] <m_kiewitz> i already figured out that kernel function call and where it is
[18:51] <m_kiewitz> just need to figure out the code urgh
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[18:55] <m_kiewitz> wjp: they call kDrawCel with an extra parameter for hires drawing correct?
[18:56] <wjp> yes
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[19:18] <wjp> this is a bit of a maze of functions
[19:19] <m_kiewitz> yes
[19:19] <m_kiewitz> im comparing with the DOS kq6, but there are quite a few differences
[19:20] <m_kiewitz> what does SETDIBITSTODEVICE do?
[19:21] <m_kiewitz> ah some kinda of ShowBits?
[19:21] <m_kiewitz> cseg02:C248 call ShowBitsWin311
[19:21] <wjp> should be
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[19:24] <m_kiewitz> main draw routine seems to be this one
[19:24] <m_kiewitz> cseg02:C13F sub_F27_C13F proc far ; CODE XREF: sub_F27_C366+25p
[19:25] <m_kiewitz> this is eatline
[19:25] <m_kiewitz> cseg02:BE3C _EatLine proc near ; CODE XREF: sub_F27_C13F+72p
[19:26] <m_kiewitz> ah wait, it seems that one is actually _BuildLine
[19:27] <m_kiewitz> cseg02:BE73 mov al, byte_201F_160D
[19:27] <m_kiewitz> clearKey found
[19:31] <wjp> agreed
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[19:33] <m_kiewitz> win
[19:33] <m_kiewitz> _PanicMsgOutput
[19:33] <m_kiewitz> damn lol
[19:34] <m_kiewitz> broken clipboard
[19:34] <m_kiewitz> cseg02:BEF8 sub_F27_BEF8 proc near ; CODE XREF: sub_F27_C13F+7Cp
[19:34] <m_kiewitz> got the hires drawing
[19:34] <m_kiewitz> they really ignore priority lol
[19:34] <m_kiewitz> they just copy over 1:1
[19:34] <m_kiewitz> this is the non hires line drawing
[19:34] <m_kiewitz> cseg02:BEAE sub_F27_BEAE proc near ; CODE XREF: sub_F27_C13F:loc_F27_C1C0p
[19:34] <m_kiewitz> checking for priority and skipping over such pixels
[19:35] <wjp> and the 160D check for clearKey
[19:35] <m_kiewitz> what a hack job
[19:36] <m_kiewitz> yes, that stack variable holds clearkey
[19:36] <wjp> dunno, simple blitters are better when complexity isn't needed
[19:36] <m_kiewitz> sure, but it makes no real sense, there are almost no hires elements in kq6
[19:37] <m_kiewitz> so speed is not the problem
[19:37] <m_kiewitz> and the inventory items lowres+hires are almost the same
[19:37] <m_kiewitz> anyway, problem solved
[19:37] <m_kiewitz> finally
[19:38] <m_kiewitz> and now i will also finally patch out that mismatch between audio + text for the game over cutscene
[19:39] <m_kiewitz> also for that blitter, why didn't they use memcpy?
[19:39] <m_kiewitz> i mean why didn't they use that one x86 instruction
[19:40] <m_kiewitz> for copying over lots of bytes
[19:40] <m_kiewitz> my memory is failing me
[19:40] <logix> repsw or smth?
[19:41] <m_kiewitz> yes, repsw i think
[19:41] <m_kiewitz> rep movsw or so
[19:42] <m_kiewitz> maybe the compiler did that and it wasn't hand optimized, but i always thought those instructions were faster than manual mov, inc, mov inc and loop
[19:42] <wjp> that is indeed pretty much rep movsb
[19:42] <wjp> weird
[19:42] <logix> hm, https://news.ycombinator.com/item?id=12047981
[19:42] <logix> "According to Intel themselves[1], REP MOVS is optimal only for large copies, above about 2kb. Below that the large startup costs of the microcode sequence can be beaten by hand-written code for the target architecture."
[19:43] <wjp> interesting
[19:43] <m_kiewitz> ah 2k interesting
[19:44] <m_kiewitz> well i think i used it on larger data amounts normally
[19:44] <m_kiewitz> well it uses way less bytes in any case :P
[19:47] <m_kiewitz> wjp: do you want to fix the code? or shall I?
[19:47] <m_kiewitz> you basically figured it out, so I guess credits should go to you in any case
[19:48] <wjp> I can do it, sure
[19:48] <wjp> well, joint effort :-)
[19:49] <wjp> EGAmapping can never be set with upscaledHiRes, right?
[19:49] <m_kiewitz> yes
[19:52] <m_kiewitz> wow lucky
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[19:53] <m_kiewitz> wait, no. actually unlucky. incorrect message is 1, 0, 1, 1
[19:53] <m_kiewitz> correct message is 5, 0, 0, 2
[19:53] <m_kiewitz> and i don't have any bytes left :/
[19:54] <m_kiewitz> i have a 5 on the stack, but sadly a 0 has to go inbetween
[19:54] <m_kiewitz> so i can't use dup
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[19:56] <wjp> something like this? https://usecode.org/scummvm/kq6_hires_views.patch
[20:00] <m_kiewitz> stuff about kq6 and gk1 (non-demo) can be removed
[20:01] <m_kiewitz> also i think there is 1 or 2 games that use hires views too, the macintosh hoyle 1+2
[20:01] <m_kiewitz> but we do not support that properly right now
[20:01] <m_kiewitz> maybe they handled it differently
[20:02] <m_kiewitz> other than that, should work out
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[20:03] <GitHub24> [scummvm] wjp pushed 1 new commit to master: https://git.io/v9Fs5
[20:03] <GitHub24> scummvm/master 388419c Willem Jan Palenstijn: SCI: Ignore priority and transparency for KQ6 hi-res views...
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[20:05] <m_kiewitz> horray
[20:05] <m_kiewitz> one down, more to go
[20:08] <wjp> yeah, the sci bug list exploded a bit
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[20:38] <m_kiewitz> wjp: can you take a look at the kq6 game over?
[20:39] <m_kiewitz> it seems there is some issue when playing audio, idk
[20:39] <m_kiewitz> it's really weird, i just tried to delay the messagebox a bit more and the audio still gets cut off
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[20:47] <wjp> is the full audio actually there?
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[20:53] <m_kiewitz> yes
[20:53] <m_kiewitz> well it gets cut off just a tiny bit too early
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[20:55] <GitHub170> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/v9F43
[20:55] <GitHub170> scummvm/master cadd89e Martin Kiewitz: SCI: Add script patch for "Tickets, only" during game over scene...
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[20:56] <m_kiewitz> maybe another script running is cutting it off
[20:57] <m_kiewitz> the script itself delays for 4 seconds and i even tried to extend this to 5 seconds, but this didn't help. So either something else is causing this or we are cutting that sample somehow
[20:59] <m_kiewitz> wjp: http://s000.tinyupload.com/index.php?file_id=01959369101103911953
[20:59] <m_kiewitz> this is the whole sample
[20:59] <m_kiewitz> this one is message 5, 0, 0, 2 from room 640
[21:00] <m_kiewitz> original message was 1, 0, 1, 1
[21:00] <m_kiewitz> both are cut off slightly
[21:00] <m_kiewitz> i guess i should check original interpreter
[21:03] <m_kiewitz> the script that plays this is modeLessScript::changeState(0)
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[22:53] <snover> m_kiewitz, wjp fantastic backlog today. sorry i was not here to experience it in real time!
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[23:57] <Meredith_> I am trying to use the scummvm program I got for your website to run The 7th Guest. I got the download via amazon. I created a folder and copied all the 7th Guest files, but when I ran scummvm and added the 7th Guest file, he told me there was no game in the folder selected. What am I doing wrong?
[00:00] --- Tue May 16 2017