[00:00] t0by (~t0by@unaffiliated/t0by) left irc: Quit: t0by [00:10] Meredith_: http://wiki.scummvm.org/index.php/Datafiles#7th_Guest.2C_The there should be more than one file [00:30] Stormkpr (~kvirc@2.26.112.88) joined #scummvm. [00:31] Thanks so much!!! It worked. :) [00:31] Meredith_ (ae7ea3ba@gateway/web/freenode/ip.174.126.163.186) left irc: Quit: Page closed [00:33] Stormkeeper (~kvirc@2.26.112.88) left irc: Ping timeout: 240 seconds [00:42] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [00:42] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. [00:45] t0by (~t0by@unaffiliated/t0by) left irc: Client Quit [00:46] t0by (~t0by@host113-164-dynamic.2-87-r.retail.telecomitalia.it) joined #scummvm. [00:46] t0by (~t0by@host113-164-dynamic.2-87-r.retail.telecomitalia.it) left irc: Changing host [00:46] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [00:46] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. 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[19:35] Mellified_Man (~Mellified@eddie.mellified.com) left irc: Read error: Connection reset by peer [19:37] heroux (sandroco@gateway/shell/insomnia247/x-ykhfqxotpflbrnrk) left irc: Ping timeout: 240 seconds [19:37] Mellified_Man (~Mellified@eddie.mellified.com) joined #scummvm. [19:38] heroux (sandroco@gateway/shell/insomnia247/x-pjcbgbqhmzivairw) joined #scummvm. [19:46] does it feature paul rudd? [20:33] _sev|work (~sev@cpc91242-cmbg18-2-0-cust894.5-4.cable.virginm.net) joined #scummvm. [20:33] _sev|work (~sev@cpc91242-cmbg18-2-0-cust894.5-4.cable.virginm.net) left irc: Changing host [20:33] _sev|work (~sev@scummvm/undead/sev) joined #scummvm. [20:33] #scummvm: mode change '+o _sev|work' by ChanServ!ChanServ@services. [20:33] Strangerke_ (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [20:33] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 246 seconds [20:33] Nick change: Strangerke_ -> Strangerke [20:43] GitHub185 (~GitHub185@192.30.252.34) joined #scummvm. [20:43] [scummvm] wjp pushed 1 new commit to master: https://git.io/v9NbB [20:43] scummvm/master 779b833 Willem Jan Palenstijn: SCI: Let getClassAddress fail gracefully with SCRIPT_GET_DONT_LOAD... [20:43] GitHub185 (GitHub185@192.30.252.34) left #scummvm. [20:43] m_kiewitz: that should fix that debugger crash with the class opcode you saw earlier [20:43] ah nice, thx [20:49] ajax16384 (~User@109.60.130.33) left irc: Quit: Leaving [21:02] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Quit: ERR_SHUTDOWN [21:21] rsn8887 (Elite19646@gateway/shell/elitebnc/x-fepccdlzsmupdfrx) joined #scummvm. 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[23:24] Joefish (~ident@p200300C6F3CC0900F61FB88A0E797C9C.dip0.t-ipconnect.de) left irc: Ping timeout: 272 seconds [23:31] Yes, I did [23:37] i'm trying to follow the font drawing example but maybe i'm misunderstanding something [23:37] the game switches to mode 13 [23:37] my pixel is at 116*320+133=37253 [23:37] so i put a memory breakpoint at a000:9185 [23:37] nada [23:38] Did you use 'bpm' and not 'bp'? [23:38] yeah [23:39] What you can/should also do then is break into the debugger after the character has been displayed, and use 'd a000:9180' to have a look at what the video memory is like. Maybe you got the coordinates slightly incorrect. [23:39] Using the data view can let you confirm what memory address has actually changed [23:41] Also try checking the data at -320 and +320 pixels, ie. the prior and following lines as well, just in case you got the row wrong, rather than just the column [23:42] mataniko: what game are you looking at? [23:45] ok maybe i got coords wrong, i've set it to a000:0 and when the mouse touches the corner it causes a change [23:45] t0by (~t0by@unaffiliated/t0by) left irc: Quit: t0by [23:45] snover i'm taking a look at willy beamish [23:46] i'm determined to make some progress [23:46] Well, for PCs, the mouse cursor is usually a special case. There's special hardware routines for displaying a mouse cursor on the screen without actually changing video memory [23:46] i've updated the old dsdg branch to work upstream [23:46] Oh, sorry, you mean it does make a change, nevermind then [23:47] yeah, it goes on and off constantly, i'm assuming there's some invisible flicker [23:47] redraw [23:48] If you've got the right sequence to get it to do a memory change break at a000:0, then there shouldn't be any problem with getting it to break at any other memory location on the screen. [23:48] Unless it's using some kind of weird variation of VGA, such as different pixel planes like EGA does it. Or it's using a special SVGA mode [23:49] nah, dosbos is in vga mode 13 [23:49] Never got round to playing Willy Beamish, so I don't know what resolution it runs in [23:49] looks like 320x200 256 [23:49] Out of curiousity, how are you telling? [23:49] dosbox debugger tells you what mode its in [23:49] on a switch [23:50] Oh. Of course, even then it doesn't 100% necessarily mean it's the pure MCGA 320x200x256. For example, see the ModeX variation: 2Z4JQ-GYHPY-RZGQM [23:50] INT10:Set Video Mode 13 [23:50] Sorry, https://en.wikipedia.org/wiki/Mode_X [23:50] hey, thats the password to my luggage! [23:51] funny, your luggage redeems on steam! [23:51] :) [23:51] Nevermind that, that was just a copy of Goat Simulator I got as part of the new Humble Indie bundle. It also has Owlboy, which by all accounts is a pretty good game. [23:52] any game you know that runs in mode x? [23:52] i wonder what dosbox says [23:53] No idea, sorry. It's not something games would particularly advertise, since in the end, it's still 320x200x256. Just a different way of accessing video memory, which wouldn't be of interest to the players [23:54] An easy way to tell. Try putting some values into a000:0, :1, :2, using the 'SM' command. See if individual pixels are set, or if multiple ones are set at the same time. Though you may need to step over a bunch of instructions after doing sm before the screen will refresh [23:59] anyway, mataniko, its great to hear you are looking at this game. i always enjoy listening in on others discoveries working on these things. :) [00:00] --- Wed May 17 2017