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[00:02] <mataniko> don't get your hopes up that much :)
[00:03] <mataniko> doesn't look like SM is actually doing anything
[00:03] <mataniko> weird
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[00:04] <mataniko> not just the screen
[00:04] <mataniko> but data overview
[00:04] <dreammaster> I feel likewise. It's good to have another reverse engineerer around :)
[00:04] <dreammaster> DosBox can be a bit fiddly about the data view on the memory screen. It can take a bit before the "hardware" refresh kicks in, and sometimes, the game's own code gets in the way, and repaints over the pixels you changed :P
[00:06] <snover> so heres an important question: are you running dosbox with normal core?
[00:06] <dreammaster> Oh.. yes.. that's a very good point
[00:07] <dreammaster> I've been using the same self-built version of DosBox with heavy debug for the last five years at least, passing it from system to new system, so I haven't had to think about the build settings in ages
[00:12] <dreammaster> Nor the dosbox.conf file, in this case
[00:13] <snover> IIRC you always get the normal core regardless of build, it just needs to be set in the dosbox.conf
[00:25] <mataniko> good question
[00:25] <mataniko> i'm using the build linked from the wiki
[00:26] <mataniko> http://source.dosbox.com/dosbox-74-debug.exe
[00:27] <mataniko> nm
[00:28] <mataniko> thats not a build setting
[00:28] <mataniko> just a conf
[00:28] <mataniko> auto, should it be normal?
[00:28] <mataniko> and i missed your whole last line
[00:29] <mataniko> :)
[00:29] <snover> http://www.dosbox.com/wiki/Configuration:CPU#core_.3D_simple_.7C_normal.7C_dynamic_.7C_auto information about the different options
[00:39] <mataniko> ok i definitely manager to scramble some pixels
[00:39] <mataniko> but not in a way i'd expect
[00:40] <mataniko> i've set the first few pixels in a row to white, but i'm seeing a weird patter
[00:40] <mataniko> so getting somewhere
[00:42] <mataniko> there's definitely an offset
[00:43] <dreammaster> Entirely possible. The VGA card had registers allowing for shifting screen offsets so to allow for smooth scrolling, shaking the screen, and so on
[00:44] <dreammaster> Though uncommon to see it in action unless scrolling was actually in progress, so it's likely not relevant in this case
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[03:28] <mataniko> i've set a000:5cd6-5cdd to FF and i see a change in the pixel at a000:7359 and every 4 bytes after that
[03:28] <mataniko> for the 8 bytes i changed
[03:29] <mataniko> sorry not byte, pixel
[03:35] <mataniko> and looking at the BMP, i can't fin any of the surrounding pixels
[03:36] <snover> mataniko: what are you looking to find out by poking at the vram?
[03:36] <mataniko> how these BMPs are drawn
[03:37] <mataniko> non-standard BMPs
[03:37] <mataniko> and also how to find a pixel, since it doesn't seem to be a 1:1 mapping with memory
[03:37] <mataniko> just going in the direction http://wiki.scummvm.org/index.php/HOWTO-Reverse_Engineering recommends
[03:39] <dreammaster> Hey. From the sounds of it, it's using a non-standard mode where every pixel in sets of 4 gets mapped to a different plane
[03:40] <dreammaster> With plane mapping, you output a special value to one of the ports, and it swaps in a different plane to occupy the same memory addresses.
[03:41] <dreammaster> As you can imagine, in cases like this, it gets much more complicated to keep track of any drawing the game does :P
[03:41] <mataniko> yep that sounds complicated
[03:42] <dreammaster> It's the same kind of problems faced when dealing with EGA code, since the EGA uses planes as well
[03:42] <dreammaster> Though in the EGA's case, it uses four planes which represent each bit of pixels, which can be one of 16 colors (4 bits).
[03:42] <snover> looking at some freevga documentation it seems like this could be verified by inspecting the graphics mode registers write mode
[03:43] <dreammaster> So each byte handles 8 pixels, with the plane select determining which bit of each of the 8 pixels will be altered
[03:43] <dreammaster> At least in this case, it sounds like bytes are mapping to single pixels at a time, it's just the plane select is being used to select which pixels are being altered. So it's somewhat simpler
[03:44] <snover> luckily i have been able to avoid most of this hardware stuff so far by not working on such old games ;)
[03:44] <mataniko> so basically we're in planar mode and not linear
[03:44] <mataniko> i think i understand, 2 bits control the plane and 2 bits control the color
[03:45] <mataniko> so you have plane 0-3 to control which pixel is colored
[03:51] <mataniko> ok not really, 0f 0f is the same patter, but now white
[03:51] <mataniko> pattern
[03:55] <dreammaster> That's weird. But it may still be a case of planes selecting pixel. Unless setting a byte to FF changes the color of multiple pixels. In which case, it's just a standard bit-plane display mode
[03:58] <dreammaster> Anyway, bed time for me. So goodnight. And good luck with your experiments
[03:58] <mataniko> thanks
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[04:02] <mataniko> ok i don't understand whats going on here yet, every few frames the changes i do in memory reset and the picture looks good, and then my changes appear again
[04:02] <mataniko> so if the program is running full speed there's a flicker
[04:02] <mataniko> anyway, bed tim
[04:03] <mataniko> e
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[08:26] <t0by> Yay 3ds.
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[08:50] <logix> what's with 3ds?
[08:50] <Harekiet> scummvm now renders games in 3ds layering....
[08:51] <logix> oh man... I just wanted to suggest exactly that
[08:51] <Harekiet> seems unlikely, just scummvm running on a 3ds in 2d :)
[08:51] <logix> I had already started typing "heh, crazy idea", then I saw what you wrote
[08:51] <logix> oh, ok... but "normal scummvm" on 3ds has been around for quite some time, hasn't it?
[08:52] <logix> huh, not on the dl page, I must be confused
[08:52] <Harekiet> I have no idea, hardly tried any custom stuff on my 3ds
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[08:54] <logix> I built/played scummvm a bit for the nds in 2008 or so, that was the last time I played it on a mobile platform
[08:54] <logix> (other than a laptop)
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[08:56] <Harekiet> yeh I tried scummvm with dott on my nds back then, but I remember nds having issues with executable size, must have been a hell to build/maintain :)
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[10:37] <logix> Harekiet: yeah, I seem to remember that there were two builds, one that supported the dig, the other that supported the rest or something
[10:38] <logix> and that was back when scummvm was scumm-only, not even agi (at least that's how I recall it, that might be not exactly right...)
[10:39] <logix> mh, agi was merged in back in 2006, so perhaps it actually already did support agi when I tried it on the nds
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[11:39] <Harekiet> logix probably easier on 3ds indeed, but now they just gotta add that 3d effect :)
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[11:54] <mataniko> scummvm on the 3ds is frustrating :(
[11:54] <mataniko> the top screen always looks like theres a filter applied
[11:54] <mataniko> and not pixel perfect
[12:04] <logix> hm, as there are no recent scummvm builds for the DS, I decided to give it a try and start by building 1.2.0 (the last for which a build is available) - _host-alias there is set to arm-eabi, but in my devkitarm it's arm-none-eabi...
[12:05] <logix> I wonder if I messed up that devkitarm build or if they changed that at some point
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[12:20] <wjp> probably changed at some point
[12:21] <logix> yeah, I *just* found it, it was changed in june 2012
[12:21] <logix> https://github.com/devkitPro/buildscripts/commit/c9b0f0a9931b6045ca72f35e1b2aad5614ee4078#diff-a1c5a54201f9ec5041441aaec962b7ad
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[16:09] <WooShell> meow =^.^=
[16:11] <madmoose> WooShell: Mooh
[16:12] <Strangerke|work> zog zog
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[19:50] <snover> aaaaaaaaaaaaa!
[19:50] <snover> so much trouble caused by someone writing `ObjMap objects` instead of `ObjMap &objects`
[19:54] <snover> i am surprised this didnt break many more things
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[19:55] <wjp> ouch
[19:56] <wjp> the one for 'Failed to locate base object' ?
[19:57] <snover> there, and earlier in the same function
[19:57] <wjp> but the earlier one looks harmless (but inefficient)
[19:58] <wjp> oh, it's when loading
[19:59] <wjp> wow
[20:00] <wjp> scary
[20:00] <wjp> 5969c6bd2e141799d35d68559b9222772917e950 is a bit shocking
[20:05] <Lightkey> twitch.tv/gogcom the LoLing continues
[20:05] <snover> i spent so much time being utterly dumbfounded about why i could not seem to get names to stay restored on objects when loading from a save game, even though i *knew* they were being applied, until i finally put in a memory watchpoint and saw that HashMap was copying everything :\
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[20:44] <snover> i will push a fix one i go back through all my other changes and figure out what *really* needs to be done to set up object names
[20:44] <m_kiewitz> failed to locate base object is finally solved?
[20:47] <snover> probably, since that syncBaseObject call is running on a copy of the object owned by the ObjMap on the stack
[20:48] <snover> (instead of running on the actual object owned by the script)
[20:53] <snover> though& i actually might walk back that statement, since the initBaseObject call returns false only if getSpeciesSelector() doesnt return the address of a valid object
[20:54] <snover> (that objects.erase call isnt doing anything at all though)
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[21:10] <m_kiewitz> PSA: Dead in Bermuda currently free on Origin
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[21:35] <m_kiewitz> snover: i think we should implement the gk1 hires mouse cursors, but only optionally because afaik they were limited to b/w like the win311 cursors
[21:36] <m_kiewitz> im not 100% sure, but even if they had color, imo they also feel weird - like way too tiny. we already have an option to enable windows mouse curors for (some) SCI games
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[22:16] <snover> m_kiewitz: so this will probably sound like an ignorant question but: what gk1 hires cursors?
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[22:26] <m_kiewitz> snover: there should be hires cursors, or well maybe they simply used the original 320x200 cursors but without upscaling them
[22:26] <m_kiewitz> i have to check that. in any case, we upscale mouse cursors, so that do not look out of place
[22:27] <snover> the upscaling is intentional, see the comment at cursor32.cpp:188
[22:27] <m_kiewitz> yes i know
[22:27] <m_kiewitz> i actually implemented original sci16 mouse cursor upscaling back then if I remember correctly :P
[22:28] <m_kiewitz> it seems as if sierra simply used the regular cursors but without upscaling
[22:28] <m_kiewitz> they are in color, for sci16 windows versions including kq6 they were black + white
[22:29] <m_kiewitz> so maybe we should make it possible that users can disable said upscaling optionally
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[22:29] <m_kiewitz> or well, wait a moment, the look cursor actually looks hires
[22:32] <m_kiewitz> nah, optical illusion
[22:32] <m_kiewitz> its simply not upscaled and looks sorta hires because of that
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[22:52] <snover> i dont know why they bothered to create high-resolution assets for the menu bar but then didnt redraw the cursors, but it is what it is.
[23:00] <m_kiewitz> yeah it's weird
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[23:04] <m_kiewitz> oh nice, Loom FM Towns
[23:04] <m_kiewitz> http://www.ebay.de/itm/Loom-FM-Towns-LucasArts-Lucasfilm-Games-/332220752373?hash=item4d59e661f5:g:HtMAAOSwLEtYl4iq
[23:04] <m_kiewitz> is this a good price?
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[00:00] --- Thu May 18 2017