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[00:19] <GitHub189> [scummvm] csnover closed pull request #1055: COMMON: Add support for arrays & limited custom deleters to smart pointers (master...smart-ptr-enh-cpp98) https://git.io/vFrKC
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[00:24] <GitHub18> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vF9lt
[00:24] <GitHub18> scummvm/master ef8cf2a Paul Gilbert: XEEN: Fix music channel loop
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[01:52] <GitHub191> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vF903
[01:52] <GitHub191> scummvm/master 7361da9 Paul Gilbert: XEEN: Fix Coverity identified problems
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[04:50] <GitHub12> [scummvm] csnover pushed 3 new commits to master: https://git.io/vF9aq
[04:50] <GitHub12> scummvm/master 87285ef Colin Snover: SWORD25: Fix possible redefinition of FLT_EPSILON
[04:50] <GitHub12> scummvm/master 6c40ced Colin Snover: TITANIC: Fix compilation failure in C++11 mode
[04:50] <GitHub12> scummvm/master 61a63f8 Colin Snover: CREATE_PROJECT: Fix compilation failure in C++11 mode...
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[07:33] <GitHub173> [scummvm] w23 opened pull request #1058: NEVERHOOD: fix musical hut crash in DR, bug #7085 (master...master) https://git.io/vF9oK
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[09:33] <GitHub154> [scummvm] sev- closed pull request #1058: NEVERHOOD: fix musical hut crash in DR, bug #7085 (master...master) https://git.io/vF9oK
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[09:33] <GitHub89> [scummvm] sev- pushed 1 new commit to master: https://git.io/vF9P4
[09:33] <GitHub89> scummvm/master 11d28ab Ivan Avdeev: NEVERHOOD: fix musical hut crash in DR, bug #7085
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[09:33] <GitHub5> [scummvm] criezy pushed 1 new commit to master: https://git.io/vF9PB
[09:33] <GitHub5> scummvm/master 62d6a80 Zbynk Schwarz: I18N: Update translation (Czech)...
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[12:56] <GitHub119> [scummvm] ccawley2011 opened pull request #1059: RISCOS: Attempt to reduce binary size (master...riscos-optimize) https://git.io/vF9Hk
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[14:44] <Begas_VBox> 1.9.1pre still on par for Haiku :)
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[16:45] <GitHub187> [scummvm] csnover opened pull request #1060: COMMON: Add limited support for custom deleters to ScopedPtr (master...smart-ptr-deleter) https://git.io/vF9hq
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[18:13] <vasc> i managed to dump Rise of the Dragon's Sierra SCI .SND music.
[18:13] <vasc> that's the Macintosh port music. the dump plays if i use it in Scummvm from inside King's Quest V (Mac)
[18:14] <vasc> the sound patches aren't the right ones, so some instruments are wrong, but at least it's a start.
[18:14] <vasc> SCI plays the music ok.
[18:15] <vasc> now that i figured out the header.
[18:18] <vasc> now to see if i can extract the mac midi player from the SCI engine and stuff it here...
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[19:09] <snover> vasc: i just dont want you to end up in a situation where you need to redo this stuff again later because SCI MIDI is known to be inaccurate and is the next thing on my list to rewrite.
[19:10] <vasc> well, it's just a hack
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[19:12] <GitHub0> [scummvm] csnover opened pull request #1061: FULLPIPE: Fix various memory issues in Full Pipe (master...fullpipe-mem) https://git.io/vFHks
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[19:38] Action: vasc looks at code
[19:38] <vasc> that's a lot of junk
[19:44] <vasc> it seems to use its own MidiPlayer class instead of the one in common.
[19:44] <vasc> because of the mixing perhaps
[19:45] <vasc> it does a lot of stuff.
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[19:57] <snover> _sev: when you have a moment, could you please update everyone on the mailing list about which release schedule is in effect?
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[20:07] <vasc> this is bloody complicated.
[20:07] <vasc> ah well
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[20:07] <vasc> all my issues are because it doesn't allow playing from a buffer, and uses the resource manager, and it has non-standard MidiParser and MidiPlayer classes
[20:08] <vasc> i'm missing a bunch of stuff.
[20:30] <vasc> gah
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[20:50] <_sev> snover: will do
[20:50] <_sev> also will need to craft a news item
[20:52] <waltervn> vasc: non-standard in what sense?
[21:14] <vasc> well
[21:14] <vasc> i want to import the SCI 1.2 .SND music player.
[21:14] <vasc> and use it
[21:14] <vasc> i have a bunch of .SND files to play.
[21:15] <vasc> for the Dynamix (DGDS) engine port, games: Rise of the Dragon, Heart of China, etc
[21:15] <vasc> but it's incredibly wedded to the SCI game engine.
[21:23] <vasc> Dynamix DGDS games use the SCI 1.2 sound system for music in the DOS and Mac ports.
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[21:26] <vasc> it isn't as easy to use as SMF that's for sure. :-)
[21:27] <vasc> i was also looking at the Kyra and Paralaction engines, which have similar complexity in terms of platforms supported, and they are easier to understand as well.
[21:27] <vasc> they don't redefine as many default classes.
[21:27] <vasc> SCI derives from more base classes than either of those two.
[21:28] <vasc> i don't know the history of the code, but it's kinda like SCI engine was dumped on ScummVM, someone extracted pieces of it for use in other ports and put in audio/, and then they diverged somewhat.
[21:29] <vasc> or those were dumped and them someone tried to retrofit the base classes into SCI engine,.
[21:29] <vasc> anyways.
[21:29] <vasc> all i want is to play .SND files.
[21:29] <vasc> i have a buffer for each file, and a buffer with the instruments in the Mac.
[21:30] <vasc> a file with the instruments actually.
[21:30] <vasc> the Dynamix .SND files I tried play inside ScummVM SCI games.
[21:31] <vasc> the Mac .SND I got from Rise of the Dragon plays inside King's Quest V Macintosh version, and the DOS .SND plays inside Jones in the Fast Lane (PC CD Version).
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[21:35] <vasc> i wonder how i can coherce SCI engine to load my instrument patch file...
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[21:35] <GitHub112> [scummvm] sev- pushed 59 new commits to master: https://git.io/vFHYd
[21:35] <GitHub112> scummvm/master 076667d Colin Snover: COMMON: Add limited support for custom deleters to ScopedPtr...
[21:35] <GitHub112> scummvm/master 92f5718 Colin Snover: FULLPIPE: Fix illegal C-style cast to incompatible type
[21:35] <GitHub112> scummvm/master 8f1d76d Colin Snover: FULLPIPE: Improve memory safety and typing of NGIArchive
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[21:35] <GitHub61> [scummvm] sev- closed pull request #1061: FULLPIPE: Fix various memory issues in Full Pipe (master...fullpipe-mem) https://git.io/vFHks
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[21:35] <GitHub184> [scummvm] criezy pushed 1 new commit to master: https://git.io/vFHYF
[21:35] <GitHub184> scummvm/master bcc608c Zbynk Schwarz: I18N: Update translation (Czech)...
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[21:37] <vasc> i see it always opens bank.001
[21:38] <waltervn> what kind of music are you playing?
[21:39] <vasc> Rise of the Dragon's Mac port music.
[21:39] <vasc> it's in Sierra SCI .SND format.
[21:40] <waltervn> yes, but are you playing native mac music or MT-32?
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[21:42] <GitHub171> [scummvm] sev- pushed 1 new commit to master: https://git.io/vFHOW
[21:42] <GitHub171> scummvm/master 34d19ff Eugene Sandulenko: DRASCULA: Fix ego manipulation for translated versions
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[21:42] <vasc> this time it's native mac.
[21:42] <vasc> the DOS port uses MT-32.
[21:43] <vasc> i think
[21:43] <waltervn> the mac driver in scummvm right now isn't very good. I have a better one somewhere else, but if possible I'd recommend starting with mt-32
[21:44] <vasc> https://drive.google.com/open?id=1L30awf3j8n_zNHIcgV3H_U5kLUUOHBS-
[21:45] <vasc> Sound.p is the instruments.
[21:45] <vasc> the MT-32 driver, I managed to hack something, but it doesn't have polyphony.
[21:45] <vasc> i need to fix that.
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[21:45] <GitHub156> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vFHOE
[21:45] <GitHub156> scummvm/master 33b76cf Paul Gilbert: XEEN: Fixes for Character class
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[21:46] <vasc> this is a .SND file from the DOS port:
[21:46] <vasc> https://drive.google.com/open?id=1fsDJ_2SLkmzNG_IrKfaHc6goZhygoNkH
[21:46] <vasc> both paly
[21:46] <vasc> play
[21:46] <vasc> inside the SCI engine.
[21:47] <vasc> i was trying to get the Macintosh port of Rise of the Dragon working on DGDS engine because it's the one I can load the pictures of.
[21:47] <vasc> i can't load the PC DOS version game graphics.
[21:48] <vasc> they use some kind of block compression.
[21:48] <vasc> the Macintosh port doesn't compress the images that way, so it's easier to read them.
[21:49] <waltervn> try renaming that sound bank to 7.pat
[21:52] <waltervn> bbl
[21:53] <waltervn> (for testing within SCI)
[21:54] <waltervn> (bbl)
[21:54] <vasc> i tried that. but the instruments sound the same way (i.e. wrong), if i also copy it over 1.PAT, in addition to 7.PAT, everything becomes weird.
[21:55] <vasc> perhaps i should try it with other Sierra games.
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[21:55] <travis-ci> scummvm/scummvm#4817 (master - 34d19ff : Eugene Sandulenko): The build passed.
[21:55] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/bcc608ce4244...34d19ff4245e
[21:55] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/304101752
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[21:56] <waltervn> sound like you're using the mt-32 driver then, that uses patch 1
[21:56] <waltervn> iirc
[21:56] <vasc> hm
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[21:57] <travis-ci> scummvm/scummvm#4818 (master - 33b76cf : Paul Gilbert): The build passed.
[21:57] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/34d19ff4245e...33b76cf5d0e1
[21:57] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/304102758
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[21:58] <vasc> probably. but what are the sound samples in the patch file for then?
[21:59] <vasc> doh
[21:59] <vasc> i used the wrong file just a sec.
[22:03] <vasc> now it doesn't play anything at all.
[22:04] <vasc> yeah, it seems like it play the DOS MT-32 files but not these Mac files.
[22:04] <vasc> i thought it could play the Mac files because I copied the DOS music by mistake.
[22:04] <vasc> bah.
[22:04] <vasc> i guess this means i don't know if i've extracted the Mac sound files properly yet.
[22:06] <vasc> thanks
[22:07] <snover> _sev: great, thank you!
[22:09] <vasc> it says "unable to load this sound resource, most probably it has an equivalent audio resource (SCI 1.1)"
[22:10] <vasc> then again it also says that when i pass nothing to it.. hm
[22:11] <vasc> right i didn't copy the file over.. duh
[22:13] <vasc> perhaps it's a different SCI version?
[22:14] <snover> well it isnt sci at all, so who knows what it is doing without reverse-engineering the code :)
[22:15] <vasc> the DOS version uses SCI.
[22:15] <vasc> and this has the same magic header.
[22:15] <vasc> but yes it might be something else i guess.
[22:17] <snover> one thing i have learned having worked on SCI engine for the last two years is that sierra tweaked it frequently in subtly incompatible ways over time. and, knowing that the midi stuff isnt even always working properly with SCI games themselves, it would be not impossible, but quite lucky, for it to work as-is with DGDS.
[22:18] <vasc> it works with the DOS sound at least.
[22:18] <vasc> but the Mac might be different yes.
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[22:21] <vasc> the track seems to use number 6, instead of 12 for MT-32.
[22:22] <vasc> if it's .SCI
[22:23] <vasc> but it also starts with 0x8400
[22:23] <vasc> the file.
[22:26] <vasc> and the patch file also starts with 0x8900
[22:26] <vasc> hm
[22:28] <vasc> but it's an unknown driver i guess.
[22:28] <vasc> it's just the files have a similar format.
[22:30] <vasc> interesting.
[22:30] <vasc> well, i already have something that kinda works for the DOS MT-32 files, it just isn't polyphonic.
[22:30] <vasc> yet.
[22:30] <vasc> but i wonder about these Mac files.
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[22:31] <snover> perhaps you can focus on any of the other parts of the engine like the scripts or the compressed dos resources or whatever for the moment.
[22:31] <vasc> i tried that. but haven't had much success.
[22:32] <vasc> i got the .ADS scripts working yesterday, but i can't grok the .SDS scripts yet.
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[22:32] <GitHub180> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vFHsj
[22:32] <GitHub180> scummvm/master 62825c5 Paul Gilbert: XEEN: Fix size of quest flags, rename for clarity
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[22:32] <vasc> those have the text bubbles.
[22:32] <vasc> so it can play .ADS and .TTM scripts.
[22:32] <vasc> but not .SDS or .GDS scripts.
[22:34] <vasc> i do know the Amiga music format as well.
[22:35] <vasc> IFF-SMUS and IFF-AIFF.
[22:35] <vasc> it's a kind of Midi softsynth.
[22:35] <vasc> can't decompress the Amiga images either.
[22:35] <snover> sounds like a bunch of fun challenges to me :)
[22:36] <vasc> some kind of RLE compression.
[22:36] <snover> but i am a crazy person.
[22:36] <vasc> well i'm about to give up on the scripts.
[22:36] <snover> are you reversing the executable?
[22:36] <vasc> it might be it has a built-in code to render all the different speech bubbles buit-in to the engine.
[22:36] <vasc> no, not yet, i did try, but i really dislike X86 16-bits.
[22:37] <vasc> if i see more segments i might kill someone.
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[22:38] <vasc> anyway, for the DOS version it unarchives and decompresses files, decodes non-block compressed .IMG and .SCR image files, and decodes Sierra SCI 1.2.SND files.
[22:38] <vasc> for the Mac version it extracts the .SND files, i think.
[22:39] <vasc> but it doesn't seem to be an SCI driver known to the SCI engine i think.
[22:39] <vasc> even though it has SCI like headers.
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[22:39] <vasc> and for the Amiga version, it extracts the instrument files and music files.
[22:40] <vasc> and it can play the instrument files that are in AIFF format.
[22:40] <snover> the dos sound drivers in sci are just raw x86 code, the first byte in the file is usually a jmp to an instruction table processing subroutine
[22:40] <vasc> oh right it can also decode .FNT font files.
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[22:52] <GitHub110> [scummvm] csnover pushed 1 new commit to master: https://git.io/vFHG6
[22:52] <GitHub110> scummvm/master 9f465b4 Colin Snover: TESTS: Remove unnecessary heap allocation
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[23:16] <GitHub187> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vFHZ7
[23:16] <GitHub187> scummvm/master 79f4486 Paul Gilbert: XEEN: Fix number of spells per class array & constant
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[23:54] <vasc> other than fixing the MT-32 DOS music code or implementing the IFF-SMUS Amiga music code I don't have any tasks left which don't involve reverse engineering somehow.
[00:00] --- Sun Nov 19 2017