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[00:37] <GitHub56> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vFHWf
[00:37] <GitHub56> scummvm/master aa04e31 Paul Gilbert: XEEN: Fixes for cmdTakeOrGive script opcode
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[00:40] <Lightkey> I know it's criezy but call him maybe
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[00:45] <logix> Lightkey: doesn't work...
[00:46] <snover> Lightkey: unoriginal!
[00:46] <logix> wait, there's his number, 86-175-211-172
[00:56] <Lightkey> snover: that hurt
[00:57] <snover> you make the jokes, i just review them
[00:58] <Lightkey> I'm sorry, I was just reading Hajime no Ippo Round 415
[01:00] <Lightkey> http://www.mangareader.net/hajime-no-ippo/415
[01:00] <Lightkey> how we say in German: geteiltes Leid ist halbes Leid
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[01:23] <GitHub35> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vFHlj
[01:23] <GitHub35> scummvm/master 64c88d4 Paul Gilbert: XEEN: Implement do nothing opcode
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[12:00] <GitHub114> [scummvm] ccawley2011 opened pull request #1062: DEVTOOLS: Update devtools/update-version.pl (master...update-version) https://git.io/vFHib
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[13:50] <GitHub100> [scummvm] sev- closed pull request #1062: DEVTOOLS: Update devtools/update-version.pl (master...update-version) https://git.io/vFHib
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[13:50] <GitHub21> [scummvm] sev- pushed 3 new commits to master: https://git.io/vFHDa
[13:50] <GitHub21> scummvm/master 2627716 Cameron Cawley: DEVTOOLS: Add RISC OS !Boot file to update-version.pl
[13:50] <GitHub21> scummvm/master 2abbbba Cameron Cawley: DEVTOOLS: Remove NSIS script from update-version.pl...
[13:50] <GitHub21> scummvm/master 7689fd7 Cameron Cawley: DISTS/REDHAT: Add titanic.dat to scummvm.spec.in
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[15:10] <GitHub82> [scummvm] bgK opened pull request #1063: SDL2: Improve handling of keyboard repeat events (master...keyboard-repeat) https://git.io/vFHHr
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[15:24] <Vanfanel> snover: There are more problems with the new mouse management: SDL_WarpMouse is not supported in Wayland, so cursor goes out of the game area there, too
[15:25] <Vanfanel> snover: maybe you should change to a relative mouse mode...
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[16:07] <vasc> got multi-track MT-32 sound working on DGDS. some stuff is still off though.
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[16:11] <snover> Vanfanel: that wont help. There is currently no relative mouse mode and no warping implemented in SDL for Wayland.
[16:13] <Vanfanel> snover: that would help on the Raspberry Pi and KMSDRM scenario at least. KMSDRMin particular leaves out any X-less Linux system
[16:14] <snover> im sure other people would appreciate someone fixing SDL, since this was also a barrier to someone trying to port to sailfish os (they started working on a qt backend instead), though that is outside my area of interest so it wont be me doing it.
[16:15] <Vanfanel> snover: I have been trying to fix WarpMouse in KMSDRM and Raspberry Pi: https://bugzilla.libsdl.org/show_bug.cgi?id=3970
[16:16] <Vanfanel> snover: But, as you can see, I have not been able to do so
[16:16] <Vanfanel> I doubt we will see WarpMouse in SDL2 fixed soon on all these platforms
[16:17] <Vanfanel> I don't know scummvm internals so well, but maybe you could consider leaving mouse position calculations as they were in 1.9.0, since things were working there
[16:18] <Vanfanel> You can't count on WarpMouse, it only seems to work on X11, Mac and Windows, but scummvm used to be bigger than that
[16:18] <Vanfanel> *scummvm scope, I mean
[16:19] <snover> it will not go back to the way it was before.
[16:20] <Vanfanel> snover: so what is your idea if SDL_WarpMouse can't be trusted to work on many systems??
[16:20] <Vanfanel> At least relative mode would help on many of these
[16:23] <snover> if mouse warping doesnt work then games that warp the mouse will be broken on those systems also, so the mouse warping really needs to work. if a port needs to use an alternate implementation to work, then write port-specific backend code. thats precisely why osystem is extensible for different backends.
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[16:29] <snover> theres conflicting information on the internet about whether sdl on wayland actually supports relative movement, their bug tracker says no but other people say yes. their development process is a huge mess so i have no idea what to believe.
[16:31] <Vanfanel> snover: but it will support it eventually, that's for sure. Why not use it anyway?
[16:35] <snover> because its not the default mode for SDL, because the default mode is not broken for the 99% use case, because the default mode was not used before, because i dont have access to all the platforms that would need to be tested to see where relative mode is broken.
[16:37] <Vanfanel> snover: ok, well... no solution for new versions on the Pi at this time I guess...
[16:38] <Vanfanel> will keep trying to fix warp, will come back if I get some new ideas
[16:38] <Vanfanel> thanks
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[17:12] <logix> snover: what would be the downside to Vanfanel's suggestion (relative mouse mode)?
[17:14] <logix> would it require more code to implement this or it changing this a big feat anyway (lots of stuff that has to be touched)? or does it change the current behavior somewhere?
[17:16] <snover> logix: relative mouse mode changes SDL so that it reports how much the mouse moved from its last position, instead of giving absolute coordinates. according to their questionable bug tracker, this may be broken on some more popular platforms like Android, and some platforms may not even have the capability of delivering this information, so it is not a universal apply-once-and-done kind of fix.
[17:17] <logix> ok
[17:18] <snover> the idea behind relative mouse mode is that it disconnects the system cursor from the game so that if its e.g. an FPS, you can move the mouse forever and adjust the camera appropriately
[17:18] <logix> so basically your "broken on some platforms" applies just the same the other way round then :)
[17:18] <logix> +"argument"
[17:18] <logix> but yes, there's not much of a point to unbreak some systems and break others at the same time
[17:21] <snover> yeah. and, sdls wayland support is going to need to improve if it is going to remain a viable middleware for linux into the future, so any effort really ought to be expended in that area, if its wayland driver is the source of the problem.
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[18:31] <GitHub182> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vFHpo
[18:31] <GitHub182> scummvm/master d874208 Paul Gilbert: XEEN: Clean up script execution line changes
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[18:48] <GitHub13> [scummvm] csnover pushed 1 new commit to master: https://git.io/vFHh8
[18:48] <GitHub13> scummvm/master 617497d Colin Snover: SCI: Fix UB shifting negative integers
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[18:50] <GitHub39> [scummvm] bluegr pushed 2 new commits to master: https://git.io/vFHhu
[18:50] <GitHub39> scummvm/master 33cb29d Filippos Karapetis: DRASCULA: Document several updateVisible() calls
[18:50] <GitHub39> scummvm/master 2a8e624 Filippos Karapetis: DRASCULA: Clean up logic in enterRoom()
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[18:53] <Guest21626> is there a quick way to speed up scummvm on a raspberry pi 2?
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[20:00] <snover> criezy: can you send me a copy of, or link to, the full pipe german demo? the one link i can find on the internet is to gamershell and the file is not available there any more.
[20:03] <snover> oh wait, maybe i found a working source. lets see if i can extract the data out of this executable&
[20:04] <criezy> snover: It is on our demo website
[20:05] <snover> uch. duh.
[20:05] <criezy> Here: http://www.scummvm.org/demos
[20:05] <snover> thank you.
[20:16] <snover> criezy: good news! threadsan finds the data race for the mp3 decoder.
[20:17] <snover> it doesnt happen with the full version of the game, interestingly, so i wonder if the demos intro video is a little corrupt.
[20:17] <snover> oh, or they could have just not bothered to use mp3 for the audio in the video in the release version.
[20:18] <snover> im not doing well with my assumptions today :)
[20:28] <snover> hm. it seems like MP3Stream is totally unprotected from data races.
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[20:30] <GitHub186> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vFQJd
[20:30] <GitHub186> scummvm/master 0878d8f Paul Gilbert: XEEN: Extra comments for script methods
[20:30] <GitHub186> scummvm/master fb9d813 Paul Gilbert: XEEN: Cleaner implementation of changing script line number
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[20:30] <tsoliman> _sev: we are branching today right?
[20:31] <snover> oh, hm. theres a second bug in here too trying to overread data.
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[20:36] <Lightkey> anyone want a Syberia key for GOG.com?
[20:41] <_sev> tsoliman: I haven't posted the news item, did not announce the final schedule etc
[20:41] <_sev> I do not know, how fair it is to branch now
[20:41] <_sev> and I do not have time for the news post. Any help is welcome
[20:42] <tsoliman> fair enough - no rush
[20:50] <snover> the game testing spreadsheet worked well for sci32, i can make a new one and update it for the release with the additional games.
[20:53] <snover> as soon as i fix this mp3 bug. which is a little concerning, mad is telling us that theres way more frame data than can fit in its fixed-size buffer, so were overreading and then blowing up. there are several CVEs about libmad related to memory corruption and buffer overflows and i wonder if this video is accidentally triggering one of these.
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[21:00] <vasc> outside of the Dynamix intro sound everything else sounds okayish now that i got PCM sound samples in.
[21:17] <vasc> https://www.youtube.com/watch?v=YHyjCtypBiM
[21:20] <Strangerke> vasc: very nice :)
[21:36] <vasc> i still need to clean up the sound code a bit.
[21:37] <vasc> but i'm still stuck on the reverse engineering part.
[21:37] <vasc> of the game files.
[21:37] <snover> stuck like youve never done it before, or&?
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[21:39] <vasc> i've reverse engineered the .ADS layout, but i can't grok the .SDS and .GDS
[21:39] <vasc> most of the other things had been partly or totally reverse engineered by someone else, it's just that no one bothered to put it all together before.
[21:40] <vasc> the SCI .snd file data I got from SCI engine. for example.
[21:40] <vasc> the Amiga music, it was just a matter of using the file command.
[21:41] <vasc> and the previous DGDS attempts had already reverse engineered the .FNT (fully), .BMP|.SCR (partly), .TTM (partly).
[21:41] <vasc> so
[21:42] <vasc> i'll do code cleanups and document things better. but i might have to drop this.
[21:43] <vasc> i suspect the text bubble for the character dialog uses built-in code.
[21:43] <vasc> i initially hoped it was done with resource bitmaps
[21:44] <vasc> but maybe it uses an arc drawing function or something more exotic, at least i trawled the resource files and couldn't find the bitmaps.
[21:44] <Strangerke> Why don't you reverse the binary? Isn't it easier?
[21:44] <vasc> it makes no sense really.
[21:44] <vasc> i can't read X86 16-bits that well.
[21:44] <vasc> it's the segments, i hate those.
[21:45] <Strangerke> Well, if you look at the Amiga version it won't be X86 assembly :)
[21:45] <vasc> i actually tried that, but i don't know M68K asm. :-)
[21:45] <Strangerke> Ah, that doesn't help :)
[21:45] <snover> well, i didnt know x86 asm two years ago :)
[21:45] <vasc> i have a vague idea of how M68K registers are.
[21:46] <Strangerke> snover: really? 0_o
[21:46] <vasc> separate address and integer registers.
[21:46] <vasc> and it's 32-bit
[21:46] <snover> Strangerke: really! sci palette code was the first thing i ever reverse code engineered
[21:47] <vasc> yeah, my reverse engineering experience is mostly sleuthing file formats and things like that.
[21:47] <vasc> not binaries.
[21:47] <Strangerke> snover: wow, wow, wow :o
[21:47] <Strangerke> vasc: well, sometimes... it's easier to look in the assembly. Guessing things may be really complicated from times to times
[21:48] <vasc> i did unpack the binary and ran it in IDA
[21:49] <vasc> i suppose one could set a trigger for when a known dialog text string showed up or something like that
[21:49] <vasc> but i don't know how to use IDA like that.
[21:49] <snover> youll probably need some ida capable of running idados for that
[21:50] <snover> otherwise i have just used the dosbox debugger for things like that in the past, in order to find the code address to look at in ida
[21:50] <vasc> like, everything from when it loads S55.SDS onwards.
[21:51] <vasc> it basically seems to like snprintf 55 into S%d.SDS
[21:51] <vasc> and then it parses that
[21:51] <vasc> or whatever.
[21:51] <vasc> i don't know if it preloads all the game files or loads it on demand.
[21:51] <snover> if it is using a print formatter like that then you should be able to look up the string in the strings window in ida, and let it show you the references to that string in the binary
[21:52] <snover> string window, double-click on the string will pull it up in the main disassembly view, then x to view xrefs
[21:53] <vasc> the other thing that really needs to be reverse engineered is the VQT block image compression format.
[21:53] <snover> it is a bit more troublesome with the 16-bit binaries since the addresses are small so its harder for ida to automatically analyse whether a number is an offset or a number, but in that case you should also be able to just look up the offset using immediate value search.
[21:54] <vasc> the game was written in Turbo C++ but i think the target is the 286
[21:55] <vasc> hm
[21:56] <snover> in any case, there is not a much friendlier group to learn RCE from than here, in my experience
[21:56] <vasc> i mostly code in Linux, so i have to reboot to use IDA.
[21:56] <vasc> i'll try the DOSBox debugger then.
[21:57] <snover> ah, i avoid rebooting by just using virtualbox. :)
[21:57] <vasc> well, can IDA even run the binary? it seems to just disassemble it.
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[21:57] <GitHub98> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vFQI9
[21:57] <GitHub98> scummvm/master dbba22e Paul Gilbert: XEEN: Fix display of multi-page town messages
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[21:57] <snover> it cannot. that is what idados is for, it gives you a bridge to the dosbox debugger.
[21:59] <vasc> well, at least i can modify the dosbox code to read and modify the memory if needs be.
[21:59] <snover> dosbox has an ncurses-based debugger which gets you most of the way there.
[21:59] <vasc> i did modify an emulator many years ago. once.
[22:00] <vasc> to count cache misses i think.
[22:00] <snover> if all you need is to breakpoint and step so you can find code addresses and look at memory/registers at runtime to see what is happening, the dosbox debugger can do that for you.
[22:00] <vasc> well the thing is the data files are compressed.
[22:01] <vasc> and the amount of strings in the binary is quite small really.
[22:01] <snover> right, so you find the decompression algorithm in the binary and then rewrite it from the disassembly.
[22:02] <vasc> well, the binary does have the VQT string.
[22:02] <vasc> and that "S%d.SDS" string.
[22:04] <snover> yeah. so you can find the x-ref to those strings and then look around since the decompression code will either be nearby, or will probably be called shortly thereafter from a caller subroutine.
[22:06] <snover> and if that approach doesnt work then you can also try breaking the debugger in dosbox when it opens a file and follow the execution for a while until it does something that looks decompression-y
[22:06] <vasc> i compiled dosbox with --enable-debug=heavy
[22:06] <vasc> really cool
[22:06] <vasc> it opens the files on the fly while playing as i expected.
[22:13] <vasc> just looking at the file open log is quite interesting
[22:16] <vasc> like i expected it opens DRAGON.GDS then the .SDS files.
[22:17] <vasc> but it also opens some files i didn't expect really.
[22:17] <vasc> it opens S3.SDS before S55.SDS ever shows up.
[22:18] <vasc> S3.SDS is the main title screen. i thought it was S55.SDS
[22:22] <vasc> hm
[22:27] <vasc> it seems to preload the .SDS then then it plays the contents.
[22:28] <vasc> so it shouldn't draw the bubble immediately after that
[22:28] <vasc> and it always loads the ADH before it loads the ADS
[22:30] <vasc> that's weird. i can't see any of the ADH files it tried to load in my resource file dump.
[22:30] <vasc> whatever
[22:31] <vasc> it all looks like chinese to me
[22:31] <vasc> i'll reboot and try ida like you said
[22:31] <vasc> hm
[22:32] <vasc> if i knew VGA interrupts perhaps that might help.
[22:32] <snover> that information is unlikely to help you reverse-engineer the compression format
[22:33] <vasc> i have thought of another method to reverse engineer the VQT block compression format.
[22:33] <vasc> i.e. feed it bad data and analyze the results.
[22:34] <snover> the results will probably be an out-of-memory read and crash.
[22:34] <snover> out-of-bounds memory*
[22:34] <vasc> i know it's probably block compression because of this
[22:34] <vasc> https://imgur.com/a/ksWcs
[22:35] <vasc> if i replace the INTRO1.BMP and INTRO2.BMP from the VQT versions to the BMP|VGA versions, it does crap like this.
[22:35] <vasc> or was it FACE1.BMP and FACE2.BMP
[22:36] <vasc> but i don't know compression that well
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[22:37] <vasc> that's why i'm more concerned about the game files than the VQT decoder.
[22:37] <vasc> well, that, and because the Mac version doesn't use VQT
[22:37] <vasc> i'll reboot then
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[22:43] <vasc> ida needs some python module.
[22:43] <vasc> bah.
[22:43] <vasc> no x-refs.
[22:46] <snover> then next, look for immediate values matching the offset of the string, and find one that is being used by something that is either a FLIRT-identified printf library function, or one where it is loaded into the SI register.
[22:48] <snover> when you find the right one you can turn it into a data segment offset using the hotkey o (data offset, edit -> operand type -> offset -> offset (data segment))
[22:48] <snover> or if the string is actually within the current segment and not a separate data segment, ctrl+o instead.
[22:48] <snover> s/current/same code segment
[22:49] <snover> i need to run for a while, someone else hopefully is around that might be able to provide additional guidance, or else i will be back in a couple hours.
[22:53] <vasc> mmkay
[22:53] <vasc> i'll try to find docs on this
[22:53] <vasc> it's all chinese to me
[23:01] <vasc> i guess i'll install bochs
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[23:49] <vasc> ah great. bochs doesn't work in 16-bit inside IDA.
[00:00] --- Mon Nov 20 2017