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[01:01] <GitHub175> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxG5n
[01:01] <GitHub175> scummvm/master 0a20df9 Paul Gilbert: XEEN: Fix setSpeedTable crash after missed ranged attack
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[01:26] <GitHub193> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxGd1
[01:26] <GitHub193> scummvm/master 9504ecd Paul Gilbert: XEEN: Fix whether events are checked after openGrate calls
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[02:03] <GitHub198> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxGNJ
[02:03] <GitHub198> scummvm/master a69294d Paul Gilbert: XEEN: Fix Items dialog header when an item is selected
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[03:50] <Deledrius> It's probably been ten years since I was poking around in files on an NDS ROM. Can't seem to remember what I used... :(

[06:17] <Strangerke> Deledrius :)
[06:19] <Deledrius> Did you find something?
[06:48] <Strangerke> Not really, I didn't find time yesterday
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[08:03] <bonki> good morning!
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[08:15] <GitHub167> [scummvm] rsn8887 pushed 1 new commit to master: https://git.io/vxZYU
[08:15] <GitHub167> scummvm/master 9af2b5c rsn8887: PSP2: fix touch sometimes not directly under finger
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[08:46] <Strangerke|work> hi guys
[08:46] <madmoose> Morning all
[09:02] <rsn8887> hello
[09:02] <Joefish> morning :)
[09:02] <rsn8887> I wonder is Blade Runner playable? I still have the original 4 or 5 CDRoms here. I think my version is the German one...
[09:03] <rsn8887> I loved that game, but was stuck somewhere in that dance club.
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[09:07] <Strangerke|work> rsn8887: the developers working on it are still adding daily a bunch of characters
[09:07] <Strangerke|work> rsn8887: so it may be playable to a certain degree, but not completable
[09:07] <rsn8887> Ok. I will try to dig out my CDs in the meantime...
[09:08] <Strangerke|work> that could be very helpful if your version is unknown
[09:08] <Joefish> iirc the first chapter is done but after that I don't know
[09:08] <rsn8887> Nice.
[09:12] <Strangerke|work> Joefish: Gosh, I misread, I thought you were talking about Robin :P
[09:13] <Joefish> :)
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[09:15] <stroggoff> good morning
[09:15] <Joefish> morning stroggoff
[09:21] <stroggoff> :)
[09:24] <stroggoff> I also wonder how the localized versions of Blade Runner will work. I think they'll probably be ok for the main stuff (proper dialogues and menus). But I'm curious if they also translated the unused dialogues as well.
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[09:25] <waltervn> morning
[09:27] <Joefish> morning waltervn
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[09:49] <Joefish> how comes you can select RogueVM as a category on GSoC? I thought it was frozen indefinitely (actually it seems it was erased from the internet) after ScummVM started adding RPGs like DM.
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[09:58] <Strangerke|work> Joefish: no idea
[10:00] <criezy|Work> Good morning
[10:00] <Strangerke|work> hi criezy
[10:00] <Joefish> morning criezy|Work
[10:00] <criezy|Work> And nice work from all those involved for the Robin Hood engine!
[10:01] Action: Strangerke|work dances and hugs Joefish
[10:01] <Joefish> <3
[10:01] <Strangerke|work> I love isometric 3D
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[10:03] <Strangerke|work> Note to myself - Next step: convince everybody that Populous and PowerMonger are adventure games.
[10:03] <Strangerke|work> MOUWHAHAHAHAHA
[10:03] <criezy|Work> or RPG ;-)
[10:04] <Strangerke|work> yes, you're right, it's a RPG :D
[10:04] <Strangerke|work> you play the role of a God, so it's a role-playing game
[10:05] <Strangerke|work> QED.
[10:05] <Joefish> :D
[10:06] <Strangerke|work> I still have the floppies of Populous including the extra floppy to play additional worlds (such as the Lego world)
[10:46] <bonki> Populous was great, I also should have the floppies lying around somewhere :)
[10:47] <Strangerke|work> including the expansion disk? :)
[10:47] <bonki> that I'm not so sure about, probably not :(
[10:48] <Strangerke|work> the engine is small if you're interested
[10:48] <Strangerke|work> O:^)
[10:48] <bonki> hmmmmmm :)
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[10:59] <madmoose> rsn8887: stroggoff: Chapter 1 is playable. All text and audio are in the data files so localized versions should work but they're less tested at the moment.
[10:59] <madmoose> stroggoff: What do you mean by unused dialogue?
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[11:06] <madmoose> Strangerke|work: I'd work on Mega-lo-Mania :P
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[12:31] <Strangerke|work> whiterandrek: Did you already open Pink Panther in IDA to have a look at the binary?
[12:33] <stroggoff> madmoose, like the Runciter VK test, or the dialogues McCoy has with Rachael (not at the Tyrell Building)
[12:34] <whiterandrek> Strangerke: yes
[12:34] <Strangerke|work> whiterandrek: is it hardcoded?
[12:35] <Strangerke|work> or does it use some kind of scripting for the scenes?
[12:35] <whiterandrek> Strangerke: interesting scripting
[12:36] <whiterandrek> scripts are written as objects
[12:36] <whiterandrek> in data file
[12:36] <Strangerke|work> ok, nice
[12:36] <whiterandrek> for example this is objects for intro:
[12:37] <whiterandrek> https://gist.github.com/whiterandrek/e17156f81ae03501c20667b77f160622
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[12:38] <Strangerke|work> That will help you a lot as you already know some game internals based on that :)
[12:38] <whiterandrek> The real problem for now is animations files
[12:39] <whiterandrek> They are in CEL format(modified FLIC) and scummvm's flic decoder can't decode
[12:39] <Strangerke|work> because of the format? or for some other tricky reason?
[12:40] <whiterandrek> because of format
[12:40] <Strangerke|work> Did you try ffmpeg on those?
[12:41] <whiterandrek> I have tried QuickTime and it plays them, but the image is distorted
[12:44] <whiterandrek> I have found description format for CEL and the only difference between flic and cel is header
[12:45] <Strangerke|work> then play it as a flic
[12:45] <Strangerke|work> I would try something as easy as: load it, hack a flic header in it, play it
[12:45] <Strangerke|work> just to check if it gives results
[12:47] <Strangerke|work> I'm a bit puzzled by the schedule you propose, maybe there's something I'm not understanding properly
[12:47] <whiterandrek> Thanks for tips. I will try it now
[12:47] <Strangerke|work> you're describing weeks 1 to 7 only
[12:47] <Strangerke|work> are those weeks?
[12:47] <Strangerke|work> or targets?
[12:48] <Strangerke|work> BEcause the GSoC lasts 12 weeks, I think
[12:48] <Strangerke|work> (14 May => 6 Augustus)
[12:50] <whiterandrek> I need to add more weeks.But it hard to understand how much time i need for this feature.
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[12:51] <Strangerke|work> yes I can understand that, maybe add a todo so that it's not misinterpreted
[12:52] <Strangerke|work> I don't expect that part to be finished before week 9 or 10
[12:52] <Strangerke|work> so you have 2 weeks to make the game completable, which should be feasible if the room 1 is completely playable
[12:53] <whiterandrek> Ok, and beside schedule is it something wrong with application?
[12:53] <Strangerke|work> Also, I added Dreammaster to the list of potential mentors, don't hesitate to put his name on your proposal as a co-mentor
[12:54] <Strangerke|work> Well, the number of hours a week is a bit low compared to what Google ask for (ie: 40h/week iirc)
[12:55] <Strangerke|work> As for the deliverable, you should shoot for the moon: make us dream and tell us that the engine will be complete at the end
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[12:58] <whiterandrek> Thanks. I will rework proposal.
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[12:58] <Strangerke|work> It seems you merged your answer about availability with the next question (how you plan to handle real life, such as exams)
[12:59] <Strangerke|work> that would be nice you answer this one. Telling your exam schedules would be a good information (or any planned RL stuff)
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[13:03] <Strangerke|work_> Sorry, crash
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[13:13] <Strangerke|work_> I have added the comments on the proposal too, so that other mentors don't have to search in the logs :)
[13:13] <whiterandrek> Thanks
[13:15] <Strangerke|work_> and please read your PM
[13:15] <Strangerke|work_> :D
[13:15] Nick change: Strangerke|work_ -> Strangerke|work
[13:20] <Strangerke|work> whiterandrek: one last thing
[13:20] <Strangerke|work> you're already coding, right? Tell it! It's easy to miss the link on the bottom of your proposal
[13:23] <whiterandrek> https://github.com/whiterandrek/scummvm/tree/pink
[13:23] <whiterandrek> https://github.com/whiterandrek/OrbExtractor - extractor of resources
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[17:22] <Strangerke|work> whiterandrek: Maybe it's a silly question: Did you ever look at "Alyce" to see if it's using the same engine?
[17:22] <Strangerke|work> (was it released?)
[17:24] <Strangerke|work> https://web.archive.org/web/19991005232616/http://www.wanderlust.com:80/toybox/
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[17:29] <whiterandrek> Can't find this game in google
[17:30] <whiterandrek> I think it wasn't released
[17:30] <Strangerke|work> then maybe it was cancelled
[17:33] <whiterandrek> Considering your question about supporting 2 games at once. I have tried to launch Passport to Peril by using exe from Hokus Pokus and it works if you rename data files
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[17:35] <GitHub15> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxnWf
[17:35] <GitHub15> scummvm/master 891d972 Eugene Sandulenko: BLADERUNNER: Simplified detection tables
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[17:37] <Strangerke|work> whiterandrek: ok, that's clearly a super important information you could add to your proposal
[17:39] <Strangerke|work> I have to go back home, I'll be back in a couple of hours. ttyl
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[18:38] <GitHub150> [scummvm] bgK pushed 1 new commit to master: https://git.io/vxnzx
[18:38] <GitHub150> scummvm/master 728f4d4 Bastien Bouclet: CREATE_PROJECT: Place libs requiring symbols before libs providing them...
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[18:47] <eriktorbjorn> Looks like the Valgrind warnings I get with the Cinepak decoder in Starship Titanic isn't about the contents of clipTable at all, but that it gets uninitialized values for y, u and/or v and uses them to calculate indexes into clipTable.
[18:56] <bonki> But didn't you also say that those values often are negative which doesn't sound quite right either?
[18:57] <snover> uninitialised data can be anything, its uninitialised
[18:57] <bonki> That's not my point
[18:57] <bonki> of course it can be
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[19:02] <bonki> my point is that if the indices become negative because of other uninitialized data then Valgrind should still report the out-of-bounds access which happens as a result, no?
[19:14] <bonki> ?
[19:18] <eriktorbjorn> bonki: Well, the indexes can be negative but it turns out that clipTable points to the middle of an allocated buffer.
[19:18] <bonki> eriktorbjorn: right, then it makes sense :)
[19:20] <eriktorbjorn> I think negative indexes, as well as sufficiently large positive indexes, will always yield zeroes from the table, in which case it was probably done that way to cut down on the number of comparisons.
[19:22] <eriktorbjorn> But figuring out why the values were uninitialized... I have no ideas for an easy way to do that.
[19:23] <eriktorbjorn> And no time right now anyway. :-)
[19:24] <bonki> heh
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[19:55] <Joefish> I forgot that there's a draft review phase before submitting the final proposal for GSoC.. So, for anyone interested, I would appreciate your feedback on my proposal :)
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[20:43] <bonki> Joefish: where can one find your proposal?
[20:43] Nick change: _sev_ -> _sev
[20:44] <Joefish> bonki, afaik it should be visible for mentors on the GSoC site
[20:44] <bonki> ah
[20:44] <Joefish> if you can't see it I can give you a link
[20:44] <bonki> I'm not a mentor so I guess I can't access it then?
[20:45] <Joefish> I don't know how it is setup. I'll send you a PM
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[21:27] <GitHub183> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxnHD

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[21:55] <GitHub0> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxndz

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[22:24] <GitHub43> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxnAG

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[00:00] --- Wed Mar 21 2018