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[00:04] <snover> does anyone have a copy of sq4 floppy at hand?
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[01:43] <snover> what happened to relocation blocks around SCI1 sure is strange. most of the time, but not 100% of the time, they have an extra null entry stuck after the entry count. its definitely an extra entry, and not just an extension of the count from 16- to 32-bits, but it is not reflected in the entry count (i.e. the entry count is off by one in these scripts).
[01:47] <snover> in all the games ive checked, there arent ever zero entries in the middle of the block, only this one at the start of it.
[01:47] <snover> and when i say not 100% of the time, i mean there are games like Police Quest 3 where all the scripts have this extra null entry except for script 997.
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[02:46] <tsoliman> snover: I have sq4 floppy sitting right here
[02:46] <snover> tsoliman: which version is it?
[02:47] <tsoliman> 1.1 INT#4.29.91
[02:48] <tsoliman> do you want me to `strings` it?
[02:48] <tsoliman> because I think the INT# is a date
[02:49] <tsoliman> `strings` says "1.000.753"
[02:51] <tsoliman> VERSION file says 1.1 (and so does the floppy disk label)
[02:52] <snover> darn, i was hoping for one of the 1.SQ4.057 versions
[02:52] <snover> thanks though!
[02:52] <tsoliman> :(
[02:52] <tsoliman> where would it say that? in the VERSION file?
[03:03] <snover> uh, it is the interpreter version. i guess these are the international releases. http://wiki.scummvm.org/index.php/Sierra_Game_Versions#SCI1_.28late.29
[03:10] <snover> I am sure it is fine and that I will definitely not break anything :)
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[05:29] <snover> phew. there is a weirdo script in rama (64948) that has an object with zero properties. looks like some development code that was accidentally left there, which generates sierra script code for hotspots/polys.
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[06:13] <snover> phew. i think i finally got this all sorted out. another big commit day is tomorrow, i hope!
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[09:10] <WooShell> good meowning =^.^=
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[12:24] <m_kiewitz> has anyone worked on reversing accolade games like Search for the King?
[12:24] <m_kiewitz> i was just lucky and got that one CIB mint even including hint book for 17 EUR only :P
[12:25] <m_kiewitz> I already own Altered Destiny
[12:27] <Lightkey> are you sure it's worth that much?
[12:28] <m_kiewitz> mint condition + hint book is rare
[12:29] <m_kiewitz> it's available in somewhat mint condition from Greece atm without hintbook for 120 EUR
[12:29] <m_kiewitz> i have never seen the hint book ever
[12:29] <m_kiewitz> if that seller would have sold it worldwide, i'm absolutely sure it would have gone way higher
[12:30] <Lightkey> sure, still doubt it's actually worth that much
[12:32] <m_kiewitz> it's 17 EUR only. When I'm really lucky I get mint CIB for around 10 EUR. And for Search for the King for example the newspaper is almost always missing too
[12:32] <m_kiewitz> it's not like I paid 170 EUR :P
[12:39] <t0by> Simei: welcome :)
[12:45] <Simei> t0by Thanks ! I read your email quickly and your advice are very useful. :D
[12:46] <Simei> I will re-read it more carefully later today. :)
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[12:46] <t0by> Simei: anytime :)
[12:46] <mataniko> worth is subjective
[12:47] <mataniko> sounds like you're happy with your purchase
[12:47] <mataniko> worth it :)
[12:50] <DJWillis> Hi Simei, welcome back to the chan.
[12:53] <DJWillis> Simei: a little bird mentioned you may be having some fun getting onto IRC regularly. Have you tried connecting to Freenode using the SSL ports as they are less commonly blocked (https://freenode.net/kb/answer/chat) or using a service like IRCCloud (https://www.irccloud.com/) to give you logged long term access via what is in essence a web ICR bouncer.
[13:00] Action: t0by chirps
[13:13] <Simei> DJWillis I haven't tried with them. I will test them when I get back to school next monday. Thanks a lot!
[13:18] <t0by> Simei: please forgive me for asking, but is your name Si1 mei3? Si1 like "silk"?
[13:25] <Simei> t0by It's Si1 for "think about" and mei2 for "rose".
[13:25] <Simei> Quite close :)
[13:27] <t0by> Oh. I feel stupid, thanks.
[13:31] <Simei> Haha, don't feel that way. Chinese is quite complicated. :)

[13:33] <t0by> I've taken Mandarin for a brief time, years ago. I find the language rather sensible, in fact. Unfortunately I don't get to practice, so I can barely say "hi" anymore.
[13:46] <Simei> Yes, it's true, a mere difference in the accent changes a lot in the meaning. It's difficult to learn it well without an environment to practice.
[13:52] <Lightkey> which begs the question where you learned English that well, certainly not France?
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[13:59] <t0by> Ouch.
[13:59] <criezy> Should I feel offended?
[14:00] <criezy> (although I didn't really learn English until after I moved out of France)
[14:10] <Simei> :x
[14:18] <Lightkey> wait, that's why you put a space before the exclamation mark, right?
[14:19] <Lightkey> but I wasn't trying to offend, actually, just the first time I've seen a Chinese with English that good :p
[14:23] <t0by> Lightkey: you're making it worse :P
[14:23] <Lightkey> maybe, I'm just curious
[14:29] <Simei> Haha, never mind, just a bit confused. Where are you guys from? I imagine that many are from France ? Curious as well. :)
[14:32] <t0by> I'm Italian, and no, I don't wear overalls, don't have a thick mustache and don't especially enjoy singing neapolitan songs :P
[14:32] <Lightkey> oh right, you can't do a whois I guess
[14:33] <criezy> A few of us are from France, but don't actually live in France.
[14:34] <criezy> And the plenking discussion is a recurrent theme here.
[14:34] <criezy> We still haven't managed to convinced the world it was the best thing after camemberg and baguette.
[14:34] <t0by> Ja, ja, gotta love kamemberg.
[14:35] <criezy> (for plenking see http://www.urbandictionary.com/define.php?term=plenk )
[14:35] <Lightkey> looking at the ops that I know, Ukraine, Poland, France, Great Britain, Germany, Australia, Sweden, the Netherlands, USofA, Norway, Italy..
[14:37] <criezy> Oh, the map on http://wiki.scummvm.org/index.php/Developers_Bios is gone...
[14:37] Action: criezy is sad
[14:39] <Lightkey> oh, always forget about Belgium, he's a strange one though :-D
[14:40] <criezy> And he's from France :P
[14:40] <t0by> That's indeed strange for a Belgian.
[14:41] <Lightkey> criezy: I'm sorry to hear that
[14:41] <Lightkey> but enough about Poirot
[14:41] <t0by> Ouch.
[14:41] <Lightkey> actually, aren't there any games with him?
[14:42] <t0by> I know what you're up to.
[14:42] <t0by> You are not turning this into a Plumbers conversation, sir.
[14:42] <Lightkey> MobyGames says no :-(
[14:42] <criezy> The ABC muders or something like that I think.
[14:43] <Lightkey> oh right, probably not in the title
[14:43] <t0by> Oh, poirot as in the actual poirot.
[14:43] <t0by> There was a 2.5D Murder on Prient Express game, I think?
[14:43] <criezy> Are you thinking of The Last Express?
[14:43] <t0by> https://en.wikipedia.org/wiki/Agatha_Christie:_Murder_on_the_Orient_Express
[14:44] <t0by> I'm not.
[14:44] <criezy> Oh, I didn't know that one.
[14:45] <t0by> Oh
[14:45] <t0by> https://en.wikipedia.org/wiki/The_Scoop_(video_game)
[14:50] <Lightkey> I forgot there were a lot of Agatha Christie games from about a decade ago
[14:51] <Lightkey> https://www.mobygames.com/game-group/inspiration-author-agatha-christie helpful MobyGames is helpful
[14:56] <Lightkey> three by AWE Productions, three by Floodlight Games and the ABC Murders by Artefacts Studio
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[15:55] <snover> m_kiewitz: did you ever finish looking into whether EngineState::wait can stop mutating r_acc?
[15:56] <m_kiewitz> no, but right wanted to do that
[16:03] <m_kiewitz> snover: do you remember which ones i already checked?
[16:03] <m_kiewitz> I think kPortait is missing, but also a few others
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[16:05] <snover> m_kiewitz: i dont know, according to xcode the method is called in GfxFrameout::shakeScreen (where it should not be mutating r_acc), GfxScreen::kernelShakeScreen, GfxTransitions::fadeIn, GfxTransitions::fadeOut, kWait, and Portrait::doit
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[16:06] <m_kiewitz> will check those, i seriously doubt that fadein/fadeout are meant to change r_acc
[16:07] <m_kiewitz> shake screen calls the video driver, so will have to check that to make sure
[16:19] <snover> in other news, i have a reproducible test case for the failed to locate base object warning, and appear to see that a dependent script is not being loaded. in this case, it is an object from script 380 with a species value that points to an object in script 990, but script 990 did not load when the save game loaded (but it was there before loading the save game)
[16:20] <snover> script 990 script had 0 locks
[16:20] <snover> script 380 also had 0 locks
[16:22] <m_kiewitz> i think some larry 5 saved games get the same warning
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[16:51] <wjp> snover: I wonder what it means that script 380 has 0 locks
[16:57] <snover> its a good thing to wonder.
[16:57] <snover> wjp: do you have ecoquest floppy and would like a copy of this save game to look at?
[16:59] <snover> running with --debugflags=gc, i *think* the garbage collector is deallocating the entire superclasss (JumpTo) script (990), but it never adds or checks the affected object (fJump) from script 380
[17:00] <wjp> yeah, I should have EQ1 floppy
[17:19] <snover> also when i said '990' over and over again, i actually meant 991. oops. 😅
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[18:25] <Simei> DJWillis : IRCCloud works well for me. Thanks! :D
[18:25] <Simei> Nice to meet you all!
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[19:21] <snover> so i think if i am understanding this base object problem correctly, the situation is that there is a reference held to a single object from script 380 (outsideGateLever, referenced by CueObj::client in script 950), and there are no explicit locks on script 380. that one reference keeps script 380 loaded, but since all the other objects in the script arent reachable any more, their dependencies are now considered open to collection.
[19:21] <snover> while the superclasses for most of the other objects in the script are still referenced by *other* reachable objects, fJump is the only object with a reference to the JumpTo superclass, so that superclass gets garbage collected, even though the object itself is not collected because script 380 is cannot be collected.
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[19:23] <wjp> it's not so much that all the other objects in the script aren't reachable any more. Script 380 has been explicitly unloaded via kUnLoad AFAICT
[19:24] <wjp> and that makes the GC disregard its objects, which makes the VM free to remove their dependencies
[19:27] <snover> is there some hidden GC code for a kUnLoad call? I only see that that call does something for kResourceTypeMemory
[19:27] <wjp> kUnload marks the script as deleted
[19:28] <snover> are you thinking kDisposeScript?
[19:28] <wjp> maybe
[19:28] <wjp> the one of those I mean sets the number of lockers to 0, and that makes the GC ignore the script
[19:28] <snover> oh, and there is that other problem that *only* run_gc will destroys segments, so if the segment becomes ignored by the GC then it is never cleaned up
[19:35] <wjp> (yes, I meant kDisposeScript)
[19:36] <snover> ok, so i guess disregard most of that. the thing about JumpTo being collected because it has no other references i still think is correct? the rest of that not so much.
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[19:37] <wjp> what is the actual problem here?
[19:37] <wjp> i.e., what's breaking?
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[19:40] <snover> i *think* that the main problem is that we are leaking memory from scripts that arent getting deallocated
[19:41] <wjp> once CueObj::client gets reset/re-used, script 380 should be deleted here, I'm guessing
[19:41] <snover> i tried explicitly zeroing out that property and running gc from the debugger and script 380 persisted
[19:43] <snover> ach.
[19:44] <snover> it finally went away after walking around to different rooms.
[19:44] <wjp> apparently 0005:06e6 OnMeAndLowY also has a ref
[19:45] <wjp> clearing those two releases 380
[19:47] <snover> is there a debugger command to find retainers?
[19:49] <wjp> no... I just let it dump everything atm and search through it afterwards...
[19:49] <snover> ok :)
[19:51] <snover> so i think what i will do is replace this objects.erase call with a long comment explaining that everything is OK
[19:53] <snover> i will ask you to read the comment once its there to make sure im actually getting it right this time&
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[20:55] <TMM> wow, sounds gnarly
[20:59] <TMM> does sci do its own interpreter specific gc?
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[21:02] <snover> wjp: https://gist.github.com/csnover/21605c07c6e83e844ffe160038b8ed04 good?
[21:02] <snover> its a little verbose. mlm. :|
[21:05] <snover> TMM: yes, the garbage collector is part of the SCI VM.
[21:07] <t0by> Speaking of gcs
[21:07] <t0by> Simei: how is it going?
[21:08] <t0by> I can't wait to see those drafts :)
[21:10] <t0by> (No pressure, I'm just curious)
[21:11] <wjp> snover: that sounds right
[21:15] <Simei> t0by: I'm still working on the blog of git. I still want to add 2 use case examples. Then it will be fine.
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[21:27] <GitHub51> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHUWe
[21:27] <GitHub51> scummvm/master 1b10678 Paul Gilbert: TITANIC: Fix blitting of game objects with a transparency surface
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[21:28] <GitHub191> [scummvm] criezy pushed 1 new commit to master: https://git.io/vHUWf
[21:28] <GitHub191> scummvm/master 7cef982 Lothar Serra Mari: I18N: Update translation (German)...
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[21:55] <GitHub189> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHUln
[21:55] <GitHub189> scummvm/master 7fb217b Paul Gilbert: TITANIC: Remove unused variable
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[23:51] <simbalion`> Hiya, trying to install the debian package it complains that libjpeg8 isn't installed. there isn't a libjpeg8 package so I followed the dependency link for jpeg and compiled/installed jpegsr8d however the installer still says it's missing libjpeg8... Can anyone help?
[23:54] <TMM> simbalion`, what os are you trying to install on?
[23:55] <simbalion`> TMM: Debian Jessie
[23:58] <snover> simbalion`: what page are you reading about how to compile?
[23:58] <simbalion`> snover: I was installing from the debian package..
[23:59] <simbalion`> unless you're talking about the jpeg library, it was this http://www.ijg.org/
[23:59] <simbalion`> the link is on the downloads page under libraries
[00:00] --- Sun May 21 2017