[00:00] you sure you got the Debian jessie ScummVM .deb? [00:00] http://www.scummvm.org/frs/scummvm/1.9.0/scummvm_1.9.0-jessie.1_amd64.deb [00:01] that one [00:01] then the dependency should be changed, since there is no libjpeg8 there [00:02] I think libjpeg8 was in wheezy [00:02] but this is turning into groundhog day, I don't remember what was decided about it last time [00:05] Debian's package in Stretch depends on lijpeg62-turbo instead [00:06] maybe for 1.10.0 we should just ship an appimage for Linux? [00:06] and/or a flatpack [00:06] I wouldn't mind building a flatpack as well as the win32 release for 1.10 [00:06] Stretch is coming out soon but who knows when [00:07] There's a libjpeg62-turbo in jessie [00:09] Ah I was able to install the version in testing :) So no worries [00:09] simbalion`: sorry, for some reason i saw the word compiled and missed the word package :) [00:12] dreammaster: excited to see very good rendering of the character animations now :) [00:12] I don't care when, I've been using Stretch since Jessie came out :-) [00:15] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Quit: ERR_SHUTDOWN [00:17] WooShell (~Markus@ipbcc06af5.dynamic.kabel-deutschland.de) left irc: Quit: If you understand or if you don't, if you believe or if you doubt - There's a universal justice, and the eyes of truth are always watching you. [00:26] does anyone know if the windows version of QFG4 is better than the dos version in any way? I can't spot differences besides the cursor not animating in the windows version [00:30] tsoliman: the sweet intro video has a higher framerate and the correct aspect ratio [00:31] yeah the howl doesn't match my memories [00:31] (I played on floppy on as a kid) [00:32] I'm discovering a lot of talkies that I never got to see as a kid with SCI32 :) GK1, PQ4, QFG4 .. etc [00:32] thanks again :) [00:33] (I played the non-talkie versions back in the day) [00:33] yeah. those are literally the only two game differences [00:33] snover: thanks! [00:33] technically in ssci the windows version would have had fewer entries for remapping (so possibly worse shadows), but in scummvm we use the whole palette regardless [00:37] that sweet intro video .. I the landscape looks like it was made with Bryce [00:37] it probably was [00:38] wow .. there's a 2010 version of Bryce :D [00:42] t0by (~t0by@unaffiliated/t0by) left irc: Quit: t0by [00:44] funny you mention talkies, I just watched a stream of Quest for Infamy the other day, just to have a peak, since I saw Quest for the Thorne before.. and kept watching till the end, doesn't even seem to be made by the same people, so much better, especially the incredible voices [00:46] Lightkey: https://twitter.com/stealthmountain ;) [00:46] GitHub138 (~GitHub138@192.30.252.41) joined #scummvm. [00:46] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHUuf [00:46] scummvm/master c4134a9 Paul Gilbert: TITANIC: Method renamings in star control camera classes [00:46] GitHub138 (GitHub138@192.30.252.41) left #scummvm. [00:50] sneeky one [00:51] i miss that bot. the variety of reactions was really something to behold [00:52] Lightkey: are you saying "Quest for the Thorne" is better than "Quest for Infamy"? [00:53] I own "Quest for Infamy" but not the other one .. the reviews were saying the opposite [00:59] ok I re-read what you said and understand now :) [01:45] DJW|Home (~djwillis@cpc2-trow6-2-0-cust204.aztw.cable.virginm.net) joined #scummvm. [01:45] #scummvm: mode change '+o DJW|Home' by ChanServ!ChanServ@services. [01:49] DJWillis (~djwillis@cpc2-trow6-2-0-cust204.aztw.cable.virginm.net) left irc: Ping timeout: 260 seconds [01:51] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 260 seconds [01:53] Dominus (~dominus@unaffiliated/dominus) joined #scummvm. [02:01] DJWillis (~djwillis@cpc2-trow6-2-0-cust204.aztw.cable.virginm.net) joined #scummvm. [02:01] #scummvm: mode change '+o DJWillis' by ChanServ!ChanServ@services. [02:02] DJW|Badger (~djwillis@cpc2-trow6-2-0-cust204.aztw.cable.virginm.net) joined #scummvm. [02:02] dreammaster (~dreammast@c-73-149-116-247.hsd1.ma.comcast.net) left irc: [02:04] DJW|Home (~djwillis@cpc2-trow6-2-0-cust204.aztw.cable.virginm.net) left irc: Ping timeout: 268 seconds [02:06] DJWillis (~djwillis@cpc2-trow6-2-0-cust204.aztw.cable.virginm.net) left irc: Ping timeout: 246 seconds [02:20] hold onto your butts. [02:20] GitHub73 (~GitHub73@192.30.252.40) joined #scummvm. [02:20] [scummvm] csnover pushed 13 new commits to master: https://git.io/vHUg2 [02:20] scummvm/master cb657c0 Colin Snover: SCI: Ignore patch resources with .DOS and .WIN extensions... [02:20] scummvm/master 14a521a Colin Snover: SCI32: Fix kPlatform operation for SCI2 through SCI2.1early... [02:20] scummvm/master 66efb75 Colin Snover: SCI: Add more support for >16-bit SCI3 offsets... [02:20] GitHub73 (GitHub73@192.30.252.40) left #scummvm. [02:21] GitHub92 (~GitHub92@192.30.252.42) joined #scummvm. [02:21] [scummvm] criezy pushed 1 new commit to master: https://git.io/vHUga [02:21] scummvm/master dd6cbaa Thierry Crozat: I18N: Update translations templates [02:21] GitHub92 (GitHub92@192.30.252.42) left #scummvm. [02:39] Strangerke_ (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [02:39] yay. open File objects have the name File now. [02:42] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 268 seconds [02:42] Nick change: Strangerke_ -> Strangerke [02:52] GitHub9 (~GitHub9@192.30.252.41) joined #scummvm. [02:52] [scummvm] csnover pushed 1 new commit to master: https://git.io/vHU2i [02:52] scummvm/master c73bf1c Colin Snover: SCI: Add resource hash to resource_info debugger command... [02:52] GitHub9 (GitHub9@192.30.252.41) left #scummvm. [03:09] Action: snover prods buildbot [03:21] pigeon (~pigeon@eth5284.nsw.adsl.internode.on.net) left irc: Ping timeout: 258 seconds [04:20] m-kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) joined #scummvm. [04:20] #scummvm: mode change '+o m-kiewitz' by ChanServ!ChanServ@services. [04:23] m_kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) left irc: Ping timeout: 255 seconds [04:48] until i can figure out how to meddle with the buildbot configuration to package a new master build whenever they are triggered by a commit, would it be burdensome to change the time of the daily build to run at like 8am CEST? i seem to end up committing things just a little bit after the build starts, so a couple hours later would hopefully mean i usually get my code into the nightly [04:50] Begasus (~begasus@ptr-4p6jpio7oitzdeg8apl.18120a2.ip6.access.telenet.be) joined #scummvm. [04:54] Begas_VBox (~Begasus@d54C3C8C2.access.telenet.be) joined #scummvm. [05:37] Lightkey (~Darklock@p200300764C7B174522CF30FFFE083718.dip0.t-ipconnect.de) left irc: Ping timeout: 272 seconds [05:49] Begas_VBox (~Begasus@d54C3C8C2.access.telenet.be) left irc: Quit: Vision[0.9.8]: i've been blurred! [05:50] Lightkey (~Darklock@p200300764C7B178222CF30FFFE083718.dip0.t-ipconnect.de) joined #scummvm. [06:39] Begas_VBox (~Begasus@d54c3c8c2.access.telenet.be) joined #scummvm. [06:51] Begasus (~begasus@ptr-4p6jpio7oitzdeg8apl.18120a2.ip6.access.telenet.be) left irc: Ping timeout: 246 seconds [07:03] Begasus (~begasus@ptr-4p6jpio7oitzdeg8apl.18120a2.ip6.access.telenet.be) joined #scummvm. [07:07] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) joined #scummvm. [07:54] waltervn (~waltervn@541B2DBA.cm-5-4a.dynamic.ziggo.nl) joined #scummvm. [07:54] #scummvm: mode change '+o waltervn' by ChanServ!ChanServ@services. [08:00] morning [08:03] LittleToonCat (~littlecat@47.54.148.237) left irc: Remote host closed the connection [08:23] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) joined #scummvm. [08:47] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [08:47] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. [08:54] ajax16384 (~User@109.60.130.33) joined #scummvm. [08:54] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [09:14] omer_mor_ (~Omer@46-117-132-33.bb.netvision.net.il) joined #scummvm. [09:16] omer_mor (~Omer@46-117-132-33.bb.netvision.net.il) left irc: Ping timeout: 260 seconds [09:34] WooShell (~Markus@ipbcc06af5.dynamic.kabel-deutschland.de) joined #scummvm. [09:34] good meowning =^.^= [10:00] Nick change: _sev_ -> _sev [10:01] omer_mor (~Omer@46-117-132-33.bb.netvision.net.il) joined #scummvm. [10:01] t0b [10:03] omer_mor_ (~Omer@46-117-132-33.bb.netvision.net.il) left irc: Ping timeout: 268 seconds [10:08] Good morning Simei, good morning all. [10:09] Good morning [10:31] rootfather (~rootfathe@unaffiliated/rootfather) left irc: Ping timeout: 240 seconds [10:42] t0by (~t0by@unaffiliated/t0by) left irc: Quit: t0by [10:43] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [10:43] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. [10:45] Cheeseness: oh, I didn't know about your Sludge tutorial [10:45] t0by: Hi hi [10:45] Simei here will be working on porting Sludge to scummvm [10:45] Oh, fascinating! [10:45] That's super neat, thank you for that. [10:46] No probs. My pleasure. I really wish I could get time to do some upstream bug reports/contributions, but it keeps slipping off the bottom of my todo list [10:46] I hear you. [10:46] I've got two or three similar engine articles that I need to get around to finishing/publishing too :/ [10:52] Ah, I've read about your sludge tutorial when I prepared for the sludge engine proposal. It's great. [10:55] Cheers :) [10:55] I also released the source for a Sludge game alongside publishing that if that's of value to you at all [10:59] Farmboy0 (~quassel@p5DD10334.dip0.t-ipconnect.de) joined #scummvm. [10:59] Farmboy0 (~quassel@p5DD10334.dip0.t-ipconnect.de) left irc: Changing host [10:59] Farmboy0 (~quassel@xoreos/farmboy0) joined #scummvm. [11:05] Yes, Robin's Rescue, I've tested it. A princess rescuing his lover. Quite cute. x) [11:06] ^_^ [11:13] I remember the sludge engine [11:13] didn't have a lot of games. but it did have out of order. [11:14] I liked that one. not sure where it can be downloaded these days [11:23] danielcamiel (~danielcam@unaffiliated/danielcamiel) joined #scummvm. [11:26] Strangerke_ (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [11:28] GitHub65 (~GitHub65@192.30.252.45) joined #scummvm. [11:28] [scummvm] criezy pushed 1 new commit to master: https://git.io/vHU7Y [11:28] scummvm/master 7198971 Paolo Bossi: I18N: Update translation (Italian)... [11:28] GitHub65 (GitHub65@192.30.252.45) left #scummvm. [11:28] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 260 seconds [11:28] Nick change: Strangerke_ -> Strangerke [11:35] Google it, we can get a windows version of Out Of Order :) http://www.download-free-games.com/freeware_games/out_of_order.htm [11:36] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [11:36] Henke37b (~Henrik@81-227-16-59-no133.bredband.skanova.com) joined #scummvm. [11:36] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Ping timeout: 240 seconds [11:36] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) joined #scummvm. [11:39] It's also available on the web archive (for example https://web.archive.org/web/20120412053318/http://outoforder.adventuredevelopers.com/). [11:43] abruanese (U2FsdGVkX1@ma.sdf.org) left irc: Read error: Connection reset by peer [11:44] Simei: two things [11:44] 1. Are you looking into the game data loader in order to get recognition working by any chance? [11:44] 2. What's blocking you in there? [11:45] In scummvm or sludge [11:45] ? [11:45] Well, you tell me :) [11:46] You reported being stuck with "loading game data" in #scummvm-sludge [11:46] yes, i mean I'm looking at the code in sludge to parse it [11:47] sludger.cpp, right? [11:47] yes [11:47] Question: are you doing this in order to get the data files recognized by ScummVM? [11:47] (it was part of your plan IIRC) [11:48] I get data recognized by applying scummvm functions [11:48] But I want to see how sludge data loader works to get a link between the two [11:49] Because if I remember correctly we generally don't *parse* files to do game recognition [11:49] So if you are trying to get recognition working, you *might* be barking up the wrong tree, let me check [11:50] No, I get game recognition work already in scummvm, but only applying the basic functions without really looking into game data [11:50] Like get icons, images, etc. [11:50] Ah, not really, in fact we use a mixed approach. [11:50] Here's the deal [11:51] *if* I'm not mistaken (I'm not super well versed in the detection system, somebody please correct me) *first* we try to match the files with a known md5 hash [11:51] one for every game we know [11:51] *then* we try "fallback detection", which involves some ad hoc logic [11:51] Yes, I've done it [11:51] If you do a quick grep you will find a bunch of virtual const ADGameDescription *fallbackDetect methods [11:52] fantastic [11:52] What is fallback detection ? [11:52] I mean I've done the *first* [11:52] Good. [11:52] not *then* yet [11:53] "Fallback detection" is when ScummVM is faced with a bunch of data files it does not know by md5, so it uses some engine-specific logic for what we call "fallback recognition". [11:55] I see, I guess that's what I mean for data parsing [11:55] Obviously data files we know by md5 correspond to a very specific version of a specific game we know and can support well (that's a consideration that's usually more applicable to engines like Scumm or SCI, which are closed sourceand have seen a bunch of famous games released over the years), but we want users to be able to launch slightly different editions if at all possible. [11:55] Take this with a grain of salt, though [11:55] I am not super well versed in recognition. [11:55] Anyway, if you grep, you will find a bunch of "const ADGameDescription *fallbackDetect" methods [11:55] read them and you'll get the idea. [11:56] If you have recognition by md5 I think you could commit it in a WIP branch, push it and share it already [11:57] Ok, that means I make a pull request? [11:58] At this point I would *personally* look into writing a minimal/stubby fallBackDetect method, as part of a stubby Engine that includes the basic boilerplate. [11:59] I'd love _sev's take on this, though. [11:59] Simei: don't do a PR just yet, just create a branch and push it on your own clone, then share it by pasting the link. [12:00] We [12:00] Ok, I get it [12:00] We'll see later if it's the case to merge it just yet (but probably it isn't, not until we have something working, I'd say) [12:01] I might be talking completely out of my ass though, so I'd welcome _sev or anyone who is familiar with detection and/or starting an engine from scratch to give better advice. [12:02] https://github.com/yinsimei/scummvm/commits/WIP1-1 [12:02] criezy: ^ ? [12:03] Ah, neat. [12:03] Good, good. [12:03] _sev ^ [12:09] Simei: so, what's blocking you with sludge itself? [12:11] Simei: it seems to me initSludge is doing the loading, right? [12:11] Yes [12:12] I don't understand where they really init things [12:12] <_sev> I would skip fallback detection at this stage completely [12:12] It seems every their initPeople, initObjectType [12:12] <_sev> concentrate on a single simple game or demo, get it displayed [12:13] <_sev> use lots of stubs at the beginning [12:13] are empty [12:13] _sev: yes, that is my assumption as well - but to do that you have to load stuff, right? [12:13] I do think we'd have to load files and populate stuff. [12:13] <_sev> yes [12:14] <_sev> normally you start with supporting whatever container formats there [12:14] Simei: yes, do keep the fallback detector stubbed for now. [12:14] <_sev> and then you look at graphics, since those are easy to check visually [12:14] That's indeed what initSludge seems to do [12:14] parses some sense out of a stream of bytes. [12:15] (along with other initialization, it seems) [12:18] Simei: my guess is that people are populated with a builtin script instead of hard coded C++ logic. [12:19] Or rather, with a builtin function called from a sludge script. [12:19] Let me check. [12:19] Ok, I will look into graphics first [12:19] I would indeed first try to get *something* loaded and populated, of course. [12:19] _sev: agree? [12:20] Ah! [12:25] danielcamiel (~danielcam@unaffiliated/danielcamiel) left irc: Read error: No route to host [12:28] Yes, it seems that people are populated by a builtin in builtin.cpp (grep "persona"), which in turn is called in the "builtin" case of the stack machine in sludger.cpp, so I'd be inclined to confirm my first guess. [12:29] the entry point for that seems to be runSludge() in sludger.cpp, which at a first glance seems to operate as a scheduler for a ring of "loadedFunction" [12:31] the entry point appears to be main.cpp:401: startNewFunctionNum (0, 0, NULL, noStack) [12:37] Simei: loadFunctionCode, called therein, seems to be what spawns a loadedFunction, i.e. a process, and loads the function code byte by byte from a "bigDataFile" global variable, which is set in sludger.cpp [12:37] er [12:37] which is set in setFileIndices, called in various places in sludger.cpp [12:38] Simei: this is very much not OOP, you'll probably want to OOPify that down the line and make it an attribute of your Engine class or something. [12:38] But if you can get *something* working first, it's a very good start. [12:41] Simei: setFileIndices is indeed called in your initSludge function. [12:42] Ok! I think I see a link now. [12:42] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 255 seconds [12:43] It seems the slightly convoluted logic is mostly to support translations, you might want to skip that and focus on the "default" version first. [12:43] i.e. the untranslated, i.e.... you get my point. [12:46] Simei: as a very first thing I'd try to graft initSludge onto your stubbed engine and open files (with fopen for now, but later you'll have to port it to our portable FileManager), *parse* stuff and print some debug data. Then we try to actually populate the data structures. Then we try to display something? [12:47] Ah, i see now. That's why there's numLanguages everywhere for indices [12:47] The first class citizens there *appear* to be scripts, which later call builtins to load other stuff. [12:47] This is all on a cursory reading. [12:48] Ok, I see. [12:49] Holy moley, http://hungrysoftware.com/ has not been renewed. [12:50] 1. Read file first 2. parse it and print debug info 3. define data structures for them 4. display the background [12:51] It seems their lead developer left the project [12:51] Yeah, the bad news is that probably somewhere between 2 and 4 you have "get interpreter up and running", or you can't load stuff. [12:52] I'd certainly start with 1,2, then we'll see. [12:53] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [12:53] #scummvm: mode change '+o Strangerke' by ChanServ!ChanServ@services. [12:53] I'm not super sure you will need that already, but I fear there's good chance you will. [12:53] It amounts to copy-pasting, stubbing anything non-essential and refactoring, in practice. Tedious but doable. [12:53] If it feels like your soul being crushed at the idea of putting a stack machine in just to display a background... it's a normal part of GSoC :) [12:55] True, the beginning is always hard :/ [12:56] "get interpreter up and running", what is the "interpreter" here? [13:00] the stack machine in sludger.cpp [13:00] bool continueFunction (loadedFunction * fun) [13:01] Ah, I see :/ [13:02] look at case SVT_BUILT: [13:02] that's where builtins from builtin.cpp are called, which *seems* to include the only cases, outside of save/load code, where stuff like personas are loaded [13:03] my conclusion is that there is a main game script that handles that by calling the interpreter's builtins. [13:03] Simei: it *might* be a good idea to look closely at the compiler and at some game data files. [13:04] (Or maybe you can get away without bothering with it, the engine code seems reasonable-ish to me, once you understand the logic) [13:04] Note that everything I've said so far is my opinion after quickly reading and thinking about the code [13:05] It's not The Truth (tm) [13:07] So all resources are passing by builtins and the interpreter except the game icon ? [13:07] I don't know about "all", but that seems to be the case for e.g. "personas" [13:08] It makes sense for that to be a general rule, with only scripts being loaded and started directly by the C++ code. [13:08] *However*, you will have to confirm or refute my hypoteses yourself, first by closer inspection, then by experiment. [13:09] I would be willing to bet some good money that I'm right, but I *might* lose it :) [13:09] Simei: oh, by the way, what editor/IDE are you using? [13:10] To wrangle relatively large codebases like these a good IDE that helps you navigate the code and follow references might be invaluable. [13:11] Ok, I get it . [13:12] I'm using sublime [13:12] Is it a "full" C++ editor? [13:13] *IDE [13:13] C++ IDE [13:13] if it's a simple editor with no notion of navigation inside a project, following references, etc etc you might be better off with a full IDE [13:14] Eclipse/CDT is not exactly something you fall in love with, but it works with Makefile-based projects in a plug-n-play fashion. [13:14] It has navigations inside projects as long as files are in the same folder [13:15] the same root folder I mean [13:15] I'll defer to anybody inside here who knows this Sublime thing enough to see how it stacks in comparison to Eclipse or MSVS [13:23] I tried Eclipse/CDT, but there are somme permission denied failures when I build [13:24] With files .d like sdl.d. Do you have any ideas about it ? [13:25] Ouch. [13:25] We'll see about it later, don't waste your time with it now, but... what OS and version of Eclipse are you using? [13:27] Ubuntu 16.04 and Eclipse 3.8.1 [13:27] Nothing weird, then. [13:27] Go on with your business, we'll see about this later. [13:27] Ok, thanks for all the help! [13:28] (Of course you don't happen do have run sudo make in the project dir or anything that might create temp files owned by root, right?) [13:31] No, I don't think so. [13:32] I will give a try by running sudo eclipse. :) [13:36] NO NO [13:36] don't do any of that [13:36] ok, I see :x [13:38] I'll go afk for a while, ttyl [13:40] sublime is more of a text editor, with some basic ide functionality [14:08] waltervn (~waltervn@541B2DBA.cm-5-4a.dynamic.ziggo.nl) left irc: Quit: Leaving [14:53] Simei: notice how in robins-rescue all character-related stuff is defined inside characters.slu, using constructors such as costume() that have a corresponding builtIn(costume) inside builtin.cpp [14:55] Ah, true! [14:56] My theory is that init() from init.slu or a similar predefined entry point is ran in the interpreter, and then those constructors are eventually evaluated by the interpreter. [14:56] I'm not super sure it's init() and I'm not sure about the exact evaluation strategy, but I guess that's the general idea. [14:58] Yes, I see what you mean [14:58] So yes, I would therefore focus on parsing the compiled .slg and printing some debug information about its inner structure. Then we'd populate our Engine object. Then we'd create a very very very simple 1-room, 1-script test game, stub *everything* in builtin.cpp except perhaps one or two debug primitives and see if we can run it. Then we'd unstub some primitives so that we can go as far as rendering a scene background. [15:01] Ok👍 [15:03] That's my personal, poorly researched opinion and _sev might see things very differently, though. [15:12] Simei: oh, rule of thumb: copypaste (and comment out) as much of the original code you can *now*, refactor later; try to make several atomic commits as possible (within reason), so that we can later, if necessary, "go back and forth" in time to see when a particular behaviour was introduced. [15:14] Ah, I see. [15:18] (if course I'm talking about the loading code from sludger.cpp and whatever it depends on, you can leave e.g. the audio bits out for the time being) [15:18] Ok [15:19] Right now we are working with chainsaw and hammer, not scalpel and microscope. [15:21] What we are doing here is porting an existing program (Sludge) to a new platform (the Osystem), not rewriting it. [15:22] (In theory, in practice we'll probably end up rewriting the hell out of some of it, but that's much later) [15:22] So for now, copy paste and stub, I guess ? [15:23] A mix of copy paste, comment out, stub and refactor. [15:23] (And add debug code) [15:24] See if you can port the loading function so that it can 1. print some debug info about the slg structure and then 2. load the scripts and populate the engine [15:24] At least that's how I'd go about it. [15:25] afk, ttyl [15:26] Ok, thanks a lot! [15:31] sh4rm4^bnc (~sh4rm4@sabotage.tech) joined #scummvm. [15:31] is there a list of games where the save feature is not implemented ? [15:32] as far as i'm concerned, playing a game without that feature is a waste of time since i dont intend to let my computer running for a month [15:33] sh4rm4^bnc: which game are you playing that has no save feature? [15:34] the first game i tried, simon the sorcerer amiga AGA version [15:34] You can save with the postcard in Simon the sorcerer if I remember correctly.... [15:35] ah [15:35] wouldnt it make sense to link that functionality to the save button in the scummvm menu ? [15:36] For some engines saving is controled by the scripts and saving from the scummvm menu is not possible, or at least not easy to implement. [15:37] *controled by the game scripts [15:38] m-kiewitz: does your German Torin CD have language directories (probably ENGLISH, GERMAN, FRENCH)? [15:38] yes [15:38] hmm... how about a message box that tells you to use the postcard when you click on the save button ? [15:39] hm. detection for Torin is getting a little crazy [15:41] it seems like most of the non-US releases had EGF subtitles, some also had audio localisation, we have some multilingual signatures that claim to support spanish and italian but i havent managed to confirm that those are actually a thing. one release has an ITALIAN directory but it actually contains english. this is a confusing mess :\ [15:52] Harekiet (~harekiet@kittens.harekiet.com) left irc: Ping timeout: 240 seconds [15:59] ny00123 (~ny00123@93.172.95.60) joined #scummvm. [15:59] LittleToonCat (~littlecat@47.54.148.237) joined #scummvm. [16:03] ajax16384 (~User@109.60.130.33) left irc: Read error: Connection reset by peer [16:04] Harekiet (~harekiet@kittens.harekiet.com) joined #scummvm. [16:04] t0by: hello friend. do you have some italian copy of Torin and could tell me some things about it? [16:15] is anyone on here able to read Spanish? [16:16] m-kiewitz, what you need ? [16:16] where is jvprat? :sadpanda: [16:26] m-kiewitz: i can kind of read it [16:26] snover: sh4rm4^bnc already helped me out thanks [16:31] anyone owns Torin's Passage - the fully localized French release? [16:31] Strangerke? [16:47] I'm back [16:47] snover: not at all, sorry [16:54] t0by: the fopen is forbidden in scummvm so I directly add printf in the code of sludge engine to see its structure. And strings show well with its own parse method. So I write a "table" of the content to make things clear? [16:54] omg new Star Trek series https://www.youtube.com/watch?v=0PhTS1Vyf6I [16:55] Simei: I'm sorry, I'm not following [16:55] Also, I think I did use sudo make to complie the project, and that may be the cause for eclipse permission problem :/ [16:56] As I mentioned, you can and should keep the fopen calls from the original code, we'll port those to our FileManager later [16:56] (Unless there is some restriction in place enforced by the compiler, but IIRC there is no such thing) [16:57] there is, forbidden.h [16:57] you can get around it for now with `#define FORBIDDEN_SYMBOL_ALLOW_ALL` [16:58] Ah, thanks snover [16:58] Simei: unless you mean "for logging", in which case a quick and dirty printf is probably enough for now, later on we have our own debugging functions. [16:59] Simei: yes, a "table" of the stuff contained within the data file is what I was thinking of. [16:59] #include "common/debug.h" and use `debug` function like you would use `printf` [17:01] Ok, thanks for the information! :) [17:30] printf debugging ftw [17:34] m-kiewitz: btw, re: laptops from the other day, c't compared a few 14" (sic) business laptops a few issues ago - dell, lenovo and two or three other ones [17:34] logix: t0by took me to the dark side - i ordered an older Lenovo Thinkpad - refurbished, w/ a SSD and dock [17:35] T520 [17:35] Hi, I downloaded Maniac Mansion Deluxe which was a fan-made remake in 2004, and I'm wondering if it's possible to play it using ScummVM? [17:36] m-kiewitz: ah, ok then [17:39] simbalion`: IIRC it doesn't use SCUMM or any other "standard" engine, I think it's something custom made just for that one game (I wouldn't even be surprised if it's monolithic) [17:39] as in doesn't really separate game logic/scripts/assets and engine [17:39] logix: ah ok, thanks :) I will try Wine then [17:40] It uses the AGS engine I think. [17:40] criezy: oh, then I'm misremembering, I only looked at it a bit back when it came out [17:41] has anyone used AdvancedMetaEngine to detect games using files in subdirectories? i cant seem to find any engine doing this, but the way Torin was released I would really like to be able to detect the existence of localisation files [17:42] which are in /msg/*.msg subdirectories [17:42] yeah pretty sure it's AGS too [17:43] oh, maybe i am just using directoryGlobs wrong [17:46] yeah, seems to be AGS according to https://www.scummvm.org/faq/#2_3 [17:52] waltervn (~waltervn@541B2DBA.cm-5-4a.dynamic.ziggo.nl) joined #scummvm. [17:52] #scummvm: mode change '+o waltervn' by ChanServ!ChanServ@services. [18:07] shoot. trying to detect two languages with identical filenames in different directories doesnt work because only a files basename is used when composing the file hash map. [18:29] dreammaster (~dreammast@c-73-149-116-247.hsd1.vt.comcast.net) joined #scummvm. [18:29] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [19:28] Begas_VBox (~Begasus@d54c3c8c2.access.telenet.be) left irc: Quit: Vision[0.9.8]: i've been blurred! [19:28] Begasus (~begasus@ptr-4p6jpio7oitzdeg8apl.18120a2.ip6.access.telenet.be) left irc: Quit: Ex-Chat [19:37] I'm going to call it a night [19:37] See you tomorrow everybody [19:37] Simei: if you still have issues drop me a line and I'll have a look before going to bed. [19:37] t0by (~t0by@unaffiliated/t0by) left irc: Quit: t0by [19:42] t0by: Ok, thank you! It went well in general. I've got a clear idea now. I'm just looking for an example of using FileManager. I think agi could be a good example? [19:45] it's the table describing game data inner strcuture that I make : https://docs.google.com/document/d/13MHR0tUaTyD7gwxnEoU-yJaTAzgd4VRjXVmrwh9dcW4/edit?usp=sharing [20:10] abruanese (U2FsdGVkX1@ma.sdf.org) joined #scummvm. [20:11] t0by (~t0by@host127-235-dynamic.4-87-r.retail.telecomitalia.it) joined #scummvm. [20:11] t0by (~t0by@host127-235-dynamic.4-87-r.retail.telecomitalia.it) left irc: Changing host [20:11] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [20:11] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. [20:15] Simei: hey, I've seen your last lines in the backlog. I wouldn't concern myself too much with FileManager if you can, just copy-paste the parse loop as it is, with fopen and all. I'd consider replacing it with FileManager only later. Unless, of course, there is some good reason for that (I can't think of any right now, but...). [20:17] Then, of course, comment out most of it with the exception of the actual parsing and print some debug information about *what* was in the file. When you've got there please share. [20:17] Good night again! [20:17] t0by (~t0by@unaffiliated/t0by) left irc: Quit: t0by [20:19] Ah, ok. I see. Good night [20:28] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) joined #scummvm. [20:47] https://twitter.com/Domino_One/status/865913666927026176 :-) [20:47] hubba hubba [20:56] GitHub23 (~GitHub23@192.30.252.42) joined #scummvm. [20:56] [scummvm] csnover pushed 1 new commit to master: https://git.io/vHTZ4 [20:56] scummvm/master fa0bb7d Colin Snover: BACKENDS: Compress screenshots using PNG if available... [20:56] GitHub23 (GitHub23@192.30.252.42) left #scummvm. [20:56] GitHub154 (~GitHub154@192.30.252.42) joined #scummvm. [20:56] [scummvm] csnover closed pull request #948: BACKENDS: Compress screenshots using PNG if available (master...png-screenshots) https://git.io/v9Hxh [20:56] GitHub154 (GitHub154@192.30.252.42) left #scummvm. [21:06] rootfather (~rootfathe@pD9F7EC43.dip0.t-ipconnect.de) joined #scummvm. [21:06] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) left irc: Read error: Connection reset by peer [21:07] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) joined #scummvm. [21:11] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) left irc: Ping timeout: 240 seconds [21:12] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) joined #scummvm. [21:20] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) left irc: Quit: Ex-Chat [21:20] cpasjuste__ (~cpasjuste@193.12.207.77.rev.sfr.net) joined #scummvm. [21:27] cpasjuste__ (~cpasjuste@193.12.207.77.rev.sfr.net) left irc: Quit: Ex-Chat [21:35] Farmboy0 (~quassel@xoreos/farmboy0) left irc: Remote host closed the connection [21:35] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [21:36] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) joined #scummvm. [21:38] Henke37b (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Quit: ERR_SHUTDOWN [21:44] waltervn (~waltervn@541B2DBA.cm-5-4a.dynamic.ziggo.nl) left irc: Quit: Leaving [22:07] apropos AGS, i tested fuzzie's branch a couple years ago and it worked amazingly well. could almost complete a couple games. [22:08] there was only one issue with pathfinding, but that since been fixed in upstream AGS so that patch could be easily ported to scummvm. [22:09] would be a complete waste if that branch was not polished for inclusion... [22:13] ny00123 (~ny00123@93.172.95.60) left irc: Quit: Leaving [22:41] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 255 seconds [22:49] m-kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray. [23:01] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [00:00] --- Mon May 22 2017