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[00:49] <snover> sigh. set the window size before toggling the fullscreen flag and sdl maintains the positioning but when you toggle off fullscreen it keeps trying to render at the fullscreen size. set the window size after toggling the fullscreen flag and it renders correctly but goes back to (0,0).
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[08:22] <m_kiewitz> snover: Phantasmagoria 2 Japanese just arrived
[08:22] <m_kiewitz> I'm so excited if it's censored or not
[08:45] <m_kiewitz> contains windows interpreter only
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[09:44] <m_kiewitz> interesting, it seems the Japanese version is fully uncensored and even has English audio w/ Japanese subtitle
[09:44] <m_kiewitz> s
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[09:45] <m_kiewitz> game itself was fully localized (even pictures were)
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[10:05] <WooShell> good meowning =^.^=
[10:06] <m_kiewitz> really weird, our Phantasmagoria 2 censorship wiki is the first choice on google
[10:07] <m_kiewitz> but the Japanese games wiki isn't even mentioned on the first 2 or 3 pages, although when you look for images almost all of them are from that wiki
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[15:43] <snover> m_kiewitz: woo! how were the subtitles added?
[15:43] <Lightkey> carefully
[15:44] <Lightkey> SCNR :<
[16:04] <snover> you might be thinking of a different company ;)
[16:14] <Lightkey> what? Apple was not involved
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[16:34] <m_kiewitz> snover: inside movies
[16:35] <m_kiewitz> probably encoded
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[17:06] <snover> hopefully that is one less thing to worry about then
[17:28] <snover> m_kiewitz: these fan patch entries in SciEngine::gameHasFanMadePatch for SQ6. is there a known problem with the fan patches that should cause scummvm to warn about it?
[17:28] <m_kiewitz> basically all fan patches should not be allowed
[17:28] <m_kiewitz> they almost always cause issues
[17:28] <m_kiewitz> they also break saved game compatibility most of the time
[17:29] <m_kiewitz> and if there is an actual issue that needs patching, we should rather do it ourselves anyway (and for sci16 already did)
[17:29] <m_kiewitz> fan patches are also almost all of the time language specific, so if there are localized versions of the game they won't work
[17:30] <Henke37> better just to add another hack in the code
[17:31] <snover> i guess i am unsure with things like the GK2 releases on GOG and Steam, which come with the fanmade GK2K patches and which I played through without a problem
[17:31] <m_kiewitz> GK2K?
[17:31] <snover> and QfG4, there is a pretty substantial patchset for that game to fix bugs that sierra never fixed too
[17:32] <m_kiewitz> yes, but we can do that ourselves
[17:32] <m_kiewitz> there are localized versions of qfg4
[17:32] <m_kiewitz> and the patches surely won't work on those
[17:32] <m_kiewitz> the gk2 subtitle script patch fully breaks saved game compatibility and even includes basically all scripts of the game, which makes no sense
[17:33] <snover> https://gkpatches.vogons.org/ these are the GK2K patches
[17:34] <snover> i have no idea what they do
[17:34] <m_kiewitz> so interlacing only?
[17:34] <snover> other than change the sierra logo view :P
[17:35] <m_kiewitz> qfg3 on GOG for example is quite broken
[17:35] <m_kiewitz> and the fan scripts even cause OUR patches to not work anymore because someone literally recompiled all the scripts and they are completely different
[17:37] <m_kiewitz> and for example this here "This non-Sierra update is one of NewRisingSun's script level timer bugs patches. Fixes:"
[17:38] <m_kiewitz> is probably not needed at all at least I couldn't reproduce the timer issues in Space Quest 6 at all
[17:38] <m_kiewitz> which is really weird though
[17:38] <m_kiewitz> one would have to check combat timing, i fixed that in qfg3 via script patch
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[17:40] <m_kiewitz> does any of those even fix the ending script bug?
[17:40] <snover> what ending script bug in which game?
[17:40] <m_kiewitz> this here
[17:41] <m_kiewitz> https://www.youtube.com/watch?v=tUnroFPwFaQ
[17:41] <m_kiewitz> i wanted to fix that :P
[17:42] <m_kiewitz> and yes we could maybe also fix that other issue that he mentions
[17:44] <snover> NRS patch: Ad Avis respawning after being killed
[17:45] <snover> Antwerp maze is no longer linked to the "Speed" slider setting (patch files 81.hep, 81.scr) this requires more bytes than i could find in the script when i tried to fix it
[17:45] <snover> (the patch script is recompiled)
[17:46] <m_kiewitz> see, that will break saved game compatibility
[17:46] <m_kiewitz> so it's a no no
[17:46] <m_kiewitz> i can look into that
[17:47] <m_kiewitz> is it CD? Floppy? both?
[17:47] <m_kiewitz> that's another problem - qfg4 floppy seems to be really badly broken, but CD also has issues
[17:47] <snover> definitely the CD version, not sure about the floppy version (but I would assume anything broken on CD is also broken on floppy)
[17:48] <m_kiewitz> you never know what else they did break and what they did exactly to fix some issue.
[17:48] <m_kiewitz> for qfg3 fan patches I gave up
[17:48] <m_kiewitz> those introduced uninitialized read quite a bit
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[17:49] <m_kiewitz> and i also prefer that we can just run the unmodified original game and fix everything that happens in our interpreter anyway
[17:49] <m_kiewitz> it's a much cleaner approach
[17:49] <m_kiewitz> that way the issues are also properly documented
[17:52] <m_kiewitz> snover: you played through sq6 without any patch applied right?
[17:52] <snover> yes
[17:52] <m_kiewitz> see I guess most of those issues do not even occur in our interpreter
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[17:53] <m_kiewitz> you played through kq7 too?
[17:53] <m_kiewitz> for kq7 it gets quite complicated too. There are like 3 or 4 versions, then there are localized versions too
[17:53] <snover> yes, only 2.00b though
[17:54] <m_kiewitz> by fixing that ourselves, we make sure that every version actually works
[17:54] <m_kiewitz> with fan patches users may also simply apply them to another version fully breaking the game
[17:54] <m_kiewitz> you had no problem with the firecracker?
[17:54] <m_kiewitz> i think that one happened in all of them
[17:54] <m_kiewitz> but was timer related
[17:55] <m_kiewitz> as i said - no idea why that doesn't happen, i tried to remove any speed throttler in SCI32 and it still didn't happen for me
[17:55] <snover> the firecracker was fine too
[17:56] <snover> i mean, i didnt check to see how long it took to explode, just i was able to safely use it without it going off early
[17:57] <m_kiewitz> in Dosbox it explodes within 1 second
[17:57] <m_kiewitz> so if you could make it, it works properly
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[18:01] <m_kiewitz> snover: here it is
[18:01] <m_kiewitz> https://www.youtube.com/watch?v=Xi9kOFJABPY
[18:01] <m_kiewitz> starts around 2:30
[18:01] <m_kiewitz> lol
[18:02] <m_kiewitz> i wonder if some fan will ask for an option to make that bug happen
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[18:37] <GitHub120> [scummvm] csnover pushed 15 new commits to master: https://git.io/v9Tn4
[18:37] <GitHub120> scummvm/master 3303a88 Colin Snover: SCI: Improve audio volume & settings sync code...
[18:37] <GitHub120> scummvm/master ec12c5a Colin Snover: SCI: Move ScummVM save/restore to GuestAdditions and reimplement for SCI32
[18:37] <GitHub120> scummvm/master c848639 Colin Snover: SCI: Clean up unnecessary delayed restore flags...
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[18:37] <GitHub198> [scummvm] criezy pushed 1 new commit to master: https://git.io/v9TnR
[18:37] <GitHub198> scummvm/master 106afe1 Thierry Crozat: I18N: Update translations templates
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[18:46] <tomsons26> Hello
[18:46] <tomsons26> Is anyone who works on the Blade Runner project here?
[18:57] <madmoose> tomsons26: Me and peterkohaut
[18:59] <tomsons26> So i work with C&C community's CCHyper and Omniblade, we are RE'ing Westwood's Red Alert as the main project currently of the few we have
[19:00] <tomsons26> Because of how Westwood wrote code to be as reusable as possible we look into all WW games for hints
[19:00] <tomsons26> I've managed to dig up a lot of debug binaries, some with symbols
[19:01] <madmoose> Cool. The VQA library is certainly shared.
[19:01] <tomsons26> yes i got symbols for a earlier revision of it
[19:01] <tomsons26> symbols beyond just function names
[19:01] <tomsons26> because WW left them in a Monopoly demo :D
[19:04] <tomsons26> Can you share your IDB(assuming you guys are using IDA)? I have bits of BR mapped with the symbols i have but i wanna do a cross reference for what you guys have so i know what info is relevant to share
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[19:05] <tomsons26> as for the poly demo https://www.dropbox.com/s/8l47z90g3ql5g4u/MONOPOLY_laterdemo.zip?dl=0
[19:05] <tomsons26> just load it in ida, it will read the embedded symbols
[19:05] <tomsons26> https://www.dropbox.com/s/9lysrv9apjqhvdg/polilater.txt?dl=0 is a dump of the symbol file
[19:06] <tomsons26> i got two versions of the demo, but they should have more or less the same symbols
[19:07] <snover> where are all the places I have to update for SCI32 support? NEWS, README, wiki entries for each game, configure.engine, flags in detection_tables.h, & anything else?
[19:08] <tomsons26> madmoose do note this VQAClass is the first itteration of the rewrite of VQA code to a class, what is in BR is a later revision of it
[19:08] <tomsons26> before VQAClass VQA lib was a hybrid of C and asm code
[19:09] <tomsons26> well half still is after it tbh
[19:09] <tomsons26> with VQAClass its 50% C++
[19:11] <tomsons26> the poly demo is simple for me to share cause it doesn't have anything that would affect the C&C games in terms of exposing code that could be used to cheat
[19:12] <madmoose> tomsons26: This appears to be VQA lib version 2.3, BladeRunner is version 4.2. Ping peterkohaut, he's done a lot of work on VQA lately from various version.
[19:13] <tomsons26> would anyone revisit SVM's implementations of the old WW games it already has if symbols would be provided?
[19:13] <tomsons26> i got LoL demos with symbols too
[19:14] <tomsons26> as well as 32-bit builds of EOB2, LOK, LOK2, LoL
[19:14] <tomsons26> sadly without symbols
[19:14] <wjp> snover: can't immediately think of anything else
[19:15] <tomsons26> reason how these 32-bit builds exist is FM-Towns
[19:17] <tomsons26> madmoose where did decompress_lcw_output_size come from
[19:17] <snover> wjp: thanks
[19:20] <snover> wjp: oh, what about compatibility tables?
[19:20] <madmoose> tomsons26: I wrote it. I can see it's not currently used, though.
[19:20] <snover> on the web site
[19:21] <madmoose> tomsons26: A lot of the ScummVM code
[19:21] <madmoose> is not one-to-one from the disassembly.
[19:22] <tomsons26> original LCW code was in ASM btw
[19:22] <tomsons26> some trivia
[19:23] <wjp> snover: um, right, I suppose that too :-)
[19:23] <tomsons26> only with TS it was rewritten to C++ cause the compression function was needed for TS
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[19:23] <wjp> snover: data/compatibility in the scummvm-web repo
[19:23] <tomsons26> for VQAs the old ASM version of LCW_Uncompress was kept
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[19:40] <tomsons26> madmoose so would it be possible to get a idb?
[19:48] <madmoose> tomsons26: Ping peterkohaut
[19:50] <tomsons26> ping peterkohaut
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[19:58] <snover> m_kiewitz, wjp: do you think should i keep QFG4 at ADGF_UNSTABLE instead of graduating it to ADGF_TESTING until someone has run through it?
[19:58] <m_kiewitz> I guess we should first fix the obvious issues and someone should play through it first
[19:59] <m_kiewitz> although idk if it even matters for daily builds
[19:59] <snover> PQ:SWAT is in a similar position, except at least people like QFG :)
[19:59] <wjp> qfg4 won't run without fan patches currently
[19:59] <m_kiewitz> wjp: ???
[19:59] <wjp> or at least not past the fourth screen or so
[19:59] <m_kiewitz> character import? intro?
[20:00] <m_kiewitz> first few actual rooms?
[20:00] <wjp> actual rooms
[20:00] <m_kiewitz> i could look into that
[20:00] <m_kiewitz> what happens? script error?
[20:00] <wjp> qfg4 has a huge list of bugs
[20:00] <wjp> script error, yes
[20:00] <wjp> when I tried with fan patches, it had mouse cursor animations problems
[20:01] <m_kiewitz> which room is it? which type of error do you get?
[20:01] <wjp> http://www.sierrahelp.com/Games/QuestForGlory/QfG4Help.html#Error47
[20:01] <m_kiewitz> and are you talking about CD or floppy?
[20:01] <m_kiewitz> or both?
[20:02] <snover> wjp: huhhh. i didnt crash on that screen.
[20:02] <wjp> it is avoidable
[20:02] <wjp> depends a bit on when on the slope you start sliding
[20:02] <snover> phew.
[20:03] <m_kiewitz> i never played through qfg4, although i own it for ages
[20:03] <m_kiewitz> maybe i should start playing it :P
[20:03] <wjp> it's quite good
[20:03] <wjp> except for that combat
[20:04] <m_kiewitz> you can swtch the combat to fully automated, right?
[20:04] <m_kiewitz> *switch
[20:04] <wjp> from what I know, NRS did a pretty good job on patching things
[20:05] <wjp> (at least when running in dosbox with those patches I've had a fair number of smooth playthroughs)
[20:09] <wjp> with the NRS patches in scummvm, the cursor doesn't animate somehow
[20:09] <m_kiewitz> "pretty good job".."the cursor doesn't animte"... ? :P
[20:10] <m_kiewitz> and I'm pretty sure that the broken qfg3 patches on GOG were created by NRS too
[20:10] <wjp> note the 'in scummvm' with that last bit
[20:10] <wjp> in dosbox the cursor does animate with the nrs patches
[20:10] <m_kiewitz> sure, but the original unpatched game works
[20:10] <m_kiewitz> and i think NRS patches were quite often recompiled, which breaks saved games
[20:11] <wjp> yes, but it's a bit unfair to expect NRS to have predicted scummvm
[20:11] <m_kiewitz> which is imo unacceptable
[20:11] <m_kiewitz> that's not the point, NRS also introduced uninitialized reads
[20:12] <m_kiewitz> and i of course wouldn't really blame NRS for that, because NRS didn't have the tools back then that we have now
[20:12] <wjp> all sci scripts of all sources seem to have uninitialized reads... :-)
[20:12] <wjp> but, indeed
[20:12] <m_kiewitz> still - that's why us fixing things via on-the-fly patches is a way better approach
[20:12] <wjp> sure
[20:13] <wjp> just be aware that the list for qfg4 is potentially quite lengthy
[20:13] <m_kiewitz> yes, but those error 47 or whatever issues probably do not happen in ScummVM
[20:13] <wjp> it does
[20:13] <m_kiewitz> they do?
[20:13] <wjp> scummvm nicely crashes at the same location where ssci would give this error 47
[20:13] <wjp> I'd have to look up the error
[20:14] <m_kiewitz> what is error 47? invalid object?
[20:14] <m_kiewitz> and sure i know that fixing qfg4 is quite a bit of work, on the other hand every issue will be documented properly
[20:15] <wjp> yup, that would be great
[20:15] <m_kiewitz> and the patches should also properly fix other versions too like qfg4 for mac
[20:15] <m_kiewitz> ah wait, i mixed that up with qfg1 for mac
[20:15] <m_kiewitz> was there qfg4 for mac?
[20:16] <m_kiewitz> i wonder if phantasmagoria 2 also has script bugs
[20:19] <snover> phant2 is completable
[20:19] <m_kiewitz> no bugs at all?
[20:19] <m_kiewitz> i will probably have to try the localized versions that I own too
[20:20] <m_kiewitz> how long does it take? not that long I guess?
[20:20] <snover> i can tell you more in a minute, im in the middle of a rebase so my working directory is missing the patches. i think all of them were just to deal with spinloops
[20:21] <snover> there is one more of those that is not fixed yet at the end of the password puzzle
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[20:44] <GitHub44> [scummvm] csnover pushed 2 new commits to master: https://git.io/v9TRF
[20:44] <GitHub44> scummvm/master 5b0c20d Colin Snover: SCI32: Provide more detail in console when a save game fails checks
[20:44] <GitHub44> scummvm/master 9527139 Colin Snover: SCI32: Enable support for SCI2-2.1 games in release!...
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[20:44] <snover> and now, the probably inevitable buildbot failures
[20:46] <tomsons26> madmoose can i find you both somewhere else too like a less crowded channel or just here?
[20:50] <madmoose> tomsons26: This is the only place we both hang out, but we can move to another channel if you want
[20:51] <wjp> snover: most of your working branch is in master now I guess?
[20:51] <wjp> although I see there's still a bit of a diff
[20:52] <tomsons26> When is Peter usually around?
[20:54] <snover> wjp: i have been reviewing each of the commits and then landing them in blocks, instead of dumping everything all at once. im aiming to have everything short of some audio changes landed by the end of today. except for a couple of bug fixes, all the remaining commits on my working branch are to support SCI3
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[20:58] <wjp> great
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[21:12] <snover> well buildbot isnt exploding so ive either done something very right or something very wrong
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[21:18] <snover> hm. do i put the untested/broken games on the web compatibility list now, or do i wait until they arent ADGF_UNSTABLE any more?
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[21:44] <GitHub33> [scummvm-web] csnover pushed 1 new commit to master: https://git.io/v9Tua
[21:44] <GitHub33> scummvm-web/master 76281d6 Colin Snover: WEB: Add SCI2-2.1 games to compatibility list
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[21:45] <snover> I guess I will put them there for now. they can always be removed :)
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[22:13] <_sev_> snover: it is not like it works
[22:14] <_sev_> snover: we add games to the compat list only after you announce support
[22:14] <_sev_> which also tells that we accept bugfixes
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[22:20] <[md5]> snover: congrats on the SCI work :)
[22:21] <[md5]> I read that the rest of your commits are for SCI3
[22:22] <[md5]> perhaps a couple can be added to master, which do not seem to be directly related to SCI3
[22:24] <[md5]> e.g. ec5ce42a93e9de25e29f42018a17e03991cb4593 - "SCI32: Fix race conditions in Audio32"
[22:24] <Lightkey> apropos: is the state of untested still true for all those "Other" games?
[22:25] <[md5]> also, c9876edf57cf0f408fd550c304567015c673dbef - "SCI: Add alloc_list command to debugger"
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[22:58] <GitHub121> [scummvm] criezy pushed 1 new commit to master: https://git.io/v9T29
[22:58] <GitHub121> scummvm/master c095cb3 Thierry Crozat: DRASCULA: Add possibility to load and save games using GMM
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[22:59] <GitHub5> [scummvm] criezy pushed 1 new commit to master: https://git.io/v9T2H
[22:59] <GitHub5> scummvm/master b45b26b Thierry Crozat: I18N: Update translations templates
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[23:07] <wanwan> why all that fuss about VQA player? isn't the format was reversed ages ago?
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[23:42] <snover> _sev_: sorry, i assumed when i asked about the compatibility list and was told where it was without caveats that it was OK to update whenever. ill write all this down in the wiki for future reference, so future assumers like me wont assume the wrong things. for now, should i remove those entries from compat-DEV.xml, or just write an announcement so it can be announced whenever, or something else?
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[00:00] --- Sun Apr 23 2017