[00:05] do we store any patches in our own web space? i feel a little weird about linking users to sierrahelp.com to get patches [00:05] web space, a phrase from 1996 [00:06] just put them up on The Pirate Bay then [00:07] www.definitelynotascam.horse [00:08] .horse, what? [00:11] welcome to the future, lightkey. http://www.expo.horse/ [00:13] I know there have been stupid TLDs, I just don't know why use that in this context :-P [00:14] because horses have inherently trustworthy faces [00:16] of course, of course.. [00:16] my accountant is a horse [00:16] of course, of course.. [00:16] https://goo.gl/WtIBGG [00:17] https://www.scummvm.org/games/ anyway, this would probably be the page where patches go but I only see ScummVM-related "Addons" so far [00:19] https://www.youtube.com/watch?v=L46iCN6MBFM [00:20] i see what you did there [00:25] that's not me [00:27] 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. [00:28] sorry you have to stay up alone again but I haven't slept much last day and it's past 2 am [00:31] its ok. sleep well! [00:38] GitHub56 (~GitHub56@192.30.252.45) joined #scummvm. [00:38] [scummvm] csnover pushed 2 new commits to master: https://git.io/vHTBh [00:38] scummvm/master 2d3c861 Colin Snover: MACOSX: Fix flipped return value of openUrl [00:38] scummvm/master 63a87ac Colin Snover: SCI32: Fix return value of kWebConnect... 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[10:00] m_kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) joined #scummvm. [10:00] #scummvm: mode change '+o m_kiewitz' by ChanServ!ChanServ@services. [10:13] LePhilousophe (valemboi20@amsn/developer/lephilousophe) left irc: Ping timeout: 260 seconds [10:16] Morning [10:17] hi Simei [10:19] hi :) [10:19] I've done the file reading at a basic level until setFileIndices with fopen and fread, not yet the contents of objects. https://github.com/yinsimei/scummvm/commits/WIP1-1 [10:20] I didn't try to make a class for the reading content, so it's quite ugly at the moment. :p [10:28] Then I guess what I do next: 1. try to read the background image in hard code and display it without passing by built-in function to see if it goes well 2. OOPify the data 3. get to start with stack machine and built-in functions [10:46] WooShell (~Markus@ipbcc06af5.dynamic.kabel-deutschland.de) joined #scummvm. [10:51] good meowning =^.^= [10:55] LePhilousophe (valemboi20@perso.iiens.net) joined #scummvm. [10:55] LePhilousophe (valemboi20@perso.iiens.net) left irc: Changing host [10:55] LePhilousophe (valemboi20@amsn/developer/lephilousophe) joined #scummvm. [12:08] Simei: good job. [12:09] _sev_: ^ [12:09] Simei: I'm not sure if you shouldn't rather port the interpreter first. [12:10] I would in fact first try to load the stuff and populate the script engine, then try to run a very basic script with all builtins stubbed, finally unstub the builtins you need to render a basic background. [12:11] But I might be wrong here, I'm not super sure. [12:11] _sev_: what do you make of it? Strangerke|work_, criezy, care to offer your expert advice? [12:12] What I'm afraid of is that "reading the background image in hard code and display it" would yield nothing actually usable. [12:14] I'm not super sure how you'd get to the bytes of the background without having to... basically run the script. [12:14] I think the first class citizens here are scripts. [12:15] t0by (t0by@unaffiliated/t0by) left #scummvm. [12:15] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [12:15] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. [12:46] t0by: Ok, I see, so interpréter first. :) When will I begin to use the FileManager then ? After the script working or still later ? [13:26] Simei: *personally*, I would concern myself with having the script system up and running now and after we've managed to display something in a quick and dirty way (which is your 1st week milestone), refactor it and ScummVM-ify it where necessary. [13:27] I tend to be an adherent of the "first make it work, then polish it" philosophy. [13:29] However, use your own judgement. I might be talking nonsense or missing a critical detail since I'm not hacking on the engine. [13:51] Simei, _sev_: agree? [13:55] (I don't think in Sludge there's much that can be done without the script engine, since everything, including backgrounds and sprites, is *in* the scripts, with no separate resource files except waveforms and bitmaps for backgrounds and z-buffer) [13:56] see e.g. https://github.com/Cheeseness/robins-rescue/blob/master/scenes.slu [14:01] I've not been paying much attention (sorry :D ), but is the plan to RE the SLUDGE scripting language or port across OpenSLUDGE code and refactor it into something that ScummVM can use? [14:10] Cheeseness: #2 [14:14] Cool cool [14:14] At least, in my dumb head that's about the only way we can have something running by end of summer. [14:14] Mmm [14:14] for what it worth, I was saying in PM to t0by I agree with him [14:15] Hey, have we gotten to the point where agreeing with me is something you do in secret? :P [14:16] Strangerke|work_: thanks for your input [14:17] t0by: I forgot to mention that I asked for some more info and discussion before agreeing :) [14:17] reboot, brb [14:17] Strangerke|work_ (5bb7582b@gateway/web/freenode/ip.91.183.88.43) left irc: Quit: Page closed [14:18] t0by: I don't know if I understand well. We don't use Graphics::surface for displaying images at first ? We use sludge functions ? [14:19] I think that unstubbing the relevant builtins will include hooking them up with the OSystem (i.e. Graphics::surface and its friends) indeed. [14:20] Replacing a SDL call with a call to the OSystem is not a biggie, though, agree? [14:20] Hold a sec [14:21] Ah, ok. I see. I don't know a lot about these graphic functions. [14:21] It might be premature to think about, but is there anything I can/should do with regards to packaging to make my SLUDGE games more accessible to ScummVM users? [14:22] Strangerke|work (5bb7582b@gateway/web/freenode/ip.91.183.88.43) joined #scummvm. [14:22] chadj (~chadj@cpe-72-131-101-95.wi.res.rr.com) left irc: Ping timeout: 260 seconds [14:25] Simei: for example, I seem to understand that the background drawing process is as follows: [14:26] 1. The backdrop stuff, interspersed with low level GL stuff, is inside backdrop.cpp; I *seem* to understand that, logically, it's a singleton. The entry point is void loadBackDrop (int fileNum, int x, int y). [14:26] 2. The one entry point for that is the builtin addOverlay. [14:27] Yes, it's true I've seen that [14:27] So to get to the point where we can display a backdrop we would probably need to be able to 1. load scripts 2. load bmps 3. run scripts 4. have unstubbed addOverlay so that it can render a previously loaded bitmap via the osystem [14:28] And then: [14:28] 5. turn that into a Background class 6. Refactor and clean up the mess a little bit 7. Continue [14:28] Simei: at this point you've ported a loop that parses a datafile. Are you already at the point where you can "see"scripts *and* datafiles (bmp, waveforms...)? [14:29] (I haven't tried to run your code yet, sorry, I have my hands busy at the moment) [14:29] Yes, I can see them now [14:29] Fantastic. [14:29] I'd say try to move on to point 1 then, i.e. have the interpreter up and running. [14:29] chadj (~chadj@cpe-72-131-101-95.wi.res.rr.com) joined #scummvm. [14:30] their starting address have been stocked during data parsing [14:30] Excellent. [14:30] OTry to load the scripts in an appropriate structure and [14:30] Sorry [14:30] I'd try to load the scripts into an appropriate structure and run the script engine with all builtins stubbed. [14:31] I'd take care of loading the resources for real only when it's time to unstub the appropriate builtins. [14:31] Simei: what do you say? It's a plan? [14:32] The interpreter is probably a hairy beast but without much external dependencies when you've stubbed all the builtins. [14:33] Yes, I get your point. [14:34] Cheeseness: at the moment you could package some french cheese and send it my way. That would improve support tremendously. I can't think of anything else right now, but thanks for asking :) [14:35] Ha ha [14:35] The problem is that I have little sdl or gl knowledge, so to test the built-in function by displaying the background image seems quite difficult for me. [14:35] I live in Australia. French cheese is probably hard to come by [14:36] Haha, that's a good one. [14:36] Simei: as I mentioned I'd postpone thinking about that until you have the script engine running. [14:37] Probably you won't have to deal with SDL and GL anyway, I *hope* the builtins are reasonable enough that you can infer their general semantics without reading the GL code in detail. [14:37] Ok, I see. I will continue with the scripts then [14:38] Things are much clearer now! Thanks! [14:38] Simei: you should try and see if you can create a super minimal "game" with a single 3-line scripts as a testbed. [14:38] Yes, I already have one. [14:38] Fantastic, please share it! [14:38] You'll probably end up making more than one over the course of the summer. [14:38] by github ? OK [14:39] yup, create a repo called "sludge test games" or something. [14:40] Simei: when you can load a super simple script and print some "stub" warnings when the builtins are called you're hunky dory. [14:40] Let us know if you get stuck midway [14:41] Ok, I will do it [14:41] I think I have the general idea of making it work [14:42] Great! [14:46] These are game provided by sludge engine as most simple tutorials [14:46] https://github.com/yinsimei/sludge-test-games [14:47] Welcome is a super simple game that I try to make function to 100% for the first Milestone [14:47] Simei: I haven't looked into them in detail, but you might want something even *simpler* than the average "tutorial game". A 3-line script with a single call to a builtin is a good start already. [14:47] Oh, nevermind [14:47] "Welcome" seems like a good start. [14:48] yes, "Welcome" is exactly that simple [14:48] You'll probably want to extend it a little bit with control structures later on just to see if your interpreter explodes in your face. [14:48] Haha, true [14:48] i.e. while(something) (playSound('tada.wav')), etc [14:49] Ok, I see [14:49] With any luck we can get this one up and running relatively soon. [14:49] (I'm talking about https://github.com/yinsimei/sludge-test-games/blob/master/Welcome/script.slu for posterity) [14:50] Let us know if you run into issues! [14:51] Ok! I will talk about in the channel, if I have any problem. Thanks in advance! [14:52] By the way, I have easy access to french cheese, I can send you some if you want! Haha [14:52] Action: t0by mmmm cheese [14:54] haha [14:58] Ha ha [15:02] Fun fact: ScummVM works on ReactOS :P [15:05] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) joined #scummvm. [15:05] ajax16384 (~User@109.60.138.138) left irc: Quit: Leaving [15:05] Weeeeeeeeeeeee [15:08] At least I got it to launch the ScummVM Launcher. Then ReactOS kernel panicked :P [15:11] Counts as "works". [15:13] GitHub161 (~GitHub161@192.30.252.42) joined #scummvm. [15:13] [scummvm] criezy pushed 1 new commit to master: https://git.io/vHkK7 [15:13] scummvm/master 44bd75c Lothar Serra Mari: I18N: Update translation (German)... [15:13] GitHub161 (GitHub161@192.30.252.42) left #scummvm. [15:15] Yeah, ReactOS crashes all the time for me on many applications... [15:15] so in terms of ReactOS, ScummVM runs flawlessly on ReactOS :P [15:20] Simei: You even have easy access to Vieux Lille, if Maroilles is not strong enough for you... [15:20] Simei: I envy you. [15:26] But I find both of them are way too strong for me o_O [15:27] I get along well with Camembert :) [15:41] ny00123 (~ny00123@93.172.95.60) joined #scummvm. [15:46] Strong? Vieux Lille? Come on! :D [15:48] Strangerke|work I always thought that in France it is required for a cheese to have mite(s?) living inside it to be declared as "strong" [15:48] ^^ [15:49] rootfather: That's the perfect definition of a cheese that used to be sold in Orléans, called 'Miteux' [15:49] It was literally living [15:50] I never tried to eat this piece of... [15:52] lol I just read that Miteux is forbidden in the USA because the FDA literally declared it as a piece of rotten junk [15:52] <_sev_> t0by: Simei: Yes, make it work, polish later is what we normally do [15:52] <_sev_> the thing is if you try to refactor it earlier, you might get in a big trouble if you break something [15:53] <_sev_> thus, after having basics of the engine work, I would go and start replacing all system-dependent pieces with OSystem calls [15:53] rootfather: But sometimes I'm maturing myself cheese, like Epoisse. Take the consuption date, add several months => Tadaaaa... Strong cheese :D [15:53] <_sev_> this is how we, for instance, ported Lab engine. [15:53] <_sev_> Simei: you might consider looking at that engine history for inspiration [15:54] <_sev_> e.g. what I did there: [15:54] <_sev_> 1. Made all formatting matching our guidelines [15:54] rootfather: speaking of strong stuff... Did you already hear about Kiviak? I think Miteux is a good little joke in comparison ;) [15:54] <_sev_> 2. Implement stub [15:55] <_sev_> stub engine, minimal with detection [15:55] <_sev_> 3. Add all engine files to module.mk [15:55] <_sev_> 4. Start compilation fixes. E.g. comment out all direct calls to SDL etc [15:56] <_sev_> 5. Once it is compiled, start unstubbing funcions with OSystem cals [15:57] Strangerke|work: https://en.wikipedia.org/wiki/Casu_marzu [15:58] Strangerke|work Kiviak = rotten birds in seal skin? that's gross [15:58] Guess what the "salterello" owns its name to. [15:59] rootfather: rotten birds in rotten seal carcass [15:59] What's not tho love. [16:00] t0by: yeah, that's another kind of miteux it seems :) [16:01] *Guess what the "salterello" owes its name to. [16:02] My english is going isfhaksjbfc. [16:02] _sev_: Ok, I think get the idea! I will look into the history [16:03] Simei: sev mentioned something important here [16:03] LittleToonCat (~littlecat@47.54.148.237) joined #scummvm. [16:03] before committing, even when it comes down to stupid WIP commits, try to run astyle with the settings from the wiki on your code. [16:03] Less headaches later. [16:04] Ah, the formatting guideline, I nearly forgot about it [16:04] <_sev_> Simei: when you need information on how to replace specific call, please, ask us directly. That will let you save tons of time [16:04] ^ [16:05] _sev_: Ok, I will do so. [16:05] Thanks for the information and reminding ! [16:56] Vampire0 (~Vampire@jEdit/Vampire) joined #scummvm. [17:07] rootfather (~rootfathe@unaffiliated/rootfather) left irc: Quit: Heb' auf deine erste Scherbe, Hinter den Wolken wartet das Licht. Denn du brauchst deine Erde, doch die Erde braucht dich nicht. [17:14] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) joined #scummvm. [17:32] Farmboy0 (~quassel@p4FD3439C.dip0.t-ipconnect.de) joined #scummvm. [17:32] Farmboy0 (~quassel@p4FD3439C.dip0.t-ipconnect.de) left irc: Changing host [17:32] Farmboy0 (~quassel@xoreos/farmboy0) joined #scummvm. [17:36] snover, any other SCI games to test on master now? I feel like some pointin' and clickin' ;) [17:36] snover, LSL7, for instance? <_< >_> [17:38] TMM: you can play it but you cant win because the cheese maker still gets stuck and i dont know why [17:39] wrong type of cheese, not enough mites inside? [17:39] snover, aww, ok. Anything else that needs some testing? [17:40] logix: lol [17:41] SylvainTV (~SylvainTV@LFbn-1-8392-241.w81-254.abo.wanadoo.fr) joined #scummvm. [17:41] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [17:42] TMM: someone needs to go through QfG4 and fix all the things. thats a little& contentious& because a lot of game bugs are fixed by the NRS patch, and I guess there is a difference of opinion about telling users to apply that or not [17:44] you could play pq:swat if you are feeling masochistic [17:44] NRS? [17:44] PQ: swat? What's that? [17:44] unofficial patch by newrisingsun [17:45] I don't suppose the people who made that patch would be willing to GPL it? [17:45] anyway, i have to run. if you can figure out why the cheese maker is broken and submit a fix for that then i guess you can play lsl7 :P [17:45] so we can juts ship it? [17:46] uch, that SWAT game looks terrible, fmv [17:46] lsl6hi seems all good [17:46] a couple of small bugs, i'll try to repro and file [17:46] lsl6hi was pretty buggy on ssci too though [18:13] if the NRS patch just changes the data files, it should be easy to dump everything pre and post applying, then diffing, and essentially applying the same changes in scummvm [18:14] but well, that would be too easy, so I guess that's not the whole story [18:16] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) joined #scummvm. [18:38] Henke37b (~Henrik@81-227-16-59-no133.bredband.skanova.com) joined #scummvm. [18:41] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Ping timeout: 240 seconds [19:14] TMM: it's not about GPL'ing. I think some if not even all scripts were recompiled. Some fixes may not be needed in ScummVM. For all other sci16 games those are not needed [19:14] in fact some even have problems [19:15] in any case - they will break saved game compatibility and it's also something that the user would have to apply prior. Our on-the-fly patches are well applied on-the-fly and won't break saved games [19:16] logix: ^^ that's why diffing is not as simple as it could be. and I would also rather have the bugs documented on top properly. [19:17] m_kiewitz, makes sense, sorry [19:18] don't be sorry :) it's simply quite a bit of work. [19:19] and well qfg4 exists as floppy + CD version [19:19] the floppy version had afaik way more bugs than the CD version. Some may be in both versions. [19:23] TMM: going through lsl7 on your own would make sense in any case, you could catch something that snover didn't do during his playthrough [19:23] and i guess i could look into that cheese maker issue :P [19:23] snover: got a saved game for me? [19:23] m_kiewitz, is there documentation on the sci debugger? [19:23] m_kiewitz, I wouldn't mind trying to give it a go [19:24] ajax16384 (~User@109.60.130.33) joined #scummvm. [19:24] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [19:24] hmm, i don't think there is much of a documentation on sci debugger. you need to be experienced with SCI in any case. [19:25] but for playing through, you don't need to use it [19:25] I guess not! [19:27] if you own a localized lsl7, then I guess playing through that one would help out even further [19:28] I don't [19:28] Jus the gog.com release, and maybe some ancient cd version if I go to my storage locker [19:28] I have a boxed copy with a cybersniff 2000 somewhere [19:29] the CD version should be the same as what gog released, but you never know. If possible, please try the CD version [19:31] looks like gogs applied the patch [19:31] my cd is probably from before the patch [19:34] ah interesting [19:34] do you see if it was an official patch? [19:34] looks like it [19:34] nice, but yeah please play through the original CD then [19:35] i can take a look what the official patch did fix [19:35] m_kiewitz, looks like it's this one: http://www.sierrahelp.com/Files/Patches/LeisureSuitLarry/LSL7(LSL7PAT).zip [19:36] flatulence Lockup [19:36] lol [19:36] When not enough bean dip is eaten, Larry's fart may lock some machines. The problem arises from having not eaten enough. [19:36] could be worse, there could be a flatulence infinite loop [19:36] whatever that is, please try it out and make a saved game before doing so [19:36] so that we can maybe fix it on top of the sierra patch [19:37] and if we can't, we can check if the sierra patch was applied like in conquests of the longbow [19:37] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [19:37] "The game locks up after using the menu more than 20 times." [19:37] m_kiewitz, I'll try to dig up the original CD, it requires a trainride so I'll probably have to do it on a weekend some day [19:37] please check that too [19:38] ahhh [19:38] well you can also just remove the patch files from the GOG game and then try that [19:38] looks like they replace ssci exe [19:39] ah only one patched script [19:39] 64894.csc [19:39] are there any more script patches? files that are called .csc or maybe .scr? [19:40] gog ships 7 more csc files [19:40] I don't know if they are on the original cd or not [19:41] gogs ships 64894.csc outside of PATCHES/ [19:41] I wonder if it's even really applied that way [19:42] ah yeah, RESOURCE.WIN has both the root of the game dir as well as patches [19:42] hmmm, so maybe fan patches again? [19:42] i got the original 1.04 release here, no patch files at all [19:43] dates on those patch files? [19:43] the .csc file can be within game directory or within patches, doesn't matter [19:46] snover: which version of lsl7 did you play through? the gog version? just to make sure that this cheese maker issue isn't caused by additional fan patches [19:47] ah dang, I just noticed that I own the localized LSL7 only [19:48] TMM: you own King's Quest 7 too? [19:48] Begasus (~begasus@ptr-4p6jpilo262oud8p13v.18120a2.ip6.access.telenet.be) joined #scummvm. [19:50] t0by (~t0by@unaffiliated/t0by) left irc: Read error: Connection reset by peer [19:53] Begasus (~begasus@ptr-4p6jpilo262oud8p13v.18120a2.ip6.access.telenet.be) left irc: Quit: Ex-Chat [19:54] m_kiewitz, yeah, I have it on gog, I also think I have a copy in that same storage locker in a jewel case. Some re-release I think. I didn't get it when it just came out like with lsl7 [19:57] m_kiewitz: I've got a Japanese version of RAMA ("Uchuu no Rendezvous - RAMA") for the PlayStation 1, which I suspect runs SCI. Any idea how to extract the resources from it? [19:58] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [19:58] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. [19:58] omer_mor: i doubt Playstation was powerful enough for SCI [19:59] at least one of the sci32 games on 3DO were fully ported/converted and do not use sci at all [19:59] Using hex editor I saw strings like "12.SEQ" and "3.RBT". That's the only clue I have so far. [19:59] hmm now that's weird [20:00] which sci32 were ported to 3do? [20:00] but you never know... I would have assumed playstation didn't even have enough RAM for sci32 [20:00] Phantasmagoria 1 I think [20:00] Maybe it just had enough RAM for RAMA ;) [20:00] maybe they did just re-use the videos [20:02] omer_mor: I thought ps1 CDs have iso 9660 filesystems on them, i.e., you can just copy the files over [20:02] logix: I'll try [20:02] i didn't even know there was RAMA for playstation [20:03] was it Japanese only? [20:05] https://www.gamefaqs.com/ps/573419-uchuu-no-rendezvous-rama [20:05] Japanese only [20:13] found a video https://www.youtube.com/watch?v=rAKcIcrJIV4 [20:15] can't find anything besides that, except for the Japanese RAMA book :P https://www.youtube.com/watch?v=Wl_IQ6nP3dQ [20:20] wjp: you own larry 7 English on CD? [20:21] I do [20:22] logix: you were right! here're the file listings: [20:22] cd1: https://pastebin.com/3NrwrMbF [20:22] cd2: https://pastebin.com/B9KNLnaa [20:22] waltervn: oh great [20:23] can you please check which version you own? 1.01? 1.20? [20:23] it seems GOG used 1.01, at least TMM's version is not detected atm [20:24] m_kiewitz: what do you think about the files on the JP rama cds? any chance it's SCI? [20:24] I can check tomorrow, I don't seem to have it on my HDD [20:24] I do have a spanish version [20:25] omer_mor: i doubt it. i wonder if the .seq files are readable using our current code though [20:25] waltervn: great, that would be really helpful. Are you able to understand Spanish? Someone should play through that one too [20:26] m_kiewitz: I can't find hint of phant1 for the 3DO. On the Sega Saturn. Maybe that's what you referred to? [20:27] ah yes, i have mixed that up [20:27] Õ¡ó¿ºà [20:27] And you're positive it's not sci? [20:28] Right now based on the files it looks to me like a port of the game, not port of the engine, that may or may not use .seq files [20:31] (i mean the .seq file format from SCI) [20:37] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) joined #scummvm. [20:38] nite peeps [20:39] Simei: everything okay? Need anything? How's it going? [20:40] I'm crawling to bed [20:40] m_kiewitz: no, don't think I have that [20:41] t0by (t0by@unaffiliated/t0by) left #scummvm. [20:46] cpasjuste_ (~cpasjuste@193.12.207.77.rev.sfr.net) left irc: Remote host closed the connection [20:46] t0by (~t0by@host191-112-dynamic.117-80-r.retail.telecomitalia.it) joined #scummvm. [20:46] t0by (~t0by@host191-112-dynamic.117-80-r.retail.telecomitalia.it) left irc: Changing host [20:46] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [20:46] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. [20:51] t0by (~t0by@unaffiliated/t0by) left irc: Client Quit [20:59] snover: i just tried a bit larry 7. I think something needs to be done about the mouse cursor. In the first actual room of the game (after the intro), the mouse cursor is very sluggish [20:59] and on my system it moves maybe 3 or 4 times per second only [21:00] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [21:01] ajax16384 (~User@109.60.130.33) left irc: Read error: Connection reset by peer [21:04] snover: the mouse cursor moves properly in this let's play https://www.youtube.com/watch?v=H_KO9Mfp_xQ&list=PLcXUr4OJhR1ao70CtOvC6N2TIUw9cc_wY [21:05] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) joined #scummvm. [21:08] and when I try to start the game in dos-box, it doesn't find a .snd file, but right before that mouse cursor movement works properly also on my system [21:08] Polynomial-C (~Poly-C@gentoo/developer/Polynomial-C) joined #scummvm. [21:10] snover: and it seems we need to add "music" subdirectory as well for file searching [21:11] the gog version seems to have a music subdirectory with the music inside it inside .aud files [21:13] m_kiewitz, I don't have any mouse sluggishness here [21:13] weird [21:13] ScummVM uses around 50% of my CPU here [21:15] TMM: you use Linux, right? [21:15] and SDL2? [21:15] I'm on Windows + SDL1 [21:16] yeah, Linux+SDL2 [21:16] ok, I'll actually play for a little bit now, see if I can find anything else borken [21:22] snover: to add to the music directory - on my CD there are 2 subfolders [21:22] 22M8 for 8 bit [21:23] 22S16 for 16-bit [21:23] gog version seems to only have 22S16 [21:23] and right now it's not scanned, so digital music is not playing [21:23] it seems original installer copied those over (or set the specific directory inside the configuration file) [21:24] m_kiewitz: that music directory is already scanned. sci.cpp:157 [21:24] 22S16 too? [21:25] 22s16 is the only one that is scanned [21:25] hmm weird, TMM didn't get music [21:25] GitHub107 (~GitHub107@192.30.252.42) joined #scummvm. [21:25] [scummvm] hpvb opened pull request #950: SCI: Add detection tables for GOG.com LSL7 (master...add-lsl7-gog-detection) https://git.io/vHIKl [21:25] GitHub107 (GitHub107@192.30.252.42) left #scummvm. [21:25] TMM: your directory is called music\22s16, right? [21:27] TMM: it seems the current lsl7 detection entry is 1.20 and GOG used 1.01, which we didn't have yet (not 100% sure because I don't own any of those on CD) [21:27] so in that case it shouldn't get called GOG release, but 1.01 release (maybe including "also GOG release"), and for the existing one 1.20 should be added [21:27] if theres a sluggish mouse too that _sounds_ like an old scummvm build, but i am just checking messages atm and have not read the full backlog; i will be around to read everything and say more words in about 1 or 1.5 hours from now [21:27] snover: your lsl7 is 1.20? [21:28] nope, it is 1.01 [21:28] now that's weird. so maybe the GOG one is 1.20 [21:28] version file says 1.01 though [21:29] snover: can you please post sizes of resource.aud, ressci.000 and resmap.000 please [21:29] GOG release is: [21:29] {"resource.aud", 0, "d8358819d1bac70792dadbd62147a3a4", 397103899}, [21:30] {"ressci.000", 0, "89353723488219e25589165d73ed663e", 66965678}, [21:30] {"resmap.000", 0, "eae93e1b1d1ccc58b4691c371281c95d", 8188}, [21:30] GitHub169 (~GitHub169@192.30.252.42) joined #scummvm. [21:30] [scummvm] hpvb opened pull request #951: SCI: Add 'music/' subdir to file path for LSL7 GOG (master...lsl7-gog-music-folder) https://git.io/vHI6C [21:30] GitHub169 (GitHub169@192.30.252.42) left #scummvm. [21:30] and your version file is "1.20"? [21:30] m_kiewitz, no, my directory is just called 'music/' [21:31] m_kiewitz, I can update the PR [21:31] argh, i really don't like when GOG does stuff like this :/ [21:31] my music folder is empty [21:31] except for the 2 subfolders [21:31] Henke37b (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Quit: ERR_SHUTDOWN [21:32] m_kiewitz, corrected the PR [21:33] oh, it's not 1.01 then? [21:33] I'm confused now [21:34] my VERSION file says 1.01 [21:34] but those MD5s did not show up in the detection tables before [21:34] yes, but it seems snover's version from CD also says 1.01 [21:34] sounds like this IS the 'GOG.com' release after all :) [21:34] maybe I should re-recorrect my PR's title then :P [21:35] it's probably 1.20 [21:35] snover: dates are as follows: [21:35] -rw-rw-r--. 1 hp hp 397103899 Nov 1 1996 RESOURCE.AUD [21:35] -rw-rw-r--. 1 hp hp 36104701 Nov 1 1996 RESOURCE.SFX [21:35] -rw-rw-r--. 1 hp hp 66965678 Nov 3 1996 RESSCI.000 [21:35] -rw-rw-r--. 1 hp hp 8188 Nov 3 1996 RESMDT.000 [21:35] -rw-rw-r--. 1 hp hp 8188 Nov 3 1996 RESMAP.000 [21:35] please check with your lsl7 version [21:36] there's another option [21:36] if snover got his v1.2 from a walmart release it will have the nudity removed [21:36] like statues will have gotten their breasts covered up [21:36] really silly shit like that [21:37] so was there only 1 1.20, that was censored? [21:37] or multiple versions? then was it the same base files or were those things changed via patch files? [21:38] oh, it actually looks like I may have a censored version [21:39] There may have been multiple 1.20 both censored and not [21:39] oh god no :P [21:42] let me check [21:43] didn't someone just remove the easter egg? [21:44] snover, can you check in your copy in the ballroom if the statue on the right side of the screen has a bra on? [21:45] also check if the swimmers have clothes on [21:45] in mine they don't I believe in the walmart version they do [21:47] also automatic restoring from GMM doesn't work. I get the restore ingame dialog instead when doing that [21:47] and hooking into saving also doesn't work. I don't get the ScummVM save dialog, but the regular game dialog for that [21:48] (localized lsl7) [21:48] doesn't work for me either [21:49] same things happens, it opens the native save dialog [21:56] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [21:56] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. [22:03] ny00123 (~ny00123@93.172.95.60) left irc: Quit: Leaving [22:07] waltervn (~waltervn@541B2DBA.cm-5-4a.dynamic.ziggo.nl) left irc: Quit: Leaving [22:15] snover, https://tmm.cx/nextcloud/s/EDTeJe1w5tAjYUk [22:15] snover, also in the bowl up top there should be naked swimmers [22:30] any good RE tutorials? [22:45] Farmboy0 (~quassel@xoreos/farmboy0) left irc: Remote host closed the connection [22:47] t0by (~t0by@unaffiliated/t0by) left irc: Quit: t0by [22:52] girafe (~girafe@LFbn-1-11729-221.w2-7.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [22:57] mataniko: other than http://wiki.scummvm.org/index.php/HOWTO-Reverse_Engineering? [22:57] i mean i guess that is not a tutorial per se. [22:57] yeah [22:57] something more indepth [23:01] i am not sure of one offhand. i managed to luck out and started at a pretty low difficulty level, working on SCI32 where there were partial debug symbols, and some partially reversed IDBs already, and the kernel functions are obvious and easy to find, and then backtracked from there to figure out the rest of it [23:08] i feel like i'm way out of my elemant [23:08] element [23:08] TMM: (1) PQ:SWAT looks terrible because it is terrible :-); (2) typing `help` in the debugger will give you direction on what stuff you can do in the debugger; (3) I was unable to get bindiff to successfully run on against the two versions of the LSL7 interpreter (it would just sit and spin forever); (4) I have been running the original CD version without any extra patches (it came with some patches); (5) my copy of LSL7 is uncensored [23:08] mataniko: i think thats a pretty normal feeling [23:10] m_kiewitz: my LSL7 resource filesizes and dates match the ones you pasted [23:11] snover: but wait, your version was detected right? [23:11] yes [23:11] so the MD5s are not the same? [23:12] ah wait, it's because of resource.aud [23:12] it matches Larry 7 - English DOS CD (from spookypeanut) [23:12] now being used for detection I guess [23:13] yes, but TMM's GOG release wasn't detected [23:13] dreammaster (~dreammast@c-73-149-116-247.hsd1.ma.comcast.net) joined #scummvm. [23:13] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [23:13] it seems that's caused by resource.aud now being used for detection [23:14] brb [23:14] TMM: I should have noticed that earlier. Your push request is not needed, your version is already included, it's regular 1.01, but resource.aud md5 + file size is missing [23:14] that's why it wasn't detected [23:23] snover: you should have waited with adding resource.aud, right now tons of detection entries do not work anymore because of it [23:23] and i just noticed that all sorts of localized sci1.1 games have resource.aud too [23:23] which means it's a nightmare to get / fix them all [23:23] omer_mor_ (~Omer@46-117-132-33.bb.netvision.net.il) joined #scummvm. [23:25] also I guess when we already check resource.aud, we should also check those renamed resaud.00x files too [23:25] omer_mor (~Omer@46-117-132-33.bb.netvision.net.il) left irc: Ping timeout: 240 seconds [23:26] or is it sci32 only? [23:28] m_kiewitz: waited where for what? why would the detection entries not work? [23:28] well for TMM it obviously doesn't work, because the detector now looks for resource.aud on top [23:29] his ressci.000 and resmap.000 files are exactly the same as already inside the detection table [23:29] but that's not enough anymore [23:30] where do you see an lsl7 entry with a resource.aud? [23:31] there is none, but resource.aud must have been added somewhere else [23:31] so now the detector won't match when there is a resource.aud [23:31] it detects my lsl7 just fine [23:31] and there is a resource.aud in my lsl7 [23:31] hmm weird, for TMM it didn't work. he had to add detection entries [23:32] when the detector fails it outputs any files that match any games file list [23:33] so like this multi-language torin that was not matching: https://bugs.scummvm.org/ticket/9772 the detector thinks it might be an AGOS game because it has a data1.cab file, so it outputs that data1.cab file [23:33] i can't check right now, because some recent changes broke my own in progress code once more [23:34] but TMM had to add detection entry (see PR) because his gog version wasn't detected [23:34] and his detection entry for ressci.000 + resmap.000 is exactly the same as the one already present [23:35] running scummvm with `-d 4` will say what the detector thinks it is doing [23:35] unless i'm blind [23:35] {"resmap.000", 0, "eae93e1b1d1ccc58b4691c371281c95d", 8188}, [23:35] {"ressci.000", 0, "89353723488219e25589165d73ed663e", 66965678}, [23:35] {"resmap.000", 0, "eae93e1b1d1ccc58b4691c371281c95d", 8188}, [23:35] {"ressci.000", 0, "89353723488219e25589165d73ed663e", 66965678}, [23:35] looks exactly the same to me [23:36] yeah. the output with `-d 4` should be illuminating [23:37] just asked him [23:37] i can't check personally, as i said, have to adjust code first :/ [23:37] git stash [23:39] mataniko: if there is anything that i can help you with, ideas or encouragement or whatever, feel free to ask [23:42] i found that it was helpful to find some subroutine that i knew did something related to a specific subsystem (audio, input, etc.) and then walk backwards through xrefs to find the games initialisation routines [23:43] where has syncBaseObject gone? [23:44] m_kiewitz: it has gone to heaven, as it was dead code. 881be25fcd82d765235e95ebf041a70ec1ae5ae5 [23:44] i actually used it [23:45] i tried to do that too, and then was really confused about why it wasnt doing anything (it was running on copies of objects) [23:46] 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. [23:50] hmm really weird, detecting my own lsl7 works fine [23:50] what is going on... [23:53] snover: sluggish mouse cursor still happens for me, even on latest commit [23:54] TMM: also, to verify, there are naked people swimming in the bowl in the theatre in my release. [23:54] never thought id use a sentence like that, but here we are. [23:54] it may be a bit better now though [23:55] in sci16 mouse cursor is fine [23:58] i have been working a little more on tweaking the screen update code, which i think should make any remaining problems with screen updates more tractable [23:59] im not quite ready with it to go to master, but if you want to give it a go i can send you a patch [23:59] GitHub144 (~GitHub144@192.30.252.42) joined #scummvm. [23:59] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHIAT [23:59] scummvm/master 9c28bcf Paul Gilbert: TITANIC: Renamed CStarControlSub26 to CMatrixTransform [23:59] GitHub144 (GitHub144@192.30.252.42) left #scummvm. [00:00] --- Tue May 23 2017