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[01:14] <m-kiewitz> oh oh oh
[01:22] <m-kiewitz> snover: there is currently an active ebay paypal discount code
[01:22] <m-kiewitz> only valid for another 40 minutes sadly
[01:22] <m-kiewitz> i didn't see it earlier
[01:22] <m-kiewitz> $10 off $50 purchases
[01:22] <snover> thanks, i still dont buy physical items though :)
[01:23] <m-kiewitz> well it's valid for anything
[01:30] <m-kiewitz> oh nice gold rush (Apple IIgs) for $85
[01:30] <m-kiewitz> http://www.ebay.com/itm/Gold-Rush-for-Apple-IIGS-by-Sierra-On-Line-1988-computer-adventure-game-/361515464190
[01:33] <m-kiewitz> if only waltervn would be here :(
[01:51] <snover> man. git is so nice sometimes. i mysteriously broke walking in lsl7, but i did so much rebasing today on this branch i had no clue what might have happened. a quick `git diff working@{one.day.ago}..working engines/sci/` and i found the answer.
[01:54] <snover> all hail the reflog.
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[02:39] <rsn8887> snover: yes. I managed to do it. Since it might be a while until the whole Vita port branch is merged, do you want me to make a new PR for my shader menu code?
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[02:40] <snover> its up to you.
[02:40] <rsn8887> snover: It adds a new tab for shader selection. Right now this is only used by the (yet to be merged) Vita backend. But my code is simply adding getSupportedShaders, getShader and setShader functions to OSystem and GraphicsManager (and ModularBackend)
[02:41] <rsn8887> snover: The tab is hidden unless the backend has the new feature kFeatureShaders.
[02:41] <rsn8887> It will allow users to select shaders in combination with scalers for example for scanline overlays etc.
[02:42] <rsn8887> There should be zero impact on current ports, but future possibility for many backends to implement shaders.
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[02:42] <snover> ok. i dont think i know enough to give any useful feedback.
[02:42] <rsn8887> I guess I will simply create the PR and if someone is interested they can merge it.
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[02:52] <GitHub120> [scummvm] rsn8887 opened pull request #910: SDL: added shader menu (hidden if no shaders) (master...upstream) https://git.io/vyTfX
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[03:07] <Lightkey> The Dagger of Amon Ra continues on twitch.tv/gogcom now :-)
[03:10] <Lightkey> "what's Tex Murphy doing with that guy?"
[03:39] <Lightkey> "oh, there is actually collision in this game! he wants to go by, move, move!"
[03:40] <Lightkey> at least it continued when she got out of the way instead of hanging like in The Colonel's Bequest :-)
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[03:41] <GitHub50> [scummvm] rsn8887 closed pull request #910: SDL: added shader menu (hidden if no shaders) (master...upstream) https://git.io/vyTfX
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[03:42] <rsn8887> Nevermind, I will make that pull request only as part of the vita branch. I think it will create a nightmare to merge if I duplicate once within and once outside the vita branch
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[04:30] <GitHub132> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vyTkO
[04:30] <GitHub132> scummvm/master 985f8a3 Paul Gilbert: TITANIC: Fixes for coordinates init in CStarPoints1
[04:30] <GitHub132> scummvm/master e107003 Paul Gilbert: TITANIC: Some preliminary cleanup of star control interfaces
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[08:25] <waltervn> morning
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[09:10] <Begasus> morning
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[12:55] <WooShell> good meowning =^.^=
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[16:32] <snover> good day
[16:34] <wjp> morning
[16:36] <snover> thanks again for the reviews :)
[16:39] <wjp> sure; sorry it's taking so long
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[17:16] <snover> no worries. it doesnt block anything on my side :)
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[18:28] <rsn8887> I have been looking at aspect correction some more and I think it could definitely be improved. Currently AR, if enabled, kicks i. For ANY game that runs in a screen mode with 200 lines or 400 lines. However I am pretty sure that some games such as Dreamweb should have it disabled even though they run in 200 lines, and other games that don't use 200 lines probably should have it enabled if they or
[18:28] <rsn8887> iginally ran on a platform with rectangular pixels. Also the AR currently only stretches 200-240 but it should be able to stretch any resolution to any ratio depending on the original games pixel height/width ratio
[18:30] <rsn8887> But then the menu is currently designed to display well in 320x240 or twice those resolutions. This is opening a can of worms of legacy stuff. So I will stop working on it and focus on other things.
[18:31] <rsn8887> But it could be a summer of code to fix that and make the menu more robust or work at any resolution.
[18:35] <rsn8887> In the vita port I implemented AR as a simple hardware stretch to 4:3 it works well, is fast, distorts the menu only slightly, but a better name for it would be "force 4:3 aspect" I think that name is much more clear in general because it describes what is being done. Compared to the old name which is nebulous.
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[18:42] <rsn8887> For example rear touch support on the Vita it would be awesome to use touch without the hand and fingers getting in the way of graphics.
[19:00] <Henke37> really, the whole system is coupled the wrong way around
[19:00] <Henke37> the game engine dictates when the graphics get updated
[19:01] <Henke37> which makes the emulator gui depedent on when the game engine feels like updating
[19:01] <Henke37> except, it doesn't even work like that at all
[19:01] <Henke37> when emulator ui is shown, the entire game engine is paused. by means of spinning up an inner main loop
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[19:43] <GitHub14> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vyT1U
[19:43] <GitHub14> scummvm/master 77d232f Martin Kiewitz: AGI: always stop sound/music, when calling restore/save since 2.272...
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[20:03] <GitHub181> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vyTMl
[20:03] <GitHub181> scummvm/master 16d21cd Paul Gilbert: TITANIC: Fix CStarPoints2 initialization
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[20:19] <snover> m_kiewitz: do you have an idb easily at hand for jones CD and can tell me whether or not kRandom includes code for getting/setting the RNG for 0-arg and 1-arg variants?
[20:19] <snover> RNG seed*
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[20:21] <snover> i checked lsl1vga and it isnt there, so think it doesnt show up until sci1late, but would like to be a little more certain about it than i am
[20:23] <snover> (lighthouse does the 0-arg call, so i figured i might as well figure out exactly where it started to exist and use the correct version guard)
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[20:29] <m_kiewitz> snover: please do not change anything on that level for anything sci16
[20:30] <m_kiewitz> im petty sure i already went through on very long investigation on kRandom some years ago because of some issue
[20:30] <m_kiewitz> and you simply can NOT simply check 1 or 2 interpreters in that case
[20:30] <m_kiewitz> you need to exactly identify when a change happened, then verify that it didn't also happened on a one off before that (which also happens)
[20:30] <m_kiewitz> otherwise you will break stuff
[20:32] <m_kiewitz> which is also a pain in the ... to figure out, because there are so many versions
[20:36] <wjp> (kRandom in jonescd and lsl1sci are identical)
[20:36] <snover> ok, i wont change it for sci16, but i will say 0-arg just goes to an error() so couldnt be broken, and 1-arg does the wrong thing in sci1late/1.1 if its ever actually used there
[20:37] <snover> wjp: thanks
[20:39] <snover> not that i know that anyone would be able to ever notice this, especially in sci32 since the rng seed became a 32-bit number but the VM can only get 16 bits of it
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[20:44] <GitHub78> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyTyM
[20:44] <GitHub78> scummvm/master 27a0f43 Eugene Sandulenko: DIRECTOR: Move utility functions to util.cpp
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[20:45] <m_kiewitz> snover: did they keep that exact "get random number in range" code in sci32?
[20:45] <snover> i assume so, i didnt check that part, or if i did it was a long time ago and i forgot :)
[20:46] <m_kiewitz> well it would be interesting
[20:47] <m_kiewitz> they calculated the range in a specific way and exactly that is needed for some sci16 games
[20:47] <m_kiewitz> but it was also a bit weird, so maybe they changed it and then it would have to get adjusted accordingly
[20:47] <m_kiewitz> back then it was a pita to get for example the door codes working in larry 5 because of that
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[20:48] <m_kiewitz> although what's wrong about the 1-argc thing?
[20:50] <snover> its supposed to set the seed from argv[0] but it does nothing
[20:51] <m_kiewitz> yes, we also don't use the exact same method of creating random numbers, that was done intentionally
[20:51] <m_kiewitz> we just get the random numbers from ScummVMs RNG if I remember correctly
[20:52] <m_kiewitz> so even if we used the seed, there wouldn't really be a point to it, because the games wouldn't get the same random numbers anyway
[20:53] <m_kiewitz> it seems with argc not being 1 or 2, it actually would have returned the seed
[20:53] <m_kiewitz> what does sci32 do?
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[20:54] <m_kiewitz> does lighthouse read the seed and set it later?
[20:55] <snover> good question
[20:55] <snover> i got a little ahead of myself
[20:56] <m_kiewitz> there are also 2 kRandom workarounds for Torin right now, what does Torin do? sadly the one adding those didn't mention what the scripts do :(
[20:56] <snover> also a good question that i was wondering about.
[20:56] <snover> i mean, i can say from the disassembly that sci32 returns the low 16 bits of the seed
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[20:57] <snover> but i dont know yet exactly why lighthouse is using it. and i guess i need to work on save games a little more, since the lighthouse ones are broken once you go past the first area.
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[20:58] <m_kiewitz> and the scripts are calling it that way? and they save the seed?
[20:58] <m_kiewitz> in theory they could use that feature to get the same numbers back several times
[20:59] <snover> yeah, that was the conclusion i jumped to :)
[20:59] <snover> but i need several minutes to figure out what room i was in when it did that, so i can verify that it sets it
[20:59] <m_kiewitz> well, for sci16 i'm not really sure, if it would be a wise choice to allow no parameters via signatures
[21:00] <m_kiewitz> because it's quite obviously never used and if we wanted to be that accurate, we would have to allow any type of parameter because sierra did the same
[21:00] <m_kiewitz> you could have called it with kRandom(object, integer, integer, object) and it would have returned the seed too
[21:00] <m_kiewitz> sci32 needs to investigated of course
[21:01] <m_kiewitz> did that code stay like that for all of sci32?
[21:03] <snover> sec, diffing
[21:05] <m_kiewitz> wow, Torin's Passage looks basically perfect now
[21:06] <m_kiewitz> "Lycentia knocks Torin out", who's Lycentia?
[21:06] <snover> the antagonist
[21:07] <m_kiewitz> oh i see, and when does that guy/girl knock Torin out?
[21:07] <snover> unfortunately, i have no idea. i didnt add those workarounds
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[21:07] <m_kiewitz> either it was really kRandom(), or had some garbage data on top
[21:07] <snover> try just navigating to that room from the debugger i guess
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[21:08] <m_kiewitz> no idea how to get her to punch Torin
[21:16] <m_kiewitz> hmm in case lighthouse would really need that functionality, we would probably have to find a way with that seed
[21:17] <m_kiewitz> right now Common::RandomSource uses a uin32 as seed, so no way for a script to save it
[21:22] <wjp> well
[21:23] <wjp> there's a lot of potential reg_t tricks if it's important enough
[21:24] <wjp> (and, oh, workarounds for not fully implemented functionality? :-( )
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[21:26] <snover> sorry, i had to go lay down for a minute.
[21:28] <snover> functionally, it looks like everything is the same for all of sci32, except that argc=3 gets dropped in sci3
[21:28] <snover> and is effectively a no-op if it is ever called
[21:30] <snover> the RNG seed in SSCI is 32-bits, and it also takes only the low 16 bits for the VM, so it looks like that shouldnt cause an incompatibility
[21:33] <snover> though& i am wedded to much to my fully filled out SQ6 IDB :) for lighthouse the 32-bit accumulator means the entire seed would fit into it
[21:34] <m_kiewitz> snover: we got 2 workarounds for torin, one is for cycleDone and I only see this code for cycleDone:
[21:34] <m_kiewitz> code_04db: push2
[21:34] <m_kiewitz> pTos waitMin
[21:34] <m_kiewitz> pTos waitMax
[21:34] <m_kiewitz> callk Random, $4
[21:34] <m_kiewitz> and that should work I guess?
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[21:35] <snover> i really need to look at the lighthouse game script and see where it is storing this value, since i still think it would get truncated eventually
[21:35] <snover> m_kiewitz: yeah
[21:35] <m_kiewitz> wjp: we still have no idea for what situation those workarounds were added
[21:35] <snover> those workarounds dont make a lot of sense to me either
[21:35] <m_kiewitz> wjp: at least the cycleDone makes no sense to me, but maybe there is another version of Torin, idk
[21:36] <snover> i mean, if lighthouse calls kRandom argc=1, even in SSCI3, that can still only be a 16-bit value
[21:36] <snover> im gonna stop talking in circles and find the correct game script&:)
[21:36] <m_kiewitz> maybe thoses cases are script bugs then?
[21:36] <m_kiewitz> if they only got 16 bits of the seed, they couldn't reproduce the values anyway
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[21:37] <wjp> snover: do you see any calls with argc == 1 in Lighthouse?
[21:37] <snover> wjp: yeah, that is how this whole thing started.
[21:37] <snover> er
[21:37] <m_kiewitz> and what's that argument?
[21:37] <snover> no
[21:37] <snover> sorry
[21:38] <snover> aaaaa
[21:38] <snover> !
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[21:38] <m_kiewitz> ?!?!
[21:38] <snover> i saw an argc=0 and it crashed on it
[21:38] <wjp> I only see 0 and 2
[21:38] <m_kiewitz> where are the argc=0?
[21:38] <m_kiewitz> script?
[21:38] <wjp> rm447::init
[21:38] <m_kiewitz> is it doing anything with _acc?
[21:39] <m_kiewitz> super LightRoom, $4
[21:39] <m_kiewitz> push0
[21:39] <m_kiewitz> callk Random, $0
[21:39] <m_kiewitz> o_O
[21:39] <m_kiewitz> looks like a script bug
[21:40] <m_kiewitz> callk Random, $0
[21:40] <m_kiewitz> push1
[21:40] <m_kiewitz> pushi $171 ; 369, nextRoom
[21:40] <m_kiewitz> callb export000_5, $2
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[21:40] <m_kiewitz> but well, we can just accept no arguments and return NULL_REG
[21:41] <m_kiewitz> snover: sci32 doesn't use kRandom() to init the RNG?
[21:42] <snover> im not sure, i never looked for that. if it ever did that it wouldve just been silently ignored by the existing kRandom code
[21:42] <m_kiewitz> maybe a SCI dev thought it would
[21:42] <m_kiewitz> really weird
[21:44] <snover> i guess i caused a lot of confusion for nothing. sorry :(
[21:44] <m_kiewitz> nah we should really change signatures and open it up
[21:44] <m_kiewitz> and you aren't the SCI developer who called it like that anyway :P
[21:45] <m_kiewitz> you should really verify the range calculation in sci32 though and if it's really 100% the same
[21:45] <m_kiewitz> because if they changed it, that could cause some tiny minor issue somewhere
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[21:47] <snover> mov eax, [esp+4+high]; sub eax, [esp+4+low]; inc eax;
[21:47] <snover> so, the same
[21:49] <snover> there is not that reverse order thing from longbow/kq5cd, though i dont know if it ever gets triggered
[21:50] <m_kiewitz> that depends on how the RNG returned the numbers depending on the range
[21:51] <m_kiewitz> hmm if we only had a debugger for the original sci32 for testing those edge cases out
[21:59] <wjp> do we have a compiler for sci32 scripts?
[21:59] <wjp> or assembler
[22:00] <m_kiewitz> i doubt it. we could change scripts manually of course.
[22:00] <m_kiewitz> snover: shall i change up kRandom accordingly?
[22:01] <snover> m_kiewitz: sorry, I am apparently confused today :) you are speaking of changing the kernel signature?
[22:02] <m_kiewitz> yes and a tiny bit of code
[22:02] <m_kiewitz> i will pobably add a warning for kRandom() calls (without parameters)
[22:02] <m_kiewitz> so that we see when this happens
[22:03] <snover> Sounds OK to me. Seems lighthouse just needs to be script patched to remove the bogus call
[22:03] <snover> And I have not seen it anywhere else yet
[22:04] <m_kiewitz> i will also remove the workarounds for torin
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[22:10] <snover> OK.
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[22:24] <m_kiewitz> snover: shall I actually return the seed for those cases?
[22:24] <m_kiewitz> or just return NULL_REG?
[22:24] <m_kiewitz> it's difficult, I guess we should expect all of those calls to be script bugs first of all
[22:25] <snover> Might as well do what ssci did since we can
[22:26] <m_kiewitz> i have no clue why kRandom is inside kmath.cpp, btw. I would expect it inside kmisc.cpp
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[22:26] <waltervn> wjp: I add SCI2 support to scis a few years ago, but I doubt anyone has tried it besides me...
[22:26] <waltervn> *added
[22:27] <waltervn> make that 5 years ago, yikes. Time really does fly
[22:43] <waltervn> looks like my ISP is having trouble again... sigh
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[23:19] <snover> as far as which file kRandom is in, in SSCI it probably was also in a math file since it is surrounded by other math operations. it also doesnt seem so strange to me, but thats because i have like 18 years of experience in a language where it lives at Math.random :)
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[23:21] <GitHub16> [scummvm] sev- pushed 2 new commits to master: https://git.io/vyTbN
[23:21] <GitHub16> scummvm/master 45b4135 Eugene Sandulenko: DIRECTOR: More debug output when loading
[23:21] <GitHub16> scummvm/master 29b32d5 Eugene Sandulenko: DIRECTOR: Clarified and corrected movie scripts in D2/D3
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[23:25] <GitHub156> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vyTNt
[23:25] <GitHub156> scummvm/master 26b6d45 Martin Kiewitz: SCI: Clean up kRandom + allow 0 parameters via signatures...
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[23:25] <m_kiewitz> snover: ^^ hope it works
[23:26] <m_kiewitz> just went through quite a few interpreters, 0.530 and earlier didn't even check if the amount of parameters were passed and just read them in any case
[23:32] <snover> well it compiles, so i think we can ship it ;)
[23:33] <snover> i really gotta fix these save games now though, before anything else&
[23:36] <m_kiewitz> there seems to be some corruption going on somewhere
[23:40] <snover> i think it is robot memory that needs to be cleaned up & serialised
[23:42] <snover> so, thats what i am working on at the moment
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[00:00] --- Sun Feb 26 2017