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[00:48] <GitHub177> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQ324
[00:48] <GitHub177> scummvm/master 680b668 Paul Gilbert: VIDEO: Fix transparency track seeking in AVIDecoder
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[01:17] <GitHub61> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQ3ab
[01:17] <GitHub61> scummvm/master 1766f9e Paul Gilbert: TITANIC: Return long stick to inventory after hitting bomb glass with it
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[02:10] <GitHub183> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQ3wh
[02:10] <GitHub183> scummvm/master 7264e43 Paul Gilbert: TITANIC: Add titanic.dat to engine-data
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[02:20] <snover> dreammaster: whoa! :)
[02:21] <dreammaster> Getting close to official testing :). Winding up for tonight, but I figure I'll spent tomorrow night looking into some final minor bugs I know about, and then set up a testing announcement.
[02:27] <Lightkey> 3.65 MB?
[02:28] <dreammaster> Resources extracted from the English and German executables. The intro copyright screens, not to mention the thousands of star points. It all adds up
[02:32] <dreammaster> And oh so much range and vocab data needed for the various NPC bots. I swear, it even surprised me the shear scope of logic built into them for what they respond to.
[02:33] <dreammaster> If I wasn't so burnt out on Titanic, I'd enjoy poking my nose into finding out what all the various questions and the responses are
[02:35] <Lightkey> it's under 1 MB with lzma :-)
[02:39] <dreammaster> Well, bedtime, so night all
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[02:39] <snover> its under 1MB with zlib too, which IIRC is what git already uses
[02:43] <Lightkey> it's 1.41 MB here with default gzip
[02:43] <Lightkey> or is there some other zlib?
[02:44] <snover> it is possible my titanic.dat is missing some stuff, i figured it hadnt changed much since i last generated it
[02:45] <snover> (on the 18th)
[02:46] <snover> the thing that really hurts me is that at one point a file called engines/tsage/stP1kAlM was committed, 24MB of junk that can never go away :(
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[03:05] <GitHub137> [scummvm] criezy pushed 1 new commit to master: https://git.io/vQ3Ku
[03:05] <GitHub137> scummvm/master db07289 Thierry Crozat: I18N: Regenerate translations data file
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[05:21] <snover> wjp: if you have time and would give me a second set of eyes on this thing, i would appreciate it: https://bugs.scummvm.org/ticket/9857#comment:3
[05:25] <Strangerke> Rah :) I just finished the hardcoded logic of Kingdom :)
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[07:33] <Strangerke|work> hi guys
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[09:44] <GitHub118> [scummvm] waltervn pushed 1 new commit to master: https://git.io/vQsvI
[09:44] <GitHub118> scummvm/master 70092f7 Walter van Niftrik: ADL: Merge hires2 and hires0 classes
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[09:50] <t0by> Morning
[09:50] <Strangerke|work> g'day Evil One
[09:53] <criezy|Work> Statistically he seems to be mostly God in the morning.
[09:53] <criezy|Work> *Good
[09:56] <Strangerke|work> I guess that's why he always gets a morning glory...?
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[10:01] <t0by> snover: I haven't thought a whole lot about those TransparentSurface issues. I *guess* it would make sense to split it up.
[10:01] <TMM> who si the evil one?
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[10:02] <Strangerke|work> TMM: t0by, who else?
[10:02] <t0by> Nobody. Mwhwhahahahahahah.
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[10:17] <wjp> huh, that engines/tsage/stP1kAIM file that snover mentioned is odd
[10:17] <wjp> or engines/tsage/stP1kAlM actually
[10:18] <wjp> tkachov added that in some random cloud commit, and we apparently missed that entirely
[10:18] <wjp> ugh
[10:26] <waltervn> is that a scummvm binary?
[10:40] Action: t0by creates Tkachov Dauphin of Evil
[11:41] <wjp> waltervn: it looks like libtsage.a
[11:46] <TMM> wjp, yes
[11:47] <TMM> $ strings stP1kAlM | grep _ZTIN5TsAGE15UIInventorySlotE | wc -l
[11:47] <TMM> 4
[11:50] <TMM> just push a commit to remove it then?
[11:51] <TMM> or do we want to do a full rebase and remove it from history entirely?
[11:51] <TMM> that'll require a force push
[11:53] <wjp> too long ago to do that
[11:53] <wjp> can't really rewrite a year of history of a public repo
[11:54] <TMM> no, that'd be terrible
[11:54] <wjp> so, yes, should probably just remove it with a commit
[11:54] <wjp> (feel free to, I can't do so until tonight)
[11:54] <TMM> OK
[11:55] <TMM> wjp, did you know what commit added it so I can refer to it in the message?
[11:55] <TMM> nvm, found it
[11:55] <wjp> aee713141b3a401f08e63cd9ccf5ce3dfe1cb06e
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[11:57] <TMM> gone
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[11:57] <GitHub164> [scummvm] hpvb pushed 1 new commit to master: https://git.io/vQssk
[11:57] <GitHub164> scummvm/master 78b2a76 Hein-Pieter van Braam: TSAGE: remove accidentally added file...
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[12:02] <wjp> thanks
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[12:20] <travis-ci> scummvm/scummvm#3683 (master - 78b2a76 : Hein-Pieter van Braam): The build was broken.
[12:20] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/70092f7f2508...78b2a7607664
[12:20] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/247070749
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[13:22] <waltervn> funny how 90 minutes without "the internet" can feel like days
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[13:24] <logix> or is it the other way round?
[13:26] <Joefish> better google it
[13:37] <Harekiet> you know you don't have internet but still try to use it :)
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[16:03] <WooShell> meow =^.^=
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[16:12] <snover> oops; for some reason i thought that tsage temp file had already been deleted a while ago.
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[18:04] <logix> 71 minutes - or in waltervn's time frame "half a week"
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[18:07] <m_kiewitz> logix: lol
[18:07] <m_kiewitz> i wanted to tell him about the thing that was just officially announced - Super NES Classic Mini
[18:08] <m_kiewitz> and wow, there will be Star Fox 2 on it. Never released until now
[18:08] <m_kiewitz> And Yoshi's Island finally
[18:08] <m_kiewitz> and all sorts of other games
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[18:17] <logix> oh, I already wondered why nobody mentioned it
[18:17] <logix> I was about to, but then I got distracted because the topic suddenly was about waltervn and the way he experiences time
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[18:22] <t0by> _sev, Strangerke, everyone: I was talking with Strangerke in private earlier today about this -- do we have some sort of idea of when 1.10 will be rolled out? I would really like to have a few WME games thrown in.
[18:23] <t0by> (So that everyone will be distracted by the SCI titles and will not pay any attention to bugs)
[18:26] <m_kiewitz> I hope it isnt soon
[18:26] <m_kiewitz> because tons of script patches need to happen
[18:26] <m_kiewitz> and i need to change the keyboard code
[18:26] <m_kiewitz> etc. etc. etc.
[18:27] <m_kiewitz> logix: I wonder what's going to be on the Japanese one
[18:27] <m_kiewitz> i bet it's not the exact same games. At least that's what happened for the NES/Famicom
[18:27] <m_kiewitz> this time i will get 2 :p
[18:28] <m_kiewitz> i bought up tons of NES controllers though
[18:28] <m_kiewitz> i bought 7 in total. 2 for Mr. Willis, one was for waltervn
[18:28] <m_kiewitz> but walter was lucky and amazon Germany sold a few and i told him and he ordered one from there, which was a bit cheaper than me shipping it to him
[18:29] <logix> I have 1 and no second controller :(
[18:29] <m_kiewitz> i can sell you one, for the cost that I paid + postage
[18:29] <m_kiewitz> I think I paid 13 EUR for each one
[18:29] <m_kiewitz> was the last nintendo shipment
[18:30] <m_kiewitz> and originally someone else even helped me out and bought 2 for me in a retail store far away from my place
[18:30] <m_kiewitz> this time they will finally ship it with 2 controllers.
[18:30] <m_kiewitz> sadly it seems there wont be Mario Kart 4 players
[18:31] <logix> ah well, it's ok, I haven't even opened the box
[18:31] <m_kiewitz> lol
[18:32] <m_kiewitz> it was really weird. i got the classic mini by accident, a local store just got 5 in total and i called them a day before release and they sold me the thing for 50 EUR or so
[18:32] <m_kiewitz> but they never ever got any controllers
[18:32] <logix> huh, wow
[18:34] <m_kiewitz> controllers were even more difficult to get, at least for me
[18:34] <m_kiewitz> and they work with Wii + Wii U, that's why I bought a few more
[18:40] <logix> interesting that the european version will come with contra iii
[18:47] <m_kiewitz> the US one doesnt?
[18:47] <m_kiewitz> then which other game will the US one will get?
[18:47] <m_kiewitz> it's really sad that the Famicom Mini didn't get Takeshi's Challenge
[18:49] <m_kiewitz> probably the most difficult game, but on the other hand - can murder your wife CHECK, can murder your children CHECK, can drink alcohol CHECK
[18:49] <m_kiewitz> it's insane lol
[18:54] <logix> m_kiewitz: no, I mean because in europe it was renamed to super probotector and it got a few changes (no humans, robots instead, ...)
[18:55] <m_kiewitz> ah
[18:55] <m_kiewitz> yeah for nes mini they used the 60 Hz versions
[18:55] <logix> hm, right, that's in some sense the same thing
[18:56] <logix> ALTTP will then probably also be the english version
[18:57] <logix> I actually wonder why... it's a bit weird that you'd try to cater to the retro market with versions of the games that are a bit different from how they were back in the day
[18:58] <logix> and it's hard to imagine that their emulator has problems with the PAL versions of the games
[19:02] <logix> I'm not entirely certain but I think I played the US versions of both ALTTP and contra III back then, so for me these versions of the games really are the ones from back then
[19:02] <logix> just that the SNES mini won't come with an import adapter you need to attack on top :)
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[19:05] <deitario1> Given that the Roberta Williams Anthology munges a bunch of stuff together in the root of disc 4, how would I go about finding out which files the SCI release of Mixed-up Mother Goose *actually* requires?
[19:16] <m_kiewitz> deitario1: i have to check my own CDs, but a standalone SCI1 Mixed Up Mother Goose CD doesn't seem to use subfolders
[19:17] <m_kiewitz> so just copy over everything from the root of that CD and that should be enough
[19:17] <deitario1> m_kiewitz: It doesn't... but I need to know which of the things in the root of disc 4 are not part of the game.
[19:17] <m_kiewitz> will boot up my other computer to make sure, i don't have the dump of Roberta Williams on my current one
[19:17] <deitario1> I know the text file named "rwa4" isn't necessary, for example.
[19:17] <m_kiewitz> moment
[19:21] <m_kiewitz> i just checked
[19:22] <m_kiewitz> there of course may be a small file included that is not needed, but that's not the point
[19:22] <m_kiewitz> there is only one subdirectory for laura bow 2
[19:22] <m_kiewitz> so everything inside the root directory should work
[19:22] <m_kiewitz> i have no idea what a 1 KB file is a problem
[19:22] <deitario1> It does work... I'd just like to pack as many games as possible onto my pocket PC.
[19:22] <m_kiewitz> if you delete files, like for example audio drivers, the game may still work, but it's not a good idea to delete those, because they may be needed at a later date
[19:23] <m_kiewitz> yes, but it's like 1 or 2 kilobytes
[19:23] <m_kiewitz> Mixed Up Mother Goose from that collection is the talkie edition, which is the largest edition available (except for the SCI32 one, which is also talkie)
[19:23] <m_kiewitz> you could instead compress the audio resource file
[19:23] <m_kiewitz> that will save tons of space
[19:24] <deitario1> *nod* I'll be doing that too.
[19:24] <m_kiewitz> there are also different audio files for the different languages
[19:24] <deitario1> It's just that these little amounts do add up... especially when I've got a collection of ROMs I dumped using my Retrode and those are small.
[19:24] <m_kiewitz> you can delete the ones that you do not use, but then the game wont work anymore when you select those languages
[19:25] <deitario1> Noted.
[19:25] <m_kiewitz> i think 001 is USA, etc. but you need to test that out, because I'm not absolutely sure.
[19:26] <m_kiewitz> 049 is probably German
[19:27] <m_kiewitz> anyway, thats the largest files, there is also the regular resource file, which is around 4 MB. everything below that is not worth deleting, because you risk that there may be problems at least at some point
[19:27] <deitario1> As for requiring additional files later, I do hope that's only a concern for SCI, given that other types of games give a specific list of files to keep and it'd be a major pain to have to choose between keeping an old ScummVM around and going through, copying new files over.

[19:28] <m_kiewitz> as i said, that's why you shouldn't delete those tiny files. i really don't know what the problem is about those. Sure, you may delete the setup program etc. but why? it's 55 KB only
[19:29] <deitario1> That's bigger than most of the NES ROMs I extracted from my Gamecube copy of Animal Crossing.
[19:29] <m_kiewitz> we also do not have lists of required files, also simply because there are tons of game versions out there. localized games. Audio driver wise some of those may be needed to read MIDI patches etc.
[19:29] <m_kiewitz> and the resource file of Mixed Up Mother Goose is 4 MB, I really do not understand.
[19:29] <m_kiewitz> the audio files are 30 MB each
[19:30] <m_kiewitz> compared to that 55 KB is literally nothing
[19:30] <deitario1> As I said, the more small files I can shave off, the more small ROMs I can pack in once space gets tight.
[19:30] <logix> m_kiewitz: heh, the language IDs go by phone prefix? :)
[19:30] <logix> well, country code, not prefix
[19:30] <m_kiewitz> logix: seems to be that way, yes. I actually like that approach.
[19:31] <logix> it's cute
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[19:32] <deitario1> Would it be reasonable to assume I can delete the DLLs, or is ScummVM incorporating some kind of x86-on-ARM emulation a risk?
[19:32] <m_kiewitz> for sci it won't.
[19:32] <deitario1> (and yes, I am aware that PE-format files can contain non-executable resources)
[19:32] <m_kiewitz> yes, those are safe to delete. you can also delete the original interpreter EXE
[19:33] <m_kiewitz> still it's really nothing compared to the actual game. If you want to save that much space, maybe you could use one of the non-talkie versions of Mother Goose.
[19:34] <deitario1> m_kiewitz: Actually, if I had to choose, I'd leave the AGI and non-Deluxe SCI versions at home and carry along the Deluxe version from my copy of The King's Quest Collection.
[19:35] <m_kiewitz> thanks to snover, SCI32 is working quite well already
[19:35] <m_kiewitz> i would assume that the next official release will have support for at least some SCI32 games
[19:35] <m_kiewitz> Mixed Up Mother Goose deluxe has a problem atm i think, which is a music problem though :P
[19:37] <deitario1> *nod* I just haven't had time to try out SCI32 support because I'm on Kubuntu 14.04 LTS and I've either been well-enough rested to use Rust coding as my leisure activity or so tired that all I want to do is passively read a good book.
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[20:15] <tsoliman_> m_kiewitz , snover : I think I already know the answer to this, but what would be involved in taking a specific SCI game (say QFG4) and introducing the ability to play digital tracks instead of the midi?
[20:15] <tsoliman_> my guess: script patches and new kernel calls (unless there exists calls to play digital tracks already?)
[20:15] <m_kiewitz> probably a nightmare
[20:16] <m_kiewitz> we would have to play the midi track in the background for events
[20:16] <m_kiewitz> and then we may have sync issues
[20:16] <m_kiewitz> and then there may be special looping involved
[20:16] <tsoliman_> ugh .. looping I forgot about :(
[20:17] <tsoliman_> I guess I assumed it is "if room = x then play sound y"
[20:17] <m_kiewitz> its way way way more complicated than this :p
[20:17] Nick change: tsoliman_ -> tsoliman
[20:17] <m_kiewitz> and the scripts have full control over it
[20:17] <m_kiewitz> and scripts require so called "signals" almost all the time
[20:18] <tsoliman> the signals come from the midi?
[20:19] <m_kiewitz> yes
[20:19] <m_kiewitz> it's a Sierra SCI specific extension
[20:19] <m_kiewitz> well, animations may also trigger a cue
[20:19] <m_kiewitz> and other things too
[20:20] <m_kiewitz> but sierra often sync'ed some things with the music
[20:22] <tsoliman> I didn't realize the music was interwoven with logic .. I guess this might be why SSCI saves don't work on different music devices
[20:22] <tsoliman> I was always told "change it to internal speaker then save" :)
[20:26] <tsoliman> thanks for the insights! :)
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[20:38] <m_kiewitz> tsoliman: change to internal speaker?!?!
[20:39] <m_kiewitz> ah original SCI, i actually never tried to change the music
[20:39] <tsoliman> yeah in SSCI the savegame only loads if you use the same music device as the saver .. this comes into play when sharing savegames online
[20:39] <m_kiewitz> in theory it shouldn't be a problem, but yes in theory one music driver could set more signals than another one, because the tracks are filtered depending on music driver
[20:39] <m_kiewitz> ah i didn't know that actually. Interesting.
[20:40] <tsoliman> I never really tried it .. just read it somewhere
[20:41] <m_kiewitz> the saves i downloaded worked fine, but maybe those were always set to adlib / soundblaster anyway
[20:41] <m_kiewitz> and i don't download that many saved games anyway
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[23:05] <snover> tsoliman: depending upon how the game uses the MIDI (as m_kiewitz mentioned, the game may need to receive signals in the MIDI data), replacing it with digital audio can potentially be as simple as just putting a WAV file with the same number as the sound resource into the game directory. When digital SFX is enabled, the sound system looks for digital audio first before falling back to MIDI.
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[23:24] <t0by> Hah.
[23:25] <t0by> Brilliant idea.
[23:25] <t0by> Using MIDI events to sync the rest of the engine *to* the playing track instead of the other way around.
[23:25] <t0by> (After all, in cartoons music *does* come first and animation later...)
[23:26] <t0by> I wonder whether they're SYSEXes or some more pedestrian hack
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[23:51] <snover> grahgaisjdof. i have the. worst. timing.
[23:54] <m_kiewitz> t0by: i don't think it's such a bad approach. You can't really sync music to animations, I mean how would you do that? Skip a few notes in case it's needed? Pause the music?
[23:55] <snover> something like iMUSE?
[23:57] <snover> actually, if the wikipedia article on iMUSE is accurate, perhaps exactly iMUSE. the iMUSE system acts as a pit orchestra, according to McConnell, playing back shorter or longer sections of music while waiting for key events to occur within the game's drawing engine.
[00:00] --- Tue Jun 27 2017