[00:44] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Quit: ERR_SHUTDOWN [00:45] GitHub63 (~GitHub63@192.30.252.41) joined #scummvm. [00:45] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6hYt [00:45] scummvm/master 67be58f Paul Gilbert: TITANIC: Implemented more game classes, fleshed out season handling [00:45] GitHub63 (GitHub63@192.30.252.41) left #scummvm. [00:58] i tricked myself. useAudioSync false does fix the problem, but the key is to actually override the function and not create a new one with a subtly different signature :~) [00:59] still does seem to introduce tiny audio buffer underruns during these sequences though. [01:15] klusark (~klusark@216-71-194-243.dyn.novuscom.net) left irc: Quit: quit [01:16] girafe (~girafe@LFbn-1-8015-136.w90-112.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [01:33] klusark (~klusark@216-71-194-243.dyn.novuscom.net) joined #scummvm. 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[01:49] DJWillis (~djwillis@cpc2-trow6-2-0-cust204.aztw.cable.virginm.net) left irc: Ping timeout: 260 seconds [01:56] Vampire0_ (~Vampire@jEdit/Vampire) joined #scummvm. [02:00] Vampire0 (~Vampire@jEdit/Vampire) left irc: Ping timeout: 244 seconds [02:51] GitHub103 (~GitHub103@192.30.252.46) joined #scummvm. [02:51] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6hsi [02:51] scummvm/master 8f29f06 Paul Gilbert: TITANIC: Implemented more game classes [02:51] GitHub103 (GitHub103@192.30.252.46) left #scummvm. [02:59] snover (~Adium@unaffiliated/snover) left irc: Quit: Leaving. [03:23] Gentle (~tier@quassel/contributors/gentle) joined #scummvm. [03:24] bazaar_ (~bazaar@81.4.111.235) joined #scummvm. 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[04:04] Polynomial-C (~Poly-C@gentoo/developer/Polynomial-C) left irc: Ping timeout: 244 seconds [04:21] Littleboy (~littleboy@c-71-233-131-7.hsd1.ma.comcast.net) joined #scummvm. [04:21] #scummvm: mode change '+o Littleboy' by ChanServ!ChanServ@services. [04:35] rootfather (57bbb0bc@gateway/web/freenode/ip.87.187.176.188) joined #scummvm. [04:35] #scummvm: mode change '+o rootfather' by ChanServ!ChanServ@services. [04:44] hi folks [04:49] Littleboy (~littleboy@c-71-233-131-7.hsd1.ma.comcast.net) left irc: Quit: Être dans le vent, une ambition de feuille morte. [05:05] Strangerke_ (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [05:08] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 276 seconds [05:08] Nick change: Strangerke_ -> Strangerke [05:12] Hello, my friend. Stay awhile and listen. [05:50] Harekiet (~harekiet@kittens.harekiet.com) joined #scummvm. [06:10] jammmm (~jam@106.221.150.236) left irc: Ping timeout: 244 seconds [06:28] the sdl2 issues in win10 are not a bug in scummvm, but in sdl2 2.0.4. [06:28] see https://bugs.scummvm.org/ticket/9551#comment:4 [06:29] Cruel` (~cruel@65-33-179-238.res.bhn.net) left irc: Quit: Leaving [06:51] rootfather: that black screen is probably due to the fact that ScummVM does not redraw immediatly when SDL_WINDOWEVENT_EXPOSED is received [07:15] goom (~goom@cpe-66-25-153-174.satx.res.rr.com) joined #scummvm. [08:05] m_kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) joined #scummvm. [08:05] #scummvm: mode change '+o m_kiewitz' by ChanServ!ChanServ@services. [08:17] the book "Art of Grasshopper Manufacture" is currently $15 only on amazon.com, in case anyone cares :P [08:21] Mia (~Mia@unaffiliated/mia) left irc: Read error: Connection reset by peer [08:22] m_kiewitz: not knowing about a game company called grasshopper, I was *slightly* confused about the book title :P [08:24] they are a really nice Japanese developer. Made for example Killer7, No More Heroes 1+2, "Flower, Sun, and Rain" and others [08:27] oh, and two engines pending for merge? very nice :) [08:28] ajax16384 (~User@ip33.net130.n37.ru) joined #scummvm. [08:28] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [08:31] I think the new model that engines don [08:31] 't have to be complete is a success [08:38] goom (~goom@cpe-66-25-153-174.satx.res.rr.com) left irc: Quit: Leaving [08:39] wjp/snover: that guy from yesterday is now on day 10. Found possibly the last issue. Is inside "New Orleans Hounfour". Found Grace, Mosley comes in. Wakes up Grace with Talisman. give Mosley the disguise. Put disguise on yourself [08:39] door opens then and Gabriel faces the door in an infinite loop. It's really weird. [08:40] I asked him to upload a saved game. It's especially weird because such an issue didn't happen with the old guesswork code and doesn't sound like a graphics issue, but rather pathfinding [08:40] waltervn (~waltervn@213.143.50.12) joined #scummvm. [08:40] #scummvm: mode change '+o waltervn' by ChanServ!ChanServ@services. [08:40] or a timer-based script bug. [08:40] hi waltervn [08:40] morning [08:41] waltervn (~waltervn@213.143.50.12) left irc: Client Quit [08:42] waltervn (~waltervn@213.143.50.121) joined #scummvm. [08:42] #scummvm: mode change '+o waltervn' by ChanServ!ChanServ@services. [08:42] hi waltervn [08:42] hi rootfather, any progress with sdl2? [08:43] yep, check the ticket :) [08:43] tldr: not a scummvm bug, sdl 2.0.4 is broken [08:43] great [08:44] no issues with sdl2 2.0.3 or latest hg revision [08:44] ah, well that's something at least :) [08:44] rootfather: oh noes ... :( [08:44] wait a previous version worked. dang. [08:44] let me go back 2.0.3 then... [08:45] should we then add some code to tell the user that he/she's using a broken SDL2? [08:45] waltervn: someone on GOG was able to reach day 10 in Gabriel Knight and is almost done with the game. There is one issue (see log, I wrote about it right before you joined) [08:47] m_kiewitz: maybe... I don't know how hard it is to detect the version number of SDL2 [08:51] but it would be helpful if you receive a warning message that you want to make sure your PC won't get locked or hibernate or that you don't want to use Ctrl + Alt + Del if you don't want to crash your game [08:54] rootfather: https://wiki.libsdl.org/SDL_version?highlight=%28\bCategoryStruct\b%29|%28CategoryVersion%29 [08:54] and https://wiki.libsdl.org/CategoryVersion [08:54] so it seems it's possible [08:55] rootfather: yes, 2.0.3 is working, thanks [08:55] waltervn latest hg revision works too, so I don't expect any issues (besides that black screen before mouse movement) for the next stable version [08:55] we cannot release with 2.0.4 in any case, that much is clear :) [08:55] sdl2 2.0.4 seems to have a few issues, the mame project is reporting issues with the mouse cursor [08:56] i wonder why they haven't pulled it [08:56] maybe not serious enough... [08:56] the 2.0.4 crash only happens when you use a non-standard pixel format [08:56] don't know what that means, but anyway :P [08:57] well, crashing when computer gets locked? I would consider that kinda serious :P [09:01] WooShell (~Markus@ipbcc0701d.dynamic.kabel-deutschland.de) joined #scummvm. [09:02] good meowning =^.^= [09:03] m_kiewitz: well... :D [09:03] Lightkey (~jonas@p200300764C08986822CF30FFFE083718.dip0.t-ipconnect.de) left irc: Ping timeout: 255 seconds [09:03] another topic, I managed to compile scummvm on msvc with fluidsynth [09:04] so tonight, I will provide a new scummvm libs .zip and alter the create_project bat files [09:04] how did you that magic? [09:05] i must have tried for 1-2 hours and then gave up [09:05] seems that I failed too, I ran into another error :D [09:09] goom (~goom@cpe-66-25-153-174.satx.res.rr.com) joined #scummvm. [09:17] Lightkey (~jonas@p200300764C08986922CF30FFFE083718.dip0.t-ipconnect.de) joined #scummvm. [09:24] GitHub103 (~GitHub103@192.30.252.42) joined #scummvm. [09:24] [scummvm] waltervn pushed 3 new commits to master: https://git.io/v6h0U [09:24] scummvm/master 0a053e4 Walter van Niftrik: ADL: Add support for reading .xfd Atari disk images [09:24] scummvm/master 70588ae Walter van Niftrik: ADL: Load hires4 verbs, nouns and items [09:24] scummvm/master bcd5df5 Walter van Niftrik: ADL: Load hires4 rooms [09:24] GitHub103 (GitHub103@192.30.252.42) left #scummvm. [09:30] Tkachov_ (~Tkachov@84.237.53.198) joined #scummvm. [09:31] m_kiewitz now it compiled, I took libfluidsynth.dll.a from msys2 and renamed it to libfluidsynth.lib [09:31] t0by (~t0by@host135-14-dynamic.16-79-r.retail.telecomitalia.it) joined #scummvm. [09:31] #scummvm: mode change '+v t0by' by ChanServ!ChanServ@services. [09:31] for creating version.h, you need to run the cconfigure script in msys2 [09:32] it compiled, but I can't start it due to missing .dlls [09:32] it is not statically [09:32] linked. and my msvc environment seems to be broken, because it is missing ucrtbased.dll which is bundled with msvc. [09:32] so I guess I have conflicting versions of the msvc redist installed. [09:33] girafe (~girafe@LFbn-1-8015-136.w90-112.abo.wanadoo.fr) joined #scummvm. [09:34] I don't know if this is a proper way, but... :P [09:37] LyTchet (~alexandre@host-95-182-242-222.dynamic.voo.be) joined #scummvm. [09:43] frankyboy_ (~franky@ppp46-138-179-251.pppoe.spdop.ru) joined #scummvm. [09:43] GitHub175 (~GitHub175@192.30.252.46) joined #scummvm. [09:43] [scummvm] sev- pushed 2 new commits to master: https://git.io/v6h0P [09:43] scummvm/master 0f0fee3 Eugene Sandulenko: FULLPIPE: Implement Inventory2::removeItem() [09:43] scummvm/master e070485 Eugene Sandulenko: FULLPIPE: Fix inventory items rebuilding [09:43] GitHub175 (GitHub175@192.30.252.46) left #scummvm. [09:54] ajax16384 (~User@ip33.net130.n37.ru) left irc: Read error: Connection reset by peer [09:56] m_kiewitz: but technically, it should not matter if the fluidsynth lib is built by msys2 or by msvc, right? [09:57] in theory, yes. well when it works, then i wouldn't care. it would be nice to be able to build it with MSVC though. [09:57] so the method of using the lib built by msys2 and renaming it to match the naming scheme expected by visual studio is not wrong? [09:58] m_kiewitz: the sln file for visual studio is very outdated, and I was unable to build a 64bit version of the fluidsynth lib with msvc [09:58] oh can you create a 32 bit one too? because I'm 32-bit. [09:59] for 32bit, I have to update my mingw toolchain, because currently it's 64 bit only [09:59] btw, I did not compile fluidsynth on msys2, I used the binary provided by msys2. [10:00] ahh [10:01] https://sourceforge.net/projects/jorgan/files/fluidsynth/ [10:01] there are prebuild dlls. but I don't know if they work after renaming. [10:02] LyTchet (alexandre@host-95-182-242-222.dynamic.voo.be) left #scummvm. [10:04] seems that the fluidsynth project is not really alive [10:13] Well, it has pretty much accomplished what it set out to do? [10:21] yeah, sure, and it does what it should do in a very good way, don't get me wrong [10:21] but I think that it will become more and more difficult to compile on new systems [10:22] Unless people take to fixing it *nudge nudge* *wink wink* [10:22] Action: t0by winks at rootfather [10:23] Action: t0by looks at rootfather meaningfully [10:24] Action: t0by plays footsie under the table with ro^N^N^N^N^N^N nevermind [10:29] hrhr :D [10:30] criezy (~criezy@host86-182-78-143.range86-182.btcentralplus.com) joined #scummvm. [10:30] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [10:55] GitHub83 (~GitHub83@192.30.252.40) joined #scummvm. [10:55] [scummvm] sev- pushed 1 new commit to master: https://git.io/v6hzs [10:55] scummvm/master 76e25b6 Eugene Sandulenko: FULLPIPE: Added debugging to scene3 [10:55] GitHub83 (GitHub83@192.30.252.40) left #scummvm. [11:01] FreeTHX (~freethx@5.51.235.218) joined #scummvm. [11:15] Tkachov_ (~Tkachov@84.237.53.198) left irc: Ping timeout: 276 seconds [11:21] jamm (~jam@unaffiliated/jamm) joined #scummvm. [11:24] goom (~goom@cpe-66-25-153-174.satx.res.rr.com) left irc: Quit: Leaving [11:25] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) joined #scummvm. [11:26] borosky (~broosky@178235040163.dynamic-ww-05.vectranet.pl) left irc: Ping timeout: 260 seconds [11:30] GitHub140 (~GitHub140@192.30.252.46) joined #scummvm. [11:30] [scummvm] sev- pushed 1 new commit to master: https://git.io/v6hgM [11:30] scummvm/master ce68118 Eugene Sandulenko: FULLPIPE: More debug info for behaviors [11:30] GitHub140 (GitHub140@192.30.252.46) left #scummvm. [11:35] frankyboy_ (~franky@ppp46-138-179-251.pppoe.spdop.ru) left irc: Remote host closed the connection [11:35] Tkachov_ (~Tkachov@84.237.53.198) joined #scummvm. [11:38] GitHub151 (~GitHub151@192.30.252.45) joined #scummvm. [11:38] [scummvm] sev- pushed 1 new commit to master: https://git.io/v6h2e [11:38] scummvm/master 9e5ddfe Eugene Sandulenko: FULLPIPE: Avoid buffer overwrite [11:38] GitHub151 (GitHub151@192.30.252.45) left #scummvm. [11:53] Gentle (~tier@quassel/contributors/gentle) left irc: Ping timeout: 255 seconds [11:56] Gentle (~tier@quassel/contributors/gentle) joined #scummvm. [11:57] Action: t0by nods [11:58] omer_mor (~Omer@46-117-132-33.bb.netvision.net.il) joined #scummvm. [11:59] liar!!! [12:00] pah [12:00] i think LeChuck fell on his head [12:11] or rather his head fell off [12:18] good point [12:33] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) joined #scummvm. [12:33] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [13:14] GitHub137 (~GitHub137@192.30.252.41) joined #scummvm. [13:14] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6hr8 [13:14] scummvm/master 1dcfe25 Paul Gilbert: TITANIC: Implemented SGT game classes [13:14] GitHub137 (GitHub137@192.30.252.41) left #scummvm. [13:25] Harekiet (~harekiet@kittens.harekiet.com) left irc: Ping timeout: 250 seconds [13:28] ajax16384 (~User@ip33.net130.n37.ru) joined #scummvm. [13:28] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [13:31] Harekiet (~harekiet@kittens.harekiet.com) joined #scummvm. [13:42] wjp: i just got a save to that gabriel knight 1 issue [13:49] omer_mor_ (~Omer@46-117-132-33.bb.netvision.net.il) joined #scummvm. [13:51] oh lol, that issue is actually really funny [13:51] gabriel turns around endlessly [13:52] omer_mor (~Omer@46-117-132-33.bb.netvision.net.il) left irc: Ping timeout: 265 seconds [13:54] and it seems there is an issue with the mouse cursor being hidden when you restore from ScummVM directly [13:54] that doesn't happen, when you restore from within the game itself [13:55] lol [13:55] sBeatTheShitOutOfGabeR::changeState: [13:55] lap param[$1] [13:56] what [14:00] that's a script inside gabriel knight 1 lol [14:00] _sev: I'm still getting those "WARNING: Widget <> has clipping area y < 0 (-312)!" warnings [14:03] Mia (~Mia@unaffiliated/mia) joined #scummvm. [14:05] hmm, room 800. script 808 - sPutOnRobe::changeState is called when gabriel dresses up [14:05] after that sDJEnters::changeState is called for the door to open and gabriel turning around and it stays on state 0 somehow [14:14] hmm it sets a cycle at the end on GKEgo and tells it to call back when it's done (turning around). So this trigger doesn't happen [14:35] oh wow, it seems the "End" cycler has endCel set to -1 [14:35] and that's why it never completes [14:36] "End" is inside Script 64992 [14:36] maybe some cel/loop code is not 100% correct atm [14:37] waltervn_ (~waltervn@213.143.50.35) joined #scummvm. [14:37] #scummvm: mode change '+o waltervn_' by ChanServ!ChanServ@services. [14:38] waltervn (~waltervn@213.143.50.121) left irc: Disconnected by services [14:38] Nick change: waltervn_ -> waltervn [14:38] apparently that's filled by client:lastCel() [14:38] which in turn returns kNumCels(self) - 1 [14:39] ah there you go [14:39] so i guess the kNumCels code is not 100% accurate [14:39] (doesn't fix up cels) [14:40] i thought we had that just a few days ago, was that about a different kernel call? [14:40] does it call anything after that? [14:40] snover (~Adium@unaffiliated/snover) joined #scummvm. [14:40] #scummvm: mode change '+o snover' by ChanServ!ChanServ@services. [14:41] ah, kNumCels is still the sci16 code? because that one uses _gfxCache [14:42] it seems so, that explains it. I guess it returns 0 atm, so that will be -1 and that will ruin the "End" cycler [14:43] ah wait no, the gfxCache goes to CelObjView::getNumCels [14:43] for sci32 [14:44] i see kNumCels on GKEgo returns 0 a few times right after the class is called [14:46] TMM (~hp@fsf/member/pdpc.professional.tmm) joined #scummvm. [14:46] now this is really weird [14:47] it get called while GKEgo is set to view 859, loop 1 [14:47] but loop 1 does not exist [14:47] i guess loop gets fixed up in kNumCels maybe? [14:47] snover: can you please check that in your IDB? [14:47] Cruel` (~cruel@65-33-179-238.res.bhn.net) joined #scummvm. [14:48] m_kiewitz: yup. [14:48] looking& [14:48] atm CelObjView::getNumCels returns 0 for invalid loops (which makes sense, but in case sierra fixed that up and changed it to loop 0, then that would explain this issue) [14:49] looks like a script bug effectively [14:49] i wonder who sets loop to 1, really weird [14:50] snover: have you read the log? someone on GOG made it to day 10 (GK1) via current ScummVM and he's almost at the end [14:50] m_kiewitz: yep! just finished reading it [14:50] he didn't say anything about any bugs - will ask him as soon as he fully finished it [14:51] well except for that one issue yesterday of course and this one [14:53] kNumCels also seems to return 0 for invalid loops in SSCI (in both GK1 and SQ6) [14:53] snover: original sci16 code clips the loop, so that's why it worked before [14:54] hmm, then there is another issue, which was simply masked by the sci16 code [14:54] now where is loop 1 is set [14:56] PutOnRobe changeState 3? [14:59] kGetNumCels isnt any different in GK1 than SQ6 and the rest of the engines as far as I can tell [15:01] wjp: right, so there has to be something that corrects that inbetween [15:02] snover: we talked about that yesterday or so - there was some code that corrects cels/loops, right? [15:02] maybe sierra corrected those during kFrameout and even changed the selectors in such a case? [15:04] where was that code that corrected cels/loops? [15:04] yes, there is stuff in CelObjView ctor and in ScreenItem::setFromObject [15:04] the latter is the one that touches VM objects [15:04] in case kNumCels definitely does not clip, then something else has to fix those up before that call [15:05] in this case it sets view almost immediately before this kNumCels call, so there can't be that much in between [15:05] but it doesn't set loop? [15:05] no [15:05] by the way, is this turn is actually supposed to happen? [15:06] i should really fix up the debugger, so that it gets all the variable writes instead of just foreign ones [15:06] because the code doing this view/setCel/setCycle is conditional [15:06] yes, gabriel always looks away [15:06] door opens up, gabriel turns around [15:06] hmm, maybe he can also get murdered that way, idk, but i tried around and he always looks away in that situation [15:07] i saw lots of GarielGetsViolentlyMurdered script code lol [15:08] let me check a let's play to make absolutely sure [15:10] http://www.youtube.com/watch?v=Dm_oreNegsE&t=5m55s [15:10] yes, he does [15:11] WinterGrascph (~WinterGra@catv-178-48-146-216.catv.broadband.hu) joined #scummvm. [15:11] #scummvm: mode change '+v WinterGrascph' by ChanServ!ChanServ@services. [15:19] m_kiewitz: what do i have to do to get into this state? [15:19] i can send you the saved game [15:20] snover: http://s000.tinyupload.com/index.php?file_id=44585913212934780182 [15:20] ok got it [15:20] just use the disguise on gabriel, then it happens [15:20] have to scroll down in the inventory 3 or 4 times [15:21] are we sure that kFrameout doesn't fix up loop numbers on screen objects for the scripts too? [15:21] something like that has to happen somewhere [15:22] which GK1 version is this for? [15:22] oh btw. PSA: if anyone is interested in Stark Trek Original Series on Blu-ray. A box set is currently available on amazon UK for 38 pounds in total for all 3 seasons [15:22] wjp: 1.100.000, was included with the Gabriel Knight Limited Edition [15:23] and i guess that one is also sold by GOG [15:23] i dont have that version, the save doesnt work for me [15:23] i have the original cd release [15:23] damn :( [15:23] i know its on day 10; what is the room number? [15:23] can you give yourself inventory items? [15:23] yes [15:23] it's room 800 [15:24] hm. room 800 seems kind of big [15:24] although i guess you need to fix up Grace too [15:24] it's effectively the room that uses picture 850 [15:24] it doesn't seem to work here in the GOG version either [15:25] now that's really weird. that guy must have played it using the GOG version [15:25] maybe there is an update? or GOG added fan made scripts again on top? [15:25] wjp: what does VERSION file say? [15:25] no VERSION, oddly [15:26] o_O [15:26] let me try to download from GOG again [15:26] in my patches directory there are quite a few patches from 1993 [15:27] snover: how large is your resource.000? [15:27] mine is 12.581.736 Bytes [15:27] 12581736 [15:27] ha, that matches [15:27] same here [15:27] so i guess you only need a few patches [15:28] the original game had a ton of stuff in patches, too [15:28] 153 files [15:28] you could download the official CD update? [15:28] http://www.sierrahelp.com/Patches-Updates/Patches-Updates-Games/GabrielKnightSeriesUpdates.html [15:28] the gog version only has 391, 64921, 64929 HEP/SCR patches [15:28] in my patches directory there are 162 files [15:29] oh wait, of those are my own. I created one to warp when using the original interpreter. so 160 [15:29] 1 of those is my own... [15:29] GitHub70 (~GitHub70@192.30.252.40) joined #scummvm. [15:29] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6h1L [15:29] scummvm/master 56c2ef9 Paul Gilbert: TITANIC: Implemented more game classes [15:29] GitHub70 (GitHub70@192.30.252.40) left #scummvm. [15:30] oh, interesting [15:30] there _is_ a ton of patches in the GOG release, but not in the installed files; only on the CD image [15:30] so i guess GOG added new patches again urgh [15:30] ah [15:30] now that's weird [15:30] "let's see those ScummVM devs work THIS one out" [15:30] Action: wjp points scummvm at CD image instead [15:31] CD image has a VERSION file too; 01.100.000 [15:31] 1.100.000 would be fine [15:31] in theory [15:32] i can put a directory listing of my patches directory on pastebin for comparison [15:32] ok, it's happy now [15:32] and here i am stuck on 01.000.000 :'( [15:32] snover: you looked into that CD update? [15:32] ah, it says 1.0a :( that's not enough [15:32] t0by (~t0by@host135-14-dynamic.16-79-r.retail.telecomitalia.it) left irc: Quit: Bye! [15:38] m_kiewitz: my bad, i was trying against the windows version. duh. [15:38] ah [15:44] ny00123 (~ny00123@217.132.60.19) joined #scummvm. [15:59] wjp: would you be willing to take a look at the interactive VMD stuff (phant1 room 40100) in my working branch and let me know if you see anything wrong that would explain why audio sync needs to be turned off? [16:21] bazaar_ (bazaar@81.4.111.235) left #scummvm. [16:26] bazaar (~bazaar@unaffiliated/bazaar) joined #scummvm. [16:32] <_sev> m_kiewitz: which dialogs are you getting it at? [16:33] _sev: when i enter the debugger. it doesn't happen always, but atm I'm getting it constantly after entering the debugger around 5-10 times. And then I get 4-5 of such warnings every time [16:34] <_sev> that means that that dialog needs to be fixed. I'll try to reproduce it here [16:34] i guess that was added for that weird crash. on my system the debugger crashed after a while always. [16:34] <_sev> also perhaps it is the debugger sliding code [16:34] and now it's just those warnings, but it's really bad when i try to trace in SCI code and every step I get several of those warnings added lol [16:34] I've seen the warnings as well, when the debugger slides [16:35] i wonder why we even do that debugger animation [16:35] it's wasting time and is kinda useless [16:38] GitHub52 (~GitHub52@192.30.252.46) joined #scummvm. [16:38] [scummvm] waltervn pushed 4 new commits to master: https://git.io/v6hD5 [16:38] scummvm/master 9dc3c78 Walter van Niftrik: ADL: Load hires4 messages [16:38] scummvm/master 90d2dd3 Walter van Niftrik: ADL: Load hires4 global pictures [16:38] scummvm/master 70cd578 Walter van Niftrik: ADL: Fix item description in debug output [16:38] GitHub52 (GitHub52@192.30.252.46) left #scummvm. [16:39] t0by (~t0by@host135-14-dynamic.16-79-r.retail.telecomitalia.it) joined #scummvm. [16:39] #scummvm: mode change '+v t0by' by ChanServ!ChanServ@services. [16:39] one room has been cut from the Atari version of hires4, I wonder if the Apple II version does have it [16:40] omer_mor (~Omer@46-117-132-33.bb.netvision.net.il) joined #scummvm. [16:40] waltervn: o_O what is it? [16:40] or do you only see that it's missing, but you don't know what it was yet? [16:40] right [16:41] Tkachov_ (~Tkachov@84.237.53.198) left irc: Quit: Leaving [16:41] omer_mor_ (~Omer@46-117-132-33.bb.netvision.net.il) left irc: Ping timeout: 250 seconds [16:42] maybe the FM-7 version has it :P [16:42] or maybe the PC-88 one [16:43] the Atari disks are smaller than the Apple II disks, so it may have been cut to get it to fit. Just speculating though [16:48] Guest96378 (~john@dslb-178-008-158-005.178.008.pools.vodafone-ip.de) joined #scummvm. [16:57] Strangerke_ (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [16:59] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 255 seconds [16:59] Nick change: Strangerke_ -> Strangerke [17:03] borosky (~broosky@178235040163.dynamic-ww-05.vectranet.pl) joined #scummvm. [17:07] Action: wjp apparently has a GK1 SSCI save at exactly the same location [17:07] wjp: and you can trace it via dos-box + IDA? [17:07] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) left irc: Ping timeout: 258 seconds [17:22] ChrisKeys (ChrisKeys@ip5b42755d.dynamic.kabel-deutschland.de) joined #scummvm. [17:28] idados needs some more setup, but I have it in the dosbox debugger now [17:29] for now tracing NumCels calls [17:30] ah that's interesting just to make sure that SSCI kNumCels also gets loop 1 [17:30] or well rather probably loop 0 [17:31] there are some bugs that are just incredibly perplexing. [17:32] not surprising, we had such issues also happen in SSCI. Some functions fixed up loops/cels too and in a specific order and that was even changed at least once [17:32] not reproducing that resulted in errors too [17:32] but sure, i guess they should have error()d out instead [17:32] i have another one, which seems like it should be really simple, where the up/down errors are drawn with the wrong character from the font [17:33] I'm not sure if original AGI did something like that. I had to implement such a fixup as well, because there are a few issues in some scripts. For example the Apple IIgs version of King's Quest 3 has an ending that literally crashes the original interpreter [17:33] but the scripts definitely are sending \1d and \1e, even though the characters that are supposed to be drawn are at \1e and \1f [17:33] because of an invalid sprite being accessed [17:34] well ending, rather death sequence [17:35] huh [17:35] so.... [17:35] you know this loop check in NumCels...? [17:36] it seems to be a bit broken [17:36] (in SSCI) [17:37] oh, or maybe I'm looking diagonally [17:38] or not [17:40] there is? [17:40] it seems to do if (loop > count) return 0; [17:40] i thought there was none [17:40] and what does it do when loop = count? [17:40] just happily reading from the view resource [17:40] don't tell me ... my guess is - they access memory anyway [17:40] it returns 0x53 FWIW [17:41] LOL [17:41] LOOOLLL [17:41] heh. [17:41] so script patch it is I guess [17:41] and we should possibly add a warning or something [17:41] (oh, CT::doit corrects endCel downwards if necessary, so a too high value is not a problem) [17:41] Action: wjp completely missed this when looking at NumCels earlier :-( [17:42] yes, but you never know which other game does the same and just works because of some other issue [17:42] so i would rather patch the script and fix it properly that way [17:42] sounds good [17:42] instead of adding code to return some insane number [17:42] kk [17:42] adding a warning for loop == count seems reasonable [17:42] but a warning should get added in case of loop = count with a comment [17:42] yes [17:43] was it fixed at some point? [17:43] sci3 at least? [17:43] only looked at SQ6 and GK1; identical there [17:45] snover: i also noticed today that for example restoring exactly this one saved game right from ScummVM menu results in the game not showing a mouse cursor [17:46] code in SCI3 appears to be too different for me to quickly tell [17:46] jamm (~jam@unaffiliated/jamm) left irc: Read error: Connection reset by peer [17:46] no idea what to do about that. we could of course save the mouse cursor state too. or simply enable it on default - no idea if that's curretly the case already or not [17:46] currently [17:47] m_kiewitz: im having a thought, but my brain is broken, one moment [17:48] m_kiewitz: what is the save game version? if it is 37, the hide/show state of the cursor is already restored [17:48] weird, because that guy on GOG must have used a daily build from 2-3 days ago [17:49] jamm (~jam@unaffiliated/jamm) joined #scummvm. [17:49] it was right that saved game that I uploaded [17:49] oh, you know what, this isnt quite right [17:49] when you restore it directly mouse cursor "works", but is invisible [17:50] it sync the hide count and then calls hide, which means the hide count is always 1. i wonder if they hacked it in game scripts [17:50] always at least 1* [17:50] maybe they don't do anything [17:50] because the mouse cursor should be visible when you restore the game normally [17:50] but i guess on startup of GK1 it's invisible [17:51] see savegame.cpp:909 [17:51] hidecount is synced on 899 and then incremented on 909 [17:51] so the call on 912 never happens [17:53] you know, this whole thing is just kind of buggy. my bad. [17:53] let me fix it. [17:54] the saverestore code for cursor was weird and i tried too hard to un-weird it :) [17:58] hmm. there also seems to be the small issue of never calling it, sigh. [17:59] sometimes i hate myself [17:59] so old version 37 save games dont have the cursor information. [18:02] okay. fixed that. [18:05] GitHub18 (~GitHub18@192.30.252.42) joined #scummvm. [18:05] [scummvm] sev- pushed 2 new commits to master: https://git.io/v6hHH [18:05] scummvm/master 6611589 Retro-Junk: FULLPIPE: Fix alpha mask in Bitmap::isPixelHitAtPos [18:05] scummvm/master af5dcd4 Retro-Junk: FULLPIPE: Fix priority check in Scene::getStaticANIObjectAtPos [18:05] GitHub18 (GitHub18@192.30.252.42) left #scummvm. [18:07] sigh. [18:07] sorry about that. [18:07] GitHub55 (~GitHub55@192.30.252.40) joined #scummvm. [18:07] [scummvm] csnover pushed 1 new commit to master: https://git.io/v6hH5 [18:07] scummvm/master 1760fb3 Colin Snover: SCI32: Fix incorrect/missing cursor after restoring a save game [18:07] GitHub55 (GitHub55@192.30.252.40) left #scummvm. [18:08] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) joined #scummvm. [18:08] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [18:08] and thanks for pointing it out. [18:15] so& as far as i can tell the kNumCels logic is broken for every version of SCI [18:17] wjp: in phant2 it is at 3B9FC [18:17] er, 2d2b4. [18:19] maybe we should even change it to an error for now, so that such situations will definitely be noticed [18:19] they are critical bugs and could result in all sorts of bad things [18:19] seems reasonable. [18:20] and please add full debug info, like current method etc. you can copy that code from the uninitialized memory code [18:21] where is that? [18:26] m_kiewitz? [18:26] oh moment [18:26] k [18:27] oh damn, you probably need to call trackOriginAndFindWorkaround() without a solution list [18:28] that will fill out a trackOrigin structure and you can then use that one [18:28] calling code see vm.cpp, read_var() [18:31] well we could even actually create a workaround table for this specific case [18:31] but i guess a proper fixup for now is better [18:31] if we find many more of such bugs, then maybe we could change to such a table, although i wouldn't like it [18:32] because the loop would be incorrect [18:34] SylvainTV (~Sylvain@ALille-458-1-8-188.w86-228.abo.wanadoo.fr) joined #scummvm. [18:34] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [18:34] Guest96378 (~john@dslb-178-008-158-005.178.008.pools.vodafone-ip.de) left irc: Ping timeout: 276 seconds [18:40] GitHub61 (~GitHub61@192.30.252.41) joined #scummvm. [18:40] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6h7o [18:40] scummvm/master 4933b59 Paul Gilbert: TITANIC: Implemented remaining game classes [18:40] GitHub61 (GitHub61@192.30.252.41) left #scummvm. [18:52] demonimin (~demonimin@unaffiliated/demonimin) left irc: Remote host closed the connection [19:02] GitHub46 (~GitHub46@192.30.252.34) joined #scummvm. [19:02] [scummvm] waltervn pushed 3 new commits to master: https://git.io/v6h5g [19:02] scummvm/master 9250bf5 Walter van Niftrik: ADL: Load hires4 dropped-item offsets [19:02] scummvm/master 1cfc483 Walter van Niftrik: ADL: Load more hires4 strings [19:02] scummvm/master a199672 Walter van Niftrik: ADL: Change some SeekableReadStream to ReadStream [19:02] GitHub46 (GitHub46@192.30.252.34) left #scummvm. [19:05] dreammaster: does this mean its debug time? :) [19:05] waltervn: almost done? [19:05] dreammaster: done? :P [19:07] I'm that bit closer, yes :) [19:08] All the game logic classes are done. The only missing area of logic is a star control map, that uses a whole bunch of custom classes for moving the starmap in 3D. [19:08] <_sev> dreammaster: I was hoping for 1500 lines of code more [19:08] And various miscellaneous methods here are there; the sound code will need some further work as well. [19:08] <_sev> ah, ah, so there is still hope [19:09] ajax16384 (~User@ip33.net130.n37.ru) left irc: Read error: Connection reset by peer [19:09] Well, given how many classes the star control has, then yes, there is hope indeed :) [19:09] <_sev> dreammaster: here is the reason: [19:09] <_sev> 66740 sci cpp=66740 [19:09] <_sev> 65186 titanic cpp=65186 [19:09] It's just a pity that we can't just skip the star control map like we did with the Wolfenstein 3D portion of Hopkins FBI :P [19:09] oh wow :) [19:09] wow [19:09] Ah, crikey [19:10] _sev: !!! :P [19:10] Right now I'm currently trying to clean up all the gcc errors with the Xeen engine. I figure starting to debug gameplay in Titanic can wait a little while. [19:11] _sev: is SCI the largest engine? [19:12] waltervn: No, it's TsAGE [19:12] and SCUMM should be second, except is MADS is already larger [19:12] Though MADS will probably give it a run for it's money, eventually. [19:12] i guess it's at least the one with the most games?! [19:12] m_kiewitz: no thats director ;) [19:12] :) [19:12] DAMN [19:12] <_sev> waltervn: no way [19:13] <_sev> 104421 tsage cpp=104421 [19:13] <_sev> 98898 scumm cpp=98363,asm=535 [19:13] <_sev> 85648 kyra cpp=85648 [19:13] <_sev> 79951 mads cpp=79951 [19:13] <_sev> 66740 sci cpp=66740 [19:13] <_sev> 65186 titanic cpp=65186 [19:13] <_sev> these are top 6 [19:13] _sev: what about the bottom 6? :P [19:13] dreammaster: it would be awesome we add some TsAGE32 and TsAGEWin titles :) [19:13] <_sev> 6027 lab cpp=6027 [19:13] <_sev> 5964 draci cpp=5964 [19:13] <_sev> 5885 toltecs cpp=5885 [19:13] <_sev> 5757 wage cpp=5757 [19:13] <_sev> 5019 adl cpp=5019 [19:13] <_sev> 3085 composer cpp=3085 [19:13] <_sev> 2853 testbed cpp=2853 [19:14] I'm pretty sure Lilliput is smaller than composer [19:14] <_sev> what is Lilliput? [19:14] I have to finish it, just to make fuzzie angry :D [19:15] it's the engine behind Adventures of Robin Hood [19:15] the thing rotting in my sandbox... [19:15] Not to mention, I still plan to add in the Geekwad games to TsAGE eventually. They're not strictly speaking adventure games, but since they share the core logic, and the "scenes" are fairly simple game logic, hopefully there shouldn't be any major objections to inclusion as well [19:15] dreammaster: I want to work on those. Just tell me when we start and I'll be there to help [19:16] Will do. Though not exactly a priority right now, it would be nice to have the TsAGE engine be "complete". [19:17] Xanth!!! [19:18] _sev: where's AGI? [19:18] Indeed, that would be a nice to do [19:18] dreammaster: considering there's TsAGE32 and TsAGEWin hidden behind the corner, I don't think we'll make a fully complete engine [19:19] True, but I'm not sure whether they'd fit into the TsAGE engine, or need to be considered a new engine in their own right. Kind of like MADS vs M4. [19:20] Seeing the games... it could make sense [19:20] Given you're the one that's looked a the them, you may have a better idea than me, since I've never touched them [19:20] I think last time I diffed the binaries it was 4 or 5 years ago :) I remember absolutely nothing [19:20] <_sev> m_kiewitz: in the middle [19:20] <_sev> m_kiewitz: sec [19:20] but the change of compiler didn't help the binary comparison [19:21] <_sev> m_kiewitz: here is the whole stats: http://pastebin.com/JTHMcKWC [19:21] ahhh [19:21] nice [19:21] sword2 is only 14.000 [19:21] <_sev> dreammaster: indeed, Geekwads [19:22] toon 11.000, wow [19:22] weird, sword1 is 23.000 [19:28] <_sev> apparently they optimized a lot [19:28] <_sev> joostp can enlighten us [19:33] <_sev> ohloh was not updating the project stats for a month now [19:33] yes, I noticed [19:33] I'm just a bit fed up to post a message in their forums every month [19:34] I want an access to their DB and their tools :P [19:41] I noticed that too. [19:42] I'll poke them in a couple of weeks, when some more engines will be merged [19:42] it seems to only work properly when one complain :( [19:42] so, the smallest engine is only 3k lines? fascinating [19:43] Heh. I was thinking that myself, too. I'd wanted to see the results of Titanic, but then figured if we had to bug them, better to wait until the new engines were merged [19:47] frankyboy_ (~franky@ppp109-252-154-223.pppoe.spdop.ru) joined #scummvm. [19:50] i guess it shouldnt have that wince tag there either ;) [19:52] waltervn_ (~waltervn@213.143.50.47) joined #scummvm. [19:52] #scummvm: mode change '+o waltervn_' by ChanServ!ChanServ@services. [19:52] waltervn (~waltervn@213.143.50.35) left irc: Disconnected by services [19:52] Nick change: waltervn_ -> waltervn [19:55] Does anyone know how did Tsunami's TsAGE engine got into EA's Sherlock holmes game? (read about it here: http://wiki.scummvm.org/index.php/TsAGE) [19:56] omer_mor: because of the EA logo :P [19:56] that EA logo intro uses TsAGE :P [19:56] why? how did it came to be? [19:56] ask the developers :P [19:57] well the original developers I mean [19:57] so the answer is that we don't know? [19:57] well, how should we. they simply used that engine for tha EA logo animation [19:57] Right. I don't the exact details of why they chose to do it that way. My own guess is as the distributors, and not the developers, EA likely found it easier to license a game engine they could quickly use to add the logo than develop all the code from scratch. [19:57] maybe they even had that done already for some other game [19:58] The logo comes as a separate executable, separate from the game [19:58] Did EA publish Tsunami's games? [19:59] Not that I'm aware of. It may have been as simple as one of their employeese having come from Tsunami, or been friends with an employee. Who knows [20:01] According to http://wiki.scummvm.org/index.php/Sherlock we got the source to the game. No comments there to hint about the reason? [20:01] Did the source include the full code for tsage as well? [20:02] Sorry, no. We din't get the source from the original developers, but from the publisher, EA. [20:02] No, we had to reverse engineer the logo application. So we're lucky it was using a known engine, or it would have been a lot more complicated to do so [20:02] :) [20:03] dreammaster: why is this the largest scummvm engine? [20:03] Sherlock? It's not [20:03] it's so much more complicated? [20:04] Sorry, I'm talking about tsage now [20:04] Oh. Because it has all the hard-coded game logic/scripts for multiple different TsAGE games [20:05] Ringworld - Revenge of the Patriarch, Return to Ringworld, & Blue Force. [20:05] really... no interpreter? [20:05] Like the MADS engine. It has Rex Nebular, Return of the Phantom (unsupported), with others to come in the future. [20:06] Nope. Some game companies found it easier to have all the game scripts as source that were compiled into the application rather than be part of the datafiles. [20:06] Of course, this caused all sorts of problems with super-large executables. Resulting in needing to use tools like RTLink to actually fit the games in memory. And incidentally made them a bugger to disassemble [20:07] omer_mor_ (~Omer@46-117-132-33.bb.netvision.net.il) joined #scummvm. [20:08] wjp/snover: does anyone of you own GK1 floppy? [20:08] GitHub108 (~GitHub108@192.30.252.42) joined #scummvm. [20:08] [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/v6hbK [20:08] scummvm/master 01327b5 Martin Kiewitz: SCI32: Add script patch for Gabriel Knight 1 script bug day 10... [20:08] GitHub108 (GitHub108@192.30.252.42) left #scummvm. [20:10] omer_mor (~Omer@46-117-132-33.bb.netvision.net.il) left irc: Ping timeout: 240 seconds [20:10] Nick change: omer_mor_ -> omer_mor [20:12] dreammaster: thanks for explaining. [20:13] No problem. I'd have been interested to find out as well, but the reasons are probably lost to time [20:14] It was rare enough to find a company that could even find sources for games that far back. A lack of proper backups seems to have been a problem with a depressingly large number of companies. [20:14] snover: the GOG guy found a few other issues, but was able to pass through, which is why he didn't report them before [20:15] btw. he finished Gabriel Knight 1 today (I told him 2 debug commands, to fix this endless loop issue already) [20:15] woo [20:15] bug 1: On Day 6, there is an error when you try to write the message on Marie Laveau's tomb. This error appears only when you click on the option "erase letter". I bypassed it by exiting the screen and rewriting the message. [20:15] dreammaster: media was pricier back then [20:15] and no cloud storage... [20:16] m_kiewitz: i expect in not very long from now it becomes possible to start accepting bug reports, there are a few important APIs that need to be reviewed/rewritten before then [20:16] that one is a signature mismatch [20:16] I mean, accepting on the bug-tracker [20:16] a reference is passed as parameter 2, and we only accept null or integer. i guess it's a script bug [20:17] it's kString(PutAt), method Str::callKernel, room 302, script 64918 localcall -1 [20:18] bug 2: sometimes the points chime does not play. for example checking the newspaper in the bookstore, with Grace's talking head and in the Napoleon bar. [20:18] points work though, so it's just the audio [20:18] kString is one of the important APIs that needs to be reviewed/rewritten :) [20:18] bug 3: Foreign words that have accents like shattenjäger / mon père / sekey madoulé are either written shattenjger / mon pre or have a dot instead of the letter - sekey madoul. This does not affect any puzzles [20:18] the last one is really strange. [20:18] points sfx is played through midi so maybe wjps work on that fixes it [20:19] ah wait, maybe your test code uses signed char and not unsigned char? [20:19] possibly [20:19] the last one sounds kind of like the problem i am having with the up/down arrows [20:19] ah, yes [20:20] let me check GK1 German version. Back then the German special characters worked properly [20:20] yes, umlauts dont work atm as well [20:20] they are not even shown [20:21] must be the current new text code, that worked before. [20:21] m_kiewitz: does this patch work for you, for the origin stuff? https://gist.github.com/csnover/887c3ad3fc06ecc7998dff1fc7b64cd6 [20:23] that's not really last call, but rather the current call that is currently active [20:23] oh, i suppose the curLocalCallOffset != -1 condition would need to be in getLastCallOrigin too to get the right names. [20:25] and you could have replaced *state with this I guess [20:25] although I'm not sure if putting it into EngineState is a good thing [20:25] it was specifically written for workarounds. [20:26] m_kiewitz: I made some progress with fluidsynth stuff [20:26] more details tomorrow :) [20:26] cu! [20:26] bye [20:27] it seemed like a more general utility function once it was separated from the find workarounds part [20:29] but you would really have to put everything into that new method [20:29] except for that workaround list walking of course [20:29] ah, on the other hand I'm not sue [20:29] sure [20:29] because the walking through the walkaround list needs exactly the currently returned data [20:30] so in a way it is specific to workarounds [20:30] if anything would get changed, the workaround tracking wouldnt work anymore [20:30] that's for what it was written for [20:31] ny00123 (~ny00123@217.132.60.19) left irc: Quit: Leaving [20:31] there should be at the very least some comment saying "do not change anything in here without making sure that workaround tracking isn't affected by it [20:34] m_kiewitz: ill send this as a PR so we can have a little more time to think on it [20:35] sure, but please already adjust the code [20:35] *state -> this (or remove it completely) [20:35] and move all the tracking code to enginestate [20:37] when you say all the tracking code, does that mean that trackOriginAndFindWorkaround should go to EngineState? [20:37] or just that part that corrects the debugSelector and debugExportId that I forgot to move? [20:39] no but that other code was still in there [20:39] the localcall stuff [20:39] this one [20:39] if (curLocalCallOffset != -1) { [20:39] / if lastcall was actually a local call search back for a real call [20:39] yep [20:39] ok [20:39] i think we are on the same page here [20:40] kk [20:41] and maybe also add a comment about this code being critical for workaround tracking, and that nothing should be changed unless workaround tracking is checked for working properly [20:41] adding that as we speak! :) [20:41] atm it's obvious. When it's moved to enginestate, maybe someone thinks of improving it in 4 years and makes certain workarounds not work anymore [20:42] and it would be possible to ruin just a few, so it wouldn't be obvious that it doesn't work properly anymore [20:44] is there something particularly special about the way the workarounds system uses this data that would make sense to put in the warning? [20:49] well it needs exactly the current data [20:49] any change will probably break something somewhere [20:49] the tables were created using exactly that data [20:52] Littleboy (~littleboy@c-71-233-131-7.hsd1.ma.comcast.net) joined #scummvm. [20:52] #scummvm: mode change '+o Littleboy' by ChanServ!ChanServ@services. [20:52] snover: oh right and the method should be renamed too [20:52] yeah, did that :) [20:52] and i guess it may only work while inside a kernel call [20:52] it's meant for that specifically [20:53] getKernelCallOrigin perhaps? [20:53] i never tried to use it anywhere else, so... [20:53] nah, that is a bit confusing [20:53] trackCurrentScriptLocation? [20:53] hmm, difficult [20:54] wjp: any idea on that matter? [21:07] m_kiewitz: what is localCallOffset exactly? Id like to give it documentation. [21:07] when a method calls a local subroutine inside the current script [21:07] ok. thanks. i thought that might be it, but wanted to make sure. [21:07] localCallOffset will be the offset to exactly that subroutine [21:08] although I think I started adding script patcher signatures for that [21:08] so the tables do not contain the raw offsets anymore, but rather signatures [21:08] and those signatures will be matched to the code at localCallOffset [21:16] [CelObjView::getNumCels]: loop number is equal to loop count in method GKEgo::lastCel (room 800, script 64998, localCall ffffffff)! [21:16] seems good? [21:23] looks fine [21:31] WinterGrascph (~WinterGra@catv-178-48-146-216.catv.broadband.hu) left irc: Quit: Leaving [21:38] girafe (~girafe@LFbn-1-8015-136.w90-112.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [21:41] GitHub188 (~GitHub188@192.30.252.41) joined #scummvm. [21:41] [scummvm] csnover opened pull request #819: SCI32: kNumCels (master...sci32-kNumCels) https://git.io/v6hhX [21:41] GitHub188 (GitHub188@192.30.252.41) left #scummvm. [21:41] comment away! [21:41] ill be back in a little while. [21:48] WooShell (~Markus@ipbcc0701d.dynamic.kabel-deutschland.de) left irc: Quit: Zu gotdy od mpy nrmy stpimf. Zu drvpmf zrsmd aogy jrt iq pt viy jrt yp yjr htpimf. [21:58] goom (~goom@cpe-66-25-153-174.satx.res.rr.com) joined #scummvm. [22:02] Littleboy (~littleboy@c-71-233-131-7.hsd1.ma.comcast.net) left irc: Read error: Connection reset by peer [22:02] Littleboy (~littleboy@c-71-233-131-7.hsd1.ma.comcast.net) joined #scummvm. [22:02] #scummvm: mode change '+o Littleboy' by ChanServ!ChanServ@services. [22:04] m_kiewitz if everything works fine, we have a proper fluidsynth lib in the scummvm-libs archive tomorrow :) [22:04] cu then! [22:05] rootfather (57bbb0bc@gateway/web/freenode/ip.87.187.176.188) left irc: Quit: Page closed [22:07] frankyboy_ (~franky@ppp109-252-154-223.pppoe.spdop.ru) left irc: Remote host closed the connection [22:10] waltervn (~waltervn@213.143.50.47) left irc: Ping timeout: 244 seconds [22:25] _dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) joined #scummvm. [22:25] #scummvm: mode change '+o _dreammaster' by ChanServ!ChanServ@services. 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[22:32] phyber (phyber@unaffiliated/phyber) joined #scummvm. [22:39] Cruel` (~cruel@65-33-179-238.res.bhn.net) joined #scummvm. [22:41] eriktorbjorn (~d91tan@h136n7.blg-stadsnat.ias.bredband.telia.com) joined #scummvm. [22:45] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Quit: ERR_SHUTDOWN [22:45] SoldierOfHonour (50667374@gateway/web/cgi-irc/kiwiirc.com/ip.80.102.115.116) joined #scummvm. [22:47] Hi! I read time ago Uikokahonia game was being worked on. Does anybody know whether there has been any progress? [22:49] Besides, I also read some time ago someone was practically finished (95%) on Shadow of the comet [22:51] eriktorbjorn (~d91tan@h136n7.blg-stadsnat.ias.bredband.telia.com) left irc: Ping timeout: 265 seconds [22:56] eriktorbjorn (~d91tan@h136n7.blg-stadsnat.ias.bredband.telia.com) joined #scummvm. [22:58] VonGuardian (sid17526@gateway/web/irccloud.com/x-xghmobnmrmdxhkbo) left irc: Ping timeout: 244 seconds [22:59] m_kiewitz: do you know what room i can find a sentence using the 8-bit characters? [23:00] SoldierOfHonour: i havent heard anything about either of those in here [23:00] neither engine is in master [23:01] hmmm, in the German version special characters appear right away [23:01] i think in the English version some names use special characters [23:01] i guess any dialog that is about "Schattenjäger" [23:03] ah maybe when you arrive at castle Ritter [23:03] i found an instance, 15.msg 26, 58, 0, 4, 99 [23:04] you also found where it's used? [23:04] not sure yet, looks like some letter to gabriel [23:05] maybe i get lucky and the letter is in this save game you conveniently provided me :) [23:05] yep [23:05] hurrah. [23:06] https://zetafleet.com/i/57c36e607575a.png [23:06] it kinda almost writes the letter& :) [23:07] oh, that was an easy fix. [23:07] https://zetafleet.com/i/57c36ea398b43.png [23:07] and, yeah, its signedness [23:08] ah you can also warp to room 500 [23:08] thanks, c++, for leaving that implementation-defined [23:08] and then walk through the door [23:08] yeah, i think it's also undefined in C [23:08] whoever did that... [23:08] was a stupid person :P [23:08] I mean it's even called char as in character. How would a signed character make any sense [23:09] because c++ was written by aliens [23:09] anyway room 500, walk through door, talk to woman [23:09] and she mentions "Schattenjäger" at least once [23:09] im being called away but i will send the fix once i get back [23:10] sadly it is not fixing my off-by-one character problem :( [23:10] you could also use the recording device, then check for recodings of Gerde, that's the woman down there [23:10] off by one character problem? [23:10] btw. i wanted to also ask how difficult it would be to do 1:2 scaling for text instead of the current scaling that basically ruins the font [23:10] GitHub155 (~GitHub155@192.30.252.40) joined #scummvm. [23:10] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6jft [23:10] scummvm/master f114f9e Paul Gilbert: TITANIC: Implemented some stubbed methods [23:10] GitHub155 (GitHub155@192.30.252.40) left #scummvm. [23:11] we changed that originally with the hacked implementation, so that the text looks fine again [23:11] are u talking about gabriel of gabriel knight? [23:11] yes [23:11] is it finally being worked on??????? [23:11] the game is now completable in ScummVM and only a few minor things are left [23:11] this whole year. primarily snover's work [23:12] does it enable sci 2 games or are you just focusing on that one? [23:12] sci2 games in general. originally space quest 6 was used [23:12] wow thats crazy [23:13] thank you guys!!! [23:13] no one has tried yet to play through all of space quest 6 regulary [23:13] well, it's not officially supported yet [23:13] finally complete sci in scummvm [23:13] well not yet. SCI3 will be a problem, because of the 64k limit [23:13] great news [23:13] from what game to what game are you targeting??? I guess Larry 7 and such are out of scope [23:13] although I had an idea how to solve it [23:14] larry 7 is SCI3 [23:14] larry 6 hires works somewhat okay-ish [23:14] here's a list of all SCI2 + SCI3 games http://wiki.scummvm.org/index.php/Sierra_Game_Versions#SCI2 [23:15] SCI3 is basically RAMA, Larry 7, Lighthouse and Phantasmagoria 2 [23:15] So Gabriel, SQ6, QfG IV will be supported any soon? [23:16] snover: that special character in your screenshoot looks kinda weird [23:16] SoldierOfHonour: possibly. At least Gabriel Knight 1 looks really great. Space Quest 6 works really well too. I think no one really tried much in QfG4 [23:17] and well QfG4 at least the floppy version will require a ton of script patches [23:17] Gabriel Knight 1 already had script patches for the timer issues [23:17] wow, gabriel and QfGIV alone should be in top5 of supported games... [23:17] by scummvm so great news [23:17] I would also really like to finally play QfG 4. I never played it yet :P [23:18] and it seems all of those games don't really work that well in dos-box. Gabriel Knight forums on GOG got quite a few people complaining about all sorts of issues [23:18] Larry 6 hires crashes a lot too [23:18] And QfG4, well... [23:18] I guess you are working on those that says 2.1 early, not GK2, KQ7, and such [23:19] well, don't say "you", it's as I said primarily snover and also wjp [23:19] im just creating script patches and a few other things [23:19] (which is awesome anyway, but just out of curioisty) [23:19] but nope, sci2 means all of sci2 - sci2.1 early as well [23:19] king's quest 7 also works quite well already [23:20] only sci3 breaks some VM limitations of ours [23:21] c'mon you are all a team, and id say you are the developer I associated more with sci name in scummvm, at least when i remember following the progress of the now already supported games [23:22] thats really amazing guys, is going to give scummvm a good push [23:22] hopefully. last time with sci16 slashdot didn't consider us to be important enough lol [23:22] it is now containing 90% of the must-play adventures [23:23] the other 10% being todays adventure games? [23:23] ChrisKeys: stuff like Companions of Xanth (*cough* dreammaster *cough*) [23:23] or even Fable (not that other RPG, but the 1997 adventure game) [23:25] well IMO, Shadow of the comet, dragonsphere, igor and everything more "recent" like Harvester, Jack Orlando, which I guess are not old school enough [23:27] Harvester is quite a crazy game [23:27] wasn't that one released uncut in US only? [23:27] GitHub106 (~GitHub106@192.30.252.46) joined #scummvm. [23:27] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6jf7 [23:27] scummvm/master 3196758 Paul Gilbert: TITANIC: Fix infinite loop in CToggleSwitch message handling [23:27] GitHub106 (GitHub106@192.30.252.46) left #scummvm. [23:28] VonGuardian (sid17526@gateway/web/irccloud.com/x-upaxgakbsrpicstm) joined #scummvm. [23:28] no idea [23:28] there was darkseed2 also and i have no mouth from that period similar [23:29] i think only the later is supported [23:30] i think only the later is supportedI found it [23:30] Littleboy (~littleboy@c-71-233-131-7.hsd1.ma.comcast.net) left irc: Read error: Connection reset by peer [23:30] http://forums.scummvm.org/viewtopic.php?t=13906 [23:31] So a feature complete engine has not ben merged after a year and a month. Why? [23:33] (it sounds inquisitive in a chat xd) [23:33] read it with casual diplomatic non assertive accent [23:35] GitHub125 (~GitHub125@192.30.252.45) joined #scummvm. [23:35] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6jJs [23:35] scummvm/master 400d830 Paul Gilbert: TITANIC: Implement display of initial copyright screen... [23:35] GitHub125 (GitHub125@192.30.252.45) left #scummvm. [23:38] Well, I have to leave. Thank you very much for your effort. That was a move that was really necessary for us the fans!!!!!! SCI&Scumm what else can we ask for? [23:38] SoldierOfHonour (50667374@gateway/web/cgi-irc/kiwiirc.com/ip.80.102.115.116) left irc: Quit: http://www.kiwiirc.com/ - A hand crafted IRC client [23:38] m_kiewitz: with regards to the text scaling, its probably technically feasible but it could just as easily blow up the whole thing, since the game scripts are responsible for actually telling the kernel how to render the text [23:39] hmm i think back then in the hacked code, we simply changed the drawing code for the fonts and simply used 1 or 2 lines less. Which means the dimensions didn't change at all [23:39] engine-independent bitmap resolution wasnt a thing until sci2.1 [23:41] such a hack would be unlikely to work since the scaling is global so you dont know which lines are going to be tripled [23:42] dang, that would have been really nice to fix [23:42] i could never decide between VESA hires and 320x200 [23:42] because hires had that weird font rendering and 320x200 was missing out on hires content [23:43] (font rendering = upscaling of course) [23:43] the font rendering in lo-res gk1 should be equivalent unless you disable the aspect ratio correction, which would then mean everything is too short [23:44] personally i think a cooler thing would be to integrate the advanced scalers (e.g. HQx) to upscale the cels that are low-resolution [23:45] but that would probably be impossible without also having something like wjps rgb experiment [23:45] i tried hacking it in at one point just to see how it would work [23:45] i guess that could be a problem for transparency and so on [23:46] well the problem with the fonts is that the aspect ratio of hires isn't 640x400, but 640x480 [23:46] so some lines get duplicated, which isn't really a problem for graphics, but fonts look really weird [23:47] ah well, i meant resolution [23:47] theyre the same no matter what unless you choose to have the wrong AR [23:47] 320x200 VGA uses non-square pixels [23:48] sure, but pixel is pixel [23:48] the fonts look fine. they don't look fine anymore, when you duplicate some lines only [23:49] well, who knows if for example Lighthouse Japanese uses some hires font [23:49] lighthouse has only one resolution& [23:49] SCI16 PC-98 games used the PC-98 BIOS to draw Japanese characters directly onto the screen [23:49] sure Lighthouse is hires, but are the fonts hires as well? [23:50] it seems some are, some others aren't? [23:51] https://zetafleet.com/i/57c37856b4ca4.png lo-res with correct aspect ratio, https://zetafleet.com/i/57c378992c8bb.png hi-res. the only difference is that you get a little bit better interpolation since the AR correction happens in true-colour [23:52] SCI32 doesnt support PC-98 :P [23:52] just look at the "o"s [23:52] they look horrible in hi-res, but look quite fine with lo-res [23:52] yes sure, the point was that they kinda hacked that into the interpreter already back then and it worked quite fine [23:54] just switch between the two. the lo-res upscaled font looks fine. but for hi-res the first line of text has all the last lines duplicated. second line has the first line of each character duplicated and so on [23:54] what you want is interpolated scaling, not just deleting lines from the render [23:55] well deleting those lines for fonts would make them look fine as well [23:56] depends on what your definition of look fine is, i suppose :) [23:56] we already had that implemented as i said [23:56] well, fonts were drawn pixel-perfect [23:56] when you then duplicate certain lines only, they will look weird [23:57] the fonts were not supposed to get interpolated either. although that would make them look not weird as well. [23:59] oh right, King's Quest 6 had that issue as well [23:59] and that was changed too and it looks really nice now [23:59] at least if i remember correctly... [00:00] --- Mon Aug 29 2016