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[00:01] <johnnyonflame> guise
[00:01] <johnnyonflame> ./common/scummsys.h:356:3: error: #error No system type defined
[00:01] <johnnyonflame> D:<
[00:02] <johnnyonflame> Getting this on ResidualVM
[00:02] <johnnyonflame> Anyone's got any idea on what to do?
[00:03] <clone2727> ask around in #residualvm
[00:04] <johnnyonflame> thanks clone2727
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[01:17] <CIA-136> Filippos Karapetis master * r8d157ae / NEWS : NEWS: Mention all of the new games that have been announced - http://git.io/MKGKJw
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[01:24] <clone2727> Was the Composer v1 stuff finished?
[01:25] <digitall> Not sure... That's a question for fuzzie...
[01:25] <digitall> There is bug #3485018
[01:25] <clone2727> Yes, but I asked here in case someone else knew the answer ;)
[01:26] <digitall> http://wiki.scummvm.org/index.php/Composer dloes
[01:26] <digitall> doesn't list any status...
[01:28] <digitall> 8 TODO and 2 FIXMEs left in the engine code... otherwise *shrug*
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[03:16] <risca> I'm learning RE as a hobby this summer and is currently looking a Death Gate. I've located the only subroutine that opens a file (int 21h ax=3dh), but there doesn't seem to be any input arguments to the routine. What would that imply?
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[03:16] <risca> I am using Freeware IDA and dosbox with debug=heavy.
[03:17] <digitall> risca: I would suggest that the filename is passed by a global variable/structure buffer
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[03:18] <risca> http://pastebin.com/zE1Ditt2 <- Snippet of disassembled loadFile code
[03:18] <digitall> i.e. fileOpen() would imply that the filename is got by other means
[03:18] <risca> Isee
[03:21] <digitall> risca: http://www.delorie.com/djgpp/doc/rbinter/id/90/27.html
[03:21] <risca> It seems that the filename is taken from the top of the stack+2
[03:21] <digitall> DS:DX -> ASCIZ filename
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[03:22] <digitall> risca: Yes, something like that... (Not an expert on x86 ASM... yet)
[03:23] <risca> digitall, Hehe First piece of assembly I've done in 3 years...
[03:23] <risca> Only done assembly of uCPUs
[03:23] <digitall> Get a copy of Ralf Brown's Interrupt Lists i.e. the delorie version is HTMLised...
[03:24] <digitall> but they are probably the best reference to these DOS INT calls.
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[03:24] <risca> I've been using Ralf Brown's Interrupt List (http://www.ctyme.com/rbrown.htm), as recommended on the scummvm site
[03:24] <risca> I'll check out the delorie version
[03:26] <digitall> They should be the same... but the delorie is HTMLised and cross linked so easier to refer into than the plain text version IMHO
[03:26] <digitall> (and wikipedia)
[03:27] <risca> Would DS:DX imply Data Segment:Register DX?
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[03:27] <risca> Or register DS:register DX?
[03:28] <digitall> I think Data Segment...
[03:28] <digitall> i.e. DX is a pointer in the Data Segment to the buffer holding the filename
[03:28] <digitall> DOSBox debugger should help confirm this if you breakpoint prior to the INT 21 call.
[03:29] <risca> Haha Wikipedia actually use DS:DX as an example of segment:offset ^^
[03:29] <risca> My first guess was right
[03:29] <digitall> Segmented memory gives me a headache.
[03:29] <risca> Haha
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[07:03] <Strangerke> hi guys
[07:03] <somaen> hi Strangerke
[07:03] <Strangerke> hi somaen :) What's up?
[07:05] <madmoose> Hellooooo
[07:05] <Strangerke> hi madmoose
[07:07] <somaen> Strangerke: Still working on the final labwork.
[07:07] <Strangerke> Is it already in good shape?
[07:07] <Strangerke> How many hours do you still have? 24? 28?
[07:09] <somaen> 36-ish
[07:09] <somaen> and well, it isn't in the best of shapes
[07:09] <somaen> Mostly because of a few ideas being way too ambitious
[07:11] <Strangerke> Maybe you should take a minute to plan those last hours... Just to be sure you're not too ambitious ;)
[07:13] <somaen> Well, the plan has been cut down, and I'm aiming for something that should atleast pass.
[07:13] <Strangerke> that's the more important, for sure
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[08:13] <DrMcCoy> Strangerke: Yeah, the story mode might work. The playground is still completely broken
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[08:14] <Strangerke> not completely...
[08:14] <Strangerke> mostly :)
[08:14] <DrMcCoy> :P
[08:14] <DrMcCoy> Still, wouldn't advertise it as "working quite well"
[08:14] <Strangerke> iirc, I stopped when the engine was asking for a microphone and a printer
[08:15] <Strangerke> if the plan is to test the story mode... it's really not so bad
[08:15] <Strangerke> I think the only really broken part was when you click on a word to 'read' it
[08:15] <Strangerke> whatever you click, it was reading the first word
[08:16] <Strangerke> The rest was very similar to Bambou
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[09:18] <DrMcCoy> woowoowoowoo
[09:18] <WooShell> droomoocoo :p
[09:19] <DrMcCoy> moo
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[12:27] <dtcrshr> hello fellas! iv recently earned a new tablet, and an old doubt came to me again
[12:27] <dtcrshr> how do i fight in indiana jones atlantis?
[12:28] <dtcrshr> since I have no buttons... only f and insert would do the trick
[12:33] <Strangerke> dtcrshr: Could you specify which kind of tablet?
[12:33] <Strangerke> (iOS, Android, other)
[12:34] <Strangerke> In any case, the wiki may help
[12:34] <Strangerke> example: http://wiki.scummvm.org/index.php/Android/Guide
[12:35] <Strangerke> and: http://wiki.scummvm.org/index.php/IPhone#Controls
[12:37] <dtcrshr> android
[12:38] <dtcrshr> im using 2.3.7
[12:40] <dtcrshr> iv already searched the wiki but a long time ago when iv installed scumm on my droid 2
[12:40] <dtcrshr> iv played mostly tentacle, sam 7 max, full throttle
[12:41] <dtcrshr> but indi atlantis i get stucked in the very beggining, cant fight the security guard
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[14:18] <Strangerke> dtcrshr: sorry, I was AFK
[14:18] <Strangerke> dtcrshr: You should post a message in the forums, I4m sure you'll get an answer
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[16:20] <CIA-136> Oleksiy Kurochko master * r24a45be / (gui/predictivedialog.cpp gui/predictivedialog.h):
[16:20] <CIA-136> GUI: Use pressed state in predictive dialog in keyboard mode.
[16:20] <CIA-136> This adds more visual feedback to the user. - http://git.io/lDKSSA
[16:20] <CIA-136> Oleksiy Kurochko master * re6c317a / (15 files in 4 dirs): GUI: Implemented pressed state for buttons - http://git.io/CMVXNA
[16:20] <_sev> \o/
[16:21] <LordHoto> So we have dreamweb and composer games in NEWS but the engines aren't enabled by default yet, is there any reason for that?
[16:22] <_sev> LordHoto: most probably people just forgot about them
[16:23] <LordHoto> I'll just enable them by default then.
[16:24] <_sev> please do
[16:24] <_sev> but put in testing mode
[16:26] <LordHoto> You mean in the detection entries?
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[16:27] <LordHoto> configure should purely decide on the default state whether the engine is "unstable" or not.
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[16:32] <LordHoto> Seems the composer games aren't tagged at all, best to ask fuzzie on why that is.
[16:32] <CIA-136> Johannes Schickel master * r18ae64e / engines/configure.engines : CONFIGURE: Enable dreamweb and composer by default. - http://git.io/6zXz4Q
[16:32] <CIA-136> Johannes Schickel master * r0c312f8 / gui/dialog.h : GUI: Remove unecessary ";". - http://git.io/tdweEA
[16:32] <CIA-136> Johannes Schickel master * re72f511 / engines/dreamweb/detection_tables.h : DREAMWEB: Tag all detection entries as testing instead of unstable. - http://git.io/SXi1dw
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[19:38] <fuzzie> LordHoto: I can't find any documentation for why stuff should/shouldn't be tagged, am I missing some?
[19:40] <fuzzie> Well, other than the comments in the source, which are sort of breaking my brain.
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[19:43] <LordHoto> fuzzie: It's for those dialogs which display some warning I think.
[19:43] <fuzzie> Sure, I was just wondering whether I *should* tag something.
[19:45] <fuzzie> The code implementing this is sort of .. insane.
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[19:47] <fuzzie> It does seem to only affect the GUI warning though, so I think I can safely ignore it since the engine simply explodes on startup for all games I'm not sure about. \o/
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[19:49] <fuzzie> But, see, that composer bug is now at the top of my code TODO list, neatly bumping everything else down a slot..
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[20:11] <LordHoto> fuzzie: I think nowadays people should do that!
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[20:32] <CIA-136> Johannes Schickel master * rb96143c / (7 files in 4 dirs):
[20:32] <CIA-136> Merge pull request #213 from fuzzie/leak-fixes
[20:32] <CIA-136> The pull request in question is "Memory leak fixes". (+5 more commits...) - http://git.io/uVoBGQ
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[21:12] <CIA-136> Johannes Schickel master * r3b212fd / graphics/fonts/ttf.cpp : GRAPHICS: Remove unused function ftFloor26_6 in ttf.cpp. - http://git.io/Lah37Q
[21:26] <Mataniko> http://pointclicking.tumblr.com/
[21:35] <digitall> Mataniko: Explain...
[21:36] <Mataniko> adventure game art
[21:36] <Mataniko> stumbled upon
[21:37] <digitall> Ah I see... Though tumblr doesn't seem to display images for me...
[21:38] <digitall> Had to pop through to his art store.
[21:38] <Mataniko> weird, they all show
[21:38] <digitall> Not sure why... all tumblr is borken for me.
[21:39] <Mataniko> :(
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[22:44] <CIA-136> Matthew Hoops master * rb93b17e / engines/tinsel/detection_tables.h : TINSEL: Capitalize 'demo' - http://git.io/-KOf_g
[22:44] <CIA-136> Matthew Hoops master * r76dfbbe / (3 files):
[22:44] <CIA-136> TINSEL: Add basic PSX SEQ playback support
[22:44] <CIA-136> Instrument bank support is not implemented yet - http://git.io/Z7mRCQ
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[00:00] --- Fri May 4 2012