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[00:18] <spk64> i need a new cable to install FMCB?
[00:20] <spk64> i've searched about this but everywhere they talk about a connection from ps2 hdd to ps2
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[00:34] <spk64> shame that it so complicated for people like me! and it is really daring to send anything from my ps2 to anyone.TBD=To be depressed^^
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[00:38] <spk64> how can i open my slim-ps2?
[00:39] <spk64> I don't see any screws
[00:39] <Hkz> wait wait wait
[00:40] <Hkz> why should you open it?
[00:40] <spk64> to connect hdd with pc?! *duck*
[00:40] <Hkz> which hd?
[00:40] <spk64> the ps2 hdd
[00:40] <Hkz> there is no hd on a slim ps2
[00:41] <spk64> very complicated subject
[00:42] <Hkz> ehr no. there isn't an official way to connect an ide hd to a slim ps2
[00:42] <Hkz> usb is your only option
[00:42] <spk64> yeah but on the main page of FMCB they talk about something like this
[00:43] <Hkz> your hope to install fmcb is
[00:43] <Hkz> 1) find someone with a way to run homebrew code
[00:43] <Hkz> 2) you have a modchip inside your ps2 which is capable of running code from usb
[00:44] <Hkz> 3) you have a memor32 card
[00:44] <Hkz> do not disassemble your ps2 for nothing
[00:46] <spk64> and how does someone will run homebrew on my ps2? send him?
[00:46] <Hkz> you only need a memory card with fmcb installed
[00:46] <Hkz> so no need to send all the ps2, just a ps2 memory card
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[00:51] <Mataniko> i think they sell those memory card cheap on ebay
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[00:52] <LordHoto> Hkz: that sword2 psx fix is something for branch-1-4, I guess?
[00:52] <spk64> Can you tell me a page where I could send my memory card to. If I do not trust this
[00:53] <Hkz> LordHoto, not right now... I'm convinced it shouldn't do damage but i'd prefer to be sure after a playthrough
[00:53] <LordHoto> Hkz: ok ;-)
[00:56] <Hkz> spk64, have a look at the forums linked on fmcb page
[00:56] <Hkz> I have an allergy to mail
[00:56] <Hkz> so i can't do it myself
[00:57] <Hkz> time to sleep here
[00:57] <Hkz> bye everyone!
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[00:58] <spk64> I think it is better for me to buy a netbook to play on different places than at home!
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[01:42] <tsoliman> is Arthur's Birthday 1.0 super rare or something? I already bought 3 and they are all v2
[01:50] <clone2727> tsoliman: What does your case look like on each of them?
[01:50] <tsoliman> all 3 are jewel cases
[01:50] <tsoliman> only 1 of them has inserts
[01:51] <tsoliman> the front insert is a light blue background with arthur's sitting infront of his cake
[01:51] <tsoliman> the back insert is a lot of arthurs in a pattern
[01:54] <clone2727> tsoliman: You probably need to look for one like this: http://www.polson.k12.mt.us/cherry/teachers/crosby/crosby.site/kindtech/book1.gif
[01:54] <tsoliman> yep that doesn't look like mine.. mine has no "frame"
[01:54] <tsoliman> clone2727: thanks :)
[01:56] <clone2727> tsoliman: With this CD case: http://www.elisoftware.org/images/thumb/4/43/84578-50607oem.jpg/250px-84578-50607oem.jpg
[01:56] <clone2727> Granted, I don't actually have it, but the other earlier games have the same packaging
[01:57] <tsoliman> indeed ..
[01:57] <tsoliman> I guess only 2 other games I have have inserts
[01:57] <tsoliman> all of these are from the thrift store
[01:57] <tsoliman> (2 other LB games that is)
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[02:47] <CIA-37> Tarek Soliman master * r73160e5 / gui/gui-manager.cpp :
[02:47] <CIA-37> KEYMAPPER: Only push/pop the gui keymap once per gui session
[02:47] <CIA-37> The removes a bit of waste when gui dialogs are opened.
[02:47] <CIA-37> Multiple gui keymaps were being pushed. - http://git.io/9i4fbg
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[03:07] <CIA-37> Tarek Soliman master * r82e0900 / (3 files):
[03:07] <CIA-37> KEYMAPPER: Rename inherit flag to transparent
[03:07] <CIA-37> Less confusing - http://git.io/Q7r7gw
[03:17] <CIA-37> Tarek Soliman master * rd143872 / (3 files in 3 dirs): KEYMAPPER: Constantify global keymap name - http://git.io/vs4Ydg
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[04:16] <CIA-37> Tarek Soliman master * r37d7725 / (3 files in 2 dirs):
[04:16] <CIA-37> KEYMAPPER: Add failsafe code for popping into Keymapper itself
[04:16] <CIA-37> Thanks LordHoto - http://git.io/X2_USw
[04:16] <CIA-37> Tarek Soliman master * r12d1a9d / (engines/kyra/gui_eob.cpp engines/kyra/gui_lol.cpp):
[04:16] <CIA-37> KYRA: Fix LoL/EoB savegame typing issue with keymapper
[04:16] <CIA-37> If you bind letters (e.g. WSAD) using the keymapper and then try to
[04:16] <CIA-37> save using the in-engine dialog, the letters would get captured and
[04:16] <CIA-37> make it impossible to name a save using those letters.
[04:16] <CIA-37> Thanks LordHoto - http://git.io/XALwnw
[04:23] <tsoliman> Kirben: I have a question for you about SCUMM, I want to see if I can implement indy3 or indy4 keymaps for the keymapper .. Where should I be enabling those keymaps in the code?
[04:23] <tsoliman> I should have said .. for the fight sequences
[04:24] <tsoliman> Kirben: basically I want to see if there's a place in the code that can tell me "entering the fight sequence" and "exiting the fight sequence" in indy3 at least
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[04:27] <Kirben> tsoliman: No place in code, that is handled by the scripts. Would need to detect when the fighting scripts are used, if keymaps are going to be limited to fighting only.
[04:28] <clone2727> would also need a keymap for the biplane too in Indy3
[04:28] <tsoliman> yeah and potentially one for "verbs" in general
[04:29] <tsoliman> Kirben: is there an easy way to detect this across all indy3 versions?
[04:32] <tsoliman> Kirben: go ahead and reply .. I gtg but will read the logs
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[04:32] <Kirben> tsoliman: I have not looked closely at scripts, but the scripts used would be different depending on the port/version.
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[04:35] <tsoliman> Kirben: thanks .. that's what I was afraid of
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[04:37] <Kirben> Not sure keymaps would be a good idea for SCUMM games, since keyboards command are generally controlled via scripts.
[04:42] <Kirben> If you are looking for games with similar interface to EOB1/2 and LoL for possible keymaps support, then try the later games (Elvira 1/2, Waxworks) from HorrorSoft.
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[06:58] <spk64> can someone tell me a name of a program which can record scummvm? (video & audio)
[06:59] <spk64> i want to record the intros of some games
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[07:15] <spk64> can someone tell me a name of a program which can record scummvm? (video & audio) i want to record the intros of some games
[07:15] <spk64> or has scummvm a record function?
[07:17] <Harekiet> http://en.wikipedia.org/wiki/Comparison_of_screencasting_software take a pick
[07:18] <spk64> Thank you
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[09:59] <CIA-37> Paul Gilbert master * r5a9c189 / engines/tsage/ringworld2/ringworld2_logic.cpp : TSAGE: Fix R2R crashes saying 'unknown message' - http://git.io/p6I7qw
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[10:31] <WooShell> miaun
[10:37] Action: DrMcCoy summons clone2727
[10:37] <DrMcCoy> 4h of sleep is enough!
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[15:49] <eriktorbjorn> Does anyone have any thoughts about http://forums.scummvm.org/viewtopic.php?p=70935 other than "why wasn't this in the bug tracker instead?" It seems to be a script bug, and I have a possible workaround for it.
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[16:59] <CIA-37> Filippos Karapetis master * r2bc89ea / engines/tsage/graphics.cpp : TSAGE: Fix incorrect popup menu positions (regression) - http://git.io/eDa-Ng
[16:59] <CIA-37> Filippos Karapetis master * r4938e49 / engines/tsage/graphics.cpp : TSAGE: Fix assert triggering when there's nothing to update on screen - http://git.io/C52yBQ
[17:02] <CIA-37> Filippos Karapetis master * rfb26f7d / engines/tsage/graphics.cpp : TSAGE: Update comment - http://git.io/MCkRig
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[18:42] <eriktorbjorn> Sometimes I think git is difficult just for the sake of being difficult.
[18:46] <eriktorbjorn> I once sent a pull request, but it rotted to the point where it seemed easiest to just discard the old changes and redo them manually on an up to date repository. But I can't send a new pull request because I already have one, and I can't seem to make it understand that I want to update the old one.
[18:47] <wjp> I'm not too familiar with github's pull request internals, but doesn't it get automatically updated if you force-push to the branch the pull request tracks?
[18:48] <wjp> (this is really about github, not about git)
[18:48] <eriktorbjorn> I have no idea what that means.
[18:49] <eriktorbjorn> All I know is that I managed to get rid of my old changes from the commit history, merge from the main ScummVM repository and make the new changes.
[18:51] <wjp> I think if you just push that to your own github fork (to the same place where you made the original pull request from), it should update the pull request?
[18:52] <wjp> it would be better to not use your master branch for it, though
[18:52] <eriktorbjorn> The diff on https://github.com/scummvm/scummvm/pull/146 still shows the old changes.
[18:52] <eriktorbjorn> Since I created the fork for the sole purpose of making that pull request, I figured it wouldn't matter.
[18:53] <wjp> but you haven't pushed your changes to your fork on github
[18:53] <eriktorbjorn> Oh... I thought I had. Maybe I just committed them.
[18:54] <eriktorbjorn> Bah. I guess I hadn't, and now it still claims there are conflicts.
[18:55] <eriktorbjorn> Because I had to do a pull, I guess, and now it tried to put back the changes I tried to remove.
[18:55] <wjp> ouch, you shouldn't have done that pull
[18:55] <eriktorbjorn> Well, I guess I'll just reset back to the working version again.
[18:55] <wjp> that meant "try to merge my new changes with the old ones on my github fork"
[18:56] <wjp> you should do a force push
[18:56] <wjp> (overwriting any remote changes)
[18:57] <eriktorbjorn> I guess that worked. Thanks!
[19:20] Action: eriktorbjorn uses a branch for a second pull request. Maybe I'm learning?
[19:38] Action: Strangerke kicks CIA-37
[19:38] <CIA-37> ow
[19:41] <LordHoto> http://forums.scummvm.org/viewtopic.php?p=70939#70939 Oo
[19:44] <Strangerke> youtu.be? What's that?
[19:45] <fuzzie> google short domain, i guess
[19:46] <LordHoto> yup something like that!
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[22:24] <_sev> hmmm
[22:24] <_sev> let's see. maybe I will break buildbot now
[22:25] Action: [md5] plays the world's smallest violin for buildbot
[22:25] Action: _sev kicks CIA-37
[22:25] <CIA-37> ow
[22:25] <_sev> no commits in the channel. weird
[22:26] <[md5]> yeah it does that sometimes
[22:27] <_sev> a configure change which is quite tricky
[22:28] <[md5]> anyway, your commit is up, it's just CIA that didn't display it
[22:28] <_sev> yes, I saw it
[22:28] <[md5]> it didn't display LordHoto's commit either
[22:28] <DJW|Home> Ohhh, fun, so everything falls over for a while then ;). That will impress our overworked buildbot.
[22:29] <[md5]> hm
[22:29] <[md5]> I don't understand how that small program helps to detect 32 vs 64 bits?
[22:30] <fuzzie> it checks whether it builds or not
[22:30] <[md5]> ah, right
[22:30] <fuzzie> (you can't actually run programs from configure, it would break cross-compiles)
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[22:30] <[md5]> hm
[22:30] <[md5]> it's dead Jim
[22:30] <LordHoto> _sev: I don't think just trying to cast a pointer to int is a pretty safe check for a 64bit system
[22:30] <clone2727> DJW|Home: Psh, overworked? It's not worked enough!
[22:31] <LordHoto> _sev: some compilers just warn about it
[22:31] <_sev> LordHoto: any better solution?
[22:31] <LordHoto> _sev: doing something like fine_type_widh_size, which will fail to compile on 64bit systems for example
[22:32] <fuzzie> some form of compile-time assert on sizeof(void*) == 4?
[22:32] <LordHoto> find_type_with_size
[22:32] <DJW|Home> clone2727: good point, push more code to it and make it sweat ;)
[22:32] <eriktorbjorn> On my system, it says "Checking 64-bitness... yes", and this is not a 64-bit CPU. That can't be right, can it?
[22:32] <_sev> eriktorbjorn: ok, I see
[22:34] <LordHoto> _sev: i.e. simply "static int test_array[1 - 2 * !(sizeof(void *) == 4)];"
[22:34] <[md5]> hm
[22:34] <LordHoto> _sev: should do the trick and fail to compile on 64bit systems and work just fine on 32bit ones
[22:34] <[md5]> I did a quick google check
[22:35] <[md5]> and I found this:
[22:35] <[md5]> http://stackoverflow.com/questions/5272825/detecting-64bit-compile-in-c
[22:35] <[md5]> (3rd answer, the one with UINTPTR_MAX)
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[22:36] <fuzzie> [md5]: stdint.h is C99 --> isn't in msvc2008
[22:37] <LordHoto> fuzzie: don't think we run the configure script on msvc, but at any rate it's probably not a good idea to rely on "modern" defines for any checks
[22:37] <_sev> LordHoto: I committed your approach
[22:37] <[md5]> but msvc doesn't apply in this case
[22:38] <fuzzie> yes, sorry, tired, just trying to note it maybe isn't good to rely on even with modern compilers
[22:38] <_sev> eriktorbjorn: can you please test now?
[22:39] <eriktorbjorn> _sev: This time it said "Checking 64-bitness... no", which is what I'd expect.
[22:39] <_sev> eriktorbjorn: thanks
[22:39] <fuzzie> that won't cause false positives with compilers refusing the lack of return or the lack of use of test_array?
[22:39] <_sev> LordHoto: \o/
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[22:40] <_sev> fuzzie: it just will not compile on 64-bits, that's what is needed
[22:40] <LordHoto> fuzzie: you are allowed to have no return in C++'s main function
[22:41] <fuzzie> LordHoto: my question stands ;p
[22:41] <[md5]> you are? but it's supposed to return an int
[22:41] <fuzzie> (am just curious since find_type_with_size has both)
[22:41] <fuzzie> [md5]: the 'return 0' is (thereotically) implied
[22:41] <LordHoto> but I guess we have the test assignment in find_type_with_size just for the other reason
[22:42] <LordHoto> the very safe version is of course to add a test assignment ("test_array[0] = 0;") and a return value ("return 0;")
[22:43] <fuzzie> i imagine buildbot will show false positives, anyway
[22:43] <LordHoto> then again I don't think we should support any compiler, which just "optimizes" out invalid variable defintions ;-)
[22:43] <fuzzie> oh
[22:43] <fuzzie> i thought this was intended to fail on 64-bit
[22:43] <LordHoto> or did you think that a compiler will error out due to it not being used?
[22:43] <fuzzie> if the default case for failure is 32-bit then it doesn't matter
[22:43] <fuzzie> yes, that was my thought
[22:44] <LordHoto> can't say icpc, clang++ or g++ do that
[22:44] <fuzzie> but if so then buildbot will surely show it
[22:44] <_sev> yes
[22:44] <fuzzie> LordHoto: the buildbot versions of g++, though?
[22:44] <eriktorbjorn> Not sure why though, since that test program compiles fine on its own. Not sure what the configure script uses for compiler options, since I can't find it in config.log.
[22:44] <_sev> I hope my next relevant commit will be related to fixing sword25 saves :)
[22:44] <fuzzie> _sev: hoorah!
[22:45] <LordHoto> eriktorbjorn: it does compile fine on 32bit systems
[22:45] <LordHoto> eriktorbjorn: or *should* at least ;-)
[22:45] <_sev> have no option but have #ifdef SCUMMVM_64BIT there
[22:45] <eriktorbjorn> LordHoto: I was just about to say "or maybe it was supposed to compile on 32-bit systems, and it's on 64-bit systems that it won't."
[22:45] <LordHoto> as long as the saves are interchangeable between 32bit and 64bit systems, that's not much of a problem I guess
[22:46] <LordHoto> eriktorbjorn: :-)
[22:46] <LordHoto> eriktorbjorn: well on systems were the "void *" size is 4 * CHAR_BITS, it should compile ;-)
[22:46] <[md5]> _sev: yay!
[22:46] <LordHoto> eriktorbjorn: on any other systems it doesn't
[22:46] <eriktorbjorn> Any particular reasons why we need to detect 64-bitness?
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[22:47] <[md5]> _sev: so will that change allow us to get rid of Pluto, hopefully? :)
[22:47] <_sev> eriktorbjorn: sword25 saves
[22:47] <eriktorbjorn> Ah.
[22:47] <LordHoto> probably _sev needs it to handle some of these ugly pointer<=>int conversions in the sword25 code
[22:47] <_sev> [md5]: no, I found it easier to hack in pluto
[22:47] <[md5]> ok
[22:47] <_sev> Lua internals drive me crazy
[22:47] <[md5]> we have a hacked LUA anyway, so...
[22:48] <_sev> I do not have so much mushrooms to comprehend it
[22:48] <[md5]> :p
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[22:51] <LordHoto> _sev: you should take a walk in the forest then ;-)
[22:53] <_sev> heh
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[23:07] <_sev> does anyone has touchebeta2 zip file for Touche Soundtrack?
[23:07] <_sev> touchebeta3 is broken
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[00:00] --- Mon Jan 9 2012