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[00:03] <Zaarin> has there been any attempts to add Microprose Adventure Development to ScummVM?
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[00:23] <Kirben> Yes, see http://scummvm-misc.sourceforge.net/
[00:24] <Zaarin> ooh
[00:24] <Zaarin> secret site
[00:25] <Zaarin> not much on it though :P
[00:26] <CIA-24> waltervn * r47239 /scummvm/trunk/engines/sci/engine/kpathing.cpp: SCI: Fix default optimization level in AvoidPath
[00:26] <Zaarin> never mind, turns out it doesn't work in Opera
[00:26] <Zaarin> all the news items are invisible
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[00:33] <Kirben> Also check out the M4 engine of ScummVM source code, for current progress.
[00:34] <Zaarin> ok, thanks
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[01:20] <Lightkey> Zaarin: http://wiki.scummvm.org/index.php/Engines not exatly secret
[01:22] <Zaarin> :O
[01:23] <Zaarin> interesting
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[01:37] <Lightkey> DJWillis: wth is happening on the island?
[01:40] <Lightkey> I read Fefe's weblog and someone reports it is The Day After Tomorrow
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[03:10] <waltervn> hmm, the GBA slot on my DS appears to have stopped working
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[04:17] <ScummBot> Port build status changed with r47239: Failure: trunk-motomagx. http://buildbot.scummvm.org/
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[06:47] <ScummBot> Port build status changed with r47239: Failure: trunk-motoezx. http://buildbot.scummvm.org/
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[07:06] <ScummBot> Port build status changed with r47235: Failure: branch-gp2x. http://buildbot.scummvm.org/
[07:13] <ScummBot> Port build status changed with r47235: Failure: branch-osx_intel. http://buildbot.scummvm.org/
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[07:21] <ScummBot> Port build status changed with r47235: Failure: branch-lenny. http://buildbot.scummvm.org/
[07:31] <ScummBot> Port build status changed with r47235: Failure: branch-motomagx. http://buildbot.scummvm.org/
[07:38] <ScummBot> Port build status changed with r47235: Failure: branch-osx_ppc. http://buildbot.scummvm.org/
[07:47] <ScummBot> Port build status changed with r47235: Failure: branch-mingw-w32. http://buildbot.scummvm.org/
[08:02] <ScummBot> Port build status changed with r47235: Failure: branch-dc. http://buildbot.scummvm.org/
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[08:15] <ScummBot> Port build status changed with r47235: Failure: branch-wii. http://buildbot.scummvm.org/
[08:25] <ScummBot> Port build status changed with r47235: Failure: branch-mingw-w64. http://buildbot.scummvm.org/
[08:54] <ScummBot> Port build status changed with r47235: Failure: branch-wince. http://buildbot.scummvm.org/
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[09:00] <[md5]> good morning
[09:01] <Hkz> hi [md5]
[09:01] <dreammaster> G'day
[09:02] <ScummBot> Port build status changed with r47235: Failure: branch-lenny-x86_64. http://buildbot.scummvm.org/
[09:23] <ScummBot> Port build status changed with r47235: Failure: branch-psp. http://buildbot.scummvm.org/
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[09:31] <Strangerke> Hi guys
[09:31] <ScummBot> Port build status changed with r47235: Failure: branch-motoezx. http://buildbot.scummvm.org/
[09:34] <dreammaster> G'day Strangerke
[09:35] <ScummBot> Port build status changed with r47235: Failure: branch-iphone. http://buildbot.scummvm.org/
[09:50] <_Longcat> hiya
[09:50] <dreammaster> G'day Longcat
[09:59] <CIA-24> thebluegr * r47240 /scummvm/trunk/engines/sci/engine/kgraphics.cpp: Hide the mouse cursor while a video is being played
[10:01] <CIA-24> thebluegr * r47241 /scummvm/trunk/engines/sci/ (3 files in 2 dirs):
[10:01] <CIA-24> - Don't set the palette per portrait frame - setting the whole screen palette is a very expensive operation, and shouldn't be done on each frame, especially when all of the frames use the same palette
[10:01] <CIA-24> - Cleanup
[10:01] <Hkz> finally i bought myself an mt32... anyone here has ever tried those usb-midi adapters under linux?
[10:02] <[md5]> dreammaster: I'm getting some warnings in M4
[10:02] <[md5]> about the same thing, really
[10:02] <Hkz> like these very cheap ones: http://cgi.ebay.it/ws/eBayISAPI.dll?ViewItem&item=180427399668&ssPageName=STRK:MEWAX:BIN
[10:02] <dreammaster> Is it about the usage of 'this' in constructors?
[10:02] <[md5]> yeah
[10:03] <[md5]> m4_views.cpp lines 224-225
[10:03] <[md5]> and viewmgr.cpp lines 109, 116
[10:03] <dreammaster> From my understanding, it's okay as long as you don't use any virtual methods of the 'this' parameter object during it's constructor. So maybe we should just turn off the warning for this project
[10:04] <[md5]> that's correct
[10:05] <[md5]> or... a new function could be added to HotkeyList, which would set the owner
[10:05] <[md5]> after the class has been constructed
[10:05] <[md5]> er
[10:05] <CIA-24> Hkz * r47242 /scummvm/trunk/backends/platform/n64/ (Makefile osys_n64_base.cpp): N64: a few optimizations in framebuffer drawing code
[10:05] <[md5]> the object has been constructed, sorry
[10:06] <[md5]> same for the other two
[10:06] <[md5]> (just my 2c)
[10:07] <[md5]> or we could just ignore the warnings, since no virtual methods get called
[10:07] <dreammaster> Perhaps so. Personally, I think it's cleaner being able to pass the 'this' directly in the constructor, so I favour simply disabling the warning
[10:08] <dreammaster> I had been meaning to do that for a few weeks, but I got distracted by resolving some issues in Lure, and I've also had some breakthroughs in my disassembling of the Ringworld tSage engine :)
[10:08] <ScummBot> Port build status changed with r47240: Success: trunk-motomagx, trunk-motoezx. http://buildbot.scummvm.org/
[10:08] <[md5]> you did? great :D
[10:09] <[md5]> did they use the same engine in both games?
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[10:11] <[md5]> by a quick glance at Mobygames, it seems that both Ringworld 1 & 2, as well as Blue Force used TsAGE
[10:11] <dreammaster> That's my understanding as well
[10:11] <[md5]> "The Geekwad: Games of the Galaxy" too
[10:11] <[md5]> (never heard of this)
[10:12] <[md5]> and "Wacky Funsters! The Geekwad's Guide to Gaming"
[10:12] <dreammaster> Ah.. I found a picture.. apparently uploaded by jvprat - http://www.flickr.com/photos/jvprat/2503082194/
[10:13] <dreammaster> I think it was posted here in the channel previously
[10:13] <[md5]> interesting :)
[10:14] <[md5]> is the game logic hardcoded?
[10:15] <dreammaster> That's the one major area I haven't disassembled yet. ;). At the moment, I've gotten several breakthroughs in the rendering system, so I'm figuring out a lot of ancilliary code. Eventually it'll reach the point I'll be able to disassemble the game logic and find out.
[10:15] <[md5]> ah
[10:15] <[md5]> ok :)
[10:16] <[md5]> I believe that jvprat has found out a lot about the game resource formats?
[10:17] <dreammaster> I checked with him recently about his tSage work, but apparently he'd lost his work. :(
[10:17] <[md5]> :(
[10:22] <dreammaster> If anyone's interested, I've dredged up a cheat mode for Ringworld that I haven't seen listed anywhere: Ctrl-] Shift-# Ctrl-6 after this you can use various letter keys for a variety of different functions :)
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[10:30] <peres> I just noticed you can make thumbs down disappear on sf, by rating the comment as unhelpful
[10:32] <Hkz> it's surely deserved for comments like "you bad guys don't support wolfenstain 3d on my toaster!"
[10:32] <Hkz> wolfenstEin
[10:32] Action: [md5] has fond memories of Wolfenstein
[10:32] <peres> well, I also noticed that they do not disapper, they just change the order
[10:32] <Hkz> [md5], it's a great game
[10:32] <peres> I got tripped up by a guy called N2By who registered on sf just to post a thumbs down
[10:33] <peres> and the comment is 'Sorry, but DOS Box is better.'
[10:33] <Hkz> gh
[10:33] <[md5]> hahahaha :D
[10:34] <[md5]> great comment, shows deep knowledge of the target of each project
[10:34] <Hkz> lUsers are lUsers :P
[10:34] <peres> why wasn't a thumbs up good enough for this guy?
[10:34] <Hkz> [md5], it's because we don't support wolfeinstein 3D on toasters.
[10:34] <peres> i mean, for dosbox
[10:35] <Hkz> peres, i'm pretty sure a comment like that can only be spawned by some frustration caused by finding out we don't support his favourite game
[10:36] <peres> dosbox has nice ones as well, like the guys saying 'best' and giving a thumbs down
[10:36] <Hkz> peres, i've seen ebay feedbacks like that!
[10:37] <peres> Hkz: still, registering on sf to give a comment, and not to join a project sounds dumb
[10:37] <peres> but maybe it's what they want at sf
[10:37] <madmoose> I don't even want to register to join a project!
[10:40] <[md5]> it's amazing to see comments like this though, shows how some people care
[10:40] <[md5]> eh well
[10:48] <CIA-24> fingolfin * r47243 /scummvm/trunk/engines/made/scriptfuncs.cpp: MADE: Use Mixer::getElapsedTime and Audio::Timestamp instead of Mixer::getSoundElapsedTime
[10:49] <CIA-24> fingolfin * r47244 /scummvm/trunk/ (6 files in 3 dirs): Improve support for negative Timestamps, and add + and - operators
[10:53] Nick change: ST -> ScottT
[11:02] <CIA-24> thebluegr * r47245 /scummvm/trunk/engines/sci/graphics/ (portrait.cpp portrait.h): Cleanup, fixed a memory leak
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[11:08] <CIA-24> thebluegr * r47246 /scummvm/trunk/engines/sci/graphics/ (portrait.cpp portrait.h): The portrait file data is now freed after the portrait animation is done
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[11:31] <CIA-24> thebluegr * r47247 /scummvm/trunk/engines/sci/graphics/ (portrait.cpp portrait.h):
[11:31] <CIA-24> - Set the palette inside doit() again
[11:31] <CIA-24> - Removed a now obsolete TODO
[11:31] <CIA-24> - Portrait animations are now stopped when the Esc key is pressed, or when the engine should quit
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[11:59] <Kirben> Should all kernel functions be mapped in SCI 1.1 games now? I notice the EcoQuest 2 demo lists a few unmapped.
[12:04] <[md5]> Kirben: no, not all yet, there's some ones which are unmapped
[12:04] <[md5]> namely, palette morphing (kPalVary)
[12:04] <[md5]> and some others which we don't know what they do yet (and haven't seen them being called)
[12:04] <[md5]> and are perhaps debug functions
[12:05] <Kirben> EcoQuest 1/2 demos list several others, but not sure if they are actually used:
[12:05] <Kirben> WARNING: Kernel function ShiftScreen[6e] unmapped!
[12:05] <Kirben> WARNING: Kernel function MemorySegment[70] unmapped!
[12:05] <Kirben> WARNING: Kernel function ListOps[73] unmapped!
[12:05] <Kirben> WARNING: Kernel function ATan[79] unmapped!
[12:05] <Kirben> WARNING: Kernel function MergePoly[7e] unmapped!
[12:05] <CIA-24> dreammaster * r47248 /scummvm/trunk/tools/create_msvc/create_msvc.cpp: Added MSVC warning 4355 ignore for the M4 project
[12:08] <[md5]> yeah, perhaps we should error out when these are actually called somewhere
[12:08] <[md5]> and not show a warning
[12:08] <CIA-24> Hkz * r47249 /scummvm/trunk/backends/platform/n64/ (Makefile osys_n64.h osys_n64_base.cpp): N64: optimizations in cursor drawing code
[12:08] <Kirben> Yes, that sounds best, if you need test cases.
[12:10] <[md5]> yeah
[12:10] <[md5]> will do that, thanks Kirben
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[12:33] <waltervn> hi all
[12:34] <[md5]> hello waltervn
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[12:46] <whoozle> hi waltervn [md5]
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[12:54] <CIA-24> thebluegr * r47250 /scummvm/trunk/engines/sci/ (4 files in 2 dirs): Moved all the cache limits inside helpers.h and removed an obsolete TODO
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[14:44] <CIA-24> thebluegr * r47251 /scummvm/trunk/engines/sci/ (3 files in 2 dirs): Some portrait-related changes, to be used when portrait loading/unloading is done. Also, added a comment on where the class is used
[14:45] <jvprat> Hkz: finally i bought myself an mt32... anyone here has ever tried those usb-midi adapters under linux? <- (since I think noone answered yet) I once tried one of them and linux couldn't recognize it, but it was a few years ago...
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[14:45] <Hkz> jvprat, thanks
[14:45] <Hkz> i hope i'll be more lucky with one of those i linked
[14:45] <jvprat> good luck ;)
[14:45] <joostp> I believe LordHoto used one with success, but I could be misremembering
[14:46] <jvprat> yes, some of them work
[14:47] <jvprat> I bought a better one later and that works like a charm, I didn't have to configure anything
[14:57] <CIA-24> thebluegr * r47252 /scummvm/trunk/engines/sci/sound/ (music.cpp music.h soundcmd.cpp): New music code: Implemented sound stopping after fading, and disabled MIDI sound volume fading, till we figure out what's wrong with fading in the Sierra logo screen in GK1
[14:57] <m_kiewitz> kings quest death speedruns :D http://www.youtube.com/watch?v=4zeAWgTYP_c&feature=related
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[15:02] <Hkz> jvprat, so it seems like i'll really need some luck :)
[15:02] <Ven]n> so.. im trying scummvm nightly build on the iphone and monkey island works fine.. but Jones in the Fast Lane crashes the iphone completely when the Sierra loading menu shows (2 secs after launching game)
[15:02] <Ven]n> someone here said thats when the music starts
[15:03] <jvprat> Hkz: maybe they've improved the drivers a lot since then :P
[15:03] <Hkz> jvprat, well, i'd be glad to have that problem. it would mean the mt32 arrived safe to my house
[15:03] <Ven]n> i tried going into resource.cfg in the jones ROM and changed sound driver to "no"
[15:03] <Hkz> with italian mail you never know
[15:03] <Ven]n> but no change
[15:03] <Ven]n> it still freezes the iphone
[15:04] <jvprat> Ven]n: it's normal that jones crashes, sci is still under development
[15:04] <Ven]n> jvprat, but jones works on pc
[15:04] <Hkz> eh
[15:04] <Hkz> is the iphone big endian?
[15:04] <jvprat> Ven]n: with the same snapshot?
[15:05] <Ven]n> jvprat, yeah
[15:05] <Hkz> i noticed some problems when starting sci games on the n64, which is BE. i have to try other BE platforms though
[15:05] <Ven]n> ive tried 2 different nightly builds on the iphone now too
[15:05] <jvprat> ok, then you should talk to the sci guys :P
[15:05] <Ven]n> both crashes at startup of the game
[15:06] <jvprat> Ven]n: I think I've seen a bug report about it, was it you who reported it?
[15:08] <Ven]n> i doubt it :p
[15:08] <Ven]n> not that i can recall
[15:10] <jvprat> Ven]n: http://sourceforge.net/tracker/?func=detail&aid=2916021&group_id=37116&atid=418820 <- then someone else did it for you :P
[15:11] <Ven]n> awesome
[15:11] <Ven]n> not just me then
[15:11] <Ven]n> hehe
[15:11] <[md5]> hm
[15:11] <[md5]> Ven]n: does it still happen?
[15:11] <[md5]> there have been many changes since that report
[15:11] <Ven]n> happens in yesterdays build
[15:11] <[md5]> :/
[15:12] <Ven]n> :(
[15:12] <[md5]> right
[15:12] <joostp> iphone is little endian
[15:12] <joostp> could still be an alignment problem though
[15:12] <Ven]n> my iphone doesnt even reboot
[15:13] <Ven]n> i have to shut it down completely
[15:13] <Ven]n> though I havent waited for more than 20 seconds
[15:14] <Hkz> joostp, oh :|
[15:16] <[md5]> I have no BE platform to test this on, I'm afraid
[15:18] <Ven]n> back in a bit..need groceries
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[15:21] Nick change: walter_ -> waltervn
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[16:00] <salty-horse> I have 3 short Common::Lists that I want to iterate on. is there a way to concatenate them? I'm looking for something like http://docs.python.org/library/itertools.html#itertools.chain
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[16:06] <whoozle> salty-horse: keep one list with iterators in the middle?
[16:07] <whoozle> first.push_back(value) -> insert(second, value) and so on. no?
[16:08] <Ven]n> back
[16:08] <Ven]n> [md5], BE platform?
[16:11] <[md5]> Ven]n: Big Endian, platforms which store numbers in a different order
[16:11] <LordHoto> re
[16:12] <LordHoto> or rather hi ;-)
[16:12] <peres> lo
[16:12] <Ven]n> oh
[16:12] <Ven]n> ok
[16:12] <[md5]> this explains it visually: http://junxian-huang.blogspot.com/2008/10/big-endian-vs-little-endian.html
[16:13] <[md5]> .... which is taken from Wikipedia: http://en.wikipedia.org/wiki/Endianness
[16:13] <wjp> [md5]: you may have missed joostp's remark that the iphone is LE
[16:13] <Ven]n> since it happens when sound appears to start.. is it possible to just disable sound or something?
[16:13] <[md5]> oh I didn't see it, apologies
[16:14] <[md5]> Ven]n: we don't know if it's sound related, I'm afraid
[16:14] <[md5]> there are loads of things happening in the background
[16:14] <Ven]n> ah, ok
[16:14] <Ven]n> :/
[16:14] <salty-horse> whoozle, the "treat 3 lists as 1" is only done in one small occasion. I don't think it will be simpler if I manage it as one list to begin with
[16:15] <m_kiewitz> [md5] lsl5 seems to work on wii even music plays :D
[16:15] <m_kiewitz> palette changes dont work though
[16:15] <[md5]> don't work, as in?
[16:15] <m_kiewitz> and the speed throttler (or the whole vm) dont run as fast as on pc
[16:16] <m_kiewitz> not processed
[16:16] <peres> salty-horse: if it's done in 'one small occasion', then your code doesn't need to be exceptional ;)
[16:16] <[md5]> O_o
[16:16] <m_kiewitz> the palette animations in the first room after the sierra logo arent done at all
[16:16] <[md5]> that's... odd
[16:16] <m_kiewitz> and music stops, im now at the photos of larry and patty and no music is playing
[16:16] <[md5]> to say the least
[16:16] <m_kiewitz> but after that music starts again weird
[16:17] <Ven]n> is there something I can mod to try to make jones work?
[16:17] <m_kiewitz> mouse cursor is yellow :P
[16:18] <m_kiewitz> wtf and #G is still displayed
[16:18] <m_kiewitz> i mean both texts are displayed, it doesnt filter any of them out
[16:18] <[md5]> Ven]n: we don't know what the problem is
[16:18] <m_kiewitz> is the daily build outdated?
[16:19] <[md5]> m_kiewitz: nope
[16:19] <m_kiewitz> perhaps i used the wrong one, got 2 scummvms on my sd card
[16:19] <[md5]> m_kiewitz: check the version
[16:20] <[md5]> in the launcher
[16:20] <whoozle> i bought wii recently :) hope I could help someday :)
[16:20] <salty-horse> peres, then I'll just copy the values to a malloced array :)
[16:20] <peres> salty-horse: you know what you need better than anybody else
[16:21] <peres> salty-horse: if your array is so small it can't be a bad penalty
[16:21] <peres> ;)
[16:21] <m_kiewitz> ah its old :P
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[16:21] <m_kiewitz> okay, now its the real one
[16:22] <m_kiewitz> palette works
[16:22] <m_kiewitz> but larry disappears sometimes
[16:22] <m_kiewitz> larrys photo is way off, wth
[16:22] <m_kiewitz> music keeps playing
[16:23] <m_kiewitz> wtf coordinates of some actors is way off as well
[16:24] <m_kiewitz> larry flickers all the time
[16:25] <m_kiewitz> and it seems samples dont play
[16:25] <m_kiewitz> no, just some of them dont
[16:26] <[md5]> flickers? perhaps that's a result of too many screen updates?
[16:26] <[md5]> as for coordinates... perhaps a signed/unsigned issue?
[16:27] <m_kiewitz> no idea, some things are correct
[16:28] <m_kiewitz> but like the fountain outside of lsl5 starting area
[16:28] <m_kiewitz> is off screen
[16:28] <m_kiewitz> i mean only a little part of it is visible all the way to the right
[16:28] <m_kiewitz> besides that its running great
[16:28] <m_kiewitz> at least no crash :P
[16:29] <[md5]> LSL5 is SCI1, same as Jones
[16:29] <[md5]> so it must be something else on the iPhone
[16:30] <m_kiewitz> strangely the door outside is at the right position
[16:30] <m_kiewitz> pretty weird
[16:30] <m_kiewitz> the door inside is drawn almost at the right side
[16:30] <[md5]> m_kiewitz: could you try Jones, too?
[16:31] <m_kiewitz> i think there is not enough space on the sd card, will take a look
[16:31] <LordHoto> about "disappiering" sprites: http://wiki.scummvm.org/index.php/HOWTO-Backends#updateScreen.28.29_method
[16:32] <[md5]> how nice.... :/
[16:32] <[md5]> come to think of it
[16:33] <LordHoto> I don't know how SCI handles that, but in case you just call updateScreen after every single screen change, that might cause some issues
[16:34] <[md5]> LordHoto: perhaps that's the issue, as some sprites in SCI redraw the screen when drawn (yeah, this is how Sierra did it...)
[16:34] <[md5]> well, not redraw
[16:34] <[md5]> but update the screen
[16:35] <LordHoto> probably they just copied it to the video frontbuffer in SCI? ;-)
[16:35] <m_kiewitz> LordHoto: nope :-) they also had a temporary screen buffer
[16:35] <m_kiewitz> like we do
[16:35] <LordHoto> yeah but that's not visible
[16:35] <LordHoto> i.e. they didn't do a vsync wait or the like every time they copied something to the video framebuffer, right? ;-)
[16:35] <m_kiewitz> they copied the data onto screenbuffer from there
[16:36] <LordHoto> just like probably almost every engine with a "backbuffer" ;-)
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[16:36] <m_kiewitz> but i guess most other engines dont use kAnimate logic :P
[16:37] <LordHoto> you probably might want to only call updateScreen every engine frame or the like
[16:37] <[md5]> LordHoto: the screen update logic is in the game scripts
[16:37] <[md5]> LordHoto: which poses a problem...
[16:37] <m_kiewitz> [md5] jones works alright as well
[16:37] <m_kiewitz> LordHoto: there are no real "frames"
[16:38] <waltervn> we had a discussion about updateScreen in early 2009 I think. The conclusion was that it's OK to call it often.
[16:38] <m_kiewitz> its updating on demand, sometimes nothing, sometimes 50 rects or something
[16:38] <[md5]> come to think of it though
[16:38] <m_kiewitz> you never know when "a frame" is done cause there are no frames :P
[16:38] <[md5]> we could move the updateScreen() call after kAnimate is done
[16:39] <LordHoto> waltervn: and you did read that this is a limitation many backends have? ;-)
[16:39] <[md5]> btw, on a side note, Jones also has priority issues
[16:39] <waltervn> Animate calls scripts again though, who knows what they might do
[16:39] <m_kiewitz> [md5] if we only do that we will miss lots of updates, like kDrawCel usage etc.
[16:39] <waltervn> LordHoto: what is a limitation?
[16:39] <m_kiewitz> [md5] priority issues? where?
[16:39] <LordHoto> waltervn: well that the backend might "eat" up updateScreen calls and do not do any screen update on it
[16:39] <[md5]> all shops, the speech baloons appear behind the photographs
[16:40] <waltervn> LordHoto: that's fine, as long as it updates often enough
[16:40] <[md5]> m_kiewitz: go to Monolith Burger, for instance (to the right)
[16:40] <[md5]> and try buying something
[16:41] <LordHoto> waltervn: well sometimes only up to 30 times per second
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[16:41] <m_kiewitz> [md5] where are the bubbles? cant see any
[16:41] <waltervn> LordHoto: should be plenty, it's not like we're emulating Galaga or something :)
[16:42] <[md5]> m_kiewitz: I tried that on the floppy version
[16:42] <m_kiewitz> [md5] i only have cd :(
[16:42] <[md5]> but I think I know what's wrong... sec
[16:42] <m_kiewitz> no hacks please :)
[16:42] <LordHoto> waltervn: I'm just telling that this *might* cause problems (just think of the game restoring some background, calling updateScreen, drawing some character, updateScreen (ignored, i.e. no output visible), undrawing again, updateScreen (updated again) etc...)
[16:43] <waltervn> that stuff is handled in the SCI engine itself
[16:44] <waltervn> at least, it used to be, not sure how the new gfx code works ;)
[16:44] <[md5]> oh great, Jones tried to draw an invalid rect
[16:44] <m_kiewitz> updateScreen() is called when getting events etc.
[16:44] <[md5]> -_-
[16:44] <m_kiewitz> and also on kernel waits
[16:45] <[md5]> kGraph -> K_GRAPH_FILL_BOX_ANY -> Rect (92, 86, 178, 84) -> boom
[16:45] <waltervn> can't we just put that 'rect fixing' code in there for all Graph subfunctions?
[16:46] <[md5]> that's no longer there, afaik
[16:46] <[md5]> hm
[16:46] <waltervn> in any case we should never pass rects from the game directly to Common::Rect
[16:46] <[md5]> yeah, true
[16:46] <[md5]> the rect fixing code is gone
[16:46] <m_kiewitz> perhaps wii doesnt update screen on the call but after some time, so i guess thats why it flickers
[16:46] <waltervn> it's just not worth asserting over ;)
[16:46] <[md5]> yeah...
[16:46] <[md5]> and do what? throw a warning and don't paint the rect?
[16:47] <[md5]> to answer myself: probably yes....
[16:47] <waltervn> or swap the coordinates so it's a valid rect, not sure if SCI works that way though
[16:48] <m_kiewitz> [md5] if its an invalid rect even after kGraphCreateRect() processing we should assert about it
[16:48] <[md5]> there's no kGraphCreateRect() there
[16:48] <[md5]> which might be the actual issue
[16:48] <[md5]> rect = Common::Rect(x, y, x1, y1); <----
[16:49] <m_kiewitz> i wonder why that one wasnt replaced, all others were
[16:49] <waltervn> I do think we should print a warning when we manipulate the rect, as there might be a bug at the root of it
[16:49] <[md5]> kgraphics.cpp:263
[16:49] <waltervn> that's the same assert I got in Dr. Brain at the scrolling computer terminal
[16:50] <[md5]> right
[16:50] Action: [md5] fixes that
[16:51] <m_kiewitz> perhaps wii doesnt like us calling updateScreen() that often
[16:51] <LordHoto> the wii just ignores every updateScreen call in the way described in the wiki
[16:51] <LordHoto> with MAX_FPS=30
[16:51] <LordHoto> just check backends/platform/wii/osystem_gfx.cpp
[16:52] <m_kiewitz> ah i see, then i guess the one responsible for flickering is the one inside showBits()
[16:52] <[md5]> yep
[16:52] <waltervn> I'm confused though, SCI doesn't use double buffering as far as I know, so if our graphics code works like SSCI, how can this lead to flickering when updates are skipped?
[16:53] <waltervn> I mean double buffering in the "flip screen" sense here
[16:54] <[md5]> waltervn: cause the screen is updated many times while it's being built
[16:54] <m_kiewitz> nah this cant be right
[16:54] <[md5]> there's a bit which draws the screen when a view is drawn
[16:54] <[md5]> updates the screen, even
[16:54] <m_kiewitz> i checked, it doesnt update the screen
[16:54] <waltervn> [md5]: if SSCI draws straight to the screen, I don't see how you could get more flickering by updating less often
[16:55] <m_kiewitz> it only copies the data to framebuffer, but doesnt call updateScreen
[16:55] <[md5]> waltervn: you get flickering when updating too often
[16:55] <waltervn> The argument is that the Wii skips updates though
[16:55] <[md5]> so, when you do something like: draw background -> update screen, draw sprite -> update screen many times per cycle, the backend will limit these updates
[16:56] <m_kiewitz> there are only updateScreen() calls inside kernel_sleep and SciEvent::get()
[16:56] <[md5]> so you'll see half of the updates, i.e. flickering
[16:56] <m_kiewitz> all the others are special cases like transitions or hires portraits
[16:56] <waltervn> That would also lead the flickering if they were visible directly
[16:56] <waltervn> *lead to
[16:56] <[md5]> not necessarily, we're talking about ms updates here
[16:57] <m_kiewitz> kAnimate removes old sprites from screen and puts new ones there
[16:57] <LordHoto> actually you guys could try to rule updateScreen as the cause pretty simple... just add some 30 FPS limitation to OSystem_SDL's updateScreen
[16:57] <m_kiewitz> and updateScreen() isnt called inbetween
[16:57] <[md5]> updates could be done in kGetEvent, for example
[16:57] <LordHoto> m_kiewitz: that should be fine then
[16:57] <m_kiewitz> [md5] thats already the case :P
[16:57] <LordHoto> m_kiewitz: so it is probably a different cause ;-)
[16:57] <[md5]> m_kiewitz: no, there's a call which invokes updateScreen() when drawing certain cels
[16:57] <m_kiewitz> [md5] where?
[16:57] <waltervn> m_kiewitz: I presume that when the gui updates the screen, it will combine background and sprites internally right?
[16:58] <waltervn> so it won't actually draw a background over a sprite on the visible screen, and then draw a new one. That would seem very odd
[16:58] <m_kiewitz> waltervn: do you mean "updates the screen" -> call to copyRectToScreen or updateScreen()?
[16:59] <m_kiewitz> nah, it actually saves part of the screen, draws sprites over it, copies that to output (copyRectToScreen) and removes them afterwards
[16:59] <CIA-24> thebluegr * r47253 /scummvm/trunk/engines/sci/engine/kgraphics.cpp: Changed all kGraph calls which handle rectangles to use kGraphCreateRect(). Also, changed kGraphCreateRect() to return a rect, rather than update a rect pointer
[17:00] <m_kiewitz> i mean part of the screen -> our internal screen
[17:01] <[md5]> hm
[17:01] <[md5]> g_system->updateScreen() is called twice
[17:01] <[md5]> once in SciEvent::get()
[17:01] <[md5]> and again in kernel_sleep()
[17:01] <m_kiewitz> [md5] <m_kiewitz> there are only updateScreen() calls inside kernel_sleep and SciEvent::get()
[17:01] <m_kiewitz> :D
[17:01] <[md5]> which invokes SciEvent::get() too
[17:01] <[md5]> ...yeah, this isn't right
[17:03] <m_kiewitz> the bad placement of some cels are much worse
[17:03] <m_kiewitz> we should look into that first
[17:03] <m_kiewitz> it seems there is some tiny code that doesnt work on BE
[17:03] <waltervn> hmm, SCI worked reasonably well when I ran it on the Wii a few months ago
[17:04] <CIA-24> thebluegr * r47254 /scummvm/trunk/engines/sci/engine/kernel.cpp: Don't update the screen twice while waiting
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[17:05] <[md5]> perhaps this fixes the flickering... have to add some throttling like LordHoto said to test
[17:05] <LordHoto> actually doing two calls with the same data shouldn't cause any flickering ;-)
[17:05] Nick change: _sev|work_ -> _sev|work
[17:05] <[md5]> hm, true
[17:05] <waltervn> this whole thing doesn't add up...
[17:05] <[md5]> :/
[17:06] <waltervn> but with cels not even in the right place, we might be wasting our time as there might be a more serious underlying issue ;)
[17:06] <LordHoto> I just said that this *might* cause problems, not that this is indeed the problem with the SCI engine
[17:06] <m_kiewitz> waltervn: its not all cels, its just some
[17:06] <waltervn> still...
[17:06] <LordHoto> since m_kiewitz pointed out that SCI takes care of not copying "incomplete" frames to the screen, that shouldn't be a problem though
[17:06] <waltervn> I wish my iMac hadn't broken...
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[17:07] <m_kiewitz> buy a wii instead :P
[17:07] <waltervn> I have one
[17:07] <waltervn> but it would be easier to debug this on a Mac, if it's a BE issue ;)
[17:08] <[md5]> I wonder if there's a BE system virtual machine or emulator thingy
[17:08] <wjp> qemu can emulate BE systems
[17:11] <m_kiewitz> at least its consistent - its the door at the left right at the start, the fountain outside and the door inside the tape room
[17:11] <m_kiewitz> nothing else
[17:11] <[md5]> I can try with VMWare, got it at work
[17:11] <[md5]> I guess MS ripped out BE support in Virtual PC
[17:11] <[md5]> never used qemu :/
[17:13] <m_kiewitz> also the flicker only seems to occur when you are moving
[17:13] <m_kiewitz> if larry stands still its fine
[17:13] <[md5]> moving, as in when the screen is updated?
[17:13] <[md5]> does anything else move apart from Larry?
[17:14] <m_kiewitz> hmm the fountain doesnt flicker
[17:14] <m_kiewitz> but its animated
[17:15] <m_kiewitz> also it seems larry doesnt flicker at all when being outside
[17:15] <m_kiewitz> and inside nothing else moves
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[17:22] <m_kiewitz> the doors and the fountain are all done inside kAnimate as well
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[17:27] <WindleP> I found a grafik bug in drascula http://ul.larskl.de/file/800f/drascula.png cursor is a black box and the screen has black borders.
[17:28] <WindleP> reporting in bts?
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[17:53] <WindleP> ok, i reporting this as ID: 2929931
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[18:21] <sanguine> Just dug out my copy of Star Trek 25th Anniversary, who was developing the engine for that? what state is it in?
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[18:23] <sanguine> hi hennymcc
[18:31] <salty-horse> salty-horse, http://scummvm-misc.sourceforge.net/
[18:31] <salty-horse> cloney
[18:31] <salty-horse> grr
[18:31] <salty-horse> sanguine, ^
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[18:41] <WooShell> nobend
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[19:53] <CIA-24> sev * r47255 /scummvm/trunk/engines/saga/detection_tables.h: Fix bug #2929619: "IHNM: Small problem detecting German version"
[19:58] <CIA-24> sev * r47256 /tools/trunk/engines/sword1/ (compress_sword1.cpp compress_sword1.h): Patch #2929082: "Tools: compress_sword1 better handling of directory layout"
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[21:01] <m_kiewitz> wtf - error validating server certificate for https://scummvm.svn.sourceforge.net unknown certificate issuer - valid until mon, 11 jan 2010 19:25:27 GMT
[21:02] <m_kiewitz> LordHoto: it seems the flickering problems were in fact created by the same problem that created the incorrect cel placement problems
[21:02] <CIA-24> m_kiewitz * r47257 /scummvm/trunk/engines/sci/graphics/ (view.cpp view.h): SCI: changed displaceY and displaceX for cels to int16, also inserted cast to signed char for sci1 displaceX - should fix wii flickering and incorrect cel placement problems
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[21:11] <_sev> m_kiewitz: the certificate has expired. Pay attention to the date
[21:12] <CIA-24> sev * r47258 /scummvm/trunk/ (5 files in 2 dirs): Move Mac Binary resource loader to common class. Plug tons of memory leaks along the way.
[21:14] <m_kiewitz> _sev: yeah, i noticed that - but is that certificate server side or client based?
[21:14] <_sev> server side. (https://scummvm.svn....)
[21:14] <m_kiewitz> ok, then why wasnt it replaced?
[21:15] <m_kiewitz> sourceforge sleeping?
[21:15] <wjp> probably
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[21:41] <_sev> m_kiewitz: http://wiki.scummvm.org/index.php/SCI/TODO
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[21:42] <m_kiewitz> _sev: ?
[21:43] <_sev> m_kiewitz: any comment?
[21:44] <m_kiewitz> _sev: looks much better, thx
[21:44] <_sev> you are welcome
[21:44] <_sev> I found previous version hard to read
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[21:57] <Fingolfin> we should decide on a policy wrt SCI bugs, by the way
[21:57] <Fingolfin> there are several reports for SCI on our bug tracker
[21:57] <Fingolfin> should we move them to the SCI/TODO (or SCI/BUGS) page, or leave 'em?
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[22:06] <_sev> I would not accept those bugs at this stage
[22:06] <_sev> but hte SCI devs seem to process them
[22:16] <CIA-24> fingolfin * r47259 /scummvm/trunk/tools/create_msvc/create_msvc.cpp: Patch from tracker item #2909981 which documents the various MSVC warnings we disabled, and why
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[23:12] <m_kiewitz> g2g
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[23:22] <Lightkey> buildbot never said the builds are compiling again since r47235, strange
[23:23] <Lightkey> err, ScummBot
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[23:30] <Strangerke> I think I saw something for 47240
[23:30] <Strangerke> "[10:08] <ScummBot> Port build status changed with r47240: Success: trunk-motomagx, trunk-motoezx. http://buildbot.scummvm.org/ "
[23:30] <Strangerke> I saw something for r47240 :P
[23:31] <Hkz> Strangerke, those glasses can wait a little bit then ;-)
[23:31] <Strangerke> Yes. And it seems that my alzheimer is going better ;)
[23:32] <Hkz> :)
[23:38] <Lightkey> Strangerke: I saw that too but those two are like lights at a crossing :p
[23:39] <Lightkey> I mean the others
[23:42] <waltervn> re: SCI bug reports, I don't think we should accept them just yet
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[23:43] <waltervn> I expect that SCI will be ready for testing on a larger scale around March/April
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[23:46] <waltervn> I guess we should also start to think about exactly how we will unleash this on the public, do we just enable all games SCI0-SCI11, do we start with only one or two generations, do we hand-pick games that already work well and only support those...
[23:47] <waltervn> Personally, I think that supporting all games from the start might be a little too much too hand.
[23:47] <waltervn> *handle
[23:48] <wjp> starting with asking for bug reports on an explicit list of SCI0 (say) games, might not be a bad idea
[23:49] <wjp> and when those work reasonably well for most users we can ask for a new batch
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[23:52] <waltervn> I think something like three or four games from each generation that we know are completable, might be a good start.
[23:52] Action: wjp nods
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[00:00] --- Tue Jan 12 2010