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[06:55] <Strangerke> hi guys
[07:02] <wjp> morning
[07:02] <JimmyJ> Howdy.
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[08:01] <DrMcCoy> moo
[08:05] <fuzzie> It is a doctor! That's not my cow!
[08:11] <wjp> you _know_ the rules about cows in the channel fuzzie
[08:12] <Strangerke> wjp: BBQ party?
[08:12] <Tron> Did somebody say BBQ?
[08:12] Action: Strangerke runs after DrMcCoy with a pike
[08:15] <DrMcCoy> :OOO
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[08:41] <madmoose> good moooo-rning.
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[09:14] <wjp> oh fun, a kyra regression since 1.4? I hope it's ok in 1.4.1
[09:14] <wjp> but I guess there have been rather a few kyra commits on master that aren't on the branch :-)
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[09:40] <_sev> wjp: :/
[09:49] <wjp> although I can't test now, after a quick scan I don't see any commits on the branch that look related
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[11:59] <OpenJoke31089190> !list
[12:00] <DrMcCoy> OpenJoke31089190: A list of the supported games can be found here: http://www.scummvm.org/compatibility.php
[12:00] <OpenJoke31089190> http://www.scummvm.org/compatibility.php
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[12:02] <Endy> Jebus, thats a crappy bot.
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[12:06] <DrMcCoy> lol
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[12:39] <Endy> Nite all ;)
[12:39] Nick change: Endy -> Endy-AFK
[12:39] <Strangerke> bye Endy
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[14:50] <DrMcCoy> Hoto Hoto
[14:50] <DrMcCoy> LordHoto: U can haz Kyra regression!11
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[14:59] <wjp> glad it wasn't in 1.4.1 :-)
[15:00] <wjp> or is the bug it fixes worse than the regression it causes?
[15:00] <LordHoto> no
[15:00] <LordHoto> at any rate the bug fix was done after 1.4.1
[15:00] <LordHoto> it seems there's some wrong comments in the commits I checked
[15:02] <wjp> hm, speaking of which
[15:02] <CIA-38> Willem Jan Palenstijn master * rc60394e / engines/sci/engine/kstring.cpp : SCI: Remove outdated comment - http://git.io/NtLlCw
[15:06] <LordHoto> hmhm
[15:06] <LordHoto> that workaround seems like it should only be enabled for the CD version too
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[15:47] <CIA-38> athrxx master * r26a692f / (6 files):
[15:47] <CIA-38> KYRA: (EOB) - change behavior of safe game file importing code
[15:47] <CIA-38> - The initial import of original save files will now use the next free available slots instead of moving the original files to the top of the save file list
[15:47] <CIA-38> - add error check to loading routine for original saves
[15:47] <CIA-38> - also limit debug console command to main menu, since it causes issues when used during the game or during character generation - http://git.io/sM75gg
[15:52] <LordHoto> interesting it seems the towns/pc98 scripts don't have the problems of the CD scripts, that some animations are wrong, but they have that one text line splitted
[15:52] <LordHoto> guess someone messed up when doing the CD version...
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[16:02] <CIA-38> Johannes Schickel master * r8b39139 / (engines/kyra/kyra_lok.cpp engines/kyra/script_lok.cpp):
[16:02] <CIA-38> KYRA: Fix for bug #3474339 "KYRA1CD: Ingame animation missing".
[16:02] <CIA-38> This was a regression from 6a3d0e712940bf4560e5302c40f07f5f6eb8e0aa.
[16:02] <CIA-38> This still assures that the workaround for bug #1498221 works. - http://git.io/EMA7Sw
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[17:17] <CIA-38> Filippos Karapetis master * r5bb473d / engines/sci/engine/workarounds.cpp : SCI: Update a workaround for the demo of QFG4 to make it work again - http://git.io/C0QWiQ
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[17:41] <WooShell> [md5]: gesundheit
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[18:18] <CIA-38> Strangerke master * r1ae18a2 / (2 files): TSAGE: R2R - Scene 1550: Implement UnkObj15502::subA5CDF() - http://git.io/_iieFA
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[18:48] <CIA-38> Strangerke master * r4a1da06 / (2 files):
[18:48] <CIA-38> TSAGE: R2R - Scene 1200: Implement sub9EE22() and sub9DAD6()
[18:48] <CIA-38> Also fix a couple of things in scene 1550 - http://git.io/txWBxA
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[21:43] <[md5]> wow. Microsoft has really worked a lot on HTML5 O_o . They managed to port Cut the Rope into HTML5 + Javascript: http://www.cuttherope.ie/ - quite a feat!
[21:44] Action: [md5] is impressed
[21:44] Action: DrMcCoy refuses to be impressed by anything M$ does :P
[21:45] <[md5]> no, honestly, forget the fact that MS did this
[21:45] <[md5]> the end result is simply amazing, IMHO
[21:45] <fuzzie> you can do games in html5 now, news at 11? :p
[21:45] <clone2727> .ie? they got a whole domain for IE now?
[21:45] <fuzzie> although some of the previous impressive examples have been from microsoft
[21:45] <[md5]> quite an interesting read: http://www.cuttherope.ie/dev/
[21:46] <[md5]> yes, you can do games in html5, but they have managed to port an OpenGL game into Canvas and the speed is very very good (tried it on Firefox)
[21:46] <fuzzie> yes, especially the bit where you can't actually play it with your finger any more
[21:46] <[md5]> I mean, this is the first advanced usage I've seen for the Canvas element
[21:46] <fuzzie> you have been missing out :P
[21:46] <[md5]> :p
[21:47] <[md5]> I have seen the Quake port. It was an early beta. An interesting experiment, but it wasn't optimized
[21:47] <[md5]> anyway
[21:47] <fuzzie> yes, that is not a serious attempt
[21:48] <[md5]> I never underestimated the attempt
[21:48] <[md5]> it was quite a feat, and very impressive
[21:48] <fuzzie> but you've seen e.g. Angry Birds for html5?
[21:48] <fuzzie> (although that won't run without Flash for the sound which is sad)
[21:48] <[md5]> I have, yeah, but I think that only works for Chrome?
[21:48] <[md5]> in Chrome *
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[21:49] <fuzzie> Angry Birds should be fine in Firefox/IE9? otherwise Pirates Love Daisies is a previous microsoft-funded html5 game from a while back (quite amusing tower defence game)
[21:50] <[md5]> I'll have a look, thanks
[21:50] <fuzzie> it's really cool stuff
[21:50] <[md5]> I find it very cool myself as well
[21:50] <[md5]> it shows that things are moving fast towards HTML5, and it is a very powerful language (?)
[21:51] <fuzzie> well, it's a terrible awful language and canvas is painful and it's all crazy
[21:51] <[md5]> :p
[21:51] <fuzzie> so I find it cool because people are managing to make it work so well despite that
[21:51] <[md5]> haven't worked with canvas, tbh
[21:52] <[md5]> but there are attempts at "improving" Javascript (e.g. CoffeeScript, Dart)
[21:54] <[md5]> anyway, I just hope we can move on to a world where people don't have to use Flash in web sites
[21:54] <[md5]> so I very much support moves like what Google is doing with their HTML5 player in Youtube
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[21:55] Nick change: Endy-AFK -> Endy
[21:55] <clone2727> As long as Flash remains as a legacy library or whatever, I don't care
[21:55] <[md5]> and what Microsoft is doing with these game ports (and I never expected that from MS)
[21:55] Action: Endy waves from linux.conf.au, and hisses at MS :)
[21:55] <[md5]> :P
[21:55] <[md5]> hi Endy
[21:56] <clone2727> Endy!
[21:56] <Endy> Hi there :)
[21:56] <LordHoto> Endy!
[21:57] <Endy> Hows it all going?
[21:58] <clone2727> Tired!
[21:58] <[md5]> oh, the usual, users raiding the ScummVM headqarters with pitchforks, wanting new games to be supported etc etc
[21:59] <Endy> [md5]: Ah yes - have they discovered fire yet?
[21:59] <clone2727> Prometheus cheated
[22:00] <[md5]> they're off to a good start I'm afraid, they got stones and sticks :P
[22:01] <[md5]> how's linux.conf.au?
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[22:03] <Endy> Good good :) First keynote just started (Bruce Perens) so going to be semi-afk for a bit ;)
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[22:38] <sirlemonhead> does anyone know what a thick green arrow in IDA graph mode means? I know thick blue generally means a loop....
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[22:39] <Strangerke> sirlemonhead,: debug
[22:39] <Strangerke> Oh, not in the menu you mean?
[22:40] <sirlemonhead> on the graph view screen itself
[22:40] <sirlemonhead> your branches either go down a thin green line, or thin red line
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[22:40] <sirlemonhead> normal unconditional jumps are thin blue
[22:40] <Strangerke> ok, sorry, I don't use that at all
[22:41] <sirlemonhead> but if its a thick blue line ,its usually a loop as it signifies you're jumping back
[22:41] <sirlemonhead> but what's a thick green line supposed to signify..
[22:41] <Strangerke> Which version are you using?
[22:44] <Strangerke> maybe you could deduce the use based on the last instruction of the previous block?
[22:45] <sirlemonhead> 5.5
[22:46] <sirlemonhead> it looks sorta like a goto..
[22:46] <sirlemonhead> or a simple while loop
[22:50] <Strangerke> Hum, I'm using 6.2
[22:51] <Strangerke> I don't remember that...
[22:51] <Strangerke> What's the last instruction of the previous block?
[22:51] <sirlemonhead> the block the green line comes out of?
[22:51] <Strangerke> yes
[22:52] <sirlemonhead> its checking if var_F is 0
[22:52] <sirlemonhead> it travels the green line if it is
[22:52] <sirlemonhead> var_F can be set to 1 within that green loop
[22:52] <sirlemonhead> the code i've written based on this isn't working though, so i figured maybe i'd misunderstood things
[22:52] <Strangerke> So you must have a red line when not equal to zero
[22:53] <sirlemonhead> yup
[22:53] <Strangerke> ... euh... I thought there was only a green line
[22:53] <Strangerke> so what's the problem? it's a if then else
[22:53] <sirlemonhead> im not sure
[22:54] <sirlemonhead> i must be doing something wrong
[22:55] <sirlemonhead> http://dl.dropbox.com/u/30279551/idagreenline.png sorry it's not all that clear
[22:56] <LordHoto> it looks like a loop
[22:58] <sirlemonhead> looks like you can do a "while (var_F == 0)" ?
[22:58] <Strangerke> yes
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[23:40] <CIA-26> Strangerke master * r63c13f9 / (5 files in 2 dirs): TSAGE: R2R - Partial implementation of scene 1575 - http://git.io/eu_wVg
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[00:00] --- Tue Jan 17 2012