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[01:00] Just because it seems so mysterious and I've done quite a bit of reading on the topic, is there a HOWTO for dummies on the art of RE'ing a game engine? Seems the knowledge is quite rare and only our elders seem to know how =) [01:47] risca (~risca@wi-secure-1813.cc.umanitoba.ca) left irc: Quit: Lämnar [01:47] risca (~risca@wi-secure-1813.cc.umanitoba.ca) joined #scummvm. [01:47] risca (~risca@wi-secure-1813.cc.umanitoba.ca) left irc: Remote host closed the connection [01:49] ScummBot (~ScummBot@beta.switchlink.se) got netsplit. [01:49] somaen (somaen@horisont.pvv.ntnu.no) got netsplit. [01:49] Newa (neva@dyn-xdsl-188-117-29-253.nebulazone.fi) got netsplit. [01:51] ScummBot (~ScummBot@beta.switchlink.se) returned to #scummvm. [01:51] somaen (somaen@horisont.pvv.ntnu.no) returned to #scummvm. [01:51] Newa (neva@dyn-xdsl-188-117-29-253.nebulazone.fi) returned to #scummvm. 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[06:47] ajax16384 (~ajax16384@ip138.net138.n37.ru) joined #scummvm. [06:47] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [06:53] Tron (~Tron@srbk-5d8046ba.pool.mediaWays.net) left irc: Ping timeout: 244 seconds [06:55] Tron (~Tron@srbk-5d8012a6.pool.mediaWays.net) joined #scummvm. [07:46] James|GlideM (~James|Gli@cpc2-mapp11-2-0-cust447.12-4.cable.virginmedia.com) joined #scummvm. [07:46] #scummvm: mode change '+v James|GlideM' by ChanServ!ChanServ@services. [07:51] James|GlideM (~James|Gli@cpc2-mapp11-2-0-cust447.12-4.cable.virginmedia.com) left irc: Ping timeout: 276 seconds [08:12] I added a reply to that AGS engine thread, in case anyone would like to shout at me about misrepresenting our position now. :-p [08:13] ny00123 (~ny00123@bzq-79-177-216-58.red.bezeqint.net) joined #scummvm. [08:21] May we throw stones, too? [08:21] No. Scones, perhaps. [08:21] Actually, anything warm would be good. [08:21] fuzzie: Getting colder there I assume then? [08:22] Although they're forecasting a maximum temperature of 1C tomorrow \o/. [08:22] fuzzie: Is that warmer or cooler than today/yesterday? :P [08:22] Deliciously warm! [08:22] 25°, sunshine... [08:23] Was -13C or so yesterday morning. [08:23] Heh. To think I'm complaining that we're dropping down to 12C overnight here now [08:23] Yep, it's a pleasure to be there [08:23] fuzzie: -13 here too... [08:24] :| [08:26] dreammaster (~paulfgilb@C-61-68-180-191.bur.connect.net.au) joined #scummvm. [08:26] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [08:27] thankfully the university seem to enjoy paying ridiculous heating bills [08:30] edheldil (~edheldil@2001:1488:ac14:1400:222:19ff:fe31:415e) joined #scummvm. [09:03] digitall (~digitall@cpc2-hitc2-0-0-cust28.9-2.cable.virginmedia.com) joined #scummvm. [09:03] #scummvm: mode change '+o digitall' by ChanServ!ChanServ@services. [09:39] Kenryu (UPP@c-71-193-60-169.hsd1.ca.comcast.net) joined #scummvm. 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[14:47] There, now you made me reply to the AGS thread too [14:48] oh dear [14:48] see I was hoping they'd stop going on about it :P [14:49] lol [14:49] Well, I mostly just repeated what you said [14:49] But more verbose [14:49] In the hopes that some of it sticks [14:50] btw, the GPL's 'distribution' doesn't include internal sharing in a company or something, which I imagine is what was being mentioned there [14:50] I was actually quite dismayed when I saw one guy on page ten reiterate the "But what about the games?!?!??!?!" argument after I had hoped it died a lot earlier [14:50] well the whole thread is a trainwreck [14:51] Ah, okay, so I remember wrongly then [14:51] I had thought the GPL covers everything that changes/extends the code, no matter if personal or not [14:51] you can do whatever you want, as long as you don't distribute to others [14:52] Ah, okay, my bad then [14:52] hence the AGPL extension, which means that if you setup a web service or something, then you have to distribute the code you're using [14:52] Ah, okay [14:52] cyco (cyco@trir-4d0d9d11.pool.mediaWays.net) left #scummvm. [14:52] stop ah, okaying! [14:52] everyone is so reasonable today [14:53] :P [14:59] the horror :-) [15:05] cyco (~cyco@trir-4d0d9d11.pool.mediaWays.net) joined #scummvm. [15:06] well I am living in a happy dream world where I don't have to care very much about ideals [15:06] cyco (cyco@trir-4d0d9d11.pool.mediaWays.net) left #scummvm. [15:06] so clearly things are a bit *too* perfect [15:19] giucam (~giulio@adsl-ull-236-204.49-151.net24.it) joined #scummvm. [15:23] <_sev> is anyone here? [15:23] Action: DrMcCoy is here [15:24] <_sev> nice [15:24] Action: wjp is here somewhat [15:24] <_sev> I just got permission for Dreamweb freewaring [15:24] <_sev> had to sort out the license, but now it is done [15:24] :) [15:24] <_sev> so, it would be cool to have it in 1.5.0 [15:25] yay, excellent news [15:27] <_sev> will write -devel now [15:28] that is good news [15:29] some big headaches left to resolve in the code, but should be doable if we find the motivation :-) [15:30] savegame format is stable though, right? [15:30] pretty much [15:30] but I didn't look too closely at the metadata [md5] added [15:33] pok0j (~pok0j@abtc211.neoplus.adsl.tpnet.pl) left irc: Remote host closed the connection [15:34] pok0j (~pok0j@abtc211.neoplus.adsl.tpnet.pl) joined #scummvm. [15:35] kettuz (~kettuz@host-94-101-5-98.igua.fi) joined #scummvm. 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[17:13] D G Turner master * r0d6b4df / (3 files): DREAMWEB: Remove uneeded duplicate function "printUnderMon". - http://git.io/wuM8kw [17:23] risca (~risca@wi-secure-1813.cc.umanitoba.ca) left irc: Ping timeout: 252 seconds [17:26] vpelletier (~vincent@ALille-154-1-60-94.w86-198.abo.wanadoo.fr) joined #scummvm. [17:29] good evening [17:30] does ScummVM use SDL for anything or is it all plattform specific code everywhere? [17:30] Both and neither [17:31] depends on the platform? [17:31] Tomaz, yes [17:31] Ok [17:31] ScummVM has the platform dependant things seperated into backends. One backend is the SDL backend, which works on several platforms, among them GNU/Linux, Windows and Mac OS X [17:32] ok [17:32] so the ones that doesnt use SDL is the platforms that don't have SDL platforms themselves? [17:32] or that want more speed [17:32] erm, SDL ports [17:32] ok [17:32] so SDL is a bad choice speedwise? [17:33] it adds another layer of abstraction, and depends on how well SDL is ported to that platform [17:33] that depends on the platform, I think our SDL for WinCE is customly patched (since when it was patched at least) it's rather slow and had missing features [17:33] ok, so say GNU/Linux and Windows, those 2 only use the SDL backend? [17:33] so someone added some stuff for it, might be that other ports don't use SDL for the very same reason, since they couldn't be bothered with patching SDL [17:33] not really [17:34] GNU/Linux, Windows, OS X, *BSD, WinCE, Symbian, Maemo, PS3 should use SDL [17:34] dingux too [17:34] yeah, i meant that those 2 platofrms dont have any other backends [17:34] irix, solaris etc. too [17:34] as if, for Windows, there is only the SDL backend? [17:35] yeah [17:35] sorry for the badly asked question [17:36] in fact we had some X11 specific backend in the past [17:36] but that's removed long ago, because it hadn't been really in any good shape for a long time ;-) [17:36] so for Windows and GNU/Linux, SDL is fast enough to use? [17:37] yes [17:37] great [17:37] oh, one more thing, if thats ok [17:38] how does ScummVM playback midi's ( if it even can ) on Windows and Linux? timidity? [17:38] it uses platform specific code [17:38] i.e. winapi midi stuff for windows, alsa, oss sequencer, etc. for linux [17:38] ok [17:38] i see [17:39] and we also have some software synths like fuildsynth support [17:39] but doesnt those requires patches? [17:39] i know timidity does [17:39] our timidity support is IIRC just code to connect to a timidity instance running on the system, afaik it only works under Unix like systems too [17:40] patches? as in sound fonts or as in patches to any code? ;-) [17:40] sound fonts [17:40] ive seen them refeared to as GUS patches somewhere [17:40] so i wasnt sure what the correct name was [17:40] sure, the user needs to worry about setting those up [17:41] as i understand, thats not a problem under windows? due to windows having something builtin? [17:41] SylvainTV (~Sylvain@ALille-553-1-57-53.w90-18.abo.wanadoo.fr) joined #scummvm. [17:41] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [17:41] if you use the windows specific midi code yes [17:41] if you use fluidsynth on windows, no [17:41] midiOutOpen if i remember correctly [17:42] Well, we also have a General MIDI -> AdLib mapping, which then uses the AdLib emulator [17:42] for which platform? [17:42] all [17:43] interesting [17:43] but that said, it's from the SCUMM engine a bit tailored for its needs [17:43] that also requires sound fonts? [17:43] no [17:43] Well, it works for Dark Seed II :P [17:43] it works for many engines :-) [17:43] Oh, DS2 works? [17:44] I'm not sure if anyone here remembers but a few months ago i strted to "try" to write a port for ThemePark [17:44] Strangerke: That's not what I said [17:44] O:^) [17:44] i think fuzzie helped me out a bit to get started with how ScummVm works [17:44] but in reality, some engines use it, when they used a different GM -> AdLib implementation in the original and/or a custom AdLib implementation in the past [17:44] so it might give some different results [17:44] but i've been considering to maybe move it out of scummvm since its not really a game that you guys are interested in in regards to scummvm [17:45] but if you just want to play generic GM, it's fine [17:45] thanks for the help, now i need to decide if i want to keep using ScummVM for this or rewrite everything from scratch using SDL myself.. [17:46] Tomaz, if you want to do it from scratch, you might want to keep it portable enough for platforms without sdl [17:47] yeah i know [17:47] a good example: http://cyxdown.free.fr/reminiscence/ [17:47] this is why i liked using ScummVM, it's handling all the platform issues for me [17:47] i ported that to Sega Saturn without getting crazy [17:47] but at the same time, my coding style is very different from how ScummVm does things so i dunno [17:47] ScummVM doesn't really handle everything for you [17:48] you still need to take advantage of the endian/alignment memory stuff yourself ;-) [17:48] right.. :) [17:48] not really an issue but ok :) [17:48] Hkz: thanks, ill check that out [17:49] well it's an issue in case you don't use it ;-) [17:49] i already handle endianess so [17:49] not really worried about memory yet [17:50] oh, another thing tho, i assume you arent interested in patches to scummvm unless a specific scummvm supported game needs it? [17:50] i had to extend the fli loader in scummvm when i loaded THemePark's cinematics [17:52] since that's a bullfrog-specific version of flic, we probably wouldn't accept it [17:52] thats what i thought [17:52] except its part of the fli format but ok [17:52] at least according to the fli information i found [17:53] it's a bullfrog-specific variant, no? [17:53] no i don't think so [17:53] ie. http://wiki.multimedia.cx/index.php?title=Flic_Video#Magic_Carpet [17:53] Harekiet (~freenode@dhcp-077-250-029-247.chello.nl) joined #scummvm. [17:53] i don't remember right now if it was decodeDeltaFLC or decodeDeltaFLI [17:54] nope [17:54] this was part of the flic standard i think [17:54] ah, ok. i thought bullfrog used that in tp too [17:55] then again, I have the PSX version of tp only so PSX streams over there ;) [17:55] http://www.compuphase.com/flic.htm [17:55] is the file format specifications i read [17:55] and i think it was either chunk 7 or 12 [17:55] that i had to add [17:56] well, a decode function for it [17:57] yeah, scummvm didnt support 12, DELTA_FLI (FLI_LC) delta image, byte oriented RLE [17:57] which tp used [18:00] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [18:02] sirlemonhead (~bduncan22@86-45-5-182-dynamic.b-ras2.prp.dublin.eircom.net) joined #scummvm. [18:21] Harekiet (~freenode@dhcp-077-250-029-247.chello.nl) left irc: Quit: Commander Keen rocks your world!!!!! [18:22] ajax16384 (~User@ip128.net174.n37.ru) joined #scummvm. 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[19:56] _sev (~sev@scummvm/undead/sev) left irc: Ping timeout: 272 seconds [19:58] bgKa (~bbouclet@vai69-5-88-183-207-181.fbx.proxad.net) joined #scummvm. [19:58] #scummvm: mode change '+o bgKa' by ChanServ!ChanServ@services. [20:01] salty-horse (~ori@bzq-79-176-26-39.red.bezeqint.net) joined #scummvm. [20:01] #scummvm: mode change '+o salty-horse' by ChanServ!ChanServ@services. [20:02] _sev (~sev@109.87.142.103) joined #scummvm. [20:02] _sev (~sev@109.87.142.103) left irc: Changing host [20:02] _sev (~sev@scummvm/undead/sev) joined #scummvm. [20:02] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [20:04] Strangerke (~Strangerk@cable-85.28.107.228.coditel.net) joined #scummvm. [20:05] hennymcc (~hennymcc@p57A8D184.dip.t-dialin.net) joined #scummvm. [20:06] is it possible to take screenshots using alt+S when you're running a debug build of ScummVM? I can't see where my screenshot files are going on windows.. [20:10] doesn't look like there's any difference, it seems to just write them to the current directory [20:13] giucam (~giulio@adsl-ull-236-204.49-151.net24.it) joined #scummvm. [20:14] not getting anything at all [20:14] oh hang on..the game files directory? [20:14] lemme see.. [20:15] well, usually I would guess it's the scummvm executable directory by default, since I don't see any chdir in there at a glance [20:16] do I need to do anything in my engine code to "enable" screenshotting? [20:16] oh, and it won't work with opengl, presumably [20:16] no [20:16] oh, it does [20:16] fuzzie: I believe it does [20:16] code duplication :( [20:17] hmm wonder what's wrong :\ [20:17] it should write to the console if it fails to write the file, though [20:18] and it does debug() with a success mesage if it succeeds [20:18] so if you start with -d 1 and watch the console output then I guess you can see whether it's trying [20:21] i'm not processing any events in ScummVM..probably something to do with that [20:21] oh, right [20:21] didn't think of that :) [20:21] yes, if you don't run the event loop at *all* then nothing gets a chance to run :) [20:21] also applies for things like mouse button state, position, etc [20:22] gotcha :) thanks [20:23] ajax16384 (~User@ip128.net174.n37.ru) left irc: Quit: KVIrc 4.1.3 Equilibrium http://www.kvirc.net/ [20:24] got screenshots now! [20:26] http://dl.dropbox.com/u/30279551/scalpel.png not much to see so far but progressing.. 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