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[00:48] <snover> anyway, i guess in the interest of not being totally stuck i am going to shove an extra lock flag into resources and see what happens. (what could possibly go wrong??)
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[01:20] <GitHub156> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHuBq
[01:20] <GitHub156> scummvm/master 10ada8b Paul Gilbert: TITANIC: Fix some calculation errors when locking markers
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[02:54] <tsoliman> is there a way to hack on the modern theme STX files without zipping it up each time?
[02:57] <tsoliman> it seems that all I need to do is run `./scummtheme.py make scummmodern`
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[03:17] <GitHub127> [scummvm] tsoliman opened pull request #957: GUI: Fix modern theme savegame thumbnail label layout (master...theme-saveload) https://git.io/vHugt
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[03:19] <tsoliman> http://i1.kym-cdn.com/photos/images/facebook/000/234/765/b7e.jpg
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[03:39] <tsoliman> something is very weird in the layout code
[03:39] <snover> oh?
[03:40] <tsoliman> so there's this concept of engines supporting saveDate and playTime independently
[03:41] <tsoliman> and the idea is that the thumbnail metadata area expands to accomodate those optional fields
[03:41] <tsoliman> (date/time and playtime)
[03:42] <tsoliman> I am talking about in SaveLoadChooserSimple::reflowLayout()
[03:43] <tsoliman> line 483 is where the container's height is adjusted based on those features (which imply the existence of the extra fields)
[03:44] <tsoliman> I don't fully understand why the if conditions that increment textLines are doing what they're doing
[03:46] <snover> the getWidgetData call on 468 gives the size of the thumbnail section, which includes the dimensions of the save date + play time lines. if save date or play time are not supported the size of the thumbnail section is reduced to no longer include those fields
[03:47] <snover> s/gives/gets
[03:47] <tsoliman> right it is reduced by 1 lineHeight for each of the features
[03:47] <tsoliman> except one of the features is 2 lines high :) (date + time) .. or am I missing something?
[03:49] <snover> looking back through the history it used to be textLines += 2 there
[03:50] <snover> appears to have been broken at 46168618be0152ebfcb68d2a0a46f98a676e204a
[03:50] <tsoliman> I don't fully grokk this but it smells like "2 wrongs make a right"
[03:52] <tsoliman> (I am hardcoding trues and falses in the assignments in SaveLoadChooserDialog::run to play with the different cases)
[03:53] <tsoliman> if I set both to false, the rect seems to have a little extra padding on the bottom .. so this is some kind of off-by-one thing
[03:53] <snover> maybe broken is a strong word& it was changed there. do you have some game with an engine that does not store save date?
[03:56] <tsoliman> no but I am overriding the assignments (hoping that's "good enough") and here's how it looks like with both false http://i.imgur.com/qtIc03o.png
[03:56] <snover> so it looks like it has an extra line of padding at the bottom. if you change to textLines += 2, are the padding symmetrical on top and bottom?
[03:57] <snover> (also, for someone that speaks english as a first language, i sure am bad at it lately)
[03:57] <tsoliman> it's pretty late and it's a long day/week/month
[03:57] <tsoliman> I am not a native speaker so don't judge me :D
[03:58] <tsoliman> (but I welcome feedback because that's the only way to improve)
[03:59] <tsoliman> ok I am about to try that .. but first .. check this out (unmodified master) http://i.imgur.com/Sn2hVpp.png http://i.imgur.com/bMnthIW.png
[04:00] <tsoliman> (each of the images has is 1 true and 1 false)
[04:04] <tsoliman> here it is with +=2 for the "if(!_saveDateSupport)" http://i.imgur.com/MDh2Sts.png
[04:04] <tsoliman> not symmetrical
[04:05] <snover> its pretty close. kLineHeight includes 2px of leading, so that might be why the bottom one is shorter when there is no text to display, though i am too lazy to open photoshop right now (really, really lazy)
[04:06] <snover> its certainly closer than it was before when only one line was removed
[04:06] <tsoliman> how I measure is CTRL-SHIFT-COMMAND-4
[04:06] <tsoliman> (which also copies pixels)
[04:06] <snover> did i mention how lazy i am?
[04:07] <tsoliman> :D
[04:07] <snover> incidentally you can just press esc when you are dong measuring before you mouseup so you dont stick stuff on your clipboard that you didnt want
[04:07] <tsoliman> nice
[04:08] <snover> dong measuring im done here.
[04:10] <tsoliman> ah I see the problem
[04:11] <Deledrius> lol
[04:11] tsoliman is now denvercoder9
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[04:48] <GitHub144> [scummvm] tsoliman closed pull request #957: GUI: Fix modern theme savegame thumbnail label layout (master...theme-saveload) https://git.io/vHugt
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[05:28] <GitHub140> [scummvm] tsoliman opened pull request #958: GUI: Fix savegame thumbnail label layout (master...theme-saveload-2) https://git.io/vHuoU
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[05:31] <tsoliman> ok so this is where I feel like two wrongs make a right: The theme file starts at height 200 (which is exactly enough for 2 text label and some padding) and then the code subtracts from that height for the missing labels (wrongly)
[05:32] <tsoliman> I think maybe the theme should assume none of the labels are there (height 150ish) and then the code should expand it based on how much text is going to be added
[05:36] <tsoliman> of course that means messing with modern and classic
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[10:45] <LePhilousophe> hello there
[10:45] <LePhilousophe> I have some questions about Cryo engine
[10:46] <LePhilousophe> I began to reverse game Versailles
[10:46] <LePhilousophe> (an Omni3D game)
[10:47] <LePhilousophe> I would like to know what is best: write a new engine or modify the cryo one?
[10:47] <LePhilousophe> which seems to be currently coded only for lost eden in mind
[10:51] <Strangerke|work> hi LePhilousophe
[10:51] <LePhilousophe> hey Strangerke|work
[10:51] <Strangerke|work> I'd say the best is to talk to wanwan who is currently writing an engine
[10:51] <LePhilousophe> I bet I should have HLed you :)
[10:51] <LePhilousophe> for what?
[10:51] <Strangerke|work> Omni3D
[10:52] <LePhilousophe> where?
[10:54] <Strangerke|work> dunno, ask him :)
[10:55] <LePhilousophe> I hope he will see the chat here
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[15:15] <Simei> Hello, everyone :)
[15:16] <Simei> https://usercontent.irccloud-cdn.com/file/ZqR82Mv3/wierd_screenshot.png
[15:17] <Simei> _sev: I display the image in a rather dirty way and get this, so I guess there is a problem in image loading. I will re-check it.
[15:18] <_sev_> image dimensions are incorrect
[15:18] <Simei> _sev_: By the way, why I don't have transparent background here ?
[15:18] <_sev_> maybe there is rounding up the image width
[15:19] <_sev_> Simei: it depends
[15:19] <Simei> what does rounding up the image width mean? Is there an example?
[15:19] <_sev_> err
[15:20] <_sev_> let' say, you round up to 50
[15:20] <_sev_> if you have image width 120 or 101, you make it 150
[15:21] <Simei> Ah, I see. There is round up to the nearest power of two every where
[15:21] <_sev_> as of the transparency: if you have alpha channel, then I'd recommend to use TransparentSurface, it will take care of it.
[15:21] <_sev_> If it is a keycolor transparency, there were API for specifying that at the blitting stage
[15:22] <Simei> Yes, there is a alpha channel. What I did is
[15:23] <Simei> https://www.irccloud.com/pastebin/HMryvND4/
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[15:24] <Simei> _sev_: Is this the rightway of using TransparentSurface? Or I should create a transparent surface in the first place?
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[15:39] <wjp> Simei: scale returns a new scaled surface
[15:40] <Simei> wjp: Ah, I see.
[15:41] <Simei> Thanks!
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[16:06] <WooShell> meow =^.^=
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[17:55] <Simei> _sev: I re-check the images dimensions and there doesn't seem anything wrong, the POT is for the "textures" in the original code. And by outputting the memory positions, all bits for an image were read but to the wrong place. These are relative lines, do you have any idea?
[17:56] <Simei> in sludge: https://github.com/yinsimei/opensludge/blob/master/source/Engine/sprites.cpp#L322
[17:56] <Simei> in my code: https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/sprites.cpp#L243
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[18:02] <_sev_> Simei: let me see
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[18:03] <Simei> Thanks!
[18:08] <_sev_> Simei: I don't see any oddities. I recommend to print out debug output from both engines
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[18:17] <Simei> _sev: as for debug output, I get the file beginning and ending address printed for each sprite, and they are the same
[18:18] <Simei> Are there other outputs that can be helpful?
[18:21] <Simei> https://usercontent.irccloud-cdn.com/file/qszHsCG3/scummvm_spriteloading https://usercontent.irccloud-cdn.com/file/MAavbo7p/sludge_spriteloading
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[18:23] <logix> Simei: the skewedness seems to indicate that when finding a surface pointer as ptr = pitch*y+x your "pitch" is wrong, although I don't see in the code why that might be the case
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[18:29] <Simei> logix Yes, it seems so :/ I'll try to print some debug logs about it.
[18:32] <logix> Simei: try looking at the values of getBasePtr(0,0), getBasePtr(0,1) and getBasePtr(1,0) and in opensludge 4*y
[18:33] <_sev_> Simei: you need to print x, y and width
[18:34] <Simei> Ok, I'll do it.
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[18:49] <Simei> _sev, logix: That's true, their width and heights are not the same. I think I get a clue. I'll look into it. Sorry for having not noticed it. Thank you for your time!
[18:51] <_sev_> Simei: great
[18:52] <logix> Simei: no problem, glad you're getting somewhere
[18:53] <Simei> :)
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[19:14] <Simei> It's good now! :D
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[19:22] <logix> yay
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[20:10] <tsoliman> does anyone have a windows toolchain with SDL2?
[20:11] <tsoliman> (to test gh-937)
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[23:40] <TMM> ha! progress! :D https://tmm.cx/nextcloud/s/msIr5Lh60VwZazf
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[23:53] <snover> TMM: looking good!
[23:53] <TMM> snover, ty! :D
[23:53] <snover> TMM: i feel like you were on windows once, am i crazy to think this?
[23:54] <TMM> Not since around 1997
[23:55] <TMM> There's only one decoding step I haven't implemented yet, there's some stuff about moving data from the previous frame to the next frame, I'll do that tomorrow
[23:55] <snover> ah well. that is how my memory is.
[23:56] <TMM> This codec works by just copying 8x8 squares of uncompressed pixel data around
[23:56] <TMM> it's kind of strange
[23:59] <snover> what year was it developed?
[23:59] <TMM> mid 90s
[00:00] --- Sat Jun 3 2017