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[00:00] Nick change: _dreammaster -> dreammaster
[00:36] <scummvm-bugs> DjDiabolik created ticket #10512: Simon 2 - The 25th anniversary edition not supported ?? (https://bugs.scummvm.org/ticket/10512)
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[04:29] <GitHub74> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/vpaKK

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[04:51] <GitHub16> [scummvm-tools] sev- pushed 18 new commits to master: https://git.io/vpa6l
[04:51] <GitHub16> scummvm-tools/master 734418f Eugene Sandulenko: TOOLS: PRINCE: Simplified code and more references in decompilation
[04:51] <GitHub16> scummvm-tools/master 1afddf8 Eugene Sandulenko: TOOLS: PRINCE: There are 63+1 rooms in skrypt.dat
[04:51] <GitHub16> scummvm-tools/master 8a98789 Eugene Sandulenko: TOOLS: PRINCE: More offsets to the decompilation
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[08:03] <Tomaz^W> Good morning
[08:04] <Tomaz^W> I have a question that I hope someone in here will be able to shed some light on
[08:04] <Tomaz^W> Lots of retro games use isometric view ( I just now realised that probably no ScummVM games does tho, hmm )
[08:04] <Tomaz^W> And there seems to be different opinions on what an isometric view is
[08:07] <Tomaz^W> Apparently the mathematically correct one, seems to be when the x y and z axes are 120 degrees from eachother, which is achieved by 45 degree pitch and ~35.264 degree yaw
[08:09] <Tomaz^W> But I found that older Bullfrog games ( syndicate, ThemePark and probably many others ) used a 30 degree yaw, because this makes it so that an edge moves twice as much horizontally than vertically ( in pixels on screen )
[08:09] <Tomaz^W> Basically making it x = 2y
[08:09] <Tomaz^W> Anyone have any thoughts or input on this?
[08:22] <Strangerke|work> I can tell you that Lilliput is using isometric view
[08:23] <Strangerke|work> http://www.mobygames.com/game/adventures-of-robin-hood/screenshots
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[08:44] <ignalina> Tomaz^W: According to Wikipedia, almost no videogames use true isometric perspective.
[08:44] <ignalina> https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art

[08:45] <Tomaz^W> Apparently it's call dimetric
[08:45] <Tomaz^W> yeah
[08:45] <Tomaz^W> Pixel games want the 2:! ratio
[08:46] <Tomaz^W> which you get fro ma 30 degree yaw, rather than the "true" 35.264 of isometric view
[08:46] <Tomaz^W> and the horizontal ends up at ~26.5 degrees
[08:47] <Tomaz^W> I wish I had that last article like, 4 hours ago when I sat down and calculated all this :P
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[08:51] <Endy> What's 5.264 degrees between friends :P
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[09:06] <Tomaz^W> Endy: Enough to cause a massive argument :P
[09:06] <Tomaz^W> ( and broken graphics )
[09:07] <scummvm-bugs> kurisuke created ticket #10513: Crash on save & corrupted savegame (https://bugs.scummvm.org/ticket/10513)
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[09:22] <bonki> I hope this isn't something that I broke again ...
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[13:32] <dafioram> bonki: PR 1104 was lubomyr s most recent android work that contains a how to build
[13:37] <bonki> dafioram: oh, let me check!
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[13:39] <bonki> there!
[13:39] <bonki> dafioram: thanks!
[13:40] <dafioram> Hey btw
[13:41] <bonki> it's a shame that so much information is scattered
[13:41] <bonki> hey ho
[13:44] <dafioram> You're been doing a lot of good stuff. Are you a new ScummVM dev?
[13:45] --> <bonki> joined in...late january?
[13:53] <dafioram> Nice, it seems like you a dev thats just been a way for a while. The way you've picked things up so fast.
[13:55] <bonki> nah, grep is my biggest friend :)
[13:59] <dafioram> I was playing riven on my Android tablet (using sxummvm 2.0) on a flight yesterday and it was really great.
[14:02] <bonki> In the goode olde days before tablets and smartphones I once bought a Nokia 770 when it came out (2005/06-ish?) just so that I could run ScummVM while on the run. sadly, it was slow and crappy and I didn't use it much but it was cool nonetheless
[14:06] <bonki> I have two (a friend gave me his a couple of years later) lying in a drawer somewhere. I wonder if they still work, IIRC they had non-removable batteries and a very proprietery charger port :/
[14:28] <bonki> a*
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[16:14] <GitHub135> [scummvm] bonki opened pull request #1181: Fix UB (use of deallocated memory) (master...bonki-fix-ub) https://git.io/vpVwD
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[20:22] <Strangerke> hum...
[20:29] <bonki> hi Strangerke :)
[20:30] <bonki> sev appears to be a bit busy as of late
[20:30] <Strangerke> hi dude :)
[20:30] <Strangerke> Yep, I noticed :/
[20:31] <Strangerke> I'll wait...
[20:31] <bonki> heh
[20:32] <bonki> I'm looking at bug #10344 right now, I'm a bit puzzled to be honest
[20:32] <scummvm-bugs> Ticket #10344 by greencis: SCI: RAMA: "Script 44 not found" after click on HUD element (https://bugs.scummvm.org/ticket/10344)
[20:32] <bonki> oops
[20:32] <bonki> bug 10334
[20:32] <scummvm-bugs> Ticket #10334 by raziel-: LAUNCHER/CONSOLE: Misbehaving/Strange Behaviour when using wrong game ID (https://bugs.scummvm.org/ticket/10334)
[20:33] <Strangerke> 198 days 0_o
[20:33] <Strangerke> ... I guess I hibernated. That's the only logical explanation I find
[20:33] <bonki> haha
[20:34] <bonki> just mail him, he's still having his week off I believe
[20:35] <bonki> anyway, maybe you can shed some light on this? our README states that "./scummvm <foo>" either launches a user-defined target "foo" or gameid "foo"
[20:35] <bonki> what exactly is it _supposed_ to do in the latter case?
[20:36] <Strangerke> I think I never used the command line :/
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[20:36] <bonki> same here, I exclusively use the launcher :/
[20:36] <bonki> I've tracked it down to https://github.com/scummvm/scummvm/blob/master/base/main.cpp#L201
[20:37] <bonki> but I don't understand it tbh
[20:38] <bonki> I'm not sure how it's supposed to find game data for a game without a target in the config file
[20:40] <bonki> the symptom is that, if "autoadded" doesn't exist, it won't remove the dummy entry which results in what raziel reports in #10334 (a useless new and empty entry)
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[20:45] <bonki> ticket 2788 appears to be the original ticket but looking at that I'm none the wiser because that's exactly what is still happening. I guess sev's fix only partly fixed the problem? but either way, I don't really understand why we do all this in the first place
[20:45] <scummvm-bugs> Ticket #2788 by salty-horse: ALL: Engine creates launcher entry when failing to launch (https://bugs.scummvm.org/ticket/2788)
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[20:49] <Strangerke> 9 yeards ago :/
[20:49] <Strangerke> -d
[20:50] <bonki> some itches need to be scratched longer than others ;)
[20:51] <bonki> aaaah
[20:51] <Strangerke> ah?
[20:51] <bonki> scratch that ...
[20:52] <bonki> I thought that maybe you can add games to the launcher via --path=<path> <gameid>
[20:52] <bonki> but that creates the same useless entry without the correct path
[20:53] <bonki> whatever it is supposed to do, I don't think it follows POLA
[20:53] <bonki> but that at least launches the game which is probably why we accept gameids in the first place
[20:54] <bonki> that doesn't really explain the rest, though :)
[21:13] <bonki> ok, now I get it
[21:15] <bonki> not the bigger picture but the reason it doesn't work for SCUMM is because it doesn't use the advanced detector
[21:15] <bonki> only the advanced detector does the "autoadded" workaround thingy
[21:18] <Joefish> nice find bonki :)
[21:19] <bonki> Joefish: hunting down 12-year-old bugs is fun :)
[21:19] <Strangerke> :)
[21:20] <Joefish> I also just saw that you commented on dreammaster's work on the midi player. Have you done any further work on it since or did you just added it on your seemingly overwhelming TODO list :P
[21:21] <bonki> I pretty much gave up after staring at the sound classes for way too long and writing down my findings in his PR, so let's say it's on my seemingly overwhelming TODO list (I like that term, haha) :)
[21:23] <bonki> as far as I understand it just overriding send() isn't the way to go because that doesn't fix the volume setting, it just makes sound work again exactly the way it did before the MusicPlayer
[21:23] <bonki> I think allocateChannels() and whatever the other method was called need to be implemented correctly, then things might magically just work(tm)
[21:23] <bonki> but I guess it's also possible to adapt the existing code to do the right thing without doing any of that
[21:24] <bonki> I looked at many other engines' midi code and they all do things a little differently so it's not obvious to me who doesn't know how it's "supposed" to work what the most correct/elegant solution would be
[21:25] <bonki> and I don't really feel like going down that rabbit hole to be honest :/
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[21:27] <scummvm-bugs> bonki closed ticket #10334: CMD: Strange behaviour when trying to launch a game by gameid (https://bugs.scummvm.org/ticket/10334)
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[21:29] <GitHub130> [scummvm] ccawley2011 opened pull request #1182: BACKENDS: Replace usage of stricmp/strcmpi/strcasecmp with scumm_stricmp (master...stricmp) https://git.io/vpwOb
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[21:30] <bonki> my guess is that anyone has implemented a midi driver before knows exactly what to do and could probably fix it in a matter of minutes
[21:30] <bonki> who*
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[21:30] <Joefish> I'm asking because Immortal apparently uses compressed MUS for everything and since sherlock is from the same time period in EA I assumed they may be identical and less work for me :P I will take a look at the sherlock code how it is implemented for now and decide if I shall journey down the rabbit hole in your stead
[21:32] <bonki> if you should decide to do so just ping me, it's probably easier to figure this out together
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[21:33] <Joefish> Thanks I will :)
[21:33] <bonki> :)
[21:35] <bonki> my gut feeling says that it might be better to not look at the existing sherlock code and try to reuse as much of the base midi classes as possible
[21:35] <bonki> but what do I know
[21:37] <Strangerke> Joefish: euh... look at lilliput
[21:37] <Strangerke> just in case
[21:39] <Strangerke> look at loadmusic and decode in sound.cpp
[21:40] <Strangerke> I haven't checked if it's the same in Immortal
[21:43] <Strangerke> I don't see mus files...
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[22:05] <Joefish> Strangerke, Thanks. The music files are "TTT##.bin" and are spread over both lib files (IMM[1/2].LIB)
[22:07] <Strangerke> oh, ok. I was looking for MUS files, that didn't help :)
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[23:00] <GitHub137> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vpwCo
[23:00] <GitHub137> scummvm/master 202e41b Paul Gilbert: XEEN: Fix playback of Clouds intro from World of Xeen Other Options dialog
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[23:27] <GitHub174> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vpwlc
[23:27] <GitHub174> scummvm/master 0cd6295 Paul Gilbert: XEEN: Fix jerkiness in World of Xeen menu animation
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[23:28] <scummvm-bugs> dreammaster closed ticket #10511: XEEN: CD-ROM animation incorrect (https://bugs.scummvm.org/ticket/10511)
[23:31] <bonki> \o/
[23:31] <bonki> lo and behold, it's the xeenmaster
[23:34] <dreammaster> My monstrous friends, are you with me?
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[23:36] <GitHub82> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vpwly
[23:36] <GitHub82> scummvm/master b71bfdd Paul Gilbert: XEEN: Savegame name wasn't showing up for slot 99
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[23:36] <bonki> no my friend, you must send help!
[23:37] <dreammaster> Would that the fate of Xeen were no longer in my hands. ;)
[23:37] <bonki> :D
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[23:41] <GitHub97> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vpwlA
[23:41] <GitHub97> scummvm/master 8fdf592 Paul Gilbert: XEEN: Fix frame calculation for UI border heads when shaking
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[23:43] <scummvm-bugs> dreammaster closed ticket #10513: Crash on save & corrupted savegame (https://bugs.scummvm.org/ticket/10513)
[23:51] <bonki> yay, it wasn't my fault this time
[23:52] <dreammaster> Indeed. And I'm happy too that it didn't turn out to be some weird savegame corruption.
[23:53] <bonki> *nods*
[23:56] <dreammaster> Honestly.. the oringal executable was obviously trying to save some tiny bit of processing speed by adding 0FDh into an 8-bit register, rather than just simply subtracting 3. I honestly find it hard to believe all that much processor time would have been saved by that
[23:58] <bonki> indeed, that sounds silly
[00:00] --- Sat May 5 2018