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[00:18] <GitHub180> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vHaux
[00:18] <GitHub180> scummvm/master 032cd3f Paul Gilbert: TITANIC: Simplify DVector fn1
[00:18] <GitHub180> scummvm/master 39ffcf7 Paul Gilbert: TITANIC: Simplifications in lockMarker2
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[04:16] <snover> oh, what the what. SSCI didnt even have a lock counter in SCI16?
[04:20] <snover> i just assumed since it was in SCI32 that it was in SCI16 too, but it appears to be not so
[04:21] <snover> i looked through the old freesci source and its been using a counter ever since the first implementation
[05:03] <logix> is that just a case of an additional opcode in freesci or plain luck that no sci game claims two locks before releasing them?
[05:04] <logix> i.e., all official games work but you can easily create one that works in the original interpreter but not in scummvm (or vice versa)
[05:05] <snover> the most likely outcome would be transient memory leaks that disappear when scummvm is restarted (by a game script expecting one unlock call will undo all locks)
[05:07] <snover> the alternative (making more calls to unlock resources than there were lock calls) i would expect to have appeared in a more explosive manner earlier than now
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[05:08] <snover> but its possible that such an error would be masked either by the LRU cache or just by dumb luck in an undetected use-after-free situation
[05:10] <snover> on the other hand its also possible that some games call lock N times + unlock N times, which could have caused a use-after-free in SSCI but is handled correctly by ScummVM because of the lock counter
[05:10] <snover> its all very nebulous.
[05:13] <logix> wait - what I meant up there was not a script claiming two locks and releasing two locks but a script claiming two locks and releasing only one (from freesci/scumm's POV)
[05:14] <snover> yeah. in that case there would still be 1 lock left on the resource, which means the memory used by that resource would never be reclaimed
[05:15] <snover> (where never is until scummvm is restarted since the lock state of resources is not saved)
[05:17] <snover> (and not saving the lock states is just another problem&)
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[05:20] <snover> i feel like i must be missing some key insight, since its difficult to imagine how all of this would not have blown up something at some point, unless the LRU cache has just done an amazing job of masking resource lock defects.
[05:22] <snover> i looked through open SCI tickets in the bug tracker and https://bugs.scummvm.org/ticket/7073 is the only one that raises an eyebrow, though i can just as easily believe that it is a defect in the MIDI code
[05:25] <snover> anyway. i am working on some solution for GK2 that is less obtrusive than changing all of the lock code.
[05:26] <snover> but maybe i will look tomorrow if there are any mystery worksforme tickets that sound like lock problems.
[05:40] <logix> snover: ah, ok, I assumed there might have been something along the lines of lock(); lock(); unlock(); and then in some other place "while existlock {};"
[05:41] <logix> s/assumed/thought/
[05:41] <logix> but "just" memory leaks isn't quite that bad (in terms of working games)
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[07:18] <t0by> o/
[07:34] <_sev> \o
[07:38] <cpasjuste> hi
[07:38] <Begasus> https://0x0.st/60s.png
[07:39] <Begasus> one of the guys on Haiku running Sam & Max :)
[07:42] <logix> scummvm used here / to play the sam and max game / cuz I like retro
[07:42] <t0by> lol
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[08:07] <TMM> well, I have convinced myself that the actual decoding of the pixeldata is all correct but that my page swapping is subtly wrong somewhere
[08:07] <TMM> so, that's fun
[08:11] <wjp> what do you mean by page swapping in this context?
[08:13] <logix> my guess is a double buffered graphics surface
[08:18] <TMM> yeah
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[08:18] <TMM> it appears that I made some mistake in the opcode for copying from the previous frame
[08:18] <TMM> everything is in the right place, but that's not working properly it seems
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[09:14] <Strangerke> hi guys
[09:20] <criezy> Good morning
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[10:26] <WooShell> good meowning =^.^=
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[12:40] <GitHub93> [scummvm] criezy opened pull request #959: GUI: Separate bevel and shadow effect when extending widget rect (master...shadowhunter) https://git.io/vHVks
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[14:31] <Joefish> hi. I'm trying to draw simply a line on the screen but it doesn't show https://github.com/Joefish/scummvm/blob/supernova/engines/supernova/supernova.cpp#L79 . Would be great if someone can point out my probably obvious mistake
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[14:39] <Strangerke> I don't think you initialized your palette
[14:40] <Strangerke> Hum...
[14:40] <Strangerke> I'm in the middle of the REing of an opcode, give me 5 minutes
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[15:04] <Joefish> Strangerke: you're right.. I assumed that Engine defines a default palette and didn't load my own. works now. thanks :)
[15:06] <Strangerke> rah, happy. https://pastebin.com/9bLBfLj3
[15:07] <Strangerke> so, well, sorry, it took me a bit more than 5 minutes O:^)
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[16:00] <harekiet[m]> wooop
[16:01] <Harekiet> hey that does actually work, just not the other way around :)
[16:14] <Simei> Hi, everyone :)
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[16:21] <wjp> shadowhunter criezy :-)
[16:21] <wjp> Hi Simei
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[16:24] <Simei> :)
[16:32] <snover> wjp: did you see my wall of text from yesterday and have any thoughts about where i might be going wrong with my expectation that the locking code should be causing more problems than it seems to be?
[16:33] <wjp> Which type/class of resource are you expecting trouble with?
[16:34] <wjp> Ideally (maybe) things wouldn't depend on scripts at all
[16:34] <snover> all of them
[16:34] <wjp> And I think e.g. views are always loaded on-demand anyway
[16:37] <wjp> I think I'd prefer script calls like kLock to be treated more as hints than requirements wherever possible
[16:37] <snover> in the SCI32 renderer, the views/pics are loaded on demand; in SCI16 they are loaded by e.g. GfxView::initData and stored for the duration of the GfxView instance
[16:38] <snover> (which looks like it could be a while because they go into GfxCache)
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[16:40] <wjp> (back in 30 mins or so)
[16:40] <snover> ok
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[17:07] TMM throws some root beer at LeChuck
[17:08] <Strangerke> hey TMM :)
[17:09] <Strangerke> TMM: It's still a bit too large to be displayed easily, but I think I only have 2 opcodes left in GL1 :)
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[17:19] <TMM> Strangerke, sweet
[17:19] <TMM> Strangerke, I'm still struggling with this video format 0x10
[17:19] <TMM> Strangerke, it seems that everything is in the right place, but somehow copying from the previous frame seems broken
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[17:48] <TMM> Hmm, something just occured to me
[17:48] <TMM> I'm doing the RE of 0x10 from the 32bit player
[17:48] <TMM> but the 32bit player is actually not capable of displaying king200.mve either
[17:52] <TMM> disassembly of the relevant functions looks basically the same though
[17:52] <TMM> weird
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[19:12] <Strangerke> TMM: Sorry, super bad connection
[19:12] <TMM> Strangerke, still stuck on something of that 0x10 video frame format
[19:13] <Strangerke> for the logo? :/
[19:13] <TMM> Strangerke, yeah
[19:13] <Strangerke> stupid logo :(
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[19:45] <TMM> Strangerke, I think everything is mostly working correctly but I think I'm doing something wrong with the buffer flipping, or failing that, I'm misidentifying what I think is a compiler optimization for some logic I'm not implementing
[19:47] <Strangerke> :/
[19:47] <Strangerke> On my side, I just finished the last grouping in IDA. GL1 is now fully RE and readable in IDA. :P
[19:48] <TMM> niiiice
[19:48] <TMM> does it make sense?
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[19:49] <Strangerke> well, you have access to the C file :)
[19:49] <Strangerke> but yes, clearly
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[19:56] <Strangerke> I hesitate a bit to start GL2
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[19:57] <Strangerke> I'm not sure it's useful at this point
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[20:14] <TMM> Strangerke, I think we should have everything now then to start the first part of the game minus the intro logo
[20:15] <Strangerke> So, would it be more productive to start an engine?
[20:15] <TMM> Strangerke, maybe, but I'm soooo cloooose :D
[20:15] <wanwan> so, it's all done now?
[20:16] <TMM> wanwan, well, we can play all the gameplay related videos, load the images, and we have debug symbols, and Strangerke implemented the first large hardcoded logic block
[20:16] <Strangerke> movie format almost done, 1/4 of the hardcoded logic REed
[20:16] <wanwan> cool
[20:17] <TMM> the engine engine outside of the hardcoded logic is super trivial, so it's looking quite good
[20:17] <Strangerke> the hardcoded logic is simple, but a bit long
[20:18] <Strangerke> 1300 lines for group 1... it's clearly not a disaster
[20:18] <TMM> that's not so bad
[20:18] <TMM> movie player code is ~700 lines
[20:23] <TMM> Strangerke wins :D
[20:31] <Strangerke> bah. hardcoded logic is simple, video player isn't
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[21:21] <TMM> I thought I had a breakthrough, but it turns out that the intro video in the demo is my already known format :P
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[21:50] <TMM> I don't get it, this loop seems to be implemented twice, but it jmps between the two implementations so it functions as just one loop
[21:50] <TMM> I.. think
[21:50] <TMM> why would the compiler do this
[21:51] <TMM> it's in both the 32bit as well as the 16bit version
[21:51] <TMM> so maybe it's not just a compiler quirk
[21:51] <TMM> I'm probably just missing something
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[21:56] <wjp> want a second pair of eyes?
[22:00] <t0by> Wow, plastic surgery is really getting out of hand.
[22:01] <wjp> and that's just the start; they also come with a brain attached
[22:01] <t0by> Eeek, cyborgs are upon us.
[22:01] <t0by> Good night all :)
[22:01] <wjp> night
[22:05] <Lightkey> twitch.tv/gogcom The Last Express nau
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[22:11] <Lightkey> "so someone didn't want to pay a ticket, haha" "oh wait, that's me? oh crip crap"
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[22:19] <TMM> wjp, probably. I'll write the relevant bits of the loop in assembly. I'd appreciate you taking a look at it.
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[00:00] --- Tue Jun 6 2017