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[00:13] <snover> man, this simple little GK2 but is turning into my own personal nightmare
[00:13] <snover> bug*
[00:15] <snover> Resource locks arent persisted into save games, and the resource manager isnt reset when loading a save game, so the behaviour of a save game being loaded without restarting scummvm can be different than loading the exact same game after restarting scummvm
[00:18] <Strangerke> Enough hardcoded logic for today... Bye guys!
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[00:28] <GitHub174> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHwrn
[00:28] <GitHub174> scummvm/master 13048f2 Paul Gilbert: TITANIC: Add some const prefixes to mover proc2
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[00:34] <GitHub175> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHwrK
[00:34] <GitHub175> scummvm/master cb3f8f3 Paul Gilbert: TITANIC: Rewrite of lockMarker2
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[01:28] Nick change: rrebello_ -> rrebello
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[06:34] <cpasjuste> hi !
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[06:51] <TMM> hi
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[07:10] <Joefish> hey
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[08:05] <Strangerke|work> hi guys
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[14:01] <waltervn> hmm, readline text console is no longer working for me in windows, how odd
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[15:10] <waltervn> I get the debug prompt but I can't type anything...
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[16:12] <wjp> It worked before?
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[16:44] <waltervn> yes
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[16:54] <WooShell> meow =^.^=
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[19:00] <TMM> I'm trying to follow these instructions: http://wiki.scummvm.org/index.php/HOWTO-Reverse_Engineering#From_IDA_to_the_Debugger it doesn't seem to be working.
[19:00] <TMM> I followed the steps but it doesn't actually say what to do with the current offset
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[19:35] <wjp> Current offset?
[19:35] <TMM> of the insn I want to bp on
[19:40] <wjp> Offset is typically linear, but locating the segment may take some work depending on the exe structure
[19:41] <wjp> Although usually it's fairly straightforward to match
[19:41] <wjp> Just look for matching code fragments in dosbox and ida
[19:41] <TMM> Oh yeah
[19:43] <wjp> There's also the idados ida/dosbox debugger plugin, but that can be tricky to set up
[19:43] <wjp> But when it works it uses dosbox as an ida debugger backend
[19:44] <wjp> (The trickiness is largely this same segment translation)
[19:49] <TMM> seems like it's 20e for the start
[19:49] <TMM> err segment 21
[19:49] <TMM> err 1
[19:50] <TMM> so segment 3 would be 20e + 2?
[19:52] <wjp> I don't follow
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[20:04] <TMM> so the instruction at the start is 020E:0000 in the debugger. this is seg0000:0000 in ida
[20:07] <wanwan> no, ida's segment 3 won't be 0211, as one may think
[20:09] <wanwan> normally, it would be 020E + (size of segment 0 + size of segment 1 + size of segment 3) / 16
[20:10] <wanwan> but it's not guaranteed, as developers/compiler may use more tricky segments notation
[20:11] <TMM> I don't see any tricky segment code in the disassembly
[20:11] <TMM> so I guess I just don't know how segments work
[20:11] <TMM> stupid 16bit stuff
[20:11] <wanwan> come on, it's easy
[20:13] <TMM> ahhh, that worked
[20:14] <wanwan> what?
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[20:15] <wjp> segment:offset translates to 16*segment + offset as a linear address
[20:15] <wanwan> sure, that's how real mode x86 works :)
[20:15] <wjp> which in particular also means that there are multiple ways of representing a single address
[20:15] <wanwan> yes
[20:15] <TMM> 020E + 4FE (segment0 size + segment 1 size) : offset
[20:15] <TMM> the bp fired at the time I wanted
[20:15] <wjp> but then there's segmentation and page tables
[20:16] <wanwan> that's why i mentioned trickstery :)
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[20:23] <TMM> oh, screw it, I'm hacking a printf into this binary
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[20:27] <wjp> dosbox not doing what you'd want?
[20:29] <TMM> the loop just happens too often to step through
[20:30] <TMM> it doesn't seem to have a count only bp option
[20:30] <wjp> it's also quite doable to hack dumping data when breakpoints get hit into dosbox
[20:30] <TMM> that'd be another option
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[20:33] <wjp> looks like I never saved my hacks when doing that
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[23:05] <snover> after a bunch of research, and all that worrying about resource locks, while some of my concerns are probably still valid, it looks like SSCI prior to GK2 didnt really do anything to manage its locks either. so i think i will just redirect any audio resources locked by kLock to Audio32, and make that component serializable. (GK2+SCI3 serialise lock state on view/pic/sync too; i am uncertain as to why at the moment so i am just ignori
[23:05] <snover> ng that for now&)
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[23:07] <snover> (in SSCI, locked memory seems to be either flagged as disposable or transient, and neither of those flags are allowed to be saved into the save game)
[23:44] <snover> (locked resource memory*)
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[00:00] --- Wed Jun 7 2017