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[01:12] <snover> hm. something in create_project seems to have broken xcode generation (again?), losing gui/browser_osx.mm
[01:13] <snover> theres some hack in gui/module.mk which i guess isnt working so well lately
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[02:03] <snover> dreammaster: are you tracking any performance issues with titanic engine at the moment?
[02:05] <snover> i was starting to run a playthrough tonight; ASan is on, which increases overhead somewhat, but its pegging my (2.3GHz) CPU and dropping frames, even with wjps patch.
[02:06] <P2E> sega genesis composition livestream: http://twitch.tv/inversephase
[02:08] <snover> i only have a sampling profiler which is isnt ideal, but heres what its showing me: https://zetafleet.com/i/598a6e96bf402.png
[02:10] <dreammaster> Really? Not noticably, no
[02:11] <snover> it seems to be worst during the& uh, what do you call it.
[02:11] <snover> sorry, my brain is broken tonight (hence why i am playing, instead of writing, game code :))
[02:11] <snover> during the character random animations
[02:13] <dreammaster> Oh, well, I did do a change related to that, yes, though during talking.. previously it was not starting up a new talking animation when a previous one finished during speech playback
[02:13] <dreammaster> Right, that shouldn't have affected random animations, AFAIK
[02:14] <snover> i want to give you a better cpu usage graph than i have right now, one second while i run this sequence.
[02:21] <snover> dreammaster: https://zetafleet.com/i/598a71c38cd42.png
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[02:26] <GitHub27> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7XfP
[02:26] <GitHub27> scummvm/master 660f7bf Paul Gilbert: TITANIC: Further improvements to arrow key movement...
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[02:30] <dreammaster> Hmmm.. seems you're not kidding. However, I'm unsure whether it's unavoidable or not. All the point up to the time the Doorbot is talking directly to you is a scripted video. It's only when talking to you, that the Doorbot's movies are used.
[02:30] <dreammaster> So maybe the increase time is due to having fixed the talking. If so, it's presumably working as intended. Let me try running it from the start and see if I can see a noticable slowdown
[02:36] <snover> oh, what the heck.
[02:36] <snover> i looked at the disassembly and saw no optimisation, then looked at the target settings in xcode and for some reason its forced to -O0. so let me go fix that and& try that again&
[02:36] <snover> dreammaster: ^
[02:37] <snover> i guess i gotta go look at why create_project is doing that. this is a brand new project file, and the default is -Os
[02:37] <snover> the default in xcode when creating a new project*
[02:37] <snover> so, hey, your code is super slow when nothing is getting inlined or optimised by the compiler :P
[02:38] <snover> only artisan hand-unrolled loops are good enough.
[02:38] <dreammaster> Fair enough.:)
[02:39] <dreammaster> Anyway, getting late, so goodnight.
[02:40] <snover> see, things like this are why i am not writing any code today.
[02:40] <snover> good night, dreammaster :)
[02:40] <dreammaster> :)
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[02:44] <snover> CPU 100% -> 25% .
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[07:28] <GitHub198> [scummvm] sev- pushed 1 new commit to master: https://git.io/v7XGk
[07:28] <GitHub198> scummvm/master a83dd4c Eugene Sandulenko: WAGE: Handle command aliases in the same quirky way wb does
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[07:55] <Strangerke|work> hi guys
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[10:45] <Aidan> Heya, I made a code formatting clean up pass for BASE. It would be great if anyone has the time to have a look at it :)
[10:45] <Aidan> https://github.com/scummvm/scummvm/pull/984
[10:47] <Aidan> Thought it might be a good way to get used to the workflow for commiting
[10:47] <Aidan> I also have a bunch of win32 fixes and cleanups that came out of my work on the pure win32 backend.
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[10:48] <Aidan> but not had time to make a pull request from them
[10:50] <Aidan> I also managed to get ScummVM built for windows 95 without any SDL dependancy, but not had a chance to try it on the real hardware yet
[10:51] <Deledrius> Whoa ^_^
[10:55] <Aidan> If that checks out ok, then i'm excited to get working on direct OPL3 access :)
[11:00] <logix> Aidan: are you by any chance involved with retroarch/libretro?
[11:00] <logix> I'm really just asking because they started targeting w95/w98 just very recently
[11:01] <Aidan> Oh interesting, but nope i've not been involved with that
[11:01] <Aidan> I think I looked at libretro a while back though
[11:01] <logix> ok, you hacking on scummvm/w95 really just reminded me of that, that's all there is to it
[11:01] <Aidan> :)
[11:02] <Aidan> I'm going to have a look at that, will be interesting to see what they are doing
[11:02] <logix> actually, I might have been wrong with w95, I "just" see w98se/2k/ME mentioned on https://www.libretro.com/
[11:03] <logix> https://www.libretro.com/index.php/retroarch-1-4-1-progress-report-ms-doswindows-9xwindows-2k/
[11:03] <Aidan> cool thanks for the link!
[11:03] <Aidan> Oh sweeet they ported it to DOS
[11:04] <Aidan> Tempting thought to port scummvm to dos :D
[11:04] <Aidan> Might be possible using the openwatcom compiler
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[12:05] <Strangerke|work> Pantheon: There was a task for GSoC about a DOS port, a couple of years ago :)
[12:06] <Pantheon> Oh nice, did anyone try and tackle it?
[12:06] <Pantheon> Sounds like a real fun project
[12:11] <Strangerke|work> sadly not
[12:11] <Strangerke|work> Hkz proposed the task, I could ping him in cas it still interests him. He's the N64 porter too
[12:11] <Strangerke|work> (not really available lately, sadly)
[12:11] <Strangerke|work> oups :) almost 4y
[12:12] <Strangerke|work> but he still answers my messages, I talked to him yesterday
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[12:58] <Pantheon> :D
[13:00] <Pantheon> I'll see how I get on with the win32 backend, then perhaps thing about a dos backend :D
[13:01] <Pantheon> sounds like my kind of fun though
[13:01] <Pantheon> could even make a integrated iso with freedos or something :D
[13:12] <Strangerke|work> in this case, add the free games we provide :)
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[15:43] <eriktorbjorn> That's odd... Does the Masterpiece edition of Myst have the wrong text for the "Marker Switch Vault Access" note?
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[15:45] <eriktorbjorn> I guess it does. It's mentioned here as well: https://www.gog.com/forum/myst_series/myst_completing_the_game
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[16:47] <m_kiewitz> PSA: Plinkett's new video - SJW Ghostbusters https://www.youtube.com/watch?v=AHUV8QLpEAc
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[23:35] <GitHub30> [scummvm] Kirben pushed 1 new commit to master: https://git.io/v7Mto
[23:35] <GitHub30> scummvm/master 2fe8931 Kirben: SCUMM: Don't list Amiga version of The Secret of Monkey Island as VGA, as it leads to confusion.
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[00:00] --- Thu Aug 10 2017