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[07:14] <Strangerke|work> hi guys
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[10:54] <GitHub192> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vpDoU
[10:54] <GitHub192> scummvm/master f3bccbd Paul Gilbert: XEEN: Fix animation speed when Control Panel is open
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[10:57] <scummvm-bugs> dreammaster closed ticket #10518: XEEN: Viewport animations run too quickly when Options dialog open (https://bugs.scummvm.org/ticket/10518)
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[12:15] <eriktorbjorn> It used to be that calling initGraphics() would actually change the size of the ScummVM window. Now, for instance, when Zork: Grand Inquisitor calls initHiresScreen() the window remains the same size and the hi-res image is scaled down. Is there any way to get the old behavior?
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[12:50] <eriktorbjorn> I guess it's a feature, but in this case it's annoying. I can resize the window, of course, but then subtitles will be drawn at different sizes in high resolution compared to normal resolution.
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[14:11] <bonki> speaking of which, some games do not let you resize the window at all. why is that and where codewise is this being disallowed?
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[14:53] <eriktorbjorn> bonki: Which games are that?
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[15:23] <ignalina> eriktorbjorn: I guess you are talking about the changes made by this PR: https://github.com/scummvm/scummvm/pull/1007 ?
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[15:29] <ignalina> eriktorbjorn: It would seem that the zvision engine needs to call the initGraphicsModes function.
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[15:43] <eriktorbjorn> ignalina: Ah, I didn't know of that function. Now I get the larger window size, though it doesn't go back to the smaller one afterwards. Maybe I need to call it a bit differently than I did it...
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[16:00] <eriktorbjorn> No, whatever I do it seems I'm stuck between always 640x480 (looks bad for the hi res movies) or always 800x600 (looks horrible for the lo res parts, particularly if they contain text).
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[17:06] <eriktorbjorn> Ah. If I understand correctly, it seems that SdlGraphicsManager::createOrUpdateWindow() stops the window from being recreated at the specified size "since a user may have resized the game window". If I force _allowWindowSizeReset to always be true, the window will grow and shrink like it used to.
[17:06] Action: eriktorbjorn isn't sure where he's going with this though.
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[20:45] <Strangerke> hi guys
[20:45] <madmoose> hi Strangerke
[20:48] <Strangerke> what's up? :)
[20:53] <madmoose> Just chilling on a long weekend.
[20:54] <Strangerke> Sounds cool :)
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[22:31] <JackAsser> hi!
[22:33] <JackAsser> Anybody here who has insight of the Kyra engine, specifically still have access to any disassembly from Eye of the Beholder I? My laptop got stolen and I lost my own disassembly I did back in 2006. Im currently porting Eye of the Beholder to various platforms and have found subtle differences between my implementation and the one used in ScummVM. Would be nice to double check but Im honestly waaay to lazy to redo that whole
[22:33] <JackAsser> disassembly again.
[22:33] <JackAsser> specifically int EoBCoreEngine::getMonsterAcHitChanceModifier(int charIndex, int monsterAc) in scummvm-1.8.0/engines/kyra/eobcommon.cpp
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[22:52] <_sev> JackAsser: your best bet is athrxx
[22:52] <_sev> JackAsser: just add @scummvm.org to his nick and e-mail
[22:55] <JackAsser> Great! Thanx!
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[23:01] <JackAsser> mail sent! take care lads and keep up the good work
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[00:00] --- Sat May 12 2018