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[02:22] <mataniko> testing
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[03:13] <mataniko2> hi
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[06:10] <GitHub73> [scummvm] sev- pushed 1 new commit to master: https://git.io/fN572
[06:10] <GitHub73> scummvm/master c518691 Eugene Sandulenko: MOHAWK: Fix warning
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[15:06] <somaen> lb_ii: There's some in helga, and some in the white chamber at least
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[18:59] <K4T> hi, I am looking for someone who was working on Dreamweb engine. Would like to ask some questions
[19:00] <K4T> as far as I know @wjp_ did some thing there but looks like he is not available
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[19:55] <lb_ii> Hi!
[19:55] <dreammaster> G'day
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[20:25] <lb_ii> somaen: t0by: I want to discuss some details of BaseKeyboardState
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[21:39] <lb_ii> t0by: hi, are you here?
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[21:50] <t0by> lb_ii, sort of

[21:52] <t0by> how are you doing?
[22:32] <lb_ii> toby: oh, sorry, missed your reply
[22:33] <lb_ii> i'm back and working on FoxTail/WinterMute stuff again
[22:34] <lb_ii> I found out that FoxTail fork is using completely different numeric constants for F1-F12 keys (like, 1073741882 instead of 112)
[22:34] <lb_ii> which led me to BaseKeyboardState::readKey()
[22:35] <lb_ii> current implementation is wrong in several ways
[22:38] <lb_ii> 1. it first converts keyboard event to a number, then check this number to be AlphaNum to decide is key is displayable. But ASCII "p" and kVkF1 are both 112.
[22:39] <lb_ii> Which makes _currentPrintable be True for F1-F12 keys, which prevents games like DreamCat Adventures and OpenQuest to access Exit menu by F1 key.
[22:40] <lb_ii> gamescript condition is "if(((Keyboard.KeyCode == VK_ESCAPE) || (!(Keyboard.Printable) && (Keyboard.KeyCode == VK_F1))))"
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[22:45] <lb_ii> 2. FoxTail has a cheatcode "Shift+Ctrl+Alt+S" to activate ultrasuperfast movement. It expects Keyboard.KeyCode to be equal to VK_S=115, which is ascii code of lowercase "s". However, current code of BaseKeyboardState::readKey() is checking Shift/CapsLock state to convert Keyboard.KeyCode to uppercase, if needed.
[22:46] <lb_ii> Looks like either this logic was removed from FoxTail's Wintermute while adding those 1073741882 codes, or it was wrong from the start.
[22:47] <t0by> a sec
[22:47] <lb_ii> I wonder if there are actual WinterMute games that use lots of keyboard events to test those details further.
[22:47] <lb_ii> Maybe I should just write a test game, lol.
[22:48] <lb_ii> https://github.com/lolbot-iichan/scummvm/commit/0786fbbdf9b1fe84d17350aa8e186107b45161a5 - here is my commit for things I've mentioned today
[22:48] <t0by> "wrong in several ways", you say.
[22:49] <lb_ii> yeah =)
[22:50] <t0by> I'm not saying it isn't, but... "wrong" with respect to which specification?
[22:50] <t0by> Corollary: is original WMELite also wrong?
[22:50] <t0by> Just wrondering.
[22:51] <t0by> Oh, "p" and kVkF1 both map to 112.
[22:51] <t0by> Interesting.
[22:51] <lb_ii> no, original WMELite sets m_CurrentPrintable = (event->type == SDL_TEXTINPUT);
[22:51] <t0by> Oh, then we borked it ourselves.
[22:51] <lb_ii> which should be different for "p" and F1
[22:52] <t0by> Ek.
[22:52] <t0by> That's wrong-wrong then.
[22:52] <lb_ii> there is a third thing, original WME does not mention ISO-8859
[22:52] <lb_ii> https://bitbucket.org/MnemonicWME/wmelite/src/fe84bd13b78b06ba7ecd9b4739eb622d95ebf92b/src/BKeyboardState.cpp?at=default&fileviewer=file-view-default#BKeyboardState.cpp-183
[22:52] <t0by> lb_ii, if you don't plan on fixing it yourself could you be bothered to write a ticket, lest we forget?
[22:53] <t0by> Thank you
[22:53] <lb_ii> I have a fix in my branch: https://github.com/lolbot-iichan/scummvm/commit/0786fbbdf9b1fe84d17350aa8e186107b45161a5
[22:53] <t0by> Neeeeeat.
[22:53] <lb_ii> But it also contain FoxTail-related stuff
[22:53] <t0by> Let me digest point 2.
[22:54] <t0by> ah, rats.
[22:54] <lb_ii> And also I temporary removed ISO-8859 check for now, because I'm not sure how to test it.
[22:54] <t0by> lb_ii, I would totally write a 3-line test game for that
[22:55] <t0by> if it helps, here is a bunch of test games I wrote in the pleistocene: https://github.com/tobiatesan/wme_testsuite
[22:55] <lb_ii> it helps!
[22:55] <lb_ii> I totally will play with this tomorrow!
[22:56] <t0by> I guess we _might_ want to add a repository or find a suitable place under scummvm/ to put WME test games, if our library is growing.
[22:57] <t0by> lb_ii, sorry, what's with ISO-8859?
[22:58] <lb_ii> current code is: // Verify that this is a printable ISO-8859-character (including the upper charset) if ((_currentCharCode <= 0x7E && _currentCharCode >= 0x20) || (_currentCharCode <= 0xFF && _currentCharCode >= 0xA0))
[22:58] <lb_ii> however, original WMELite does not mention anything about exact encodings and stuff
[22:59] <t0by> Oh.
[22:59] <lb_ii> I guess this was added by somaen many-many years ago. Maybe he remembers the story behind this.
[23:00] <t0by> You'd have to ask somaen who did the original port for what that stuff is for. If I were a betting man, I'd bet on those being simple bugs/mishaps that do not affect most games and so went unnoticed so far.
[23:00] <t0by> *You'd have to ask somaen (who did the original port) what that stuff if for.
[23:00] <t0by> aslk;dfj
[23:00] <t0by> **You'd have to ask somaen (who did the original port) what that stuff is for.
[23:02] <lb_ii> As for F1/"p" this is surely a bug that even affects actual games.
[23:03] <lb_ii> As for another things, this may be related to FoxTail, because I know no more WME games waiting for Shift+Letter keypress. Will play with it tomorrow.
[23:04] <lb_ii> Btw, while testing decompiler, I found an actual bug in OpenQuest game script
[23:04] <t0by> lb_ii, if you have a minute please make a test game.
[23:04] <t0by> That one _is_ a bug.
[23:05] <lb_ii> decompiler failed on "if(a == b || a = c || a == d)" code in openquest
[23:05] <t0by> Probably somaen being a bit heavy-handed when porting from SDL.
[23:05] <t0by> (Can't blame him for not thinking of very very edge cases)
[23:05] <t0by> lb_ii, wow?
[23:06] <lb_ii> https://github.com/JenniBee/openquest/issues/1#issuecomment-412339595
[23:06] <lb_ii> wrote to JenniBee, this was an actual issue in openquest, lol
[23:07] <t0by> > Funny thing is that Wintermute docs does not mention === operator, but it is supported
[23:07] Action: t0by chuckles
[23:08] <lb_ii> I haven't found it in any docs, and openquest was the first game I found that makes use of it
[23:08] <t0by> lb_ii, you're doing some great work there
[23:09] <t0by> brb, a second
[23:09] <lb_ii> ok
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[00:00] --- Mon Aug 13 2018