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[00:38] <GitHub158> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHpHH
[00:38] <GitHub158> scummvm/master 8cedc7a Paul Gilbert: DEVTOOLS: Add German parser strings to create_titanic
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[00:39] <snover> hello, night crew!
[00:39] <dreammaster> Wazzzup
[00:46] <snover> trying really hard to fix digital audio in GK1 without rewriting the MIDI code
[00:47] <snover> because of the way that SCI advanced over time, all sound effects originate from MIDI code, even if they are digital
[00:52] <snover> at first all sounds were MIDI, then sound resources started having a digital audio track so sound effects could be synthesised or sampled, then all the sound effects were sampled but the music was still synthesised, then finally everything became sampled. each time, a little bit more code was written to forward from the MIDI code to the digital audio code.
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[00:52] <BenMcLean> Hey I got two questions: 1. The freeware games on the web site are broken! Can fix please? 2. How to install Myst: Masterpiece Edition ?
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[00:54] <dreammaster> If any of the freeware game URLs are broken, please submit a bug report on our tracker listing which ones are a problem
[00:55] <dreammaster> As for Myst, try checking out http://wiki.scummvm.org/index.php/Datafiles
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[00:58] <GitHub35> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHpQV
[00:58] <GitHub35> scummvm/master 783d748 Paul Gilbert: DEVTOOLS: Add German pronoun list to create_titanic
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[01:00] <Lightkey> sch\xF6""n
[01:01] <snover> hey, thats the password to my luggage!
[01:01] <Lightkey> what is a Schl\xFC""nssel\x73?
[01:01] <snover> it is whatever your imagination wants it to be
[01:02] <dreammaster> Yes, I like the habit of always terminating strings after doing a hex code unless a space follows it.. one two many times when I've accidentally had it treat a following character a-f as part of the hexadecimal sequence :P
[01:03] <dreammaster> C will automatically merge multiple quoted strings that immediately follow each other. It's how you normally do multi-line strings.
[01:03] <dreammaster> But oh, damn. I forgot the /DE suffix on the pronoun resource. :P
[01:03] <snover> get it together, dreammaster!
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[01:04] <GitHub134> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHp7J
[01:04] <GitHub134> scummvm/master 47ccae5 Paul Gilbert: DEVTOOLS: Add missing /DE suffix to German resource in create_titanic
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[01:05] <Lightkey> no, I mean, literally..
[01:05] <Lightkey> isn't x73 just s?
[01:05] <Lightkey> and what is the n doing there?
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[01:07] <dreammaster> Whoops, you're right, that could just be an s at the end
[01:07] <dreammaster> Abd you're right, the 'n' there was IDB incorrectly treating FC as 'n', I accidentally included both the correct an incorrect character. Thanks for catching it
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[01:10] <GitHub100> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHp7n
[01:10] <GitHub100> scummvm/master 0189243 Paul Gilbert: DEVTOOLS: Fix incorrect German text in create_titanic
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[01:10] <Lightkey> I was sure to get told that is correct and Titanic is just wacky..
[01:11] <dreammaster> I'm not sure how feasible it will be to properly support the German version for now, but I'd at least like the DAT file to have as much of the German as will be needed in the future right from the beginning
[01:12] <Lightkey> well, while I'm on a roll..
[01:14] <Lightkey> supersaugfShige should be supersaugf\xE4""hige
[01:15] <Lightkey> you're missing "" in Schl\xFCssel I guess
[01:15] <Lightkey> and I don't know what a Starenp is
[01:16] <dreammaster> Right again. IDA had converted it all a standard string without any indication the S was E4
[01:16] <dreammaster> I'll leave off committing the change whilst I take a short bathroom break. Just in case you come up with anything else :)
[01:16] <snover> I have a new question for you folks that have more experience with Win16 executables. Im trying to fix the audio pops that happen in some of the VMDs in GK2 by changing VMD audio decoder code from clipping to wrapping (to match SSCI, which just uses a 16-bit register so any signed overflows wrap), but I also want to make sure this doesnt break Urban Runner if it also happens to have some out-of-bounds samples.
[01:17] <snover> I found the DPCM table in the Urban Runner demo executable, but IDA says there are no references to it (even though the demo seems to be basically just a VMD player). Is there some strategy that is effective to find such references?
[01:24] <Lightkey> dreammaster: right, missing comma in first sentence after OberkellnerBots
[01:25] <snover> oh, wait. i think i found it, just by looking at the subroutine right after the table.
[01:25] <Lightkey> dreammaster: or superfluous in the third..
[01:26] <snover> (sure enough, there are some numbers here that are offsets to the table, but were being treated as numbers instead of offsets.)
[01:26] <dreammaster> re
[01:27] <dreammaster> Hmmm.. Actually, that's the way it is in the original, but I'm inclinded to add in a comma now that you point it out, for consistency
[01:27] <Lightkey> so what's Starenp?
[01:28] <dreammaster> Ah, yes, another case of string truncated due to accents. Both of them
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[01:32] <Lightkey> ziemlich should begin with a Z I guess?
[01:33] <Lightkey> oh, there are three others beginning with mit, never mind
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[01:33] Nick change: DominusExult -> Dominus
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[01:33] <dreammaster> I don't think so, I think that's the German of "very greasy chicken" sentence fragment
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[01:34] <Lightkey> yes, I don't know how it appears in the game
[01:35] <dreammaster> In the game, the chicken has the states of hot, cold, greasy, and the various toppings. So there are several different partial sentence fragments for the description
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[01:37] <GitHub24> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHp5k
[01:37] <GitHub24> scummvm/master b9c5549 Paul Gilbert: DEVTOOLS: More create_titanic German corrections thanks to Lightkey
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[01:38] <Lightkey> Hochlicht! \o/
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[01:50] <Lightkey> uh..
[01:52] <Lightkey> what's with all the duplicates, is that intended?
[02:00] <BenMcLean> wait, commits that have to do with German for "create_titanic" ... Titanic: Adventure Out of Time!?
[02:01] <BenMcLean> omg that would be the #1 game i'd most like to see on scummvm. more than Riven or Myst 3 Exile.
[02:03] <BenMcLean> ohhhh wait its probably Starship Titanic
[02:03] <BenMcLean> Starship Titanic was kind of meh
[02:03] <BenMcLean> full of things that were supposed to be completely hillarious but somehow weren't.
[02:04] <snover> BenMcLean: german or english version?
[02:04] <dreammaster> Yes, they're intended duplicates for all the phonograph cylinders :)
[02:04] <BenMcLean> i only speak english
[02:05] <BenMcLean> CyberFlix's Titanic: Adventure Out of Time is a hidden gem. All other Titanic media you've seen pales in comparison.
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[02:05] <Lightkey> ah, okay
[02:06] <BenMcLean> still, it'll be cool to have starship titanic :0
[02:06] <Lightkey> the reviews are all over the place for both of them, about the same on average
[02:06] <BenMcLean> i just confirmed Myst: Masterpiece Edition and Pegasus Prime both work on scummvm via Raspberry PI :)
[02:07] <snover> starship titanic isnt gut-busting by any means, but it has a charm and humour that i feel helps it stand up to the test of time better than some other adventure games
[02:08] <snover> i feel like in titanic: adventure out of time i always ran out of time and died
[02:08] <Lightkey> how ironic
[02:09] <Lightkey> works as intended?
[02:09] <snover> too soon, Lightkey.
[02:10] <snover> or i kept getting shot and died? i dont know, i only remember that there was definitely lots of failure on my part.
[02:11] <snover> anyway, BenMcLean. sounds like you have volunteered to reverse engineer that game. :)
[02:15] <BenMcLean> Yeah. I think the only way to get the optimum ending for Titanic: Adventure Out of Time is to abuse the save and fast travel system.
[02:16] <BenMcLean> There was this one part where you got something you stole out of some room, and if you left the room through the door, you would get caught, but if you used the fast travel system to warp out, then you were safe.
[02:16] <BenMcLean> and that was the only way we ever figured out how to get that item
[02:17] <BenMcLean> only way to make it is to have the entire ship layout memorized in your head, plan everything out and do every single thing in exactly the right order at the right time.
[02:18] <BenMcLean> If I ever did reverse-engineer the game, I would add a new feature where sending a wireless distress signal would cause the Carpathia to arrive sooner and save more people from the wreck. Maybe save everybody.
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[02:19] <BenMcLean> would need to find the original voice actor or a sound-alike tho
[02:19] <BenMcLean> the only differences would be an if-then which looks for the letters "SOS" in what you type in the wireless room, and then a few extra lines of dialogue and an extra screen during the endings if those letters were detected.
[02:20] <snover> if only we could patch such a feature into the actual universe&
[02:20] <Lightkey> they could have sent a distress signal over wire?
[02:20] <BenMcLean> Lightkey, snover, Titanic: Adventure Out of Time is a game which is all about changing history.
[02:20] <BenMcLean> all the things you do affect world war I, world war II and a bunch of other crap
[02:21] <BenMcLean> if you get the best ending then you can basically prevent all the wars
[02:21] <BenMcLean> i am just suggesting that with just that one check, a few extra lines of dialogue and an extra screen during the endings, you could also save the ship
[02:21] <BenMcLean> well, not the ship, but I mean save all the passengers or most of them
[02:22] <BenMcLean> Pegasus Prime did something similar by adding an easter egg into the re-release
[02:23] <BenMcLean> that inspired me to thinking this would be an awesome bonus to add to Titanic :)
[02:23] <BenMcLean> dangit, who owns cyberflix's ip now?
[02:25] <BenMcLean> Oh yeah, it's probably owned by DreamFactory. https://www.dreamfactory.com/
[02:25] <BenMcLean> I emailed them to inquire about it in 2012. Never heard back. :(
[02:26] <dreammaster> Well, bedtime for me, so goodnight.
[02:27] <snover> dreammaster: see you later. thanks for continuing to work a bit more on titanic even though you are weary :)
[02:27] <dreammaster> Heh. I'm just eager to finally finish it
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[02:36] <BenMcLean> I've gotta go too. cya :)
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[02:38] <snover> its just you and me now, 93 other users.
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[03:04] <BenMcLean> Hey, ScummVM detects files extracted from the Mac version of Pegasus Prime but not the GOG version. what's the dea?
[03:04] <BenMcLean> what's the deal?
[03:07] <BenMcLean> anyone know how i can get scummvm to detect the pegasus prime files from GOG?
[03:07] <snover> GOG hacked the hell out of ScummVM to get their release to work
[03:08] <BenMcLean> doesn't the open source license obligate them to give the code ?
[03:09] <snover> yes, but I really cant understate the amount of hacking
[03:09] <BenMcLean> Yeah, it's GPL v2. what they hell, they can't modify and sell that without providign the source code
[03:13] <snover> they do provide the patch
[03:15] <snover> the problem as i understand it is that their patch does not care about continuing to work with the other versions of the game, and there are several i cant figure out why this is broken, heres a hack so we can ship
[03:17] <snover> so, someone would need to take the time to actually figure out those hack-related bugs, and also figure out how to apply the changes that let GOGs version work without breaking the Mac version
[03:19] <snover> maybe tsoliman_ can say more about it, i think i am only badly recalling some short conversation wed had a while ago.
[03:24] <BenMcLean> wow that's disappointing. not because I can't play, but because I can't recommend it to others
[03:24] <BenMcLean> but thank you for the info
[03:25] <BenMcLean> i gotta go, bye
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[05:47] <tsoliman_> Yeah their version is different enough that the game isn't compatible. e.g. All the video stuff is different. The way to make it work isn't straightforward for someone like me who isn't familiar with the engine.
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[07:56] <waltervn> morning
[07:57] <Joefish> morning
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[08:14] <t0by> Aaaaargh
[08:25] Strangerke hugs t0by
[08:26] <t0by> That was not the reaction I was going for with zombie pirate noises and all.
[08:26] <t0by> Whew. Tough crowd.
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[09:46] <TMM> my port to ffmpeg seems to be going pretty well, but now I have one single broken frame, and I have no idea why
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[09:53] <t0by> Sounds like fun.
[09:58] <TMM> not as much as you'd think
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[10:28] <GitHub23> [scummvm] bluegr pushed 1 new commit to master: https://git.io/vHhk6
[10:28] <GitHub23> scummvm/master eab5a1e Filippos Karapetis: CHEWY: Fix a bug in loadSceneInfo()
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[10:29] <TMM> urch, now in ffmpeg I have the exact same bug as I had in my own player with page flipping
[10:29] <TMM> fuck
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[10:56] <WooShell> good meowning =^.^=
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[11:07] Nick change: demonimin_ -> demonimin
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[12:43] <TMM> yay, my ffmpeg fork now plays all mve files I throw at it
[12:46] <t0by> Yay.
[12:47] <t0by> I'm finishing typing out a few boring unit tests and then... it's director time.
[12:47] <t0by> \m/
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[13:04] <GitHub87> [scummvm-web] waltervn pushed 1 new commit to master: https://git.io/vHhYc
[13:04] <GitHub87> scummvm-web/master 246f7f3 Walter van Niftrik: WEB: Add hires4/5/6 testing announcement
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[13:21] <t0by> Aaaaaand it is on now.
[13:37] <TMM> IS IT ON?!
[13:37] <TMM> once this gets merged into ffmpeg I'll port it to Osystem, I believe that's how we got smacker and some other formats too
[13:45] <wjp> s/Osystem/ScummVM/
[13:46] <TMM> is that not the same thing in this context?
[13:46] <wjp> I wouldn't call the video decoder collection part of osystem
[13:46] <wjp> that's more the system abstraction part
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[13:46] <wjp> not that it's really very strictly defined or anything
[13:47] TMM nods
[13:47] <TMM> ok
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[13:49] <Strangerke> hi guys
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[14:04] <GitHub10> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHh37
[14:04] <GitHub10> scummvm/master 99eba44 Paul Gilbert: DEVTOOLS: Added German MissiveOMat data to create_titanic
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[14:04] <dreammaster> Morning Strangerke
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[15:29] <TMM> I think my cat put Strangerke on /ignore
[15:29] <TMM> now I don't know how to unignore :P
[15:31] wjp steps out for a few hours, and suddenly there are 30 bug tracker notifications
[15:32] <wjp> /unignore ? :-)
[15:34] <TMM> ah, /unignore, great
[15:34] <TMM> my cat hates you Strangerke
[15:34] <dreammaster> Tell it not to be a little pussy about it :)
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[15:46] <Strangerke> I wonder why you cat don't like me...
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[16:05] <Dominus> heya, I wonder if anyone already bothered to update ScummVM fmopl emulation with Mame's now-gpl code? Not easy to find whether there is a fork for that :)
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[16:17] <bgK> Dominus: not exactly what you are looking for, but this is my unfinished attempt to add the Nuked OPL3 emulator https://github.com/bgK/scummvm/tree/opl-nuked
[16:24] <Dominus> bgK: thanks, I'll take a look. Nuked OPL rings a bell from the Dosbox forums, but I didn't follow it. What is the difference?
[16:26] <bgK> it is said to sound a lot closer to real hardware than the OPL emulators from MAME or DosBox
[16:26] <bgK> it also consumes more CPU
[16:35] <TMM> that's how you know it's good
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[16:55] <snover> wjp: sheez. you were not kidding about the ticket explosion.
[17:06] <waltervn> bgK: no dual opl2 mode yet? Maybe we should just throw that out though...
[17:07] <t0by> _sev: I'm sorry, I'm dim as soup. I remember clearly that around a month ago we had a conversation in chan about director events in which you detailed the status and todos. I'm grepping my logs but can't find anything, would you have any idea of what I should grep?
[17:14] <bgK> waltervn: no, net yet, I would need to take some time to understand how exactly the register mapping works in the DosBox OPL code
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[17:15] <GitHub127> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHh8e
[17:15] <GitHub127> scummvm/master 9b09900 Paul Gilbert: TITANIC: Minor cleanups, comments, and feature flags to meta engine
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[17:19] <waltervn> bgK: some of that mapping should probably be refactored into some external class
[17:20] <t0by> Ah, found it, nevermind.
[17:20] <t0by> http://logs.scummvm.org/log.php?log=scummvm.log.02May2017&format=html
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[17:23] <bgK> waltervn: right, good idea. Possibly even a new DualOPL class could just instanciate two regular OPL emulators
[17:24] <waltervn> we also support hardware OPL3 these days, well.. to some extent
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[17:33] <waltervn> currently there's two ways that DualOPL2 is implemented, the mame opl code uses two OPL2 emulators, but IIRC all the other implementations configure an OPL3 in a dual-OPL2-like fashion
[17:34] <waltervn> with OPL3 configured that way, you won't get a 2nd rhythm set nor a 2nd set of timers, but that's rarely used
[17:36] <waltervn> personally I'd be OK with just dropping the dual OPL2 mode. The only downside seems to be that people using MAME would get mono sound in SCI, no other engines seem to be using this mode (I might be overlooking something though)
[17:36] <waltervn> SCI AdLib code would then need to be rewritten to use OPL3
[17:37] <waltervn> sorry, rambling a bit here :)
[17:37] <snover> according to this person http://www.vogons.org/viewtopic.php?p=268780#p268780 there were some SCI games with dual OPL2 using PAS driver
[17:38] <waltervn> I've never seen any "actual" OPL3 use in a SCI game
[17:39] <waltervn> "actual" meaning more-than-just-for-stereo
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[17:39] <GitHub96> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHh8P
[17:39] <GitHub96> scummvm/master 9dbd9c5 Paul Gilbert: TITANIC: Fix maintaining total playtime for savegames
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[17:45] <bgK> waltervn: oh, indeed, SCI outputting OPL3 commands would allow to get rid of dual OPL2
[17:45] <snover> criezy, _sev, wjp, if I were to upload some critical patches for SCI games and set up a permanent redirect URL to the patches (e.g. https://www.scummvm.org/r/torinpat), would I just upload the patches to the web server directly (into www/html/downloads/patches maybe?) and then modify the apache2 conf for the redirect in the setup repo? or is there some other process that i should follow?
[17:45] <waltervn> so basically what it does is, it sets 9 channels panning left, 9 channels panning right. Then it plays the same thing on both sets, using the volume to control the panning, as OPL3 only allows for hard panning normally
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[18:10] <bgK> waltervn: thanks for the explanation
[18:12] <wjp> snover, _sev: putting sierra patches in /frs somewhere might make sense, but I don't know if there is any system behind that tree
[18:17] <snover> it is unclear to me also.
[18:35] <_sev> wjp: no system
[18:36] <_sev> wjp: I would put it into extras
[18:36] <_sev> t0by: no, I have no idea what to grep
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[19:37] <GitHub16> [scummvm] csnover pushed 5 new commits to master: https://git.io/vHhuM
[19:37] <GitHub16> scummvm/master 7334f33 Colin Snover: SCI: State SCI version in error if kernel subop detection fails
[19:37] <GitHub16> scummvm/master e69507c Colin Snover: SCI32: Implement engine-accurate DPCM overflow behaviour...
[19:37] <GitHub16> scummvm/master 12afcae Colin Snover: SCI32: Support old-format 8-bit DPCM coding for SCI2
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[20:04] <GitHub162> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHhgT
[20:04] <GitHub162> scummvm/master d7ba14c Paul Gilbert: TITANIC: Fix missing transition in ship crash cutscene
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[20:31] <TMM> I figured out why ffmpeg is sometimes showing 'half finished' frames... Fixing this is going to be a pain in the ass
[20:31] <snover> TMM: what is the reason?
[20:32] <TMM> MVE has a 'display' opcode, and only then is the current rendering buffer copied to the viewing buffer
[20:32] <TMM> the ffmpeg implementation does this for every individual frame
[20:33] <TMM> this is fine for the 0x11 videos it supported before as those frames can be variable length, but for the 0x06 and 0x10 opcodes the size of frame data is constant
[20:33] <TMM> so you get half finished frames from time to time
[20:33] <TMM> I have no idea if I'm allowed to call the codec without emitting a frame
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[20:44] <GitHub197> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHhaZ
[20:44] <GitHub197> scummvm/master a1b4b01 Paul Gilbert: TITANIC: Further fix for tracking total play time
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[20:44] <dreammaster> TMM: I only tangentially saw the interfaces when I was ripping out the ffmpeg Indeo 4/5 decoder code to add to ScummVM, but it did seem like decoders were expected to read data from a stream until they'd decode a full frame
[20:47] <TMM> urgh, that means I'll have to queue up frames until I see a DISPLAY op
[20:47] <TMM> I may have to do that anyway
[21:04] <TMM> dreammaster, turns out the ffmpeg api does have a way
[21:04] <dreammaster> Really? If so, that sounds like it'll make things easier for you
[21:08] <snover> is it refcounted_frames?
[21:09] <m_kiewitz> snover: why did you change all the dates to US format again?
[21:10] <TMM> dreammaster, yeah, there's a got_frame global that you set to 1 when you have a full frame worth of data
[21:10] <TMM> dreammaster, I now only set that value to '1' when I saw an OP_DISPLAY in the chunk
[21:10] <TMM> this works
[21:10] <m_kiewitz> ah it's sorting
[21:11] <TMM> this is great, because we need a full get_frame for scummvm too
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[21:14] <GitHub39> [scummvm-web] waltervn pushed 1 new commit to master: https://git.io/vHhVK
[21:14] <GitHub39> scummvm-web/master b960ee9 Walter van Niftrik: WEB: Add hires4/5/6 to compatibility list
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[21:18] <ajshell1> Hello.
[21:19] <criezy> Hello ajshell1
[21:19] <ajshell1> How's it going?
[21:21] <ajshell1> I'd like to make a nitpick. On the ScummVM wiki page for the Composer Engine, it lists seven games with "Magic Tales" in the title. When added to ScummVM, it omits this bit in the title of three of those games.
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[21:25] <criezy> I only see six Magic Tales games on http://wiki.scummvm.org/index.php/Composer and two of those are indeed detecte with the "Magic Tales" in the title in ScummVM.
[21:25] <criezy> Am I missing a game?
[21:26] <criezy> Any idea which one is correct? Should "The Princess and the Crab" and "Sleeping Cub's Test of Courage" have the Magic Tales prefix?
[21:26] <criezy> I am not familiar with the composer engine, so I have no idea myself.
[21:38] <ajshell1> I think I found my mistake. I had lumped "Gregory and the hoot air balloon" into "Magic Tales".
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[21:38] <GitHub52> [scummvm-web] criezy pushed 1 new commit to master: https://git.io/vHhw1
[21:38] <GitHub52> scummvm-web/master 1e5a334 Thierry Crozat: WEB: Translate Hi-Res Adventures news to French
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[21:39] <ajshell1> Amazon lists "The Princess and the Crab" as having "Magic Tales" in the title. And the box art shows the words "Magic Tales"
[21:40] <ajshell1> Also, could anyone else test out Gregory and the Hot Air Balloon for me? It won't run for me. It fails to open page99.rsc
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[21:42] <GitHub102> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHhwQ
[21:42] <GitHub102> scummvm/master 21f30b8 Paul Gilbert: DEVTOOLS: Added Bellbot common phrases to create_titanic
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[21:42] <ajshell1> NEver mind. I deleted a certain file. Undeleting it fixed it.
[21:44] <criezy> Indeed, it looks like it might be better to add Magic Tales for both "The Princess and the Crab" and "Sleeping Cub's Test of Courage" for consistency.
[21:47] <ajshell1> I agree. Nothing irritates me more than inconsistent nomeclature.
[21:47] <ajshell1> *nomenclature
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[21:56] <GitHub107> [scummvm] criezy pushed 1 new commit to master: https://git.io/vHhrw
[21:56] <GitHub107> scummvm/master cc35a79 Thierry Crozat: COMPOSER: Use Magic Tales prefix for two more game names...
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[21:58] <criezy> ajshell1: Done! Thank you for letting us know of the inconsistency. :)
[21:58] <ajshell1> No problem. I'm probably the only person who cares.
[21:59] <ajshell1> Why do I even have those games? I'm never going to play them.
[22:08] <logix> obviously to verify the consistency of scummvm's nomenclature
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[22:27] <ajshell1> If anyone is still listening, the Humongous-developed Blues Clues games have capital letters in their game IDs. Is that intentional? I haven't seen any other games with capital letters in the titles.
[22:27] <ajshell1> *capital letters in the IDs.
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[22:29] <GitHub49> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vHhoh
[22:29] <GitHub49> scummvm/master 2cdb814 Paul Gilbert: DEVTOOLS: Add extra German EXE resources to create_titanic
[22:29] <GitHub49> scummvm/master 3d932e4 Paul Gilbert: TITANIC: Change of resource names from titanic.dat
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[22:43] <logix> ajshell1: but those games seem to be the only one where the game IDs represent multiple words
[22:44] <logix> baseball2001 / Baseball2003 / Soccer2004 however indeed seems inconsistent
[22:44] <ajshell1> But that Coktel Red riding hood game is "littlered"
[22:46] <logix> good point
[22:47] <Strangerke> isn't the full name Little Red Riding Hood?
[22:47] <logix> and to prove that point, I first parsed that line as "... is "littered" " and wondered how you meant that, that wouldn't have happened with proper CamelCasing of the game ID :)
[22:47] <Strangerke> yep, we could fix that
[22:47] <ajshell1> The compatibility chart lists it as "Once Upon A Time: Little Red Riding Hood". I also thought the same thing about little red.
[22:48] <ajshell1> At least we don't have to limit everything to 8 characters like MAME.
[22:56] <ajshell1> Also, the main Freddi Fish games have their ID's numbered (except 1 and 5), all the main Pajama Sam games (except 1). None of the Putt-Putt games are numbered, and only spy fox 2 is numbered.
[22:56] <ajshell1> So, Freddi Fish 3: case of the Stolen Conch Shell is "freddi3"
[22:56] <ajshell1> Freddi Fish 5: The Case of the Creature of Coral Cove is "freddicove"
[22:57] <ajshell1> Although none of the Putt-Putt games have numbers in the title, so I suppose that's justified.
[22:59] <ajshell1> Also, the compatibility list says that "Putt Putt Travels Through Time" is "putttime", the steam version identifies as "PuttTime-win-us".
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[23:12] <snover> m_kiewitz: looks like you saw my change message, was there anything else you still wanted to know from me?
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[23:25] <Lightkey> dreammaster: 429 should have a comma at the end? 430. should not end at f\xFC"? 432. why is it ending with a :? 454. Su\xDF""erst should be Superst I guess? 471. \xFC""r should start with an F 475. getStigt should be get\E4""tigt 477. ending at k\xF6"? 484. at m\xFC" 488. allgemeinen should start with an A 491. Fr\xFCh""chte has a stray h after FC 497. ending at routinem\xE4\xDF"
[23:33] <dreammaster> Hey Lightkey. I'm not sure I'm looking at the correct lines you're talking about.. my create_titanic_dat.cpp 429 is "Good news 49%\n"
[23:33] <dreammaster> Are you still using last night's version?
[23:34] <Lightkey> oh, just looking at https://github.com/scummvm/scummvm/commit/99eba44150ade604282b5d5f4a02ca65a499a462
[23:35] <borosky> guys i cant find the summvm installation path on my tablet
[23:35] <borosky> i downloaded the latest nightly pack
[23:35] <dreammaster> Ah, yes, slightly old.. those lines are meant to not have commas, they're part of three very long welcome messages, one for each user
[23:35] <borosky> installed it, the launcher starts fine, but i cant browse for any games
[23:35] <Lightkey> funny it's even mailing-lists in English but they added a Deppenleerzeichen in German
[23:36] <dreammaster> In some cases I simply split the lines at useful points, like just after a hex sequence, even thought the original doesn't have a newline at that point. Remember that merged strings on multiple lines don't automatically have newlines unless you use \n
[23:36] <Lightkey> I know, it just looked like a mistake
[23:37] <dreammaster> I had to do formatting from the original stuff I copied from IDA
[23:38] <dreammaster> borosky: Have you checked the documentation yet?
[23:38] <borosky> yeah , looks like going with the official build from playstore is good enough
[23:38] <borosky> i used to use the nightly packs because of absolute mouse mode
[23:39] <borosky> but it seems to be implemented in the standard build so its looking good :)
[23:39] <dreammaster> Good then

[23:46] <dreammaster> No :), but that's understandable, since those are pattern matchers for stuff the player can enter. I'm not sure the original German version even allows the input of accented characters
[23:49] <Lightkey> I don't understand your answer though, compare 491 with 413 and 494 with 415
[23:49] <Lightkey> (current)
[23:50] <Lightkey> they are both ending with a comma in English
[23:57] <dreammaster> Thanks. I double checked and 491 does have a missing comma
[23:59] <dreammaster> I'll roll it into my next big commit, where I'm currently figuring out all the offsets for the various word match tables each of the NPC use. Since the Bellbot, for example, uses twenty distinct lists, don't expect the commit for a while :P
[00:00] --- Sun Jun 18 2017