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[00:36] <GitHub32> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMH6Y
[00:36] <GitHub32> scummvm/master 960342c Paul Gilbert: TITANIC: Renaming NPC flags
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[01:36] <GitHub196> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMHXK
[01:36] <GitHub196> scummvm/master 5aef8cb Paul Gilbert: TITANIC: Further NPC flag renaming, usage fixes
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[01:52] <snover> dreammaster: goodness gracious. are you destroying the psychedelia?!
[01:58] <dreammaster> Yep, that's already done with. And the wonky TV playback :)
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[02:06] <dreammaster> I tell you, that damn parrot is really pissing me off. So many fiddly changings to the _npcFlags to handle starting to move, moving looping, finishing moving, left/right status. It's mostly working, but there still seems to be some fringe cases where it gets stuck in an invalid state
[02:25] <snover> screech!
[02:27] <snover> the random splicing in of wrong frames is amusing sometimes
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[02:31] <GitHub115> [scummvm] JenniBee closed pull request #808: WINTERMUTE: Add detection for games using low-spec resources (master...master) https://git.io/v6a97
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[02:33] Nick change: DominusExult -> Dominus
[02:33] <dreammaster> Every day, it gets a little bit better, and closer to being finishable. Once I've got the parrot working more reliably, there's only the drink puzzle, which should be fairly straightforward, then the music room puzzle.. music *blergh*, and the endgame starmap
[02:35] <snover> more progress than ive been making this week, for sure :)
[02:36] <dreammaster> Well, don't sell yourself short. You're working on a game engine supporting multiple different games. I speak from experience that that complicates matters, and so far I've only had to deal with ones that only supported a few games at most
[02:38] <snover> right now im just dealing with& rounding problems again
[02:39] <dreammaster> Ah. There seems to be quite a few things in the engine where minor differences cause big problems; like the sorting algorithm I read you talking about awhile back
[02:52] <snover> yeah. right now it is funkiness with synchronising audio volume and settings. every game turned into a unique snowflake
[02:57] <snover> i wish i knew why the scummvm mixer is 0-256 instead of 0-255
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[02:57] <dreammaster> I'll say it again. Sound.. blergh.. music.. argh :P
[02:59] <snover> i expect titanic to support dolby atmos before youre done
[02:59] <dreammaster> Heh. It would be more realistic asking for the 3D QLabs sound to work. And that's just about as likely right now.
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[03:00] <dreammaster> Come to that, I'm somewhat concerned whether I'll be able to properly figure out the transparency layer for the Indeo videos. I've had little luck finding anything more than vague details about it
[03:01] <dreammaster> And it would prove tricky to try and disassemble, because the code is likely buried in some system DLL, since the raw avi decoding is done using system functions.
[03:02] <dreammaster> I'm not hopeful of being able to use Visual Studio to trace into system functions like that. :P
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[03:15] <GitHub58> [scummvm] JenniBee reopened pull request #808: WINTERMUTE: Add detection for games using low-spec resources (master...master) https://git.io/v6a97
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[03:21] <GitHub73> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMHSu
[03:21] <GitHub73> scummvm/master bc1ad72 Paul Gilbert: TITANIC: Further NPC flags renaming, parrot fixes
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[03:33] <GitHub32> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMHSp
[03:33] <GitHub32> scummvm/master ab1e729 Paul Gilbert: TITANIC: NpcFlag enum is now completely named
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[04:30] <GitHub132> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMHH1
[04:30] <GitHub132> scummvm/master 9413afc Paul Gilbert: TITANIC: Fix aborting parrot eating chicken
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[04:58] <GitHub78> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMHQH
[04:58] <GitHub78> scummvm/master 99bc212 Paul Gilbert: TITANIC: Excite Parrot when we come bearing chicken
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[05:00] <Endy> dreammaster: Your commit messages for Titanic are gold :)
[05:00] <dreammaster> I try to please. I briefly considered saying "Have the parrot go bat-shit excited", but decided against it ;)
[05:02] Action: Endy laughs
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[05:08] <Endy> Ah good, it's available on GOG. I'll have to purchase a copy when I get home
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[05:08] <Endy> My original CD's must have been lost a move or three ago
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[05:09] <dreammaster> Yep. The availability was one of the reasons I chose to work on it. Plus there were reports in the GOG forum about people not able to run it properly, making it a prime candidate for proper ScummVM support
[05:09] <dreammaster> And also it would be the first Windows game I disassembled from scratch, so an interesting challenge
[05:10] <Endy> You've made fantastic progress, congrats. And ugh Indeo :)
[05:11] <dreammaster> Thanks. And yeh. ugh
[05:11] <dreammaster> Well, anyway, looks like Buildbot is handling the commits fin, and it's after midnight for me, so I'm going to sign off for the evening. Goodnight
[05:12] <Endy> Night!
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[08:03] <madmoose> Morning all
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[09:16] <waltervn> morning
[09:18] <Begasus> morning
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[10:44] <WooShell> good meowning =^.^=
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[17:31] <timofonic> Hello
[17:31] <timofonic> I wonder if SLUDGE for GSoC 2017 would be reasonable https://opensludge.github.io
[17:32] <timofonic> That's all, nothing more to add. You're the devs, I just found this abandoned engine. I don't know what games use it, maybe there's a few of them
[17:40] <_sev> timofonic: oh, right! Thanks for reminder
[17:41] <timofonic> No problem. Maybe it could be an interesting addition, as this engine got designed for indie developers and such. Who knows...
[17:43] <timofonic> I saw gsoc 2017 info, so maybe it's time to humbly provide some ideas. I would love Legend Entertainment games, but that would require a massive RE army. Step by step, help is welcome :P
[17:43] <timofonic> Thanks a lot for keeping ScummVM great!
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[19:24] <snover> that moment of happy surprise when what you have been working on suddenly works
[19:25] <wjp> :-)
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[20:01] <snover> wjp: would you have any interest in looking into https://bugs.scummvm.org/ticket/9696? its the only blocker for kq7
[20:02] <snover> in order to move the sci2/2.1 games to testing, that bug needs fixing, the audio volume sync needs fixing, and the non-native save/load code needs fixing
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[20:28] <_sev> snover: WOW
[20:29] <wjp> snover: from master, or working?
[20:29] <wjp> (trying 9696, I mean)
[20:30] <snover> wjp: it should happen in both, i ran it in working
[20:33] <_sev> snover: which 2.1 will be supported? early/middle/late?
[20:33] <snover> _sev: oh, dont worry, i am sure some unknown unknown, or formerly known but forgotten unknown, will pop up ;)
[20:34] <snover> should be all of those, though 2.1late isnt really a thing, in the sense that the only releases of 2.1late were some early versions of SCI3 demos
[20:35] <snover> and those demos are kind of messed up because of their in-between-ness. sometimes using sci3 kernel calls, sometimes using sci3 scripts
[20:35] <snover> so i guess probably i would say 2.1mid and earlier, to be confident about it
[20:37] Action: _sev nods
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[20:38] <GitHub119> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMQRK
[20:38] <GitHub119> scummvm/master d175120 Paul Gilbert: TITANIC: Fix ancestor to descendent order for CParrotLobbyLinkUpdator
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[20:51] <wjp> snover: I have some weird broken palette in the UI when loading your save, but I do get the hang
[20:51] <snover> interesting
[20:51] <snover> are you using native save/load or scummvm save/load?
[20:52] <wjp> scummvm
[20:52] <wjp> interestingly it refuses to load from native
[20:52] <snover> and its 2.00b windows?
[20:53] <wjp> ("different game or interpreter version")
[20:53] <wjp> yes
[20:53] <wjp> GOG
[20:53] <snover> interesting.
[20:53] <snover> i wonder what they did to it :)
[20:53] <wjp> https://www.usecode.org/scummvm/kq7.png
[20:55] <snover> send me a hash list of all your game files sometime
[20:57] <wjp> ah, sound cues
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[21:06] <wjp> and presumably timing, since it continues if I play around in the debugger
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[21:19] <snover> leave it to the game with the infamous firecracker puzzle to defeat the terribly crafty framerate-limiter timing fix :)
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[21:24] <GitHub23> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMQuT
[21:24] <GitHub23> scummvm/master b8cce79 Paul Gilbert: TITANIC: Reorder class types setup so all ancestors come first
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[21:24] <wjp> ok, this is a bit odd
[21:32] <wjp> hrmmm
[21:32] <snover> :)
[21:32] <snover> kind of makes you want to just rewrite all that midi code doesnt it? ;-)
[21:34] <wjp> turns out I was just getting confused by two sounds playing at once
[21:34] <wjp> so back to just general confusion
[21:36] <snover> have you tried changing `at(2)` to `at(3)` for changeState case 7, and see if it still gets stuck?
[21:38] <wjp> do you expect that will have an impact?
[21:38] <snover> im not sure, but it seems like something that would help narrow down what is going on, since an earlier cue uses at(3) and finishes OK
[21:38] <snover> so if changing that to at(3) makes it work then it is some issue with whatever entry 2 is doing
[21:39] <snover> if it still doesnt work, then& something else
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[21:41] <GitHub154> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMQuh
[21:41] <GitHub154> scummvm/master 04a2436 Paul Gilbert: TITANIC: Use empty move transitions for cage after Parrot leaves
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[21:41] <wjp> my guess was that that 'at' just picks a string to display an animation on
[21:42] <wjp> current hypothesis: it's skipping the very first signal in the sound resource
[21:43] <wjp> the control channel is cf 0a xx 14 xx 1e xx 28 xx 32 xx 3c (where xx are delays)
[21:43] <wjp> but I'm not seeing signal 0a being set
[21:45] <wjp> indeed
[21:45] <wjp> so this is another instance of that know sound start problem
[21:46] <wjp> like the one we have the EQ2 rm 530 workaround for in midiparser_sci.cpp (around line 650)
[21:49] <snover> well, thats unpleasant, but at least it isnt a brand new problem
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[21:59] <snover> these sierra games are an unending source of weird stuff
[21:59] <snover> lsl6hires has a dial in game options labelled filth, but the tooltip says it is text speed
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[21:59] <GitHub15> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMQgn
[21:59] <GitHub15> scummvm/master 8691c4a Paul Gilbert: TITANIC: Remove a bunch of CParrot unused fields
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[22:00] <snover> and when you try to use it it just resets itself back up to the maximum
[22:00] <snover> which is a very clever joke.
[22:01] <snover> but it also means that there is not a text speed control in this game. which is fine, i dont know why any of these games even have an option for text speed, since you can always just click to progress
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[22:13] <GitHub89> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMQ2I
[22:13] <GitHub89> scummvm/master b8e7ace Paul Gilbert: TITANIC: Renamings of CParrot fields
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[22:43] <GitHub197> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMQau
[22:43] <GitHub197> scummvm/master 257601b Paul Gilbert: TITANIC: Fix Parrot speech when eating chicken
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[22:46] <GitHub65> [scummvm] sev- pushed 1 new commit to master: https://git.io/vMQaM
[22:46] <GitHub65> scummvm/master 8a47671 Eugene Sandulenko: GRAPHICS: More work on MacFont scaling
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[22:50] <m-kiewitz> snover: the MIDI code actually needs to get fully rewritten. the current one (which uses Common ScummVM code) does not work like the one SCI.
[22:50] <m-kiewitz> the whole midi parser needs to be thrown away
[22:53] <dreammaster> Damn. You've got my sympathies

[23:11] <wjp> m-kiewitz: everybody knows :-)
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[23:23] <wjp> I suppose I should really continue with this tomorrow
[23:23] <wjp> probably SCI0 first though, and then move to later versions
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[23:35] <Henke37> https://www.youtube.com/watch?v=a324ykKV-7Y
[23:37] <dreammaster> Henke37: Thanks. That brings back memories
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[23:46] <GitHub137> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vMQrd
[23:46] <GitHub137> scummvm/master 56931a0 Paul Gilbert: TITANIC: Formatting fixes for else blocks
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[00:00] --- Sun Jan 22 2017