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[00:14] <Strangerke> User input fixed in Kingdom. You can now change screen several time, everything is looking good
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[00:15] <Strangerke> and the hotspots are working well. Good.
[00:17] <dreammaster> Awesome :)
[00:17] <Strangerke> :)
[00:18] <dreammaster> What's next to look at?
[00:21] <Strangerke> I hesitate
[00:22] <Strangerke> maybe GL3
[00:22] <Strangerke> it's not easy to play without the videos, so, yes, maybe GL3 :)
[00:22] <Strangerke> the last large hardcoded logic function
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[00:37] <t0by> _sev, according to D4 docs, "if more than one movie script handles the same message, Lingo searches the movie scripts according to their order in the cast window". Any clue re:how that maps on our stuff?
[00:38] <t0by> in particular, do we have a way of knowing if _scripts[kMovieScript][i] handles a message for some i?
[00:38] <t0by> executeScript seems to just fire it up and let it run
[00:42] <t0by> Which gives me the vague suspicion we don't have much besides the bytecode and we can't easily get that from the bytecode
[00:42] <t0by> but I might be missing the obvious
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[01:56] <GitHub146> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQUdV
[01:56] <GitHub146> scummvm/master deab63f Paul Gilbert: TITANIC: Fix resetting _movieRoom when changing views
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[04:25] <Joefish_> morning
[04:28] <snover> hey, is there any general-purpose code for interpolated scaling of surfaces, other than the stuff in TransparentSurface? i feel like i would expect to see more somewhere and that im just blind.
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[04:58] Nick change: Joefish_ -> Joefish
[05:05] Action: Strangerke summons TMM
[05:07] <snover> you cannot defeat the ping timeout.
[05:08] <Strangerke> I'm sure we can, if we join our powers
[05:10] <Joefish> I heard saying someone's name three times in front of a mirror is the IRL analog for pinging
[05:10] <Strangerke> that only works for serial killers, sadly
[05:27] Nick change: CuriosTi1er -> CuriosTiger
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[07:06] <Simei> Haha, morning
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[07:18] <Strangerke|work> hi guys
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[07:24] <criezy> In my experience pinging only works reliably with LeChuck. So the comparison might have been an apt one.
[07:25] <waltervn> morning
[07:25] <criezy> And wow, 340$ for Cranston Manor on eBay!
[07:26] <criezy> Good morning waltervn
[07:26] <waltervn> that auction has been up for well over a year and the price keeps dropping, it was even higher before
[07:28] <waltervn> the last auction I failed to win, ended at "only" $82
[07:28] <waltervn> that was a year ago, there hasn't been an opportunity since
[07:29] <criezy> That's sounds a bit more reasonable.
[07:29] <waltervn> it was just a loose untested floppy, but yeah, I suppose :)
[07:35] <Strangerke|work> Yeah, sometimes the price are really high :(
[07:36] <Strangerke|work> Right now I'm looking at items for which the seller asks 20$ of shipment
[07:36] <Strangerke|work> It's really a pain not to be able to find items at a reasonable price
[07:45] <t0by> Maaaargh'ning
[07:47] <criezy> waltervn: I am wondering something about aspect ratio correction in the ADL games.
[07:47] <criezy> Currently they do not use the GUIO_NOASPECT, which means the option to do aspect ratio correction is present in the engine options.
[07:47] <criezy> However it has no effect as aspect ratio correction is only done for a predefined set of resolutions, which does not include the one used by the ADL games.
[07:47] <criezy> I have a PR to correct that last point. But I am wondering if those game should have aspect ratio correction or not? My PR currently correct them from 560x384 to 560x461 (since it applies a 1.2 factor on the height for the correction whatever the original resolution).
[07:50] <waltervn> I don't see an aspect ratio option in AppleWin
[07:54] <waltervn> the 384 is already "doubled" BTW, the actual vertical resolution is 192
[07:55] <t0by> I hate yacc
[07:56] <criezy> Yes, I saw you doubled both width and height already.
[07:56] <criezy> The issue is more about the shape of the pixels for the original. Did it assume non-square pixels as was often the case with CRT monitors and would thus need to be corrected when played with a recent monitor?
[07:57] <waltervn> the width situation is a little different, it's not a row doubling
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[07:57] <waltervn> you could say 560x192 is the resolution, but you could also make a case for 280x192, it's all rather complicated
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[07:59] <criezy> It does sound a bit complicated :P
[07:59] <criezy> And do you know what the expeted visual aspect ratio should be? (as in 320x200 games usually assume a visual ratio of 320x240).
[08:00] <waltervn> I have no idea to be honest, I've mostly just copied the look-and-feel of AppleWin. And of course then they overhauled AppleWin with fancy NTSC color artifacting and now scummvm looks nothing like it anymore :)
[08:02] <criezy> So now we just have to find a scene with a circle... :P
[08:02] <criezy> Although if Mystery House is anything to go by, I am not sure I would trust a circle to be circular in those games. The graphics look rather crude...
[08:02] <waltervn> there's some info here: http://www.appleoldies.ca/bmp2dhr/heroes/
[08:06] <waltervn> based on that, I guess ideally we should allow for aspect ratio correction
[08:07] <wjp> but not the 5:6 one
[08:08] <criezy> Yes, it looks like we would need to get to 560x420 and not 560x461.
[08:10] <wjp> 35:16 I guess
[08:11] <criezy> And we can't just assume as now that they want a 4:3 aspect (since this is not the case for some SCI games) nor that the correction is 5:6 (since this is not the case of those ADL games.
[08:11] <criezy> That means we would need a way to let engine specify what aspect ratio correction they need.
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[08:12] <criezy> I will think a bit about it and expand my PR later.
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[09:10] <GitHub106> [scummvm] tobiatesan opened pull request #961: DIRECTOR: Refactor lingo-events.cpp so that 1-ary processEvent is the unique entry point to events (master...director_events_rebase) https://git.io/vQTnE
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[09:12] <t0by> _sev, has Apartment 4 *ever* worked correctly?
[09:12] <_sev> t0by: err... care to try?
[09:12] <_sev> ah, wait :D
[09:13] <_sev> at some short period of time, yes. But I was concentraded on 3, so I could broke it
[09:13] <_sev> t0by: did you get my answer to your question regarding global scripts?
[09:15] <t0by> _sev, tried, didn't work, I was wondering if there was a known good commit to run a bisect :)
[09:15] <_sev> I recommend to stick to D3
[09:15] <_sev> and then add D2/D4 once you get it working as it does now
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[09:16] <t0by> _sev, no, I don't think so, was that in private? Currently anyway I'm more concerned with 1. finding which movie scripts handle stuff 2. retrieving and running the primary event handlers
[09:16] <_sev> t0by: I sent you an e-mail
[09:17] <t0by> _sev, ah, thanks
[09:17] <_sev> anyway. here is the essence: https://github.com/scummvm/scummvm/blob/master/engines/director/score.cpp#L185
[09:17] <_sev> that's where I try to compile all movie scripts
[09:18] <t0by> _sev, I'm with you so far, but so we have a way of knowing which movie script has a handler for which event short of analyzing their syntax?
[09:19] <t0by> [By modifying the parser, or...]
[09:19] <_sev> I compile scripts, and put them into _handlers
[09:19] <_sev> see define() menthod in Lingo
[09:20] <_sev> there you can put them wherever it is convenient for you
[09:20] <_sev> but once again
[09:20] <_sev> I recommend to pause the global scripts
[09:20] <_sev> make sprite scripts and frame scripts working as they do now
[09:20] <_sev> you'll add the global ones later, and by that time you will know the internals much more
[09:22] <t0by> Sure, I just like to know what I'm looking at.
[09:24] <t0by> Thank you
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[10:34] <m_kiewitz> does anyone need Full Throttle Spanish version?
[10:34] <m_kiewitz> _sev? eriktorbjorn?
[10:35] <m_kiewitz> aquadran?
[10:35] <m_kiewitz> I'm just buying Leisure suit larry collection, Gabriel Knight 3 and KQ7 all Spanish, and the same seller sells that one too
[10:35] <m_kiewitz> snover: ^^
[10:35] <logix> bueller?
[10:36] <m_kiewitz> bueller?
[10:36] <logix> m_kiewitz: https://www.youtube.com/watch?v=uhiCFdWeQfA
[10:37] <logix> m_kiewitz: sorry, wrong scene, this one: https://www.youtube.com/watch?v=NP0mQeLWCCo
[10:42] <m_kiewitz> I think I saw that movie, funny :P
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[12:42] <t0by> _sev, Tkachov, uruk, out of curiosity have you (or anyone else) had any problems building ScummVM on windows with --disable-cloud?
[12:43] <t0by> criezy too
[12:43] <Tkachov> well, I didn't try building it for a while and I don't remember if I ever tried --disable-cloud
[12:43] <t0by> Tkachov, *on windows*
[12:43] <Tkachov> I almost always build it on windows =)
[12:43] <t0by> Thank you
[12:44] <t0by> Because create_project.exe seems to ignore --disable-cloud
[12:44] <t0by> Hence linker errors nonstop
[12:44] <t0by> I *suspect* it's the nested ifdefs
[12:44] <t0by> (In modules.mk)
[12:49] <Strangerke|work> t0by: No, it builds fine
[12:50] <Strangerke|work> I disable a lot of things, maybe I disabled something else which is related
[12:50] <Strangerke|work> Did you build the create_project tool "recently" (less than a year ago)?
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[12:56] <t0by> Strangerke|work, today.
[12:56] <Strangerke|work> oh, I'm using MSVC9
[12:56] <Strangerke|work> maybe you have something a bit more recent :)
[12:56] <t0by> I --disable-all-engines, --disable-fluidsynth --disable-cloud on latest msvc community and boom, linker errors.
[12:57] <Strangerke|work> maybe you could ask dreammaster
[12:57] <t0by> which disappear if I replace ifdef CLOUD\nifdef LIBCURL with just ifdef CLOUD in modules.mk
[12:57] <t0by> which makes me think it's the nested thingy that bothers it
[12:57] Action: t0by summons dreammaster
[12:58] <Strangerke|work> ha, right, I also disable LIBCURL
[12:59] <Strangerke|work> I have a dozen of disabled things :P
[12:59] <wjp> from a quick glance create_project handles these ifdefs with a stack, so it should support nested ifdefs
[13:00] <wjp> oh, but it's broken
[13:00] <wjp> if the inner one is enabled but the outer one is disabled, it might be enabling things again
[13:02] <t0by> wjp: I've got this
[13:08] <Simei> _sev, t0by: The zBuffer works entirely now, including the "layer effects", I still created a sorted linked list to do so, because it seems the most logic way to me and I managed to keep the complexity at O(1) for sorting. Here is the commit : https://github.com/yinsimei/scummvm/commit/7ff46288904acf309c1644e0f209a0aacad61434
[13:09] <logix> O(1) sorting? :)
[13:10] <eriktorbjorn> m_kiewitz: I generally only have English versions of games, Full Throttle included.
[13:13] <Simei> logix: it's not really "sorting" in fact, i just need to keep the sprites in a relatively reasonable order. Which means to keep a certain group of sprites over another groups
[13:14] <Simei> logix: Like to put a number of sprites in a "layer" superior to another "layer". There is a constant number of "layers", so the complexity can be seen as O(1), I guess.
[13:16] <logix> Simei: ah
[13:17] <Simei> logix, t0by, _sev: Ah, O(1) is more like the complexity of insertion in order, not really sorting
[13:18] <logix> technically true I guess, but I suppose in lack of an input scaling variable, absolute runtime (upper bound, average, distribution over all possible inputs, ...) probably is a more meaningful measure
[13:18] <logix> well, not that it matters here, I mean in general
[13:18] <logix> but yes, I guess with a fixed size you can say your insertion algorithm is O(1) :)
[13:19] <Simei> Ok :)
[13:19] <t0by> Strangerke|work: thanks
[13:20] <t0by> Simei: I'll be with you in a moment
[13:20] <Simei> t0by, it's fine, take your time. I'm not in trouble now. :)
[13:24] <wjp> Simei: why not just have 16 Common::Lists?
[13:26] <t0by> wait, where?
[13:27] <wjp> or maybe I'm just a bit confused about this data structure
[13:27] <wjp> it seems to be a big list with 16 'bookmarks' in it (the zBufferNodes) but I'm not quite sure
[13:28] <Simei> wjp, yes, that can also do the trick, I didn't think about that, maybe I get things a bit more complicated with linked list
[13:28] <wjp> in any case you should document this data structure
[13:28] <t0by> Sorry, which line again?
[13:28] <Simei> yes it's that
[13:28] <t0by> Ah, SpriteDepthList
[13:29] <t0by> Um
[13:29] <t0by> any particular reason why not use Common::Something<SpriteDepthNode>?
[13:29] <t0by> *not to use
[13:30] <wjp> (aside: I can't commit this right now, but we should fix the description of SortedArray in common/array.h. It's not a doubly linked list)
[13:30] <t0by> Or rather, struct YourStruct { int x,y, windth, height, FLIP_FLAGS flip, Surface surface } and then a Common::Something<YourStruct>?
[13:31] <Simei> t0by, as wjp said, using 16 Common::List can give the same result, it's just the liked list is the first thing jump into my head
[13:31] <t0by> I'd use that instead. The best code is always no code :)
[13:32] <t0by> Simei, what's the basic idea behind this anyway?
[13:32] <t0by> Why do we have 16 lists?
[13:32] <wjp> scroll up a bit :-)
[13:32] <t0by> (Just asking)
[13:33] <Simei> so that will be structure with Common::List<SpriteDepthNode> SpriteDepthList[16]
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[13:33] <t0by> Simei, yes, but algorithmically, why do we need 16 lists?
[13:33] <t0by> i.e. what's the idea, algorithmically?
[13:34] <Simei> t0by, in general, every zbuffer is like a book mark to separate sprites into maximum 16 groups
[13:34] <t0by> Right.
[13:34] <Simei> evey group needs a Common::List I think ?
[13:34] <t0by> Ah, you have one list for each y-stratum?
[13:35] <Simei> I think it's necessary to do so
[13:35] <t0by> This means that when the character moves up it gets moved to another list?
[13:35] <t0by> (when it crosses the threshold, that is)
[13:35] <Simei> Yes
[13:35] <t0by> Hm.
[13:36] <t0by> I suppose it makes sense
[13:37] <t0by> I was thinking about it in a completely different way (i.e. two lists, one for sprites and one for clipped copies of the background and then shuffling them according to y-pos)
[13:37] <t0by> But I can't see a good reason why this won't do just as well
[13:37] <t0by> Simei, only one thing: please lose the custom structure :)
[13:37] <t0by> Simei, nice work
[13:38] <t0by> Wait, I go see a downside: the need to do the bookkeeping and keep the right sprite in the right list at all times
[13:38] <t0by> but heh
[13:39] <t0by> probably a two-line problem
[13:40] <Simei> t0by, that idea demands a totatl sorting in the end and in the original code, not everything is sorted.
[13:40] <Simei> total *
[13:41] <Simei> in the original code, things in the same "layer" are asked to displayed in their original display order disregarding the y-pos
[13:42] <Simei> there is only one "layer" separating at the beginning
[13:42] <t0by> o_O
[13:42] <t0by> Oh, I get that.
[13:43] <Simei> t0by, in the original code, all the sprites on the same layers having the same z, it's not calculated from the y
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[13:44] <t0by> Simei, what do you make of the bit I linked yesterday?
[13:44] <t0by> <t0by> when rendering a sprite they give it z = 0.999 - (double) i * (1.0 / 128.0), which magically is the correct z-depth so that it ends exactly above the last layer with zBuffer.panel[i] >= y + cameraY
[13:44] <t0by> I think that's what they're doing
[13:44] <t0by> but it doesn't matter as long as it works
[13:44] <Simei> t0by, yes, you see it's calculated from i, using y to decide which i it is
[13:45] <Simei> which means in which "layer"
[13:45] <t0by> Yes, right.
[13:49] <t0by> Simei, oh, your point is that you've mimicked *their* idea with the 0...16 layers?
[13:49] <t0by> *1...
[13:49] <t0by> Less troublesome?
[13:50] <t0by> In that case not having to tore apart the intestines of the engine is enough of a plus.
[13:53] <logix> t0by: I usually wouldn't point this out, but you're often very insistent on pointing out your own english mistakes, so: s/tore/tear/
[13:54] <t0by> engrish veri dificult
[13:54] <Simei> yes, i think using their idea is safer, not really troublesome as it has its place to be replaced
[13:54] <t0by> typos make all worse
[13:55] <logix> meh, if in doubt just fake it, https://www.youtube.com/watch?v=gU4w12oDjn8
[13:55] <logix> (it = english, not the z-buffer)
[13:56] <t0by> Simei, no questions here. I *personally* would have tore (not tear, tore!) that stuff apart and replaced it with something more compact at the first occasion, but it's you that have to live with that code for another couple of months, so do whatever you are comfortable with :)
[13:56] <logix> t0by: torn
[13:57] <t0by> What the hell
[13:57] <logix> :)
[13:57] <t0by> I can't seem to get *one* thing right today.
[13:57] <t0by> What's worse, now I have that natalie Imbruglia song stuck in my head.
[13:58] <logix> don't be too harsh on yourself, those two lines were good
[13:58] <logix> except if you want to nitpick about the capitalization of natalie, but this is IRC so you shouldn't
[13:58] <logix> shouldn't nitpick that is - not "shouldn't capitalize"
[13:59] Action: t0by drools
[14:00] <logix> and I've got adriano celentano stuck in my head, but that's ok :)
[14:01] <t0by> I wouldn't call that "okay", but... okay :P
[14:01] <t0by> logix, are you Italian, do you speak Italian or are you just a fan of the guy? :)
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[14:02] <t0by> Does the guy have a following north of the Alps?
[14:02] <logix> t0by: did you click that youtube link up there? :)
[14:02] <t0by> logix, I sure did
[14:02] <logix> ok :)
[14:02] <logix> well, that's why he is (or rather - that song is) stuck in my head now
[14:02] <t0by> Just wondering if he's known outside italy
[14:03] <logix> I think in germany he's more known for his movies than his music
[14:04] <logix> actually, wait
[14:04] <logix> on of the most successful german punk bands ("die toten hosen") did a cover of azzurro
[14:04] <logix> s/on/one/
[14:05] <logix> so I guess that helped sell his version too
[14:05] <t0by> lol?
[14:06] <logix> oh, but to answer your question - no, I'm not italian, I hardly know italian (I had latin long enough in school so I guess I can get the general gist of most simple texts)
[14:07] <logix> as a kid I went to italy in vacation a few times, but mostly to... *looks it up* alto adige :P
[14:08] <logix> s/in/on/
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[14:16] <logix> I once surprised a japanese guy by knowing what the buttons and menu icons meant in an italian windows installation :P
[14:17] <logix> he thought I knew italian, but I explained that it's easy enough to switch between romanic languages, at least for simpler stuff
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[14:26] <Simei> t0by, _sev: I use Common::List to replace the linked lists now. I'll begin to look at fallback detection and add new games tomorrow
[14:28] <Simei> new commit : https://github.com/yinsimei/scummvm/commit/5a39731bd395651330b9cf0cd6e9bb157fc7e5b9
[14:29] <t0by> Simei: sweet, thanks for taking the time
[14:29] <Simei> :)
[14:30] <wjp> Simei: nice, that looks much cleaner
[14:31] <Simei> wjp, yes, that's true, thanks for the advice
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[16:48] <snover> Does detectSupportedFormats/getSupportedFormats in SurfaceSdlGraphicsManager seem broken to anyone else? The supported formats are re-detected every time a graphics mode switch occurs, ScummVM defaults _hwscreen to 16bpp, and any formats greater than the _hwscreen arent put into the supported formats list. So it seems one can never learn if there is a supported pixel format greater than 16bpp.
[16:48] <WooShell> meow =^.^=
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[17:00] <GitHub172> [scummvm] tobiatesan opened pull request #962: JANITORIAL: Hug net-specific stuff in module.mk in ifdef USE_CLOUD (master...fix_cloud_mk) https://git.io/vQk2h
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[17:00] <GitHub3> [scummvm] tobiatesan opened pull request #963: CREATE_PROJECT: Add workaround for nested ifs (master...workaround_createproject_2) https://git.io/vQkav
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[17:01] <t0by> This *should* do it
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[19:12] <GitHub115> [scummvm] tobiatesan closed pull request #962: JANITORIAL: Hug net-specific stuff in module.mk in ifdef USE_CLOUD (master...fix_cloud_mk) https://git.io/vQk2h
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[19:13] <t0by> Sorry, I need thicker glasses.
[19:14] <Joefish> here you go https://images.halloweencostumes.com/products/15274/1-1/bug-eye-specs.jpg
[19:29] <Joefish> 23863.6403
[19:32] <logix> that's numberwang!
[19:37] <Joefish> lol
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[21:05] <t0by> Joefish, I think your figure is off by 0.5 at least
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[21:39] <Joefish> for it to be wangernum or do you actually have any concerns about the number I accidentally typed here t0by :P
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[23:35] <snover> im still wondering about that question i asked earlier regarding retrieval of supported graphics modes from the backend, if anyone has any thoughts on that.
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[23:48] <GitHub48> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vQIzW
[23:48] <GitHub48> scummvm/master 44f0a19 Paul Gilbert: TITANIC: Fix 2nd class room flags calculation
[23:48] <GitHub48> scummvm/master 69c7468 Paul Gilbert: TITANIC: Renamings for room flags sublevel methods
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[00:00] --- Thu Jun 22 2017