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[01:50] <GitHub134> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQIKT
[01:50] <GitHub134> scummvm/master 0f084fb Paul Gilbert: TITANIC: Fix getting Titania's eye from light fixture
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[02:26] <snover> uch. what equation is KQ7s Windows interpreter using to position the bloody AVIs&
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[02:40] <snover> it sends 22 for the y-position; if i multiply this from script coordinate to screen coordinate it is 52, but it should be 72 for the video to render properly centred. i feel like addition isnt right here, since the x-position is 0, and that is definitely correct. but i dont know what else they might have done.
[02:40] <snover> the current code that just multiplies script-to-screen works correctly for GK1 videos.

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[03:21] <snover> none of this stuff makes any sense. i think i am just going to ignore the game script coordinates and just stick everything in the middle of the screen since thats all any AVI playback ever does.
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[06:25] <Simei> morning
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[07:53] <Strangerke|work> hi guys
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[08:02] <Joefish_> hey Strangerke|work
[08:04] <Simei> _sev, t0by: I search a little in the fallback code and I guess the principle is to assemble and return a ADGameDescription in the fallbackDetect function ? https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/wintermute/detection.cpp#L102
[08:05] <Simei> In sludge, the game file to read can be "*.slg" or simply "gamedata". So I guess for "*.slg" files I need to go through keys of FileMap and compare their substrings ? However, for the game name, there isn't a quick way to get it. Because in the sludge data file it is located after quite a bunch of stuff (like copyright info, game icon, global variables, functions names, language info...). So I guess for "*.slg" files, I will
[08:05] <Simei> directly put the string before ".slg" as the game name, for "gamedata", I leave it empty ?
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[08:55] <waltervn> morning
[09:07] <Joefish_> morning :)
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[09:55] <Simei> _sev, t0by: I get the fall back detection work, I think. Buth for Robin's Rescue. Obviously, the
[09:55] <Simei> Sorry
[09:56] <Simei> But for Robin's Rescue, it gives a segmentation fault at the beginning. Obviously, the director engine is a perfect example in my case.
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[10:49] <GitHub57> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQLGi
[10:49] <GitHub57> scummvm/master 007776b Paul Gilbert: TITANIC: Add German handling to getSuffixedWord
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[15:56] <WooShell> meow =^.^=
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[17:47] <m_kiewitz> PSA: Killing Floor available for free via humble bundle (Steam) - unil saturday
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[21:13] <Joefish> back to square 1 https://s18.postimg.org/4k3cd74ex/scummvm00003.png :P
[21:18] <_sev_> why?
[21:20] <Joefish> not sure yet. I rewrote part of the encoding temporarily for rendering the newspaper images that are mode 11h. Once I got it working I implemented it and everything still worked. Now I'm implementing image preloading so it doesn't have to reload them from file on every render call and somehow seem to load the wrong palette
[21:22] <Joefish> also finding documentation on VGA modes that are not 13h is almost impossible. Gladly I hoard pdfs and found a pre-release version of a VGA standard document that shortly described the modes
[21:32] <Joefish> works again. just forgot to NULL a pointer and got the wrong palette
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[21:35] <Joefish> btw is there a way to switch resolutions during the game?
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[21:35] <GitHub79> [scummvm] bluegr opened pull request #964: SCI32: Proper implementation of kObjectIntersect (master...sci32_kobjectintersect) https://git.io/vQqUa
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[21:36] <Joefish> most of the game is in 320x200 but as mentioned the newspaper parts are in mode 0x11, so 640x480. I'm sure downscaling the articles won't look pretty
[21:38] <Joefish> and upscaling the rest of the game might give some headaches down the line with rendering but going 640x400 and cover up the bottom somehow might actually be a reasonable approach if there's no way to handle that
[21:41] <Joefish> Also, can someone give me some resources on the technical details of the VGA modes? Currently I'm mostly working with osdev wiki, abrash articles about EGA/VGA and docs I find here and there but when it comes to the less used corners the info is getting sparse. Would be nice to have all the bits and pieces together in one place.
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[21:45] <criezy> Joefish: some game do that already, such as dreamweb which uses 640x480 for intro and credits and 320x200 otherwise.
[21:45] <logix> Joefish: my google-fu tells me that 11h is 640x480 monochrome, so shouldn't that just be 1 bit per pixel?
[21:46] <criezy> Just call initGraphics() with the resolution you want.
[21:46] <Joefish> criezy: oh nice. I'll take a look on that then. thanks :)
[21:47] <logix> Joefish: but in general I'd assume the dosbox source code to have that info deep inside it - I know, not exactly what you're asking for but better than nothing I guss
[21:47] <criezy> And now that I think of it, that will be an issue with the changes I had in mind to handle aspect ratio correction...
[21:49] <Joefish> logix: indeed. I was first a bit confused when I looked at the data but after poking around in the debugger I saw it writes to the A000 segment and is laid out flat in memory and not like mode 6 that wirtes to B000 and has planar mode iirc
[21:49] <Joefish> good idea with the dosbox source
[21:50] <Joefish> criezy: what do you mean?
[21:51] <criezy> For what? The aspect ratio correction?
[21:51] <Joefish> yea
[21:51] <criezy> Currently the backend do aspect ratio correction for a set or predefined resolution. So for example 320x200 is corrected, but 640x480 is not.
[21:52] <criezy> But we have game that use uncommon resolutions and which as a result are not corrected.
[21:52] <Joefish> so it defaults to 4:3?
[21:53] <criezy> There is an option in ScummVM to apply aspect ratio correction or not.
[21:53] <criezy> The correction is 6:5 so indeed, 320x200 end up being displayed as 320x240, so 4:3 when the aspect ratio correction is on.
[21:53] <snover> incidentally i dont think that dreamweb is meant to be AR corrected
[21:54] <criezy> But some SCI mac games that use 320x190 are not currently corrected and remain at 320x190.
[21:54] <criezy> snover: you mean the 320x200 mode should remain at 320x200?
[21:54] <snover> yeah.
[21:54] <criezy> That would actually simplifies things for me.
[21:54] <snover> right at the start of the game there is a circle, with AR correction it turns into an oval
[21:55] <criezy> Right.
[21:59] <criezy> Also once you get to eden's room, there is a rotating fan, and the size of the fan blades change as it rotate when using AR, while they remain the same size with no AR.
[22:02] <criezy> Joefish: I have a PR that basically uses AR for any game that does not use the GUIO_NOASPECT option, so that it would be applied even for exotic resolutions, as long as the game does not disable the option.
[22:02] <criezy> But if a game needs aspect ratio correction for some portion of it but not others, that complicate things.
[22:04] <Joefish> criezy: Is there actually ever a 'need' for applying AR? Personally I hate it when the game is stretched to 16:9/10 in fullscreen. I rather play with black bars on the side but maybe that's just preferences.
[22:04] <Joefish> or am I missing the point?
[22:05] <criezy> The goal of AR is to display the game at the same visual aspect ratio as it did back in the days.
[22:05] <criezy> The issue being that they used non-square pixel back then.
[22:06] <Joefish> ah right
[22:06] <criezy> It is not going to remove black bars (unless you happen to have a 4:3 screen).
[22:07] <snover> speaking of problems with fullscreen, does anyone feel like fixing the problem that mouse coordinates are not translated correctly when running on a monitor with a different aspect ratio than the games display surface?
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[22:08] <t0by> Evening
[22:08] <t0by> miss anything?
[22:08] <Joefish> hey t0by
[22:08] <criezy> snover: I thing t0by just voluntered. :P
[22:08] <Joefish> :)
[22:08] <snover> (i.e. instead of 0,0 corresponding to the top-left corner of the game screen, it corresponds to the top-left corner of the window/monitor)
[22:08] <t0by> Simei, I've seen a bunch of messages in the log, are you ok now?
[22:08] <snover> sounds good to me!
[22:09] <snover> but i was going to ask t0by about some of the stuff in TransparentSurface too&hmm&
[22:09] <t0by> criezy, what did I volunteer for?
[22:09] <snover> fixing all the bugs
[22:09] <t0by> snover, shoot. Caveat: I worked on that thing 4 years ago and I didn't know what I was doing anyway, as usual
[22:09] <t0by> snover, *all* the bugs?
[22:09] <snover> yes
[22:09] <t0by> damnit.
[22:09] <snover> get cracking
[22:10] <t0by> No, seriously, could you give me a TL;DR of what I've volunteered for?
[22:10] <t0by> So I can work on finding a hiding place.
[22:10] <snover> mouse coordinates are not translated correctly when running on a monitor with a different aspect ratio than the games display surface. i.e. instead of 0,0 corresponding to the top-left corner of the game screen, it corresponds to the top-left corner of the window/monitor
[22:10] <criezy> snover: I might have a look myself.
[22:11] <criezy> Although I wanted to first rework my AR PR, and then have a look at the remaining issue in your SDL PR (if I can get my Win10 VM to work).
[22:11] <t0by> Ouchie.
[22:11] <t0by> criezy, if it's not urgent can I have a shot at it next week?
[22:11] <t0by> Of course I reserve the right to run away in horror.
[22:11] <criezy> It has been there for a while, so I would not say it is urgent.
[22:12] <criezy> I will let you have a look next week and tackle it later if you run away.
[22:12] <t0by> snover, on all platforms? Steps to reproduce: 1. set monitor to weird aspect ratio 2. launch engine with fixed rendering surface size 3. watch it burn?
[22:14] <t0by> I think WME is a good candidate for 2.
[22:14] <t0by> btw I'm almost positive we have 5 or 6 games that work perfectly in WME, I'd like to have them supported in .10
[22:14] <snover> t0by: i noticed it just by: 1. have a 16:9 monitor; 2. load a 4:3 game that draws a cursor; 3. put the game into fullscreen; 4. move the mouse around and notice that it doesnt get to the left edge of the game screen until it is at the left edge of the screen
[22:15] <snover> left edge of the physical screen*
[22:15] <t0by> snover, thanks. Do we have a ticket?
[22:15] <snover> you can just feel it is wrong because the mouse moves more slowly on the X-axis than the Y-axis
[22:15] <snover> i dont think so, i think i just kept forgetting about it
[22:15] <t0by> Oh, I get it, so... non-square mouse pixels.
[22:15] <t0by> I think it's probably a bugfeature.
[22:16] <t0by> I'll have a look
[22:16] <t0by> I'll create a ticket later
[22:16] <snover> ok, thanks :)
[22:16] <t0by> (and assign it to yours truly)
[22:16] <snover> with regards to TransparentSurface, I am just trying to improve the picture quality of AVI rendering in SCI engine without writing duplicate interpolation code
[22:17] <t0by> I'm going to bed now, I actually only checked in to see if Simei had run away in terror to join the French Foreign Legion.
[22:17] <t0by> snover, how may I help you?
[22:17] <snover> but i dont like that it seems to require constantly allocating and deallocating memory, and only interpolates for 32bpp
[22:18] <snover> i dont even need the transparency stuff so im not sure if there is a reason not to have the scaling code somewhere else, either in Surface or just as a free function
[22:18] <t0by> Oh, I guess we can find a way to recycle the same allocated memory. As for 32bpp, that was originally Wintermute, i.e. 32bpp only, so that's IIRC why nobody cared about other bpps
[22:19] <snover> its not a super critical thing either.
[22:19] <t0by> I don't think that can hurt.
[22:19] <t0by> For that matter *IIRC* rotoscale doesn't require transparency either...
[22:21] <t0by> It's bedtime for me now, let's see about this tomorrow
[22:21] <snover> no worries. have a good night!
[22:21] <t0by> Simei: sorry for not being around earlier
[22:22] <t0by> Simei, in the future if no-one's around feel free to drop an email as a last resort
[22:22] <snover> be careful not to drop them too hard, they can be fragile
[22:23] <snover> &ill see myself out.
[22:23] <t0by> Yes, it's these new emails
[22:23] <t0by> all thinness and lightness
[22:23] <Simei> t0by: Thanks for checking! I'm totally fine.
[22:23] <t0by> in the 90s they were much more rugged.
[22:23] <t0by> Simei, great.
[22:23] <criezy> t0by: for info, for the mouse cursor thing it might depend on the SDL version and SurfaceSDL vs. OpenGL.
[22:24] <t0by> Simei, consider also asking criezy or Strangerke|work.
[22:24] <Simei> t0by, I think there's a problem with irc today because I don't receive any message alerts
[22:24] <criezy> I think the first time I noticed it I was using surfacesdl with SDL 2 and wondering if maybe it was related to the fact we handle a full screen reoslution that might not have the expected AR by adding black bars.
[22:24] <criezy> See setting of the viewport in the SDL2 case for surfacesdl-graphics.
[22:24] <t0by> That sounds interesting indeed.
[22:25] <t0by> I'll also see where I can reproduce.
[22:25] <criezy> But I didn't really investigate it, so this is just a hint of what might be the cause.
[22:25] <criezy> Or might not.
[22:26] <t0by> Or that bandersnatch again.
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[22:27] <t0by> By the way, since it works for wjp, if it doesn't make anybody's machine explode I'd be inclined to hit the "merge" button on this in a day or two: https://github.com/scummvm/scummvm/pull/963
[22:27] <t0by> Looks harmless enough to me (famous last words)
[22:28] <t0by> And with this menace, I'll leave you for bed
[22:28] <t0by> Simei, so, all set? If not, drop an email and I'll have a look first thing in the morning.
[22:28] <t0by> Good night
[22:29] <criezy> Good night t0by.
[22:29] <Joefish> night t0by
[22:29] <Simei> t0by, Good night! Concerning the code, not much to worry about for now. :)
[22:30] <snover> boxer is an sdl app which seems to have similar mouse problems on macos, if you need to narrow down possibilities by looking at another thing
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[22:43] <bgK> IIRC, the special scaling mouse coordinate scaling in fullscreen mode is done so that there is no area of the screen where moving the mouse has no effect on the display of the mouse cursor
[22:45] <bgK> IE without it with the mouse cursor drawing clipped at 4:3 and black bars on the left and right moving the mouse cursor inside the black bars would result in no movement of the cursor
[22:54] <bgK> (in ResidualVM this is handled differently, the cursor is allowed to draw over the black bars .. not sure which solution is the best)
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[23:07] <GitHub84> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQqGv
[23:07] <GitHub84> scummvm/master ef52dc2 Paul Gilbert: TITANIC: Fix German strings array size in getSuffixedWord
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[23:37] <criezy> That reminds me of a bug I noticed yesterday whereby in full screen mode the ScummVM is not centered and the mouse can move on the back part of the screen but is not properly erased.
[23:37] <criezy> https://www.dropbox.com/s/4ae06ci6xvk4dv8/scummvm-fullscreen-bug.png?dl=0
[23:39] <snover> mmm, welcome to windows 95.
[23:39] <snover> is that with the sdl2 patch?
[23:40] <snover> (the pr)
[23:40] <criezy> It is with SDL 2, but not with your PR.
[23:40] <criezy> Although if I knew how to reproduce it maybe I would find out it also happens with your PR.
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[00:00] --- Fri Jun 23 2017