[00:07] so, yeah. this comment about numbers in stage directions is wrong& [00:07] they were there at least in sci1.1 [00:08] lets see what older version games i might have& [00:15] Littleboy (~littleboy@c-174-62-174-85.hsd1.ma.comcast.net) left irc: Quit: Ętre dans le vent, une ambition de feuille morte. [00:15] seems to be there in 1.ECO.013 [00:30] ida analysis of 16-bit code is surprisingly slow. [00:31] its not cpu-bound, how odd. [00:42] im kind of surprised to find this stage direction code hanging around a floppy version of anything since it seems like itd be used only by talkies [01:00] SylvainTV (~SylvainTV@LFbn-1-8392-241.w81-254.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [01:01] omer_mor_ (~Omer@46-117-132-33.bb.netvision.net.il) joined #scummvm. [01:02] anyway. seems pretty clear from this research that this bug always existed since the hex escape feature was introduced to ssci, so i am not going to version-restrict this change. [01:03] omer_mor (~Omer@46-117-132-33.bb.netvision.net.il) left irc: Ping timeout: 276 seconds [01:04] i will leave the stage directions with digits version-restricted for now, but i am feeling doubtful that thats actually correct. [01:06] GitHub107 (~GitHub107@192.30.252.45) joined #scummvm. [01:06] [scummvm] csnover pushed 1 new commit to master: https://git.io/vPj7X [01:06] scummvm/master eb6fa08 Colin Snover: SCI: Implement SSCI bug in hexadecimal escape sequences... [01:06] GitHub107 (GitHub107@192.30.252.45) left #scummvm. [01:08] so you are already at the stage of putting bugs back in? [01:11] hey, ive been doing that the whole time, its just not always intentional ;) [01:17] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Quit: ERR_SHUTDOWN [01:25] ach. [01:26] i think i broke something else unintentionally again. [01:34] or maybe xcode broke it for me. [01:35] it can be hard to tell sometimes. [01:36] phew. crisis averted. what a weird compilation glitch. [01:36] the titlebar of sq4 was suddenly drawing all weird and i thought id broken text rendering [01:36] but its fine. everything is O.K. [01:41] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 276 seconds [01:42] Dominus (~dominus@80-123-62-236.adsl.highway.telekom.at) joined #scummvm. [01:42] Dominus (~dominus@80-123-62-236.adsl.highway.telekom.at) left irc: Changing host [01:42] Dominus (~dominus@unaffiliated/dominus) joined #scummvm. [01:45] Vampire0 (~Vampire@jEdit/Vampire) joined #scummvm. [01:48] Vampire0_ (~Vampire@jEdit/Vampire) left irc: Ping timeout: 260 seconds [02:08] ignalina (~pettersjo@c83-249-1-181.bredband.comhem.se) left irc: Quit: ignalina [02:08] ignalina (~pettersjo@c83-249-1-181.bredband.comhem.se) joined #scummvm. [02:09] ignalina (~pettersjo@c83-249-1-181.bredband.comhem.se) left irc: Client Quit [02:13] ignalina (~pettersjo@c83-249-1-181.bredband.comhem.se) joined #scummvm. [02:22] Cheeseness (~cheesenes@ppp118-208-212-189.bras1.hba1.internode.on.net) left irc: Ping timeout: 265 seconds [02:23] ignalina (~pettersjo@c83-249-1-181.bredband.comhem.se) left irc: Quit: ignalina [02:27] ignalina (~pettersjo@c83-249-1-181.bredband.comhem.se) joined #scummvm. [02:43] every seemingly simple bug becomes so annoyingly complicated. for some reason, sierra decided the motorcycle avi in gk1 should be 320x240 with black borders in the video itself [02:46] Damn :o [02:46] the intro video is a *different* resolution and it gives a y-coordinate that is only correct if the video is scaled from 3:2 to 4:3 [02:46] but scaling the motorcycle video from 3:2 to 4:3 makes it draw too low [02:46] Well, I guess it could be worse. Like the whole Insane subsystem that was implemented for Full Throttle. [02:47] im glad that the avi player is used only in three games [02:47] and there, only once or twice [02:47] Well, that's something at least [02:48] the good (?) news is that the video playback is all fucked up in ssci anyway [02:48] like the 640x480 credits video in gk1 gets resized down into some smaller resolution and looks just awful [02:48] programmers, sheesh! [02:48] :) [02:49] Action: dreammaster nods fervently. I've seen some weird shit in some of these games [02:53] Im not seeing any aspect ratio information with ffprobe on these AVIs [02:55] So you think it may be hard-coded into the player? [03:02] i think they just didnt care very much [03:02] the video playback was handled by VfW through the MCI interface [03:04] Ah one of those nasties. [03:04] https://zetafleet.com/i/58101d42545c9.png intro [03:05] https://zetafleet.com/i/58101d6c0e152.png credits [03:06] ignalina (~pettersjo@c83-249-1-181.bredband.comhem.se) left irc: Quit: ignalina [03:07] https://zetafleet.com/i/58101de2203dc.png uhhhh. [03:07] :P [03:08] https://zetafleet.com/i/58101e1f3079c.png uhhhhhhh. [03:09] https://zetafleet.com/i/58101e8014805.png motorcycle [03:10] Cheeseness (~cheesenes@ppp14-2-179-70.bras1.hba2.internode.on.net) joined #scummvm. [03:10] so i am not really sure what incantation was used so the first video gets scaled but the second one doesnt, i dont have access to disassemble any of these windows executables because they are all phar-lap [03:11] GitHub89 (~GitHub89@192.30.252.34) joined #scummvm. [03:11] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vPjx8 [03:11] scummvm/master 45d208b Paul Gilbert: TITANIC: Further work on mouse cursor enablement logic [03:11] GitHub89 (GitHub89@192.30.252.34) left #scummvm. [03:11] Ah. I've heard of it, but never had oppurtunity to look at in detail [03:12] As for me, it's been a good evening overall. Despite lots of fiddlings around with the multi-layered system Titanic has for cursor enablement & drawing. [03:12] fuzzie was supposed to solve this problem for me a long time ago ;) [03:13] The PET is now working, and I can enter "yes", and the Doorbot accepts my answering. I can tell you, I was sweating on how many bugs might be in the conversation system to be fixed just to get him to acccept it, but it turned out to only be a single one where I wasn't setting the active NPC. Big relief. [03:13] at least i can tell doorbot "no" now [03:13] Now the game crashes as I try to drag the photograph into the inventory. [03:13] the game engine that cannot possibly go wrong [03:14] Another complexity I'm going to have to look into.. if you take too long, the game takes control of the mouse cursor and does the drag and drop for you. I'll have to look into manually drawing the mouse cursor for that or something. [03:14] Heh, yes :) [03:15] you are using the scummvm mouse code now? [03:15] or do you have your own cursor renderer? [03:16] At the moment, yes, I'm using the ScummVM CursorMan [03:16] The original does use cursors that have minor partial transparency/alpha, but there was very little difference making them fully transparent, and just using CursorMan. [03:17] i implemented software cursor in sci32 for similar reasons [03:17] Of course, the fact that the game does the cursor movement manually to get the photograph does mean a bit of a problem, but it's probably cleaner to simply manually draw the cursor in that case rather than trying to do so all the time [03:17] i suppose i ought to do the Right Thing and make CursorMan more robust and helpful for everybody [03:18] i did notice the bad alpha on the hot cursor though :) [03:18] (in titanic) [03:19] Well, if you were thinking about fiddling around with core stuff like that, I'd be more inclinded to recommend getting the event recorder a bit more robust. I don't know off the top of my head what's oustanding for it,, but it would be nice to have a saved/automated resting of entire games [03:19] That's the starburst one, like when used on the TV buttons? [03:19] yeah [03:20] Yeah, it's not perfect, indeed. Unfortunately, CursorMan only allows specifying a "key color", and not arbitrary surfaces that have alpha. [03:21] it will get there eventually, i am sure :) [03:26] anyway, i need to get going. great work again though. looking forward to talking to the deskbot soon :) [03:26] Yeh, bedtime for me too. Good work yourself. [03:26] Goodnight [03:27] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) left irc: [03:27] snover (~Adium@unaffiliated/snover) left irc: Quit: Leaving. [03:30] cody56 (~cody56@p5DE8473C.dip0.t-ipconnect.de) left irc: Ping timeout: 256 seconds [03:48] te_lanus (~te_lanus@154.66.195.97) left irc: Remote host closed the connection [04:03] Polynomial-C (~Poly-C@gentoo/developer/Polynomial-C) left irc: Ping timeout: 260 seconds [04:28] Littleboy (~littleboy@c-174-62-174-85.hsd1.ma.comcast.net) joined #scummvm. [04:28] #scummvm: mode change '+o Littleboy' by ChanServ!ChanServ@services. 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[08:48] scummvm/master 814db5f Eugene Sandulenko: DIRECTOR: Renamed resource/archive files to better reflect reality [08:48] scummvm/master f6dda6b Eugene Sandulenko: DIRECTOR: Skip header in VWLB resource for D4+... [08:48] GitHub68 (GitHub68@192.30.252.46) left #scummvm. [09:41] ignalina (~pettersjo@c83-249-1-181.bredband.comhem.se) joined #scummvm. [10:04] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) joined #scummvm. [10:14] WooShell (~Markus@ipbcc071f7.dynamic.kabel-deutschland.de) joined #scummvm. [10:15] meow =^.^= [10:20] TMM (~hp@fsf/member/pdpc.professional.tmm) left irc: Ping timeout: 250 seconds [11:00] ajax16384 (~User@ip138.net138.n37.ru) joined #scummvm. [11:00] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [11:44] omer_mor (~Omer@46-117-132-33.bb.netvision.net.il) joined #scummvm. 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[14:14] GitHub67 (~GitHub67@192.30.252.42) joined #scummvm. [14:14] [scummvm] BenCastricum opened pull request #856: I18N: Update Dutch translation (master...po_nl-nl) https://git.io/vXvve [14:14] GitHub67 (GitHub67@192.30.252.42) left #scummvm. [14:41] snover (~Adium@unaffiliated/snover) joined #scummvm. [14:41] #scummvm: mode change '+o snover' by ChanServ!ChanServ@services. [14:56] morning [14:56] good afternoon wjp [15:18] dtcrshr (~datacrush@unaffiliated/datacrusher) left irc: Ping timeout: 250 seconds [15:21] dtcrshr (~datacrush@unaffiliated/datacrusher) joined #scummvm. [15:33] ajax16384 (~User@ip138.net138.n37.ru) left irc: Read error: Connection reset by peer [15:37] hi [15:44] wjp: do you have a branch for midi yet? [15:44] LittleToonCat (~littlecat@sydnns0115w-047054148237.dhcp-dynamic.FibreOP.ns.bellaliant.net) joined #scummvm. [16:10] ajax16384 (~User@ip33.net130.n37.ru) joined #scummvm. [16:10] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. 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[17:19] #scummvm: mode change '+o _sev|work' by ChanServ!ChanServ@services. [17:20] _sev|work (~sev@scummvm/undead/sev) left irc: Client Quit [17:20] GitHub55 (~GitHub55@192.30.252.45) joined #scummvm. [17:20] [scummvm] sev- pushed 1 new commit to master: https://git.io/vXvEj [17:20] scummvm/master 3071bb4 Eugene Sandulenko: COMMON: Added debug method for printing out stream contents [17:20] GitHub55 (GitHub55@192.30.252.45) left #scummvm. [17:34] dtcrshr (~datacrush@unaffiliated/datacrusher) left irc: Ping timeout: 250 seconds [17:46] SylvainTV (~SylvainTV@LFbn-1-8392-241.w81-254.abo.wanadoo.fr) joined #scummvm. [17:46] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [17:47] criezy (~criezy@host109-147-5-8.range109-147.btcentralplus.com) joined #scummvm. [17:47] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [17:48] Good evening! [17:48] hey criezy [17:48] criezy: 'lo [17:51] GitHub61 (~GitHub61@192.30.252.40) joined #scummvm. [17:51] [scummvm] criezy closed pull request #856: I18N: Update Dutch translation (master...po_nl-nl) https://git.io/vXvve [17:51] GitHub61 (GitHub61@192.30.252.40) left #scummvm. [17:51] GitHub103 (~GitHub103@192.30.252.42) joined #scummvm. [17:51] [scummvm] criezy pushed 1 new commit to master: https://git.io/vXvaN [17:51] scummvm/master 7f43bbd Ben Castricum: I18N: Update Dutch translation [17:51] GitHub103 (GitHub103@192.30.252.42) left #scummvm. [17:52] TMM (~hp@fsf/member/pdpc.professional.tmm) joined #scummvm. [17:52] #scummvm: mode change '+o TMM' by ChanServ!ChanServ@services. [17:55] ymyvmi (~john@dslb-088-074-251-117.088.074.pools.vodafone-ip.de) joined #scummvm. [17:57] GitHub95 (~GitHub95@192.30.252.41) joined #scummvm. [17:57] [scummvm] criezy pushed 1 new commit to master: https://git.io/vXvwT [17:57] scummvm/master ca52f16 Thierry Crozat: I18N: Regenerate translations data file [17:57] GitHub95 (GitHub95@192.30.252.41) left #scummvm. [18:08] GitHub139 (~GitHub139@192.30.252.42) joined #scummvm. [18:08] [scummvm] criezy pushed 3 new commits to branch-1-9: https://git.io/vXvr6 [18:08] scummvm/branch-1-9 80dc796 Thierry Crozat: I18N: Update Hungarian translation (ticket #9616) [18:08] scummvm/branch-1-9 6ff4eb1 Ben Castricum: I18N: Update Dutch translation [18:08] scummvm/branch-1-9 6e49110 Thierry Crozat: I18N: Regenerate translations data file [18:08] GitHub139 (GitHub139@192.30.252.42) left #scummvm. [18:32] Axy (~Mia@92.45.162.109) joined #scummvm. [18:32] Axy (~Mia@92.45.162.109) left irc: Changing host [18:32] Axy (~Mia@unaffiliated/mia) joined #scummvm. [18:36] Mia (~Mia@unaffiliated/mia) left irc: Ping timeout: 244 seconds [18:45] girafe (~girafe@LFbn-1-8015-136.w90-112.abo.wanadoo.fr) joined #scummvm. [18:52] when do we plan to do 1.9.1? [18:53] I don't think we've decided if we want a 1.9.1 release [18:55] although a bunch of SDL-related/release improvements and a number of misc bugfixes might make it worth it [18:56] ok, if possible I'd like to do SDL2 for 1.9.1, if people can test it in time [18:56] otherwise waiting until 1.10 is fine of course [18:57] we do seem to be getting quite some bug reports now [18:57] on sdl1? [18:58] in general [18:58] wjp: where are the reports going to? [18:58] trac [18:58] 24 since last monday I think? [18:58] um, 14 [19:00] ha, at least none in the engines I tested [19:00] Action: TMM whistles [19:01] i guess i havent been paying attention long enough to know how many reports is a lot of reports [19:04] this is quite a bit currently [19:04] Are all of those new? [19:06] except for 1 I think [19:10] I guess what I meant was, are all of those actually introduced in 1.9.0 [19:10] ah, no [19:18] Begasus (~Begas_@d54C3C8C2.access.telenet.be) joined #scummvm. [19:25] ScottT (~ScottT@203-227-181-180.cpe.skymesh.net.au) joined #scummvm. [19:25] #scummvm: mode change '+o ScottT' by ChanServ!ChanServ@services. [19:27] ScottT1 (~ScottT@203-227-181-180.cpe.skymesh.net.au) left irc: Ping timeout: 256 seconds [19:33] Wishmaster2 (Wishmaster@ipservice-092-209-063-110.092.209.pools.vodafone-ip.de) left irc: Read error: Connection reset by peer [19:39] Begasus (~Begas_@d54C3C8C2.access.telenet.be) left irc: Quit: Vision[0.9.7-H-20140108]: i've been blurred! [19:49] #scummvm: mode change '+o Strangerke' by ChanServ!ChanServ@services. [19:57] ymyvmi (~john@dslb-088-074-251-117.088.074.pools.vodafone-ip.de) left irc: Read error: Connection reset by peer [20:14] hrm [20:14] that MADS Fader::insertionSort looks ... off [20:14] (#9631) [20:15] ah, I actually have Rex Nebular on GOG. Let's see [20:19] yup, broken [20:21] ... in multiple ways ... [20:21] :/ [20:21] maybe we need a sort algorithm in Common that also returns the performed permutation [20:27] ajax16384 (~User@ip33.net130.n37.ru) left irc: Read error: Connection reset by peer [20:29] ok, no more overflows and no more turning 3, 2, 1 into 1, 1, 1 anymore now :-) [20:30] ScottT (~ScottT@203-227-181-180.cpe.skymesh.net.au) left irc: Ping timeout: 260 seconds [20:30] Action: wjp wonders if coverity had spotted this too [20:30] GitHub50 (~GitHub50@192.30.252.42) joined #scummvm. [20:30] [scummvm] wjp pushed 1 new commit to master: https://git.io/vXvpW [20:30] scummvm/master 4071871 Willem Jan Palenstijn: MADS: Fix two off-by-ones in Fader::insertionSort... [20:30] GitHub50 (GitHub50@192.30.252.42) left #scummvm. [20:31] ScottT (~ScottT@203-227-181-180.cpe.skymesh.net.au) joined #scummvm. [20:31] #scummvm: mode change '+o ScottT' by ChanServ!ChanServ@services. [20:31] <_sev> wjp: backport? [20:31] bgK (~bgk@2001:41d0:2:599c::2a60:8434) left irc: Ping timeout: 260 seconds [20:32] <_sev> wjp: btw, I got a trial license for PVS-Studio. They just released a Linux version [20:32] <_sev> I wonder where to put the log [20:32] Action: _sev searches mad/palette.cpp [20:32] yeah, there are more things to backport I suppose [20:33] madmoose: I have a few old documents with cheats and easter eggs for BR, if you don't know them all already [20:33] bgK (~bgk@2001:41d0:2:599c::2a60:8434) joined #scummvm. [20:33] #scummvm: mode change '+o bgK' by ChanServ!ChanServ@services. [20:33] <_sev> wjp: nope it was not spotted by PVS-Studio [20:37] any interesting things in there? [20:37] <_sev> wjp: neither is Coverity [20:38] <_sev> well, it spot the thing Coverity did not: https://github.com/scummvm/scummvm/commit/56490360c211fefda19f31b889f9cd38238b1483 [20:38] <_sev> but I did not look into it too much [20:39] <_sev> it is in ~sev/scummvm/pvs-studo.log [20:39] <_sev> *studio [20:39] <_sev> it's a text file [20:39] ah right, that's where I had seen the term PVS-Studio recently :-) [20:40] long day :-) [20:41] ooookkkk, that's quite a few lines [20:42] dtcrshr (~datacrush@unaffiliated/datacrusher) joined #scummvm. [20:44] <_sev> wjp: look better into pvs-studio-nodupes.log [20:45] thanks [20:45] <_sev> since each file is analysed separately, it was repeating itself [20:45] yeah [20:45] engines/sci/detection.cpp: allFiles.contains("resmap.001") || allFiles.contains("resmap.001") [20:46] <_sev> wjp: sort -k 4 -t '>' pvs-studio.log |uniq >pvs-studio-nodupes.log [20:47] <_sev> wjp: that is nice [20:49] engines/sci/parser/vocabulary.cpp: Vocabulary::checkAltInput checks loopCount < 10 without ever incrementing it [20:49] im already looking for my own sci bugs in the log before you get to them ;) [20:50] wjp: any complains about AGI too? [20:50] complaints [20:50] <_sev> m_kiewitz: number of those yes [20:50] pastebin? [20:50] ls [20:50] man, these static analysis tools really dont like it when you leave anything uninitialised. [20:50] pls [20:51] most things I've seen are style issues or false positives so far [20:51] <_sev> m_kiewitz: http://pastebin.com/c4QDrqXs [20:55] snover: I'm tempted to rename hexDigitToInt to something like hexDigitToWrongInt :-) [20:55] wjp: :D go for it! [20:55] <_sev> wjp: indeed [20:55] <_sev> wjp: otherwise some cowboy will try to "fix" it tomorrow after code review :D [20:56] ah, nice. An odd operation of the 'sizeof(X)/sizeof(X[0])' kind is performed, where 'X' is of the 'class' type. [20:56] should be calling size() [20:56] of course with ToWrongInt people might complain that it returns the right int for 0-9... ;-) [20:57] hexDigitToDiceRoll [20:57] GitHub64 (~GitHub64@192.30.252.42) joined #scummvm. [20:57] [scummvm] wjp pushed 2 new commits to branch-1-9: https://git.io/vXffa [20:57] scummvm/branch-1-9 e5a852f Willem Jan Palenstijn: KYRA: (LOL) Fix buffer overflow in _lastOverridePalFile... [20:57] scummvm/branch-1-9 491a664 Willem Jan Palenstijn: MADS: Fix two off-by-ones in Fader::insertionSort... [20:57] GitHub64 (GitHub64@192.30.252.42) left #scummvm. [20:58] i feel pretty happy with this report, as far as the state of sci32 code goes [21:00] GitHub179 (~GitHub179@192.30.252.45) joined #scummvm. [21:00] [scummvm] wjp pushed 1 new commit to master: https://git.io/vXfJq [21:00] scummvm/master 2fe167a Willem Jan Palenstijn: SCI: Rename hexDigitToInt to indicate it's intentionally broken [21:00] GitHub179 (GitHub179@192.30.252.45) left #scummvm. [21:01] does anybody see anything behind the resmap.001 duplication? [21:01] <_sev> septadecimalDigitToInt? [21:01] haha [21:01] cef5506e9f0ba328a064f058f074c979b8ba6485 introduced it, but probably just accidental duplication? [21:02] wjp, woooooooooooow [21:02] <_sev> wjp: I think it should be '.00' instead of '.001' [21:02] <_sev> as per initial intent which was catching all parts up to 009 [21:02] wjp, well, it is technically converting it to AN int, [21:03] _sev: hrm [21:03] i dont think there are any games that use resmap.000 [21:03] good point [21:03] I have a single resmap.00* file on my system, in sq6dos it seems [21:04] (but I don't think I have all SCI32 in extracted form lying around yet) [21:04] oh wait [21:04] thats interesting, my sq6 is resource.map and resource.000 [21:04] Action: wjp is an idiot [21:04] I have quite a few resmap.000's [21:04] torin, swat, gk2, sq6dos [21:05] i guess i thought wrong :) [21:05] shivers is resmap.000 [21:05] but nothing other than .000 and .001 [21:05] the multi-cd games have 001 through 00n [21:05] ah [21:05] so that's a bit annoying [21:06] <_sev> wjp: http://www.vogons.org/viewtopic.php?t=21135#p154727 [21:06] but I suppose there won't be a resmap.00(n+1) if there is no resmap.00(n) ? [21:06] <_sev> up to 006 [21:07] so checking only .000 might be good enough? [21:07] <_sev> why not .00? [21:07] it's looking at the list of files now [21:07] instead of matching each filename against a pattern [21:09] <_sev> ah [21:09] snover: have you checked that the wrongIntHex stuff definitely can't cause any regression for any sci1.1 game? [21:10] whoops, that checkAltInput missing loopCount is mine from 6 years ago [21:11] or was the disassembly from yesterday doing the same (as in buggy output)? [21:11] m_kiewitz: i wont say i am 100% positive since i do not have every single game to check, but from what i looked at, either that code exists and has the bug or that code does not exist at all [21:11] i mean, no code for hex escape exists at all [21:12] im more curious to learn if stage directions are getting output in sci11 games since it also looked like that always look for digits [21:12] sorry, i have no idea what is going on with my ability to form coherent sentences right now [21:13] the code that i posted yesterday does something differently? [21:14] probably the safest way to rule out any issues would be to patch a resource to contain such an escape sequence and then try it w/ the original interpreter [21:15] i think there should have been at least some comment about it. like this code was added for some sci1.1 games only, which are xxx. [21:16] m_kiewitz: yeah, i found that code and it was just hiding stage directions [21:20] ny00123 (~ny00123@46-116-115-228.bb.netvision.net.il) left irc: Quit: Leaving [21:23] snover: stage directions didn't always allow digits [21:24] the sci1.1 version I checked checks for lowercase letters and digits to decide it's not a stage direction [21:25] in sci2.1 it has the same check, but only for lowercase letters [21:26] youre right [21:28] the whole thing is making me feel kind of baffled right now [21:29] what's baffling you? [21:30] lots of things, like i thought i saved all my idbs last night when i was researching this, but now i dont seem to have a bunch of them [21:30] I thought you're talking about the logic in the massageText function [21:30] yes [21:31] some massagetext includes hex escape sequences and some doesnt [21:31] question to the sci experts here: have anyone looked into "The Realm"? Seems like it's using some kind of SCI variant [21:31] but then also some games have the faulty string "01234567890ABCDEF" but ida says it is not referenced by anything [21:32] also i was deep in flow working on fixing avi playback, then got sidetracked, which usually results in mental acuity collapse :) [21:33] :) [21:34] is there a way an easy way to grep all the text resources for escaped 2-digit hex numbers? [21:35] WooShell (~Markus@ipbcc071f7.dynamic.kabel-deutschland.de) left irc: Quit: Walking upside down in the sky, between the satellites passing by. Gliding along the black rainbow, I fly away with my shadow. Scratching the moon like a DJ, the night follows its odyssey. [21:36] i think you would need to batch extract all the message resources and then you could grep on them [21:36] will it help? [21:36] m_kiewitzs approach would probably be easier [21:37] i have to imagine this feature was not used much considering that the characters it selected were wrong [21:38] i need to go for a while. apologies in advance if i did manage to break something due to crappy research :| [21:39] snover: not all of characters. only those with [a-f] in them. [21:45] snover: it's actually referenced, ida is simply not seeing it [21:45] m_kiewitz: that's what I suspected :) [21:46] seg025:06C8 mov ax, 1FEh [21:46] seg025:06CB push ax [21:46] 1FEh is the offset of this 0123456... stuff for kq6 [22:07] m_kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray. [22:14] waltervn (~waltervn@82-171-142-149.ip.telfort.nl) left irc: Quit: Leaving [22:26] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) joined #scummvm. [22:26] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [22:29] criezy (~criezy@host109-147-5-8.range109-147.btcentralplus.com) left irc: Quit: criezy [23:04] dag nabbit alright. [23:05] i guess i am a little complacent with the 32-bit disassembler having less trouble figuring out that things are offsets instead of numbers [23:11] GitHub2 (~GitHub2@192.30.252.46) joined #scummvm. [23:12] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vXf8f [23:12] scummvm/master 21562fb Paul Gilbert: TITANIC: Add yet another mouse hiding counter the game uses [23:12] GitHub2 (GitHub2@192.30.252.46) left #scummvm. [23:26] GitHub72 (~GitHub72@192.30.252.34) joined #scummvm. [23:26] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vXf42 [23:26] scummvm/master 5291a72 Paul Gilbert: TITANIC: Fix loading of item descriptions [23:26] GitHub72 (GitHub72@192.30.252.34) left #scummvm. [23:34] girafe (~girafe@LFbn-1-8015-136.w90-112.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [23:45] more counters please [23:45] Don't tempt fate :P [23:58] GitHub98 (~GitHub98@192.30.252.40) joined #scummvm. [23:58] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vXfEl [23:58] scummvm/master 74bb5c5 Paul Gilbert: TITANIC: Fix incorrect clipping of inventory tooltip text [23:58] GitHub98 (GitHub98@192.30.252.40) left #scummvm. [00:00] --- Thu Oct 27 2016