[00:00] forget about it...lol [00:00] just watched the youtube walkthrought [00:01] Real 3D? [00:02] I pulled the gabe model out of the game. Seems 3D to me. [00:02] https://cdn.discordapp.com/attachments/581224061091446795/716804325644697710/GK3_GabeRotate.mp4 [00:02] yep [00:03] sorry [00:45] ComradeAnderson (~ComradeAn@unaffiliated/comradeanderson) left irc: Ping timeout: 260 seconds [00:47] ComradeAnderson (~ComradeAn@unaffiliated/comradeanderson) joined #scummvm. [00:56] hi all, i've been taking refuge from my blighted city in the oppressive desert for the past two months (where did they go?), so i'm making an efficient blanket apology to everyone whose DMs i've accidentally ghosted. i'm basically too lazy/incompetent to install a discord client on this laptop. it might also be illegal in this case, i dunno. anyway, mass apologies, but i'll be back/responsive in a few days. (this message sent through [00:56] a opportunistic but fragile remote desktop chain) [01:52] DominusExult (~dominus@port-92-194-125-56.dynamic.as20676.net) joined #scummvm. [01:52] DominusExult (~dominus@port-92-194-125-56.dynamic.as20676.net) left irc: Changing host [01:52] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [01:54] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 240 seconds [01:54] Nick change: DominusExult -> Dominus [02:18] VonGuard_ (sid17526@gateway/web/irccloud.com/x-ttofgedsznfnaqre) joined #scummvm. [02:26] Some_Person (someperson@someperson.net) got netsplit. [02:26] VonGuard (sid17526@gateway/web/irccloud.com/x-icclgbezrskvgqml) got netsplit. [02:29] Nick change: VonGuard_ -> VonGuard [02:29] Possible future nick collision: VonGuard [02:30] hein (heinkdeorg@kde/hein) left irc: Ping timeout: 244 seconds [02:33] Some_Person (someperson@someperson.net) returned to #scummvm. [02:47] hein (heinkdeorg@kde/hein) joined #scummvm. [04:26] Someone know if somone is working on the game ALIEN INCIDENT ? i see many request for this games years after years on google search and im wondering if it could be possible to support this awesome little story game ? [04:53] cd (~cd@unaffiliated/cd) joined #scummvm. [05:03] Please BK , any good news concerning a updated PS3 ResidualVM working with Grim Fandango (more properly) ? [05:23] Begasus (~begasus@ptr-4qba4ebibredvs6w97j.18120a2.ip6.access.telenet.be) joined #scummvm. [05:24] [scummvm] mduggan pushed 1 new commits to master: https://git.io/Jf655 [05:26] this game dont work for me [05:26] https://www.scummvm.org/compatibility/DEV/zgi/ [05:27] on PS3 scummVM when i start the game black screen & ejection to PS3 XMB menu [05:27] but return to zork and zork nemesis work for me [05:36] #scummvm: mode change '+o eriktorbjorn' by ChanServ!ChanServ@services. [05:39] scummvm/master 48d3ce3 mduggan: ULTIMA8: Fix small bug in recording unknown crusader data [05:39] [scummvm] sluicebox pushed 2 new commits to master: https://git.io/Jf6dL [05:43] tsoliman (~tsoliman@scummvm/undead/tsoliman) left irc: Ping timeout: 272 seconds [05:46] BeefEats (~BeefEats@unaffiliated/beefeats) left irc: Read error: Connection reset by peer [05:46] tsoliman (~tsoliman@scummvm/undead/tsoliman) joined #scummvm. [05:46] #scummvm: mode change '+o tsoliman' by ChanServ!ChanServ@services. [06:05] ok this seems like a decompiling 101 kind of question, but I'm looking at this sequence.. 1088:07c0 8b 56 06 MOV DX,word ptr [BP + 0x6] 1088:07c3 8b 4e 08 MOV CX,word ptr [BP + 0x8] 1088:07c6 8b c2 MOV AX,DX 1088:07c8 2b c1 SUB AX,CX 1088:07ca d1 f8 SAR AX,1 and ghidra has decompiled it as: (param_1 - param_2 >> 1) .. surely there [06:05] should be some brackets there, or am I missing something? [06:12] Shift operation has a lower priority than subtraction and other math operations, so it should be fine. Not very readable but fine. [06:13] oh yeah, I always forget that.. probably because I never leave that sort of thing to chance 🙂 [06:15] Oh, yeah, and before I forget: Let's have a good Summer everyone! [06:15] (we need the break) [06:18] wish you a nice summer too Antoniou79 , stay safe. [06:30] Lightkey (~Darklock@p200300f69713552722cf30fffe083718.dip0.t-ipconnect.de) left irc: Ping timeout: 260 seconds [06:47] Lightkey (~Darklock@p200300f69713557322cf30fffe083718.dip0.t-ipconnect.de) joined #scummvm. [07:59] Shine_ (~Shine@x4d00fcbc.dyn.telefonica.de) joined #scummvm. [08:04] ajax16384 (~User@109.60.130.33) joined #scummvm. [08:04] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [08:07] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) left irc: Remote host closed the connection [08:07] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) joined #scummvm. [08:07] #scummvm: mode change '+o yuv422' by ChanServ!ChanServ@services. [08:23] cd (~cd@unaffiliated/cd) left irc: Quit: cd [09:29] Question: where did those Spanish texts for KYRA:EOB2 come from? [09:40] Shine_ (~Shine@x4d00fcbc.dyn.telefonica.de) left irc: Read error: Connection reset by peer [09:42] scummvm/master 7343e0b sluicebox: SCI: Update kernel table data types comment [09:42] scummvm/master 97cb7ce sluicebox: SCI32: Fix kBitmap kernel signature [09:42] [scummvm] sev- pushed 3 new commits to master: https://git.io/Jf6hi [09:42] scummvm/master 2e5b169 sev-: DIRECTOR: LINGO: Implemented preprocessor for 'when' [09:42] scummvm/master cd09d11 sev-: DIRECTOR: LINGO: Changed grammar for 'when', so it is simpler [09:42] scummvm/master 3121125 sev-: DIRECTOR: LINGO: Simplified grammar, we do not need if one liners!!! [09:58] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [10:08] [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/Jf6j8 [10:08] scummvm/master ea158a8 moralrecordings: DIRECTOR: LINGO: Implement c_whencode [10:08] _sev (~sev@scummvm/undead/sev) joined #scummvm. [10:08] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [10:09] Shine_ (~Shine@x4d00fcbc.dyn.telefonica.de) joined #scummvm. [10:09] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) left irc: Remote host closed the connection [10:09] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) joined #scummvm. [10:09] #scummvm: mode change '+o yuv422' by ChanServ!ChanServ@services. [10:12] @markamiga500 Wiki is not always updated [10:19] [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/Jf6jS [10:19] scummvm/master 7df20b3 moralrecordings: DIRECTOR: Add stub for cb_tellcall [10:34] @sev , are you referring to the PQSWAT question? The situation there is quite confusing: - The wiki says it's not supported - https://www.scummvm.org/compatibility/2.1.1/ says it's in 'Good' support level - when the game starts, it issues a scary message that it's not fully supported, likely to be unstable - however, there aren't any open bugs against it I have tried to play it a little after I bought in GoG sale, but it was too boring [10:34] for me... But the first few minutes seem OK. [10:41] <_athrxx> @IlDucci: From the guy that authored the commits [10:41] <_athrxx> https://github.com/scummvm/scummvm/compare/36771800d34f...3c5dec905270 [10:42] <_athrxx> He didn't make a PR for that, since he seemed to have issues with rebasing his commits. [10:44] [scummvm] sev- pushed 3 new commits to master: https://git.io/Jfiez [10:44] scummvm/master 9af83d9 sev-: DIRECTOR: LINGO: Eliminate 'end' token [10:44] scummvm/master 872c10c sev-: DIRECTOR: LINGO: Renamed 'begin' to 'lbl' for better semantics [10:44] scummvm/master 600cdb8 sev-: DIRECTOR: LINGO: Simplified 'if' grammar [10:48] @ZvikaZ https://github.com/scummvm/scummvm/commit/69a45b434f5a93b0642f2eb3fc6bc3deaf27a11b marked the game as unstable (9 years ago) [10:49] maybe it's not accurate anymore and should be tested? [10:59] So you do not know if these have been taken from the official translations? I'm asking because there's not a single accented character in these strings [11:08] <_athrxx> I would think so. But I don't really know. [11:09] <_athrxx> The Italian version has accents and it is still a fan translation. [11:09] <_athrxx> It seems to depend on whether the translators were willing to modify the fonts. [11:10] [scummvm] sev- pushed 2 new commits to master: https://git.io/Jfiv3 [11:10] scummvm/master e31c921 sev-: DIRECTOR: LINGO: Plugged memory leaks [11:10] scummvm/master 49427c3 sev-: DIRECTOR: LINGO: Stop execution when fewframesonly debug flag is set [11:18] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [11:19] > maybe it's not accurate anymore and should be tested? @lephilousophe I suggest posting in the forum, requesting help with testing. [11:25] girafe2 (~girafe@lfbn-gre-1-220-42.w90-112.abo.wanadoo.fr) joined #scummvm. [11:27] girafe (~girafe@lfbn-gre-1-220-42.w90-112.abo.wanadoo.fr) left irc: Ping timeout: 260 seconds [11:28] _sev (~sev@scummvm/undead/sev) joined #scummvm. [11:28] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [11:36] Port build status changed with 49427c3f: Failure: master-psp2full [11:38] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [11:46] _sev (~sev@scummvm/undead/sev) joined #scummvm. [11:46] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [11:57] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [11:59] Buildbot outage, working on it [12:00] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [12:02] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Client Quit [12:03] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [12:09] Fixed, rebuilding the last revision now. [12:19] I've not submitted any bug report, but just checked with my real MT-32 that the interpretation av the panning the Sierra MT-32 data is wrong for at least Quest for Glory I (Tried with my old floppy version of Hero's Quest v1.0). Left and right channel is swapped. This is easy to observe in the introduction when the dragon strikes right and lef claw on the mountain. If I remember correctly the MT-32 spec has stereo channels swapped [12:19] compared to standard GM midi. Do you know of this @ZvikaZ ? [12:21] [scummvm] sev- pushed 2 new commits to master: https://git.io/JfiJt [12:21] scummvm/master 4df4727 sev-: DIRECTOR: LINGO: Made 'tell' compiled code matching bytecode [12:21] scummvm/master 381cdb0 sev-: DIRECTOR: LINGO: Removed c_tellcode [12:24] > I've not submitted any bug report, but just checked with my real MT-32 that the interpretation in the panning of the Sierra MT-32 data is wrong for at least Quest for Glory I (Tried with my old floppy version of Hero's Quest v1.0). Left and right channel is swapped. This is easy to observe in the introduction when the dragon strikes right and lef claw on the mountain. If I remember correctly the MT-32 spec has stereo channels swapped [12:24] compared to standard GM midi. Do you know of this @ZvikaZ ? @r-lind Yeah, it's in my TODO list... Read what I wrote in https://bugs.scummvm.org/ticket/11354 [12:25] My first message explains the problem, the second message suggest few solutions [12:25] I think the Sierra composers swapped the right and left cables on their MT-32s. It might be a per game data thing. [12:25] Looking... [12:28] <_athrxx> But then this would be an original bug? Not only in ScummVM? [12:28] I think the actual game data is wrong from a strict MT-32 point of view. [12:29] But it was probably standard practice to swap the cables. [12:29] At least, that is what I concluded like almost 20 years ago. [12:30] The right solution would probably be a per game swap toggle, with a default associated with the game data. [12:34] Note that the problem is not only for SCI engine (or at least it's supposed to appear in other engines) - if some Lucas game was written for MT32, and we're playing it in GM, then the channels will be reversed - unless we have some code that compensate for that. But then again, we'll have to know whether the game is "MT" or "GM". Therefore, maybe the best solution is to have a global setting of "stereo reversing", let the user to [12:34] change it if required, and hopefully, have good defaults, that depend on the game and the audio device [12:35] <_athrxx> Okay, but someone would at least need to try DosBox [12:35] Same with QFG1 EGA (Anthology) and QFG2 Djinn (Digital FX disabled) [12:36] There's also an interesting test case (and an open bug) in SQ1VGA - in the beginning, there's a robot flying from side to side, and it's sound reversed. As far as I remember, it's also in Dosbox - but I'm not 100% certain now. However, the situation there is stranger - if I remember correctly, the scripts send reversed commands [12:37] @ZvikaZ I'd say a global "MT-32 stereo reverse" toggle. And a default hard coded value associated to game data in the detection tables. [12:37] <_athrxx> That's hardly the way to go if it's a script bug [12:37] @ZvikaZ Or global in the sense of per game also. [12:38] Sierra composers (or tools or whatever) was not playing by the book (the MT-32 spec). [12:39] I've not read the binaries of every midi driver, but what do things like FB01 and Casio etc do with the panning? [12:40] <_athrxx> The midi messages should basically just be passed on. [12:41] <_athrxx> But if your assumptions were correct, it might be messed up audio resources [12:42] <_athrxx> If you think that your bug is the same as the one on the tracker you don't really need to make a new ticket [12:42] <_athrxx> maybe just comment you findings there as another test case [12:42] I think Sierra deliberately did this for some games... I remember one of the readme's saying that the MT-32 stereo is wrong compared to the MIDI spec and that users should swap the L-R cables to compensate [12:42] I don't own Castle of Dr Brain. [12:43] <_athrxx> Who would do something like that deliberately? 🙂 [12:43] why they didn't just reverse panning in the MT-32 specific driver is beyond me 🙂 [12:43] > @ZvikaZ I'd say a global "MT-32 stereo reverse" toggle. And a default hard coded value associated to game data in the detection tables. @r-lind But it's not MT32 only problem... Take for example https://bugs.scummvm.org/ticket/11354 - Castle of DR brain - it was composed for MT32 - and sounds well in it. But in GM it's reversed! [12:44] <_athrxx> Well, if they deliberately use the wrong panning, it will hit any Midi device, not only the MT-32 [12:44] Port build status changed with : Failure: stable-mingw-w64-cplusplus11, stable-mingw-w64, master-mingw-w64 [12:44] > That's hardly the way to go if it's a script bug @_athrxx There is a double problem in SQ1VGA, if I remember correctly: (I need to verify this...) 1. The scripts send reversed command in the specific robot scenerio. (I found it with MIDI dumping, then investigated the scripts) 2. Besides, it has the usual MT32 vs GM problem we're discussing now. [12:44] yes, when playing MT-32 MIDI data on GM you should reverse panning [12:45] the Miles driver now has code to do this, it's pretty simple [12:46] <_athrxx> Why do people even play MT-32 things on a GM device? [12:46] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [12:46] <_athrxx> I'll never get that [12:46] because they don't have an MT-32 or MUNT ROMs? [12:46] @_athrxx sorry for perhaps being a different kind purist... 🙃 [12:46] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [12:46] <_athrxx> Yes, if have that "issue" I'll use AdLib, CMS or whatever [12:47] true, that's usually better [12:47] I'm responsible for the old MT-32 to GM conversion in FreeSCI... [12:47] some games sound fine on GM though [12:47] <_athrxx> Back in the days I had a Roland SCB [12:47] <_athrxx> and I never used it for MT-32 [12:47] <_athrxx> because even with the remapping I found it unbearable [12:48] <_athrxx> @NMIError Yes, mostly the games where the composers already had the remapping in mind [12:48] <_athrxx> and didn't use too weird instruments [12:49] > I think Sierra deliberately did this for some games... I remember one of the readme's saying that the MT-32 stereo is wrong compared to the MIDI spec and that users should swap the L-R cables to compensate @NMIError Only now I understand that it means that in SQ1VGA it's not a scripts bug (as I wrote before) - but deliberately done. [12:49] I would have liked to make tables for velocity and volume mapping like later Sierra drivers did when converting MT-32 to GM (or reverse which happened later on). [12:51] There are also Sierra games with proper GM driver which were composed for MT-32. This is obvious from the patch.001 which has a straight mapping in MT-32 and a remapping with GM. [12:51] @r-lind I didn't know there was velocity and volume mapping for MT-32 to GM... interesting [12:52] At a point in time Sierra switched and the patch.001 was a remap and the patch.004 a straight map. [12:53] @NMIError they had for hard coded tables which were different between some games. But there were only 5 different tables ever used if I remember correctly. [12:54] @NMIError Looked very much like som ASUS PWM fan config.... [12:54] haha [12:55] It might be interesting to put this in a generic MT-32 / GM MIDI driver [12:55] ScummVM doesn't really have this right now; must engines do their own implementation [12:55] If I'd be the one redoing the sound subsystem I would do it like this (bear with me if Im sketchy or forget something): [12:57] 1. Aim for the intention of the creators and not just transmitting the data exactly as the old DOS binary did (of course this should be an option and a possibility) [12:57] Sometimes those things are the same, like in really computer generated SID music. [12:58] Sometimes the composer used AdLib Composer (with known instrument banks) and played like the grand piano. [12:59] If one assumes the simple model of 1. Instrument bank (perhaps dynamic and changing) and 2. Score it is possible to make really nice reconstructions of the composers intention from the original data of almost any game. [13:00] It is not resource heavy and might sound really good. [13:01] (Thinking of like Eye of the Beholder 2 playing on a real Roland GM/GS using AdLib data and remapping from the knowledge of Adlib Composer) [13:03] 2. Look for different modes of operation as optimum like reconstructed sound (according to composer intentions) and assuming the CPU power has almost no limit with interpolation and conversion or battery efficent good enough for your regular Android/iPhone and also a mode of strict accuracy according to original binary. [13:03] > Well, if they deliberately use the wrong panning, it will hit any Midi device, not only the MT-32 @_athrxx They used the wrong panning, from the point of view of MT-32, but for GM - they used (accidently...) the correct panning (because GM and MT32 have reversed panning values) [13:04] enthusi (~martin@x590c3f88.dyn.telefonica.de) joined #scummvm. [13:06] I think it would be fun with a generic FMOPL2/3/4 translation layer to GM(GS/XG/whatever) accoring to the model of Instrumt bank+score. [13:08] With a translation layer I think small velocity and volume remap tables would be good. After all they worked for Sierra in the past. [13:08] @ZvikaZ When playing MT-32 data on GM or the other way around, always reverse stereo. Some games which have their MIDI data reversed for their target device should be marked as needing reversing as well. Sometimes you have 2 reasons to reverse, and you end up with the original panning. [13:08] L0ngcat (~L0ngcat@216.246.80.69) left irc: Remote host closed the connection [13:08] marcusr (~marcusr@mojo/viking/marcusr) left irc: Remote host closed the connection [13:10] @r-lind Games which use some form of MIDI for their AdLib music could work on MT-32 or GM. Of course, determining the composer's intent can be tricky... [13:11] I would very much like a "best sound" from whatever gamedata is available default option with a per game mapping/translation/direct pass through setting predefined. [13:12] @NMIError Of course there are people who code direclty for the hardware or record their electric guitar and vocals. But most composers used a sequencer I guess. Sierra games didn't really have an option for a long time for example. [13:13] L0ngcat (~L0ngcat@216.246.80.69) joined #scummvm. [13:14] @NMIError And I sourly miss better music in the Westwood games where the OPL bank data could probably be checksum matched with the known ones of Adlib Visual Composer (http://www.vgmpf.com/Wiki/index.php?title=AdLib_Visual_Composer). Or one could train an AI or do thing manually checking the Amiga mappings etc. [13:14] marcusr (~marcusr@mojo/viking/marcusr) joined #scummvm. [13:15] A lot of games just fit the Sequencer model perfectly. [13:17] I'd like a "best sound" option for whatever sound options a user has available as well. It can be hard to figure out if a game was composed for AdLib, MT-32 (and which variant), GM etc. This would be quite helpful I think. [13:17] TL;DR If I'd do sound subsystem redesign i would have three setting "best reconstruction", "low resource" and "custom" (with perfect DOS binary emulation) [13:20] "best" could play like James Woodcocks music if available... [13:20] <_athrxx> @NMIError We kind of try to do that with the 'default' option. E. g. Kyra1 will serve you MT-32, Kyra2 and LoL will serve you GM. But this is really engine specific [13:21] @_athrxx Yes, but in this case for instance, I'm pretty sure Frank Klepacki has stated that LoL was composed for MT-32 [13:21] @_athrxx per game and generic fallback. But tagging gamedata with best option would be good so a generic implementation would know what to work from. [13:22] Also, some Sierra games work better with old MT-32s vs CM-32L, while others use the sound effects from the CM-32L [13:22] <_athrxx> Yes, I also think it sounds better that way. Our decision was based more one the assumption that people would be more likely to have a GM device [13:22] <_athrxx> Like, everyone has the Windows Midi thing [13:23] <_athrxx> Nowadays, where the Munt driver should work well for most people, you might reconsider [13:23] Agree, which is where the "available sound options" comes in. If a user can specifiy he has FluidSynth, Munt with a certain set of ROMs, etc. ScummVM can figure out from these options what the best would be for a specific game [13:24] Also: Just wanted to say thank you for developing all this... @ZvikaZ @NMIError @_athrxx and everyone else forgotten perhaps... [13:24] <_athrxx> On the other hand, the Munt driver is probably still too demanding for portable devices [13:24] > > Also: Just wanted to say thank you for developing all this... @ZvikaZ @NMIError @_athrxx and everyone else forgotten perhaps... > @r-lind Me??? I've just recently jumped on the wagon... Thanks anyone in this amazing project! [13:25] enthusi (~martin@x590c3f88.dyn.telefonica.de) left irc: Ping timeout: 240 seconds [13:25] @r-lind Yeah me too, I can't take credit 😉 [13:25] <_athrxx> @NMIError As you can imagine it is easy for us to know whether someone has the Munt driver. Unfortunately we have no idea what the users plug into their Midi ports. [13:26] <_athrxx> @NMIError Well, you did make very nice Midi PRs 🙂 [13:27] Right, I'm imagining a sound device list where users can add options they have and remove built-in options they don't want to use [13:27] Relying on auto-detection is not sufficient indeed [13:30] @_athrxx thanks 🙂 [13:38] Hi @r-lind long time no see! [13:39] @waltervn Hi Walter! [13:40] @waltervn Indeed! [13:40] There's always discussion about the mt-32 panning 😄 [13:41] Hope I brought something to is eventual ending! [13:41] I think back in the day many people reversed the jacks [13:42] Yes, per Sierra instruction I think. [13:42] Amiga has similar issues with panning... [13:43] It's not always visually easy to deduct as when looking at the Dragon or Djinn striking the mountain in Quest for Glory. [13:45] <_athrxx> So, does it apply to all Sierra SCI0 titles? Or would we have to check every single title? [13:45] But those are Sound FX and should really have their own place in a redesigned sound subsystem separated. [13:46] @_athrxx Like I said some mention it in the readme... I guess for others we'd have to check. Unless someone knows for sure... [13:46] @_athrxx Guesswork... I think default SCI0 should be swapped, but perhaps game or individual resources difffer? [13:47] Some SCI1 games are affected as well (SQ1VGA) [13:48] <_athrxx> So, we could have ScummVM parse the readme and based on that hack up control change 10 😉 [13:48] Sounds good 😄 [13:49] I guess we would have to include a flag in the ScummVM info for the game [13:58] [scummvm] athrxx pushed 1 new commits to master: https://git.io/JfikS [13:58] scummvm/master 27c9dc7 athrxx: KYRA: (EOB/Spanish) - fix intro subtitles colors [14:12] Some patch-parsing done for semi-old sierra games: https://github.com/wjp/freesci-archive/blob/master/src/sfx/mt32_GM_mapping/lb2map.txt https://github.com/wjp/freesci-archive/blob/master/src/sfx/mt32_GM_mapping/pq1map.txt https://github.com/wjp/freesci-archive/blob/master/src/sfx/mt32_GM_mapping/qfg1map.txt [14:16] Using this program (https://github.com/wjp/freesci-archive/tree/master/src/sfx/mt32_GM_mapping) one could make an informed guess if the game was composed for MT-32 or GM. [14:17] Also good for figuring out a not so complex but still well working instrument translation layer implemented according to Sierra. [14:20] I guess there was KeyShifting, Volume adjustment and Velocity remapping going on there for GM. [14:22] interesting thanks! [14:22] 20 years ago... [14:33] nice memories from 20 years ago :) [14:33] A bit later I jumped in to get scummvm on par on BeOS and later ZETA/Haiku :) [14:39] @NMIError BR is Bend range if you are wondering... [14:42] right thanks [14:57] [scummvm] npjg opened pull request #2300: DIRECTOR: Fix regressions on channel-based rendering (master...director-render-pipeline-new) https://git.io/JfiLs [15:14] BeefEats (~BeefEats@unaffiliated/beefeats) joined #scummvm. [15:27] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [15:27] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [15:32] Port build status changed with : Failure: master-mingw-w32, master-mingw-w64-cplusplus11, master-mingw-w64 [15:35] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [15:36] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [15:41] Port build status changed with : Success: master-mingw-w32, master-mingw-w64-cplusplus11, stable-mingw-w64-cplusplus11, stable-mingw-w64, master-mingw-w64, stable-mingw-w32 [15:52] ny00123 (~ny00123@5.102.217.144) joined #scummvm. [16:36] Port build status changed with 27c9dc7c: Failure: master-mingw-w32, master-mingw-w64-cplusplus11, master-mingw-w64 [16:48] Hi, some games do not allow manually choosing a language (toon, SCI) (detected entry is locked on the detected language).... while on SCUMM, for example, the language can be changed in "Edit Game"... any way to still change selected language on detected games? (I'd like to use the language as a condition and test it before there is a separate detection entry, toon always fall back to english if no detection entry matches) [16:50] [scummvm] sev- pushed 1 new commits to master: https://git.io/JfimE [16:50] scummvm/master 09ad067 sev-: DIRECTOR: Coordinates are in fact signed. Check for sanity. [16:58] [scummvm] sev- closed pull request #2300: DIRECTOR: Fix regressions on channel-based rendering (master...director-render-pipeline-new) https://git.io/JfiLs [16:58] [scummvm] sev- pushed 7 new commits to master: https://git.io/Jfimd [16:58] scummvm/master 2bd1180 npjg: DIRECTOR: Relocate shape copy ink check [16:58] scummvm/master d82a37a npjg: DIRECTOR: Fix setCast member condition [16:58] scummvm/master 31f008b npjg: DIRECTOR: Fix segfault in MacWindowManager::pauseEngine [17:03] antlarr (~quassel@212.red-83-32-80.dynamicip.rima-tde.net) left irc: Quit: bye! [17:06] antlarr (~quassel@212.red-83-32-80.dynamicip.rima-tde.net) joined #scummvm. [17:23] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [17:24] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [17:29] Begasus (~begasus@ptr-4qba4ebibredvs6w97j.18120a2.ip6.access.telenet.be) left irc: Quit: Ex-Chat [17:45] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [17:46] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [17:46] [scummvm] zeldin pushed 1 new commits to master: https://git.io/JfiO1 [17:46] scummvm/master a37a33c zeldin: DC: Fix a compilation warning [17:54] Port build status changed with e154089f: Failure: tools-master-mingw-w32, tools-master-mingw-w64 [18:10] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [18:11] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [18:26] language management is a bit of a mess right now [18:28] [scummvm] npjg opened pull request #2301: DIRECTOR: Move transitions to the score (master...director-transitions-refactor) https://git.io/Jfi3A [18:32] [scummvm] athrxx pushed 7 new commits to master: https://git.io/Jfisv [18:32] scummvm/master c315697 : KYRA:HoF Spanish CD fan translation - file detection hash [18:32] scummvm/master 27d4c56 : KYRA:HoF Spanish CD fan translation - resources [18:32] scummvm/master fc9f393 : KYRA:HoF Spanish CD fan translation - fix one letter [18:39] enthusi (~martin@x590c3f88.dyn.telefonica.de) joined #scummvm. [18:39] hein (heinkdeorg@kde/hein) left irc: Ping timeout: 252 seconds [18:41] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [18:49] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [18:52] for an unknow reason , when trying to play Zork Inquisitor on ScummVM on my PS3 it dont work. I have been able to get Phantasmagoria I-II and Gabriel Knight 2 : the beast within. Someone could explain me wich files i need exactly and how to modify them (like i had to do with Phantasmagoria I-II) please ? pm me [19:04] enthusi (~martin@x590c3f88.dyn.telefonica.de) left irc: Ping timeout: 264 seconds [19:06] nutron (~nutron@unaffiliated/nutron) joined #scummvm. [19:17] hein (heinkdeorg@kde/hein) joined #scummvm. [19:33] [scummvm] sev- closed pull request #2301: DIRECTOR: Move transitions to the score (master...director-transitions-refactor) https://git.io/Jfi3A [19:33] [scummvm] sev- pushed 1 new commits to master: https://git.io/JfiGD [19:44] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [19:48] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [19:50] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Client Quit [19:51] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [19:51] scummvm/master 57b69cf npjg: DIRECTOR: Move transitions to the score [19:51] [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JfiZq [19:51] scummvm/master 8338a26 dreammaster: NUVIE: Add note that not everything translated for German fan patch [20:07] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [20:07] Shine_ (~Shine@x4d00fcbc.dyn.telefonica.de) left irc: Read error: Connection reset by peer [20:07] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [20:16] Hi. Question - I've just found a bug in convertIconv in encoding.cpp [20:16] However, before trying to analyze it and fix it, I have another question... [20:16] Please see this code: [20:16] char *Encoding::conversion(const String &to, const String &from, const char *string, size_t length) { char *result = nullptr; #ifdef USE_ICONV result = convertIconv(addUtfEndianness(to).c_str(), addUtfEndianness(from).c_str(), string, length); #endif // USE_ICONV if (result == nullptr) result = g_system->convertEncoding(addUtfEndianness(to).c_str(), addUtfEndianness(from).c_str(), string, length); [20:16] if (result == nullptr) { result = convertTransManMapping(addUtfEndianness(to).c_str(), addUtfEndianness(from).c_str(), string, length); } if (result == nullptr) { result = convertConversionTable(addUtfEndianness(to).c_str(), addUtfEndianness(from).c_str(), string, length); } return result; } [20:17] Do we really need the first iconv branch? Can't we just drop it, and use the other options? Or do we have cases that none of the other options will be available? [20:18] ajax16384 (~User@109.60.130.33) left irc: Quit: Leaving [21:12] @ZvikaZ i assume iconv works for everything and the rest are fallbacks so they're not guaranteed to [21:17] do you mean accepts every input or works on every platform? [21:20] the former. iconv supports every encoding but not every platform supports iconv, so we have some basic fallbacks [21:40] [scummvm] ZvikaZ opened pull request #2302: COMMON: Encoding::convertIconv - check errors on last call to `iconv` (master...z_iconv) https://git.io/Jfilf [21:46] > @ZvikaZ i assume iconv works for everything and the rest are fallbacks so they're not guaranteed to @SupSuper OK, so I've sent a PR to fix the bug. [21:46] Now I can go to sleep ;-) Good night [22:22] ny00123 (~ny00123@5.102.217.144) left irc: Quit: Leaving [23:12] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) left irc: Remote host closed the connection [23:12] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) joined #scummvm. [23:12] #scummvm: mode change '+o yuv422' by ChanServ!ChanServ@services. [23:16] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) left irc: Remote host closed the connection [23:17] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) joined #scummvm. [23:17] #scummvm: mode change '+o yuv422' by ChanServ!ChanServ@services. [00:00] --- Tue Jun 2 2020