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[00:24] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jvg9N
[00:24] <Scummette> scummvm/master d60907d dreammaster: ULTIMA8: Change Texture to based on a Graphics::ManagedSurface
[00:28] <Scummette> [scummvm] dreammaster closed pull request #2105: ULTIMA8: Add some unit tests for base U8 classes (master...u8_unit_tests) https://git.io/Jvggy
[00:28] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JvgHf
[00:28] <Scummette> scummvm/master d058083 mduggan: ULTIMA8: Add some unit tests for base U8 classes
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[01:51] <grogbot> <Jaderlund> It seems like the Mac demos have been zipped on a non-Mac platform, which has stripped them of all resource forks and metadata. It would probably be better if they were supplied in their original format on HSF disc images along with cross-platform converted files.
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[04:27] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jvgd7
[04:27] <Scummette> scummvm/master 5be4323 dreammaster: ULTIMA8: Don't perform autosaves when the avatar is in stasis
[04:39] <Scummette> [scummvm] yuv422 opened pull request #2107: ILLUSIONS: Fix wide text handling logic for big endian systems. (#11236) (master...illusions-big-endian) https://git.io/Jvgdh
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[10:02] <grogbot> <Strangerke> That would make them impossible to use for all the other platforms we support. HFS is an horrific file system
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[10:10] <grogbot> <antoniou79> I am not sure what resource forks and metadata are. Is it the stuff in the _MACOSX folder? If so, out of the 5 mac demos I've found on ScummVM site for HE games, 3 do have those. And 2 do not (those are the "Putt-Putt saves the Zoo" one and "Freddi Fish 1: The Case of the Missing Kelp Seeds")
[10:11] <grogbot> <antoniou79> Maybe there was some mistake and they weren't packed for those?
[10:11] <grogbot> <rootfather> The resource forks are a little bit like alternative data streams in NTFS
[10:11] <grogbot> <rootfather> IIRC
[10:13] <grogbot> <Henke37> a lot like them
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[10:14] <grogbot> <antoniou79> but are they in the _MACOSX folder or is that irrelevant?
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[10:15] <grogbot> <antoniou79> Hmm apparently resource fork data go into the _MACOSX folder. SO that could be the issue
[10:16] <grogbot> <antoniou79> https://gotoes.org/sales/Zip_Mac_Files_For_PC/What_Is__MACOSX.php
[10:18] <grogbot> <antoniou79> If we can trace or know who shared those with ScummVM maybe we could ask for a re-pack
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[11:32] <grogbot> <Jaderlund> Sorry, I was tired when I wrote that. I really just meant that they should be available in their original form as well as extracted for ScummVM. For a long time, the standard formats for Mac software online was as HFS disk images or Stuffit Expander .sit archives. It would be nice to host these original formats as separate downloads, along with extracted files, even if they are not directly useful for most ScummVM users. For the same
[11:32] <grogbot> reasons that it would be nice if GOG provided all the original files and original executables along with ScummVM games: then they can be used in emulators and real old systems, and if it later turns out that some of these old files are useful for ScummVM after all, then they are easily available.
[11:40] <grogbot> <Jaderlund> But most of the time, proper zip files with the _MACOSX folder intact would of course work just as well as the original distribution format.
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[11:47] <dottedmag> Hello. I have encountered a curious issue with ScummVM 2.1.1 on macOS 10.14: Trying to run Space Quest I (the only game I tried so far) I'm getting sound only if the audio output device is set to "Internal Speakers". If I switch the output to headphones no sound gets produced. All other applications I tried do output sound correctly.
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[11:48] <dottedmag> Even more curious, ScummVM 1) remembers the output device, so switching to another device after starting ScummVM does nothing; 2) its output volume is not configured by system volume control.
[11:48] <dottedmag> Any clues how to debug?
[11:49] <grogbot> <Henke37> well, first of all, is this an official build?
[11:49] <grogbot> <Henke37> second, which audio backend are you using?
[11:49] <dottedmag> It's a cask from Homebrew, let me see how it is built.
[11:50] <dottedmag> > url "https://scummvm.org/frs/scummvm/#{version}/scummvm-#{version}-macosx.dmg"  looks like downloaded from the official site
[11:50] <dottedmag> How do I see the audio backend?
[11:51] <grogbot> <Henke37> not sure to be honest.
[11:51] <grogbot> <rootfather> try starting it via the terminal with scummvm -d9
[11:51] <grogbot> <rootfather> this should print the necesarry debug information regarding sound and graphics
[11:52] <dottedmag> > Using SDL Audio Driver "coreaudio"
[11:53] <dottedmag> Tried another game. The behaviour is the same, so it's not game specific.
[11:53] <dottedmag> Let me find wired headphones to see if it is specific to Bluetooth headphones.
[11:54] <grogbot> <Henke37> is that all you got?
[11:55] <dottedmag> Well, that's the backend you asked for. Full log is here, starting Space Quest 6: http://paste.debian.net/1133000/
[11:57] <dottedmag> Hmm, wired headphones work, however unlike bluetooth ones they do _replace_ the default output on Mac.
[11:57] <dottedmag> Let me see if any non-default output is the problem.
[12:01] <dottedmag> No, I can get the sound out of mic output of the laptop.
[12:01] <dottedmag> So the only configuration that does not work is bluetooth headphones.
[12:01] <dottedmag> *mic output of the monitor
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[12:05] <grogbot> <Henke37> microphones still aren't output devices.
[12:06] <grogbot> <Henke37> at least they aren't intended to be used that way.
[12:06] <dottedmag> sorry, I'm not at the best today. "headphones output of the monitor"
[12:06] <dottedmag> To clarify:
[12:06] <dottedmag> - internal output of laptop works
[12:06] <dottedmag> - wired headphones connected to laptop work
[12:06] <dottedmag> - wired headphones connected to headphones output of monitor connected to DisplayPort to laptop work
[12:06] <dottedmag> - bluetooth headphones connected to laptop don't
[12:07] <grogbot> <Henke37> gotcha.
[12:07] <grogbot> <Henke37> this is a shot in the dark, but you aren't running any communication software, such as internet phones or voice chats, are you?
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[12:08] <dottedmag> Hmm, actually I do have Zoom open. Let me see if it interferes with anything (though it does not interfere with sound from the browser).
[12:12] <dottedmag> OK, I can no longer reproduce it. I have closed 3 apps that could have been potentially interfering (Zoom, Slack and browser). Now I can't get any combination of them to prevent sound being output to Bluetooth.
[12:12] <dottedmag> So it looks like a transient glitch.
[12:14] <dottedmag> OK, that's solved. However I have a question: is it expected that ScummVM continues to output sound to the output selected when ScummVM was started? All other apps I've been using switch to a new output when it is selected through the audio applet, but ScummVM doesn't.
[12:18] <grogbot> <antoniou79> I can't say, but if it's something that you think ScummVM should conform to, it's best to issue a ticket for it on the bug tracker
[12:20] <dottedmag> Will do, thanks
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[12:28] <dottedmag> Filed #11374
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[17:37] <grogbot> <Coz> Anyone using the Android ARM64 daily build on a Shield TV? Side loaded it last night and at first glance it seems to do ok (using a mouse and keyboard)
[17:59] <grogbot> <antoniou79> I don't have a Shield TV but the Android builds are pretty much ok for Androids < 10 and if you are not upgrading from the Android SDL version.
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[18:23] <grogbot> <Coz> Perfect! Thanks.
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[00:00] --- Mon Mar 2 2020