[00:11] one thing for sure, i don't think any of the supported games use h264 encoded video [00:11] they are generally a decade or two too old [00:13] _sev (~sev@scummvm/undead/sev) left irc: Ping timeout: 264 seconds [00:16] _sev (~sev@scummvm/undead/sev) joined #scummvm. [00:16] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [00:51] Theora is used though, which is newer than H.264. [00:53] Only reason that was used over H.264 is licencing, not age. [01:31] SylvainTV (~Sylvain@lfbn-lil-1-811-58.w92-148.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [01:36] DominusExult (~dominus@port-92-194-99-170.dynamic.as20676.net) joined #scummvm. [01:36] DominusExult (~dominus@port-92-194-99-170.dynamic.as20676.net) left irc: Changing host [01:36] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [01:38] laukev7 (~kevin@2a02:8084:8081:7500:cde1:79a3:47c6:c80b) left irc: Ping timeout: 272 seconds [01:40] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 264 seconds [01:40] Nick change: DominusExult -> Dominus [01:45] [scummvm] mduggan pushed 5 new commits to master: https://git.io/Jfsir [01:45] scummvm/master 6309b27 mduggan: ULTIMA8: Add some unknown shape families from crusader maps [01:45] scummvm/master d93efb3 mduggan: ULTIMA8: Don't break to debugger on 'e' command [01:45] scummvm/master e2cdf92 mduggan: ULTIMA8: Fix debug message [02:26] crns_ (~crns@unaffiliated/crns) joined #scummvm. [02:26] crns (~crns@unaffiliated/crns) left irc: Ping timeout: 260 seconds [03:11] Shine (~Shine@x4d037e26.dyn.telefonica.de) joined #scummvm. [03:54] grogbot (~grogbot@roberta.scummvm.net) left irc: Remote host closed the connection [03:54] grogbot (~grogbot@roberta.scummvm.net) joined #scummvm. [04:12] [scummvm] Mataniko pushed 1 new commits to master: https://git.io/JfsXN [04:12] scummvm/master 90dc392 Mataniko: SCUMM: Render dark rooms and flashlight accurately in MM NES [04:40] Shine (~Shine@x4d037e26.dyn.telefonica.de) left irc: Read error: Connection reset by peer [05:16] [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jfs1N [05:16] scummvm/master 429d4ed dreammaster: ULTIMA4: Support F5/F7 save/restores [05:24] Shine (~Shine@x4d037e26.dyn.telefonica.de) joined #scummvm. [05:32] rsn8887: I don't even see where this mp3 stuff is used in scummvm ? [05:47] eriktorbjorn (~d91tan@213-65-60-100-no2480.tbcn.telia.com) left irc: Quit: Leaving. [05:59] eriktorbjorn (~d91tan@213-65-60-100-no2480.tbcn.telia.com) joined #scummvm. [05:59] #scummvm: mode change '+o eriktorbjorn' by ChanServ!ChanServ@services. 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[07:43] [scummvm] aviloria opened pull request #2219: WINTERMUTE: Fix for the new Serbian game (master...patch-1) https://git.io/JfsSh [08:19] laukev7 (~kevin@37.228.243.34) left irc: Read error: Connection reset by peer [08:20] [scummvm] sev- pushed 1 new commits to master: https://git.io/JfsH4 [08:20] scummvm/master df66eea sev-: GRAPHICS: MACGUI: Fixed getting coordinates on chunk edge [08:53] Shine (~Shine@x4d037e26.dyn.telefonica.de) left irc: Read error: Connection reset by peer [09:33] CommunistWolf (~quassel@unaffiliated/lupine-85/x-7392152) left irc: Quit: No Ping reply in 180 seconds. [09:34] CommunistWolf (~quassel@unaffiliated/lupine-85/x-7392152) joined #scummvm. [09:35] dos11 (~dos1@neo900/coreteam/dos) joined #scummvm. [09:36] dos1 (~dos1@neo900/coreteam/dos) left irc: Read error: Connection reset by peer [09:40] Nick change: dos11 -> dos1 [10:41] [scummvm] sev- pushed 8 new commits to master: https://git.io/Jfsbv [10:41] scummvm/master 6794762 sev-: CRYOMNI3D: Properly process corrupted saves [10:41] scummvm/master 7c44646 sev-: DRAGONS: Fix potential buffer overrun [10:41] scummvm/master 131e54b sev-: DRAGONS: Fix warnings [10:57] vliaskov (~vliaskov@x4e368d3a.dyn.telefonica.de) joined #scummvm. [10:59] Shine (~Shine@x4d037e26.dyn.telefonica.de) joined #scummvm. [11:25] dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) joined #scummvm. [11:25] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [11:26] dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) left irc: Client Quit [11:27] SylvainTV (~Sylvain@lfbn-lil-1-811-58.w92-148.abo.wanadoo.fr) joined #scummvm. [11:27] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. 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[11:39] [scummvm] sev- closed pull request #2219: WINTERMUTE: Fix for the new Serbian game (master...patch-1) https://git.io/JfsSh [11:39] [scummvm] sev- pushed 1 new commits to master: https://git.io/Jfsx2 [12:29] scummvm/master 0c3ae8a aviloria: WINTERMUTE: Fix for the new Serbian game [12:29] [scummvm] laurentlasalle opened pull request #2220: SCUMM: Add Apple IIgs custom color palette (master...patch-1) https://git.io/JfspA [12:40] we support mp3 compressed audio for older games [12:42] like compressing monster.sou [12:42] @rsn8887 no reason why we can't convert old game videos to h264 and take advantage of hardware acceleration [12:43] we already have some conversion for broken sword cutscenes [12:43] but the effort is too high for too little gains [12:53] Nick change: crns_ -> crns [13:00] > @rsn8887 no reason why we can't convert old game videos to h264 and take advantage of hardware acceleration @Mataniko why not convert to theora instead? some engines already support this [13:44] The Android port would certainly benefit from this, at least in its current state. But again, this seems like a pretty major effort, and probably not worth it. [13:52] ldevulder (~ldevulder@176.167.232.120) left irc: Remote host closed the connection [14:03] ldevulder (~ldevulder@176.167.232.120) joined #scummvm. [14:33] cd (~cd@unaffiliated/cd) left irc: Quit: cd [14:37] CommunistWolf (~quassel@unaffiliated/lupine-85/x-7392152) left irc: Ping timeout: 260 seconds [14:48] CommunistWolf (~quassel@unaffiliated/lupine-85/x-7392152) joined #scummvm. [15:53] it's also specific to videos [15:54] so unless we fail to play the videos at full speed, no gain [15:55] the res on videos we play is so low, it had no problem playing on early Pentiums with no hardware acceleration [15:55] I doubt it's an issue now [15:56] Just based on GK2 in the Android port, there are plenty of dropped frames. It's certainly playable, but not perfect. [15:56] And I'm sure that Android can access H.264 hardware acceleration [15:57] ny00123 (~ny00123@5.102.217.144) joined #scummvm. [15:57] But also, I know that port needs some work and optimization. So it may be that other things would help too. [15:57] there is also the issue of battery time. [15:57] which is rather important on mobile devices. [15:58] [scummvm] sev- pushed 15 new commits to master: https://git.io/JfGtj [15:58] scummvm/master 159186c sev-: DRAGONS: Init class variables [15:58] scummvm/master de5367b sev-: DRAGONS: More class initializations [15:58] scummvm/master 64da850 sev-: DRAGONS: Init variables in minigame4 [16:25] Most of ScummVM engines were designed for machines with 10-30MHz CPU power requirement [16:25] so, there is very little value in looking for hardware acceleration [16:53] ldevulder (~ldevulder@176.167.232.120) left irc: Ping timeout: 265 seconds [16:55] DJWillis (~djwillis@cpc123798-trow7-2-0-cust28.18-1.cable.virginm.net) joined #scummvm. [16:55] #scummvm: mode change '+o DJWillis' by ChanServ!ChanServ@services. [17:01] ldevulder (~ldevulder@176.167.232.120) joined #scummvm. [17:18] BeefEats (~BeefEats@unaffiliated/beefeats) joined #scummvm. [17:27] someone maybe has Space Quest 3 in German? I want to check something... [18:12] johnnyhostile (~irssi@castlevania.bhgdo.com) joined #scummvm. [18:12] @ZvikaZ I have the German Amiga version [18:42] @tnt hw accelerated mp3 stuff is used on PSP where you would expect: psp/mp3.cpp [18:42] you see the calls there to SCE_ functions those are the PSP specific functions [18:43] SCE (Sony Computer Entertainment) or whatever [18:45] If (and that's a big if) hw accel. could be made to work on Vita, then converting the Blade Runner backgrounds to h264 or whatever supported format is fastest might give a significant speed boost, however I still doubt Blade Runner would work in full speed on Vita. There are other CPU intensive calculations going on like that voxel space character animation etc. I don't think it is worth the hassle. Almost all games work fine on Vita, [18:45] Blade Runner is the only problematic one I now. [18:45] now->know [18:57] criezy (~criezy@host86-164-6-95.range86-164.btcentralplus.com) joined #scummvm. [18:57] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [19:14] ajax16384 (~User@109.60.130.33) left irc: Quit: Leaving [19:57] @rsn8887 Blade Runner's minimum requirement was a Pentium 133 MHz, I don't know how that compares to a 444 MHz ARM. [20:06] Shine (~Shine@x4d037e26.dyn.telefonica.de) left irc: Read error: Connection reset by peer [20:08] it's a bit comparing apples to oranges because 80s hardware was optimized for completely different things from 00s [20:09] so the numbers are bigger but you spend them emulating framebuffers and the like [20:20] eh, blade runner didn't use any sort of hardware acceleration, beyond a linear framebuffer provided by DirectX. all rendering, compositing, etc was pure software. probably highly optimized for the Pentium, but software nonetheless.. [20:21] granted on most ARM GPUs, the fastest rendering path would be to take that framebuffer and render it to a simple 3D surface. [20:25] johnnyhostile (~irssi@castlevania.bhgdo.com) left irc: Quit: leaving [20:25] johnnyhostile (~irssi@castlevania.bhgdo.com) joined #scummvm. [20:33]  that [20:42] [scummvm] sev- pushed 2 new commits to master: https://git.io/JfGC5 [20:42] scummvm/master f1c6323 sev-: SWORD2: Remove useless switch statement [20:42] scummvm/master 0e13db7 sev-: NEWS: Mention Dreamweb fix [20:42] Axy (~Mia@unaffiliated/mia) left irc: Quit: Leaving [20:54] I thought that's what SDL already does? [20:56] Should Blazing Dragons be added to the wiki? I know it's still being worked on, but I was pleasantly surprised that it seems pretty playable. [20:56] i think we have WIP engines on the wiki [20:57] Right, but it's not even listed there [20:57] right, i meant that as a "it should be fine to add it" [20:57] ah gotcha [20:59] well, there's no inherent guarantee that SDL will provide an optimized render path... [20:59] does yuv422 need to add it? or are there other folks who do general wiki maintenance? [21:01] [scummvm] Mataniko pushed 1 new commits to master: https://git.io/JfGWl [21:01] scummvm/master 1999d71 Mataniko: NEWS: Additional MM NES fixes [21:03] anyone that has wiki access i guess [21:12] [scummvm] ccawley2011 opened pull request #2221: PINK: Remove direct use of OSystem cursor functions (master...pink-cursor) https://git.io/JfGWM [21:15] speachy: CPU<->GPU transfer is always gonna be the bottleneck. modern hardware favors doing everything on the GPU to avoid this, but the only way to do that is to rewrite everything to load static textures into the GPU and do all the blitting and manipulating via shaders [21:16] but old games want free reign over the pixels, so best you can do is map a screen buffer to a dynamic texture [21:19] and of course rewrite the various engines to abstract away that blitting/etc so they can be offloaded... [21:19] @SupSuper It can't be significantly slower than the 1997 DirectDraw that Blade Runner used. [21:22] if anything it ought to be a lot faster, given that in those days CPUs, memory, and the bus between them (PCI) were all much slower. Heck, even the original RPi could run circles around what a state of the art PC could do in those days.. [21:24] of course, all bets are off when it comes to the likes of the PSP or other console hardware that's hyper-optimized for certain use cases. [21:25] but this is just the classic cpu-vs-accelerator pendulum swinging back again. [21:31] yeah it is a matter of perspective. 1997 PCs had a lot less layers, more direct hardware control. and doing everything on the cpu and uploading to the gpu may be faster now, but it will be much slower than doing everything on the gpu. specially on platforms that put all their horsepower there [21:32] and you will suck up all the battery of laptop users 😛 [21:32] be that as it may, what actually matters is "fast enough" [21:33] [scummvm] rvanlaar opened pull request #2222: DIRECTOR: LINGO: DO NOT MERGE: TEST (master...rvanlaar/test-PR) https://git.io/JfGlC [21:33] my laptop screen uses far more juice than a mostly-idle CPU+GPU. :) [21:35] right i don't think it's worth investing time in something like scummvm, because there's very few common graphics operations across all engines you could reasonably rewrite in a hardware way [21:36] and you'd end up with much more code that is much harder to maintain.. and would only likely yield a marginal improvement in "performance" [21:36] it's not like an emulator where you have the one graphics api every game plays by (and even then only modern emulators can find few stuff to offload to GPU) [21:36] yep [21:37] best case scenario is you have a game with nothing but static textures to load and blit, which GPUs love [21:37] once you start manipulating them, it's all over [21:37] as an aside, my modern PC is remarkably similar to my a [21:37] whoops [21:37] so you could probably hardware-accelerate plumbers 😛 [21:39] [scummvm] lolbot-iichan opened pull request #2223: WINTERMUTE: Move plugins and externals to separate folder + one more stub (master...wme_extentions) https://git.io/JfGl2 [21:40] the orignal FreeSCI graphics engine relied heavily on xlib functions; if you had a highly optimized/accelerated X server going, it was pretty nice [21:42] and when I wrote the original SDL port I scrapped nearly all of it in favor of operating on a simple framebuffer. Turned out to be a lot faster in the end, as it turns out most X implementations were pretty awful. [21:49] don't know how much of the original FreeSCI internals are still around, but SCI as a whole did map well to hardware acceleration.. [21:50] but the performance curve has shifted so much as to make it rather moot. (seriously, 64K frame buffer.. even at 30fps that's under 2MB/s of bandwidth..) [22:01] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) left irc: Remote host closed the connection [22:01] ny00123 (~ny00123@5.102.217.144) left irc: Quit: Leaving [22:01] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) joined #scummvm. [22:01] #scummvm: mode change '+o yuv422' by ChanServ!ChanServ@services. [22:18] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) left irc: Remote host closed the connection [22:19] yuv422 (~yuv422@180-150-79-85.b4964f.syd.nbn.aussiebb.net) joined #scummvm. 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[22:19] [scummvm] sev- closed pull request #2221: PINK: Remove direct use of OSystem cursor functions (master...pink-cursor) https://git.io/JfGWM [22:19] [scummvm] sev- pushed 1 new commits to master: https://git.io/JfG81 [22:19] scummvm/master 4b540a0 ccawley2011: PINK: Remove direct use of OSystem cursor functions [22:32] [scummvm] rvanlaar closed pull request #2222: DIRECTOR: LINGO: DO NOT MERGE: TEST (master...rvanlaar/test-PR) https://git.io/JfGlC [22:35] [scummvm] sev- closed pull request #2220: SCUMM: Add Apple IIgs custom color palette (master...patch-1) https://git.io/JfspA [22:35] [scummvm] sev- pushed 1 new commits to master: https://git.io/JfG4c [22:35] scummvm/master 70005ab laurentlasalle: SCUMM: Add Apple IIgs custom color palette [22:37] [scummvm] sev- pushed 1 new commits to master: https://git.io/JfG4B [22:37] scummvm/master 09651c8 sev-: NEWS: Mention improved MM Apple //gs [22:45] Does the update to Apple IIgs color palette apply only to SCUMM? Or should it be applied to other engines as well (like AGI)? [22:47] Strangerke (~Strangerk@94.104.103.142) left irc: Read error: Connection reset by peer [22:51] ldevulder_ (~ldevulder@cuc62-h01-176-128-175-125.dsl.sta.abo.bbox.fr) joined #scummvm. [22:52] ldevulder (~ldevulder@176.167.232.120) left irc: Ping timeout: 246 seconds [22:57] Strangerke (~Strangerk@94.104.103.142) joined #scummvm. [22:57] #scummvm: mode change '+o Strangerke' by ChanServ!ChanServ@services. [23:08] criezy (~criezy@host86-164-6-95.range86-164.btcentralplus.com) left irc: Quit: criezy [23:19] Strangerke (~Strangerk@94.104.103.142) left irc: [23:40] vliaskov (~vliaskov@x4e368d3a.dyn.telefonica.de) left irc: Remote host closed the connection [23:59] [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JfG00 [23:59] scummvm/master 93b634f sluicebox: SCI: Fix LSL1VGA Russian corrupt sound effect [00:00] --- Tue May 5 2020