[00:24] logix (~logix@shell.franken.de) joined #scummvm. [00:32] [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/sBQIXc [00:32] scummvm/master 2ea22f7 Strangerke: M4: RIDDLE: Implement room 906 [01:31] gsi_ (~gsi@user/gsi) left irc: Ping timeout: 255 seconds [01:33] gsi (~gsi@user/gsi) joined #scummvm. [01:55] TMM (hp@amanda.tmm.cx) left irc: Quit: https://quassel-irc.org - Chat comfortably. Anywhere. [01:56] TMM (hp@amanda.tmm.cx) joined #scummvm. [01:58] Dominus (~dominus@exult/developer/dominus) left irc: Ping timeout: 276 seconds [02:01] Dominus (~dominus@exult/developer/dominus) joined #scummvm. [02:03] [discord] That's remind me hi-res ega I had to deal with in some engine (720x350?) [02:20] [discord] Despite the simplicity of all the maze rooms, I've still been suffering from burnout from several months straight just doing nothing but implementing game logic. Strangerke suggested switching gears to actually playing through the game, and implementing any remaining scenes as needed. So I present my first contribution to Screenshot Friday :). This is from one of the first game scenes I implemented. I still need to implement the ga [02:20] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1291948174960758935/scummvm-riddle-00000.png?ex=6701f400&is=6700a280&hm=f72ff96d4bc9da286c5420431ca22da03068ffc4ba1c776f5c797fee8100f247& [02:50] [discord] My main achievement for the week was fixing the underlying bad assumption that required a hack to buy a ticket in Heart of China. Should improve a few other random things about the engine too. [02:50] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1291955743842631690/Screenshot_2024-10-05_at_12.49.21.png?ex=6701fb0c&is=6700a98c&hm=42492a52acf1926fe692a204ca1a864aa6e87b6c8791f88129a88de3fdc05fe9& [03:43] CompanionCube (samis@sortix/rw-citizenship/CompanionCube) left irc: Quit: ZNC - http://znc.in [03:53] CompanionCube (samis@sortix/rw-citizenship/CompanionCube) joined #scummvm. [06:59] [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/IRp4ld [06:59] scummvm/master 46b3388 Strangerke: M4: RIDDLE: rename _buttonDown in two classes, initialize some members [07:20] [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/NxgkJO [07:20] scummvm/master fb31632 Strangerke: M4: RIDDLE: Implement room 907 [08:15] borosky (~borosky@213.134.161.252) joined #scummvm. [08:17] [scummvm] eriktorbjorn pushed 1 new commits to master: https://is.gd/dsQJjK [08:17] scummvm/master 4a86b0b : SCUMM: MACGUI: Fix beam cursor crash [08:42] [scummvm] neuromancer pushed 6 new commits to master: https://is.gd/mzL9dI [08:42] scummvm/master 4a068df neuromancer: FREESCAPE: more font improvements for castle for dos [08:42] scummvm/master e3af52f neuromancer: FREESCAPE: more font improvements for castle for dos [08:42] scummvm/master db6ac69 neuromancer: FREESCAPE: avoid double free in drawFullscreenRiddleAndWait [10:17] ccawley2011 (~ccawley20@249.51.115.87.dyn.plus.net) joined #scummvm. [10:17] #scummvm: mode change '+o ccawley2011' by ChanServ!ChanServ@services.libera.chat [10:50] [discord] is it already in build 2ea22f71? [10:57] gsi (~gsi@user/gsi) left irc: Ping timeout: 276 seconds [11:18] [scummvm] mgerhardy pushed 5 new commits to master: https://is.gd/pDsh8l [11:18] scummvm/master 3ced0ba mgerhardy: TWINE: renamed a few variables and function in the text code [11:18] scummvm/master 3e7134f mgerhardy: TWINE: renamed text related methods to match original sources [11:18] scummvm/master 4453d04 mgerhardy: TWINE: renamed text related vars and methods to match the original sources [11:19] gsi (~gsi@user/gsi) joined #scummvm. [11:25] [scummvm] mgerhardy pushed 1 new commits to master: https://is.gd/lBuA4I [11:25] scummvm/master e70942e mgerhardy: TWINE: fixed invalid rect creation [11:31] gsi (~gsi@user/gsi) left irc: Ping timeout: 252 seconds [11:38] gsi (~gsi@user/gsi) joined #scummvm. [12:42] gsi (~gsi@user/gsi) left irc: Ping timeout: 245 seconds [12:50] [scummvm] athrxx pushed 1 new commits to master: https://is.gd/9Dz77a [12:50] scummvm/master 7f6cc6b athrxx: SCI: (PCJr sound driver) - minor cleanup [12:58] ccawley2011 (~ccawley20@249.51.115.87.dyn.plus.net) left irc: Read error: Connection reset by peer [13:21] gsi (~gsi@user/gsi) joined #scummvm. [14:21] gsi (~gsi@user/gsi) left irc: Ping timeout: 265 seconds [14:42] ny00123 (~ny00123@2a0d:6fc2:5ac1:500:a691:e3c4:30e:9db4) joined #scummvm. [14:44] gsi (~gsi@user/gsi) joined #scummvm. [14:56] broosky (~borosky@213.134.161.252) joined #scummvm. [14:57] borosky (~borosky@213.134.161.252) left irc: Ping timeout: 252 seconds [15:08] [discord] Everything is in master, so any daily build will work. If you open the console, you can use the teleport command to teleport to any arbitrary room you like [15:51] [discord] Any hidden or unfinished content that you discover so far? [16:27] [discord] So, I've been studying a lot of C lately and I was wondering something. [16:27] [discord] When you compile and build a C project, it produces an executable component, the object code, and then combines them with a cherry on top as a ready-to-roll program. [16:27] [discord] In ScummVM, is this "executable" the same executable component of these old games that the project seeks to replace? [16:31] [discord] kind of [16:32] [discord] it is based on the original code (or reverse engineering of it), but we make it portable [16:32] [discord] portable = removing system-dependent call that talk to the hardware [16:33] [discord] I gotcha [16:35] [discord] Too cool [16:36] [discord] I have much to learn here [17:31] ny00123 (~ny00123@2a0d:6fc2:5ac1:500:a691:e3c4:30e:9db4) left irc: Quit: Leaving [17:50] [scummvm] eriktorbjorn pushed 2 new commits to master: https://is.gd/u78ocl [17:50] scummvm/master aa42c9c : SCUMM: MACGUI: Copy the menu bar to Mac screen when a dialog is shown [17:50] scummvm/master 2b0877f : SCUMM: MACGUI: Update mouse cursor on mouse up after unfocusing widget [18:01] [scummvm] sluicebox opened pull request #6178: SCI: Improve KQ6 CD `enable_high_resolution_graphics` (master...kq6-config) https://is.gd/OMGrUw [18:07] ny00123 (~ny00123@2a0d:6fc2:5ac1:500:53e1:66e4:52d0:4326) joined #scummvm. [18:30] [discord] Actually, yes. I found in quite a few places where it checks for an environment variable "KITTY" being set to "SCREAMING", and if so, runs alternate code blocks. I've set the relevant sections with a global variable _kittyScreaming instead, and added a debugger command to allow toggling it. Still not sure what differences it introduces yet, finding that out will come much later when the basic game works. I also found one occurrence [18:30] [discord] https://media.tenor.com/3sscVvNm9zkAAAAM/controlmypc-cat.gif [18:31] [discord] Actually, yes. I found in quite a few places where it checks for an environment variable "KITTY" being set to "SCREAMING", and if so, runs alternate code blocks. I've set the relevant sections with a global variable _kittyScreaming instead, and added a debugger command to allow toggling it. Still not sure what differences it introduces yet, finding that out will come much later when the basic game works. I also found one occurrence [18:37] [discord] Is this something that could be triggered by users somehow or more like an internal code? [18:38] [discord] Well, in the original since it's an environment variable, then yes, users with a bit of setup knowledge could set up the variable accordingly and then play the game to see the differences, whatever they are. If they turn out to be substantial and/or interesting enough, I may consider promoting the flag to be a toggle in the game's options dialog rather than a hidden console option. [18:40] [discord] It's times like this that make me smile at seeing a glimpse at the humor of original developers.. deciding to gateway alternate content behind a "KITTY" variable. LOL 😄 [18:44] [discord] Is this something hardcoded in the binary or in the game files? [18:48] [scummvm] digitall pushed 1 new commits to master: https://is.gd/VxGY02 [18:48] scummvm/master ab6ab28 digitall: MYST3: Fix Signed vs. Unsigned Comparison GCC Compiler Warning [18:52] [discord] https://tenor.com/view/yelling-kitten-scream-shriek-yells-gif-26770628 [18:52] [discord] The original binary executable [18:53] [discord] The game is entirely hardcoded, with the data files only having graphics and animations. Hence why it's been nearly three months, and I estimate I've only about implemented about 60% of the game 😅 \ [18:53] [discord] The game is entirely hardcoded, with the data files only having graphics and animations. Hence why it's been nearly three months, and I estimate I've only about implemented about 60% of the game 😅 (edited) [18:53] [discord] judging by the room numbers, it is less than 40 left [18:53] [discord] is is truly 60% and not 80% [18:53] [discord] is is truly 60% and not 80%? (edited) [18:54] [discord] There's all of sections 2, 7, and most (all?) of section 8. And section 9, though parts of them are done, and @strangerke has just found time to start helping with the remainder. All of section 3, 4, 5, and 6 are done so far. [18:55] [scummvm] neuromancer pushed 3 new commits to master: https://is.gd/6rdZaL [18:55] scummvm/master 9a75ba4 neuromancer: FREESCAPE: correctly implement aspect ratio correction [18:55] scummvm/master e605ee1 neuromancer: NEWS: Added freescape changes [18:55] scummvm/master 0a6618b neuromancer: FREESCAPE: improved getCPCPixelMode0 function and used palette for dark title screen [18:56] [discord] It's hard to say in advance how complicated individual rooms are before I work on them. At best, rooms like the maze rooms were simple to implement and I got through over a dozen in a single day. But worst case, that one room I did earlier took over two weeks just to finally implement it. And this was using most of my entire weekends and several hours each weekday night. Lets hope none of the remaining rooms in the sections are as [18:58] [discord] Interestingly enough, I cannot find the relevant strings grepping in the executable 🤔 [18:58] [discord] Really? I just tried opening up my RIDDLE.EXE, and I see the first occurance at 1E2ABBh for example [19:00] [discord] hmm [19:00] [discord] do you need help with reversing the rooms? [19:00] [discord] If you truly don't have it, then it would likely be a different release. If that's the case, it would be interesting to find out which came first.. did the original devs put it in on the sly and management had it removed, or did they put it in for a later later release as a fun "enhancement" [19:00] ccawley2011 (~ccawley20@249.51.115.87.dyn.plus.net) joined #scummvm. [19:00] #scummvm: mode change '+o ccawley2011' by ChanServ!ChanServ@services.libera.chat [19:00] [discord] I could use that as an excuse from qdEngine [19:02] [discord] Sure, all help would be very welcome. 👍 The IDB in the storage is pretty up to date - m4/RIDDLE_IDA8.idb. You could pick one of the remaining sections and pick up any rooms at random. [19:03] [discord] It seems there is another release using HOC.EXE instead of RIDDLE.EXE 🤔 [19:04] [discord] There's only a few complexities to worry about.. _roomStates is a structure which is different for each room. So as I create each new room I create a new structure, set up default fields, and then set _roomStates to use the structure as I implement the room. Each room has an init, daemon, and likely parser and pre_parser method (the class skeletons in ScummVM only have init and daemon currently, but that's just cause I forgot to ad [19:06] [discord] The game has several overall methods like section_room_constructor_6 for handling the room creation for each section, so you can quickly use the appropatie section number to find the code for a particular room you want to try implementing. And of course you can ping me privately if you have any questions. [19:11] [discord] Then it sounds like it was the original release that had it in. It will be interesting to eventually find out what the differences actually are. If it was introduced in a re-release, I'd be inclinded to think it maybe a way to disable re-release improvements and see original behaviour. But since it looks like it's in the original, I'm hoping for some goofiness, like Ultima 7 Serpent Isle's "Know that my face is most muppet-like. Go [19:12] [discord] @strangerke has means of comparing the binaries [19:12] [discord] he had a plugin for IDA for that [19:13] [discord] BinDiff or something like that [19:14] [discord] Yep. And thankfully, it works with IDA 8. So at some point we could see if there's anything different between the releases, beyond just the lack of screaming kitties [19:27] [discord] Well, I have a license ... But it's free and open source now that google got it [19:27] [discord] https://github.com/google/bindiff/releases/tag/v8 [19:51] [scummvm] mgerhardy pushed 2 new commits to master: https://is.gd/txYw8Q [19:51] scummvm/master 383c22d mgerhardy: TWINE: renamed methods to match original sources (drawFilledRect => box [19:51] scummvm/master f97540e mgerhardy: TWINE: LBA: Magic Bar in Twinsen stats never fills completely [20:28] [discord] ahh, because couldn't get the intro/start working [20:46] TMM (hp@amanda.tmm.cx) left irc: Quit: https://quassel-irc.org - Chat comfortably. Anywhere. [20:46] TMM (hp@amanda.tmm.cx) joined #scummvm. [21:00] [discord] I think several of the title screens are working, but yes, not everything there is complete. Both in Riddle and Orion Burger, section 9 contains the rooms for the main menu, intro, credits, etc. Strangerke is currently assisting in adding in the remaining scenes, so if we're lucky, the game will be "startable" before too long. [21:02] [discord] For now, there's always the teleport command. And of course, I'm currently looking into properly implementing the user interface, so before too long you'll be able to actually do stuff in the rooms you teleport to 😄 [21:03] broosky (~borosky@213.134.161.252) left irc: Ping timeout: 248 seconds [21:06] [discord] how to exactly use the teleport? [21:07] [discord] On Windows, Ctrl-Alt+D to open the console, and enter a command like "teleport 301". If you're interested in which rooms there are, you can refer to the engine code, which has classes for all the rooms (including rooms not yet implemented in section 2/7/8): [21:07] [discord] https://github.com/scummvm/scummvm/tree/master/engines/m4/riddle/rooms [21:08] [discord] That is, Ctrl+Alt+D after starting the game from the ScummVM launcher [21:12] [discord] The different rooms I've tried so far all stall out after Ripley enters the room. Likely due to missing UI/global code that I'll hopefully implement over the next few days. [21:15] [discord] Speaking of, I've noticed that when I activate the debug console, in terminal it prints that it's activated but in the window the console doesn't open until the next screen draw, causing noticable "lag" [21:23] [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/XVYq9Q [21:23] scummvm/master d3249dd Strangerke: M4: RIDDLE: Fix escapePressed in room 906 and 907 [21:23] scummvm/master a3a036a Strangerke: M4: RIDDLE: Implement room 908 [21:27] ccawley2011 (~ccawley20@249.51.115.87.dyn.plus.net) left irc: Read error: Connection reset by peer [22:05] ny00123 (~ny00123@2a0d:6fc2:5ac1:500:53e1:66e4:52d0:4326) left irc: Quit: Leaving [22:06] [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/V6fDtU [22:06] scummvm/master e3ac0b3 Strangerke: M4: RIDDLE: Implement room 917 [22:17] [discord] I'm working on group 9 literally as fast as possible, please be patient 🙂 it's coming [22:25] [scummvm] bluegr pushed 1 new commits to master: https://is.gd/kOh6mm [22:25] scummvm/master 7a4974a sluicebox: SCI: Improve KQ6 CD `enable_high_resolution_graphics` [22:25] [scummvm] bluegr closed pull request #6178: SCI: Improve KQ6 CD `enable_high_resolution_graphics` (master...kq6-config) https://is.gd/OMGrUw [22:25] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/BynGSv [22:25] scummvm/master f056241 weblate: I18N: Update translations templates [23:00] [scummvm] digitall pushed 1 new commits to master: https://is.gd/2gnWt5 [23:00] scummvm/master 3722a21 digitall: DGDS: Fix Overflow Conversion GCC Compiler Warnings [23:12] [discord] @yuv422 Evening. Thanks for the work on Darkseed Engine. One question, do you know how to get the floppy disk image version to unpack. Dumped my original disks and I can get the install.exe and darkseed.001 to 005 ... But running this in DOSBox, the installer fails. [23:14] [discord] It appears to be a known issue with the solution being FreeDOS on a real machine or QEMU. The Darkseed install.exe appears to be a pain so would be good to find a way to unpack without it. [23:14] [discord] Hmm yeah it's been awhile since I installed it from the installer but I remember it being painful [23:15] [discord] The Dosdox floppy image swap seems to work, but the installer refuses to acknowledge that the disk has changed and thus will not proceed [23:15] [discord] you might have luck with dosbox-x or dosbox-staging [23:16] [discord] Will try one of those... But would good for users to find way to either use original archive or support some easier way of unpacking. [23:17] [discord] Basically RE of the install.exe is extra credit for someone 🙂 [23:18] [discord] My focus at the moment is on the remaining game logic + bug fixing but I can take a look at the installer after that [23:18] [discord] Thanks. Kudos and general happiness 🙂 [23:19] [discord] Weirdly I enjoy running the installer process for my games. It increases the nostalgia factor for me. [23:20] [discord] my version of DS floppy also says for sale only in europe so I think there might be different versions of the floppy release [23:20] [discord] LOL. I am still having flashbacks to the installer for floppy version of Sherlock Holmes and the Steel Scalpel on 286 ... *Grumble* [23:21] [discord] hehe yeah not all install experiences are created equal [23:21] [discord] When you add Boot Floppies for Sam and Max to get enough HiMEM [23:22] [discord] I tried to re-image my 5.25 DS floppies the other day and couldn't get them to read. 😦 I'll have to spend some more time cleaning them again [23:23] [discord] Ah Isopropanol... The other IPA 🙂 [23:23] [discord] yeah [23:24] [discord] My local craft beer place has too much DIPA recently 🙂 Not enough Grog 🙂 [23:27] [scummvm] digitall pushed 1 new commits to master: https://is.gd/Q0TTPQ [23:27] scummvm/master 3901933 digitall: DGDS: Fix Duplicated Condition GCC Compiler Warning [23:35] [discord] Can confirm it works in dosbox-staging and dosbox-x [23:36] [discord] Bloody forky DOSBox 🙂 [23:36] [discord] Seriously, will have to install one of the other versions then 🙂 [23:40] [discord] installers can be very fussy on old dosbox, it's weird how hardware-dependant they were [23:40] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1292270263660056596/image.png?ex=67031ff8&is=6701ce78&hm=27fab0423bf7bb7991f87949bd8e5557357679baf8f2657200aa011e75f7cc5d& [23:42] [discord] Do like how it says that Sound Blaster won't work on some computers, meaning they probably hardcoded the IRQ and like [23:44] [discord] I think the installer might also work from the HDD if you have all the archive files and the installer exe in the same dir [23:45] [discord] Two mins. Will try that [23:47] [discord] Hmm... It didn't actually complain [23:51] [discord] ``` [23:51] [discord] Not enough memory is available to run DARK SEED. [23:51] [discord] Refer to the DARK SEED technical addendum for more information. [23:51] [discord] ``` [23:57] [discord] Hmm. That worked. Version 1.5 apparently and the intro and first scene loaded in ScummVM. Looks good 🙂 [23:59] [discord] dark seed 2 when? 😛 [00:00] --- Sun Oct 6 2024