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[00:32] <grogbot> <Orphen92> hello all
[00:33] <grogbot> <Orphen92> i have the last version od scumvm and 3 Skulls of the Toltecs cd dos not works anymore
[00:33] <grogbot> <Orphen92> i have a black cmd window for a few secon and scumVm crash
[00:35] <grogbot> <Henke37> lets clarify, which version does that identify itself as and where did you get it?
[00:36] <grogbot> <Henke37> and when you say "crash", what does that exactly entail?
[00:36] <grogbot> <Orphen92> 2.1.1 for the version
[00:36] <grogbot> <Henke37> and just to confirm, you are saying that the game worked with an earlier version, correct?
[00:37] <grogbot> <Orphen92> few mont ago is working great
[00:37] <grogbot> <Orphen92> when i launch the game
[00:37] <grogbot> <Orphen92> i have a cmd line window
[00:37] <grogbot> <Orphen92> and juste after that
[00:37] <grogbot> <Orphen92> scumVm crash
[00:37] <grogbot> <Henke37> yes, tell us more about what you mean by "crash"
[00:37] <grogbot> <Orphen92> i cant read the message on the cmd line becose its too fast
[00:38] <grogbot> <Orphen92> Scum vm was closed
[00:38] <grogbot> <Orphen92> with the cmd line
[00:38] <grogbot> <Orphen92> and the process was stop
[00:38] <grogbot> <Orphen92> i have the probleme with the last retroarch core too
[00:38] <grogbot> <Henke37> so you see no other possible error message except for the console window, which you don't have time to read
[00:38] <grogbot> <SupSuper> do you have a scummvm.log?
[00:38] <grogbot> Command sent by Henke37
[00:38] <grogbot> !log
[00:38] <grogbot> <Orphen92> i dont know where i can found this log
[00:39] <grogbot> <Orphen92> where?
[00:39] <grogbot> <Henke37> %roaming appdata%\scummvm\ logs\scummvm.log
[00:40] <grogbot> <Orphen92> https://cdn.discordapp.com/attachments/581224061091446795/675501506103083008/scummvm.log
[00:41] <grogbot> <Orphen92> could not open timbre file (SAMPLE.AD or SAMPLE.OPL)!
[00:41] <grogbot> <Orphen92> its the version 2.0.0 because i just try the launchbox version
[00:42] <grogbot> <Orphen92> but the logis the same in the last version
[00:42] <grogbot> <Henke37> does both versions crash?
[00:42] <grogbot> <Orphen92> yes
[00:43] <grogbot> <Orphen92> https://cdn.discordapp.com/attachments/581224061091446795/675502186192568322/scummvm.log
[00:43] <grogbot> <Orphen92> the 2.1.1 log
[00:44] <grogbot> <SupSuper> seems to be an old bug: https://forums.scummvm.org/viewtopic.php?t=14693
[00:45] <grogbot> <SupSuper> switching to midi seems to "fix it"
[00:46] <grogbot> <Orphen92> oh yes 🙂
[00:47] <grogbot> <Orphen92> its that
[00:47] <grogbot> <Orphen92> thanks you 🙂
[00:48] <grogbot> <Henke37> can we fix the issue with a separate game entry that is marked as not supporting adlib music?
[00:48] <grogbot> <Henke37> or rather the inverse, listing all music types supported by the game except for adlib
[00:52] <grogbot> <Orphen92> i'm not understand ^^
[00:52] <Scummette> [scummvm] henke37 opened pull request #2049: WIN32: `scummvm.log` should not roam. (master...noroamLog) https://git.io/Jvn0p
[00:52] <grogbot> <Henke37> i did not expect you to. i wasn't talking to you here.
[00:54] <grogbot> <Orphen92> ah oki sorry
[01:01] <grogbot> <SupSuper> i don't think there are detection flags for that
[01:29] <grogbot> <Orphen92> do you know why most game have a language option in launcher but when i choose my language nothing change in my game
[01:29] <grogbot> <Henke37> it's a mess.
[01:30] <grogbot> <Henke37> for some games it changes the subtitles. for some the vocals. for some it's purely informational and not possible to change. and for some it changes the language of the entire game.
[01:31] <grogbot> <Orphen92> okay the best is to choose always my language just in case
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[05:16] <grogbot> <rsn8887> I got an unknown variant error for my ultima 8 install:
[05:16] <grogbot> <rsn8887> https://cdn.discordapp.com/attachments/581224061091446795/675570872358010880/image0.jpg
[05:18] <dreammaster> Cool. The first found variation. So far I'd only added in the one from GOG
[05:18] <dreammaster> Feel free to add a detection entry for it, with any details of what the particular release was

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[06:16] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jvn2h
[06:16] <Scummette> scummvm/master 876a515 tag2015: I18N: Update translation (Italian)
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[06:38] <eriktorbjorn> Does anyone know how much difference there is between the PlayStation and SEGA CD versions of Blazing Dragons? With that recent pull request, I was curious because if memory serves me it was easy to copy the files from the SEGA CD version, while PlayStation discs seem to have some sort of protection, I guess?
[06:40] <yuv422> I haven't really looked at the differences
[06:41] <yuv422> I think the Sega version has individual data files
[06:43] <yuv422> most of the ps1 data is packed into a file called bigfile.dat
[06:46] <eriktorbjorn> yuv422: I think so, yes. I'm currently making another attempt at copying the PS1 files, but the backup of the SEGA CD version I made long ago has more than 2000 .raw files.
[06:47] <yuv422> you need to use an extractor program to properly extract the ps1 audio and video files
[06:47] <yuv422> https://wiki.scummvm.org/index.php/HOWTO-PlayStation_Videos
[06:51] <Scummette> [scummvm] moralrecordings pushed 4 new commits to master: https://git.io/JvnVo
[06:51] <Scummette> scummvm/master 42462f1 moralrecordings: DIRECTOR: LINGO: Add opcode stubs, decouple script context fetching
[06:51] <Scummette> scummvm/master 31c8e09 moralrecordings: DIRECTOR: LINGO: Fix argument order of c_of
[06:51] <Scummette> scummvm/master f08d512 moralrecordings: DIRECTOR: LINGO: Set range of b_random(i) as [1, i]
[06:56] <eriktorbjorn> yuv422: Looks like it might be working. Thanks.
[06:57] <yuv422> :)
[06:57] <eriktorbjorn> Of course, I have no way of knowing if the extracted files are good...
[07:00] <yuv422> you could try playing it with my dragons branch
[07:01] <yuv422> if you get audio dialog then the extraction worked
[07:08] <eriktorbjorn> yuv422: Hmm... It doesn't recognize bigfile.dat, so I guess something didn't go quite right?
[07:09] <eriktorbjorn> Unless there is one US and one UK version, or something like that. (It says "PAL" on the back of the case.)
[07:10] <yuv422> ahh yeah it only knows about the US one at the moment :(
[07:10] Action: eriktorbjorn tries replacing the detection entry.
[07:12] <eriktorbjorn> Nope, it crashed.
[07:27] Action: eriktorbjorn tries making a new image from the CD, but gets the same files again. Which is encouraging, I guess...?
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[07:36] <eriktorbjorn> yuv422: I remember right, by the way: The SEGA CD copies fine (except for a "cdda1" file, which I assume has to do with the audio track that warns you not to play it in a music player) without any special tricks.
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[08:52] <grogbot> <Scorp> there are quite a lot of versions of these dragons on PSX
[08:52] <yuv422> yeah
[08:52] <yuv422> I have the pal and de versions
[08:53] <grogbot> <Scorp> http://redump.org/disc/29558/ http://redump.org/disc/28261/ http://redump.org/disc/15163/ http://redump.org/disc/7300/
[08:54] <grogbot> <Scorp> so also USA and France
[08:55] <yuv422> unfortunately the audio offsets for a lot of the dialog is hard coded in the exe
[08:55] <yuv422> :(
[08:55] <grogbot> <Scorp> but you can parse exe, no?
[08:55] <yuv422> yeah
[08:56] <yuv422> just a bit time consuming extracting the offsets from the other exes
[08:56] <grogbot> <Scorp> yeah, that's usual stuff with CD audio games back in the days... 😦
[08:57] <yuv422> I'm wondering if I should try and detect a incorrectly ripped audio file too
[08:57] <yuv422> I'm sure a lot of people will do that incorrectly
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[08:57] <yuv422> and wonder why the dialog doesn't work
[08:59] <grogbot> <Scorp> that will help for sure, yeah. actually best would be to create a separate tool with auto-detect.
[09:06] <yuv422> every time I look at my physical copies of Blazing Dragons, the cracks on the cases annoy me
[09:06] <yuv422> It's so hard to keep those big jewel cases crack free
[10:16] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JvnoF
[10:16] <Scummette> scummvm/master 4974ac4 sev-: PRINCE: I18N: Update translation (English)
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[11:14] <Scummette> [scummvm] bluegr closed pull request #2049: WIN32: `scummvm.log` should not roam. (master...noroamLog) https://git.io/Jvn0p
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[12:41] <eriktorbjorn> yuv422: I remember reading a discussion about getting replacement cases - I think it was for those huge SEGA CD ones - and the only suggestion I heard was to buy the cheapest game you could find (probably an NFL game, they said) and use those as replacements. :-)
[12:44] <yuv422> yeah
[12:44] <yuv422> I think mine probably cracked while they were being shipped to me
[12:45] <yuv422> I probably need to buy some from an actual shop ;)
[12:45] <yuv422> eriktorbjorn: I've just pushed a commit to my branch that should enable support for the EU version
[12:45] <yuv422> Could you try your version again?
[12:46] <yuv422> There will be some issues with dialog in the bits where it is hard coded
[12:46] <yuv422> but it should work for the normal game script
[12:54] <grogbot> <Orphen92> Hey itry the retroarch scumvm core and i have this error on Phantasmagoria 2
[12:54] <grogbot> <Orphen92> https://cdn.discordapp.com/attachments/581224061091446795/675686158491058206/unknown.png
[12:54] <grogbot> <Orphen92> do you know whats can cause this issue?
[12:54] <grogbot> <Orphen92> i have try vulkan video driver an gl driver
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[13:08] <eriktorbjorn> yuv422: It starts, at least, so that's a big improvement.
[13:09] <eriktorbjorn> And I can walk around.
[13:10] <eriktorbjorn> There's some cutscene early on. The background looks like it has the wrong palette.
[13:14] <grogbot> <antoniou79> @Orphen92 that looks like the adpcm (audio) decoder is trying to decode a corrupted audio file, maybe
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[13:27] <grogbot> <Orphen92> thanks you 🙂 but i'm not understand what i need to looking for
[13:27] <grogbot> <Orphen92> the game work with scumvm stand alone. i have the problem with retroarch version
[13:28] <grogbot> <antoniou79> I don't know much about the retroarch version. Is it an up-to-date build? As in 2.1.1 or 2.2.0git ?
[13:28] <grogbot> <antoniou79> What is the version of your scummvm standalone?
[13:29] <grogbot> <Orphen92> stand alone is the 2.0
[13:29] <grogbot> <antoniou79> Also, you could check the integrity of the files in your game folder on retroarch
[13:48] <grogbot> <Jaderlund> I seem to have developed an unhealthy obsession with the SCI/Bugs wiki page at https://wiki.scummvm.org/index.php/SCI/Bugs
[13:48] <grogbot> <Jaderlund> There are some bugs there listed as Not Yet Fixed there that probably should be moved to Fixed.
[13:48] <grogbot> <Jaderlund> For example the KQ6: Missing sync resource. ScummVM now uses the same lip-synch data as the original, so there really isnt a problem there any more to be fixed.
[13:49] <grogbot> <Jaderlund> Or Freddy Pharkas: Title should scale up. As far as I can tell, the title does scale up in ScummVM. See for example: https://youtu.be/sAcCpOoXT38?t=33
[13:59] <grogbot> <Jaderlund> Or Quest For Glory 3: Fighting is way too fast. This was fixed with commit https://github.com/scummvm/scummvm/commit/3cf34d64177021d7620f80846ffb582029226f38
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[14:16] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JvnX3
[14:16] <Scummette> scummvm/master cd8446a sev-: DIRECTOR: Made number of channels dynamic
[14:17] <grogbot> <Pathduck> Hey guys - just wondering about Blade Runner (GOG): Does the Graphics Mode options make any difference at all?
[14:20] <grogbot> <antoniou79> "Filter graphics" when enabled may make some lines (eg the cursor outline and the text for subtitles) look smoother.
[14:21] <grogbot> <antoniou79> Some people have said that HQ2x graphics mode does some deblocking
[14:21] <grogbot> <Pathduck> Yeah, I have Filter ON and also scaling to fit
[14:21] <grogbot> <antoniou79> that's it I think
[14:22] <grogbot> <Pathduck> OK I tried HQ3x, maybe a little difference on text but not seeing any difference in the game
[14:23] <grogbot> <antoniou79> I wouldn't expect much difference. Some of the original assets were too compressed.
[14:23] <grogbot> <antoniou79> Ideally, someone could recover the lost ones 🙂
[14:23] <grogbot> <Pathduck> Yeah I would guess so...
[14:23] <grogbot> <Pathduck> In games like SamnMax the options really do make a difference
[14:24] <grogbot> <Pathduck> So I was confused why it wouldn't smooth things out in Blade Runner
[14:25] <grogbot> <antoniou79> I think it's because the Blade Runner engine does a lot of stuff very different than the scumm engine(s)
[14:25] <grogbot> <Pathduck> OK that makes sense
[14:26] <grogbot> <Pathduck> I can live with it, it looks pretty good anyway 🙂
[14:26] <grogbot> <Pathduck> As good as one can expect of a 20+ years old game 😉
[14:28] <grogbot> <antoniou79> I like how it looks too (obviously, it's one of my favorite games of all time). But for the characters at least, I wish that someone from Westwood had kept a backup of the original assets. They really did over-compress some of them, and even the optimized ones, could benefit from being replaced by more detailed versions
[14:30] <grogbot> <Pathduck> Yeah, I read a bit about it - it's too bad, hopefully someone will be able to dig out the old assets
[14:30] <grogbot> <Pathduck> Then in 10 years time, time to play the game again 🙂
[14:32] <grogbot> <Pathduck> Thanks for your replies, I posted on the GOG forums as well, so I guess I'll get the same replies there 🙂
[14:48] <grogbot> <Pathduck> Just thought of something - wasn't there a key to show all clickable objects in the game?
[14:48] <grogbot> <Pathduck> I might have mixed up the games 🙂
[15:15] <grogbot> <antoniou79> There isn't. However. by coincidence I was thinking this same think last week. So it's now on my list to look into possibly implementing for the game's engine in the future.
[15:18] <grogbot> <Pathduck> OK cool stuff 🙂
[15:18] <grogbot> <Pathduck> I was sure I remembered something like that, might've been another game
[15:19] <grogbot> <PurpleMoustache> on topic on Blade Runner: I bought the 4CD version off of ebay a few years ago, and never got around to playing it. I ripped the files a mere 8 hours before the GOG version went on sale. They are the same versions, right?
[15:19] <Scummette> [scummvm] bgK closed pull request #1985: GRAPHICS: When compiling for 3DS, use RGBA8 ColorMask instead of ARGB8 (master...3ds_rgba8) https://git.io/Jedx4
[15:20] <grogbot> <Pathduck> @PurpleMoustache LOL I hope you didn't pay too much 🙂 Anyway, nice to have the original I guess, just for the box 🙂
[15:21] <grogbot> <PurpleMoustache> it was like $15 or so, and that was around the Blu-Ray release of 2049 so at the peak BR hype in the last few years so not bad
[15:22] <grogbot> <Pathduck> Not sure if it's the same version, I think there have been a some patches
[15:23] <grogbot> <rsn8887> @bgK your trigger fix works perfect, ready to merge
[15:23] <grogbot> <Pathduck> @antoniou79 I saw on the wiki there are some console commands but pressing Ctrl-D just crashes the game
[15:24] <grogbot> <rsn8887> I guess I can just merge myself
[15:26] <bgK> @rsn8887 have you tried mapping the right stick to actions?
[15:28] <bgK> (I like leaving PRs with significant amounts of changed code open for at least one day so people have a chance to review them)
[15:29] <grogbot> <rsn8887> Yes it works
[15:29] <bgK> great, thanks
[15:30] <grogbot> <rsn8887> Oops hmm
[15:30] <grogbot> <rsn8887> I guess theres a bug
[15:30] <grogbot> <rsn8887> Mapping right stick works once
[15:33] <bgK> ?
[15:33] <grogbot> <rsn8887> Hmm weird
[15:33] <grogbot> <antoniou79> @PurpleMoustache Blade Runner GOG version is the same as the CD's version and the DVD version. They are all virtually identical
[15:33] <grogbot> <rsn8887> Now it works again
[15:33] <grogbot> <PurpleMoustache> Radical
[15:34] <grogbot> <antoniou79> @Pathduck Ctrl+D won't work with the GOG version because they are using a version of scummvm that has the on-display debugger disabled and instead uses the background console for debug commands. Problem is, they also have the background console disabled when running the game from their shortcut anyway
[15:35] <grogbot> <rsn8887> Yeah theres a bug
[15:35] <grogbot> <rsn8887> The analog mappings get stuck
[15:35] <grogbot> <antoniou79> I would suggest to either try a development build for ScummVM (2.2.0git) or the stable 2.1.0
[15:37] <grogbot> <rsn8887> If i map GUI interact to ZR and then hold ZR while moving the mouse pointer with the analog stick, the interact action is stuck
[15:38] <grogbot> <rsn8887> Something to do with multiple axis events simultaneously?
[15:38] <grogbot> <Pathduck> @antoniou79 OK thanks, I'll try to launch in the proper ScummVM instead
[15:39] <grogbot> <rsn8887> No even simpler the analog trigger just gets stuck. Maybe the button up is not correctly recognized?
[15:47] <grogbot> <Pathduck> draw obj works with the proper scummvm 😄
[15:48] <grogbot> <Pathduck> I just replaced the version in the GOG folder
[15:48] <bgK> @rsn8887 does that hapen only in the keymaps tab, or also in game?
[15:49] <grogbot> <rsn8887> @bgK I think it has to do with the joystickAxesPreviouslyPressed. Let me test in game
[15:51] <grogbot> <rsn8887> In game it works!!!
[15:52] <grogbot> <rsn8887> But in the GUI theres a problem
[15:52] <grogbot> <rsn8887> If I map GUI Interwact to say right trigger then it gets stuck after pressing
[15:56] <grogbot> <rsn8887> It seems to be limited specifically to GUI interact for example GUI close mapping works without getting stuck
[15:59] <grogbot> <rsn8887> A bunch of functionality was lost with keymapper. For example I cannot use dpad anymore to go up down in list boxes
[15:59] <grogbot> <rsn8887> And theres no way to map that functionality it seems
[15:59] <bgK> I can reproduce on Linux if I map a button to an axis, I'll take a look.
[16:00] <bgK> regarding the list boxes, that's an oversight, the arro keys need to be added to the GUI keymap.
[16:00] <bgK> *arrow
[16:01] <grogbot> <rsn8887> Awesome thanks!
[16:02] <grogbot> <Scorp> i did not checked, can you map any keyboard button to any other button?
[16:03] <grogbot> <Scorp> i mean, we have adventure games with text parser, you know
[16:03] <bgK> no, that's not the goal. You can mak a set of predefined per-game actions to arbitrary hardware input
[16:03] <grogbot> <Scorp> would be nice to write N S E W without need to open an onscreen keyboard
[16:04] <bgK> that's the kind of thing that is possible, yes
[16:04] <grogbot> <Scorp> that's not too good 😦
[16:04] <bgK> but the game engine needs to offer actions for the directions
[16:04] <grogbot> <Scorp> but this needs to be implemented in game engine
[16:04] <grogbot> <Scorp> welp
[16:04] <bgK> yes.
[16:05] <grogbot> <Scorp> so basically it is a substitute for game actions, if no actions - no redefine
[16:05] <grogbot> <Scorp> shucks
[16:05] <bgK> ScummVM is not DosBox. It's a collection of game engines, not an emulated computer. So it makes more sense to map input to actions, not input to input.
[16:06] <grogbot> <rsn8887> I mean if you are playing a text parser game you probably would want a keyboard or use the kn screen keyboard
[16:06] <grogbot> <rsn8887> Pretty much unplayable with a game controller
[16:07] <grogbot> <Scorp> it have much sense to add directional buttons to write directions
[16:07] <grogbot> <Scorp> usually it is N, S, E, W in all the engines
[16:07] <grogbot> <Scorp> and X for enter
[16:07] <grogbot> <rsn8887> From my test it looks like one of the two buttons X,Y is unused and could be mapped to skip line by default
[16:07] <bgK> yes, then the game engine should provide actions for that. It's very easy to do.
[16:08] <grogbot> <Scorp> i suppose so, but i am not the engine mantainer 🙂
[16:08] <grogbot> <rsn8887> Are there any engines that use middle mouse?
[16:08] <grogbot> <Scorp> and i suppose Glk is already a mix of different approaches
[16:09] <grogbot> <Scorp> also dreammaster stance on that could be very different than what I think
[16:09] <grogbot> <Scorp> so it would be cool to be able to map a real key too
[16:09] <grogbot> <rsn8887> The engines are all a bit different how they handle the input event loop, how many loops etc
[16:12] <grogbot> <rsn8887> I think theres an example for sky here https://github.com/scummvm/scummvm/pull/2035 but each engine is different
[16:32] <bgK> @rsn8887 I've updated the PR. The issue is that axis value 0 is part of both halves of the axis.. The fix is not very robust but should do for now.
[16:34] <grogbot> <md5> @Jaderlund: thanks! We'll update the wiki
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[18:18] <grogbot> <rsn8887> @bgK: Yes it is fixed.
[18:43] <Scummette> [scummvm] dreammaster opened pull request #2050: ENGINES: Standardization of autosaves (master...autosaves) https://git.io/JvnHK
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[19:04] <lb_ii> bgK, hi! I'm back to discuss keymapping related stuff =)
[19:05] <lb_ii> I really, really, reeeeeealy underestimated task of building full lists of controls for all WME games, it took a bit more then a few days >_<
[19:06] <bgK> lb_ii: hi, keymaps, my favorite subject ;)
[19:06] <bgK> you've gone through the whole WME game collection?
[19:07] <bgK> impressive
[19:07] <lb_ii> Well, the MOST of it... Here are the controls for 90+ games: https://wiki.scummvm.org/index.php?title=Wintermute/Controls
[19:08] <lb_ii> I'm currently short of free HDD space, so some games are still unprocessed, waiting to be downloaded from Steam. But those are 2.5D games, which are currently something out of scope anyway.
[19:10] <bgK> that's a lot of keymaps!
[19:11] <lb_ii> Yes =(
[19:11] <bgK> are all the WME games working in ScummVM?
[19:11] <lb_ii> All the 2D games
[19:11] <grogbot> <Scorp> i never faced this thing before. how you usually manage with "positive sp value has been found" in IDA?
[19:12] <grogbot> <Scorp> i can think of manual debugging to figure out correct sp, but... is there a better way?
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[19:13] <grogbot> <Scorp> btw ghidra decompiled that function like it was nothing. but overall i like decompiler in ida more, so....
[19:14] <lb_ii> Some of those are not complete games but only demos with full games never released, but still they all are detectable and runnable WME targets
[19:15] <lb_ii> So, I wanted to discuss how do I deal with keymapping with all this zoo of controls =)
[19:16] <lb_ii> This wiki page is strictly formated, which mean I can use some machine-assisted conversion of it into keymaps code, but is this the right way?
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[19:17] <lb_ii> Should I have a keymap per each game or is there a harder, but more elegant way to implement this?
[19:18] <lb_ii> Like, there are some games that have "Standard controls + Space for hints" and some games with "Standard controls + Tab for hints"
[19:21] <bgK> looking at your page there does not seem to be too much shared inputs between games.
[19:22] <bgK> I guess you could have one keymap for the standard controls that is always active and one for each game
[19:23] <bgK> looking at the amount of data, I wonder if maybe we could have something to loads keymaps from files.
[19:24] <bgK> a zip archive per engine with a XML file per keymap or something
[19:25] <lb_ii> External files would require some weird integration with localizations
[19:25] <bgK> yes, you're right
[19:32] <lb_ii> another question is the idea behind keymaps - should I keep controls AS IS (except for adding JOY buttons) or should I use the chance to also unify controls (like, always show hints on Space in case above)?
[19:33] <bgK> you should keep the default
[19:33] <bgK> controls
[19:34] <bgK> otherwise people are going to complain the controls don't match the game's documentation
[19:35] <lb_ii> Good point. Sounds logical to me =)
[19:37] <lb_ii> final question - what JOY combinations are allowed? I have played scummvm games on Nindendo Switch for some time, and mapped keys were <any key except R> and mapped combinations were R+<any key except R>
[19:38] <lb_ii> so, R+X was mapped to something, while L+X was interpret like 2 keypresses, mapped L + mapped X
[19:43] <bgK> the R+something mappings are no longer possible. You can map all the buttons except those that are used by the global keymap (Start is the GMM, Back is the virtual keyboard). The left and right shoulders are kind of reserved for backend specific features (slow mouse, change touch input mode, zoom, ..), but there is no hard ban on those.
[19:49] <lb_ii> that's kind of sad... previously, using A,B,X,Y and R, user could get LeftClick, RightClick, Esc, Enter, Space and Dot ('.', aka any key) and there were 2 more keys that I was planning to use
[19:51] <lb_ii> Like, here is James Peris: https://wiki.scummvm.org/index.php?title=Wintermute/Controls#James_Peris:_No_Licence_Nor_Control
[19:51] <bgK> you can map the right stick to actions
[19:52] <lb_ii> Should we assume that right stick even exists?
[19:55] <bgK> well, I don't know. It certainly could be used for actions that have another means of being triggered.
[20:00] <lb_ii> Well, *technically* Enter and Esc are not *absolutely* required for most games. You can save/load from ScummVM menu, and never change any settings, so maybe there is no reason to implement Esc/Enter on JOY_X/JOY_Y.
[20:02] <grogbot> <Henke37> reality is that each game needs a new control configuration for each controller type
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[20:03] <bgK> which is why there is a dialog to remap the controls :)
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[20:06] <lb_ii> Yes, but without ability of using combos, I'm limited with 8 keys per game, since there are devices having a very few buttons like PSP.
[20:08] <lb_ii> Like, I understand why L+<something> and L+R+<something> would be reserved for engine purposes, but also taking R+<something> seems a bit too much.
[20:08] <lb_ii> *non-engine purpose
[20:15] <lb_ii> Hmmmm... There is actually a hack, allowing using less different keys. It's possible to generate 2 ingame events on actual keypress. Like, user is pressing JOY_X, but game recieves Enter and then Space.
[20:16] <lb_ii> Since most games accepts Enter only in menus and Space only in game, this may work.
[20:18] <lb_ii> But that's against "keep the default" idea
[20:18] <lb_ii> Argh
[20:18] <bgK> I suppose we could re-introduce key combos so only one of the shoulder buttons is reserved for the backends. But is that user friendly? I removed the R+<something> on purpose to encourage simple game specific keymaps.
[20:22] <lb_ii> I guess, I'll start with making keymaps AS IS, without assigning anithing for now.
[20:23] <lb_ii> *anything with JOY_*
[20:23] <lb_ii> wow, sorry for bold
[20:24] <grogbot> <Henke37> italics here in discord land
[20:25] <lb_ii> I put a star to the end of line and it starred the whole line for some reason, crazy!
[20:30] <lb_ii> One more moment, are R and L without combos allowed?
[20:31] <lb_ii> Current mappings are:
[20:33] <lb_ii> Meta: Arrows, A, B, Y, L; Myst: A, X, Y; Riven: Arrows, A, X, Y; Pegasus: Arrows, A, X, Y, L, R, BACK
[20:33] <bgK> the game mappings overlay the global / backend mappings. So if a backend has mapped something to L or R, the game mapping will replace it.
[20:33] <bgK> that is if your keymaps use L or R
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[20:39] <bgK> IMO what's important is that the basics have default game controller bindings that make sense, and that it's possible to remap the other actions.
[20:43] <lb_ii> Without combos, the most logical scheme to me is Arrows on DPad, Left click, Right click, Esc and <something> on A, B, X and Y
[20:46] <bgK> sounds good
[20:55] <lb_ii> The only bad moment is that without full completing all the games I'm not 100% sure if none of them require Enter for completion. Having Enter mapped to R+X would make me feel really easier =)
[21:07] <lb_ii> Another moment is secrets. Should we add default JOY mapping for them as well if there is enough buttons? Should they be activated with virtual keyboard?
[21:21] <grogbot> <Scorp> i am unable to figure out what to do with ghidra. i change type to int - it ignores that and still put its (char)local_EAX_211 == '\0'
[21:21] <grogbot> <Scorp> wtf 😦
[21:23] <grogbot> <Henke37> ghidra things that bool is 4 bytes i think
[21:23] <grogbot> <Scorp> result = ZEXT14((char)_local_EAX_123 == '\0'); What is that "ZEXT14, why it recasts my bool local_EAX_123 to char, what even happens
[21:23] <grogbot> <Scorp> this is driving me nuts, really
[21:23] <grogbot> <Henke37> zero extend, 14 bits
[21:23] <grogbot> <Henke37> or something like that
[21:24] <grogbot> <Scorp> okay, why i have that other thing and how to fix it to normal X == false
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[21:27] <grogbot> <Scorp> why I have result_ = (unsigned __int8)sub_40B500(0) == 0; in IDA with zero involvement and why I cannot get same in ghidra within a hour 😦
[21:28] <grogbot> <Scorp> that's just nuts
[21:29] <grogbot> <Henke37> casts usually mean that something isn't typed correctly
[21:29] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JvndP
[21:29] <Scummette> scummvm/master 2486824 sluicebox: SCI32: Detect Robot file endianness
[21:29] <grogbot> <Scorp> i just showed you string from ida
[21:30] <grogbot> <Scorp> i put everything same in Ghidra, so i am sure it is int and not something else
[21:30] <grogbot> <Scorp> or bool
[21:30] <grogbot> <Scorp> anyway, it is defnitely not char like ghidra inisists
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[22:11] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/JvnFb
[22:11] <Scummette> scummvm/master fc76525 dreammaster: ULTIMA8: Added splash screen to recognise Pentagram
[22:11] <Scummette> scummvm/master 9c8eb3d dreammaster: ULTIMA8: Remove Pentagram sub-namespace
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[23:12] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JvnbQ
[23:12] <Scummette> scummvm/master 576cbc9 dreammaster: ULTIMA8: Renaming of Ultima8Engine fields
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[00:00] --- Sun Feb 9 2020