[00:10] lol it still needs audio mixing [00:13] BeefEats (~BeefEats@unaffiliated/beefeats) joined #scummvm. [00:24] i thought that was an unavoidable feature. [00:24] literally can't output audio without assigning a mixer channel type [00:26] it does but that just defaults to max volume for everything [00:27] Zaarin (dfh@84-52-242.12.3p.ntebredband.no) left #scummvm. [00:27] <_athrxx> How much is left to do there? Looks very promising [00:28] <_athrxx> (the engine, not hooking up the volume control) [00:28] [scummvm] lolbot-iichan opened pull request #2507: WINTERMUTE: Detection update (master...wme_detection_2020_10) https://git.io/JTUz9 [00:41] around 50%? it's at that point where it's "playable" but missing "all of the actual boring difficult details" 😛 [00:51] [scummvm] criezy pushed 1 new commits to master: https://git.io/JTU2u [00:51] scummvm/master e835860 criezy: IOS7: Remove include that is no longer needed [00:54] <_athrxx> Oh wow, a game that is made up 50% of boring details 😛 [01:02] boring to implement 😛 [01:02] Shine_ (~Shine@dynamic-095-112-173-248.95.112.pool.telefonica.de) joined #scummvm. [01:04] still needs ui, inventory, load/save, lighting, shadows, antialiasing, audio channels, cursor animations, dialog choices, ingame videos, half the script commands, etc etc [01:13] <_athrxx> It has a rating of 62% on Steam. People seem to like the graphics and sound, but not the controls. [01:18] Shine_ (~Shine@dynamic-095-112-173-248.95.112.pool.telefonica.de) left irc: Read error: Connection reset by peer [01:28] [scummvm] lolbot-iichan closed pull request #2507: WINTERMUTE: Detection update [DO NOT MERGE] (master...wme_detection_2020_10) https://git.io/JTUz9 [01:29] [scummvm] criezy pushed 2 new commits to master: https://git.io/JTUwK [01:29] scummvm/master 271713c criezy: IOS7: Fix reimplementation of OSystem::setGraphicsMode [01:29] scummvm/master 3fc7fc2 criezy: IOS7: Add override keyword for OSystem_iOS7 functions [01:41] [scummvm] lolbot-iichan opened pull request #2508: WINTERMUTE: Add "Red Comrades 0.2: Operation F." demos (master...wme_detection_petka) https://git.io/JTUrX [01:43] My brother is excited at the progress there, SupSuper. He's a fan of the game. [01:49] Deledrius: cool. i wonder if it's better in its native language, as the english writing is... not great [01:52] That's what he told me, too. [01:52] I think he enjoys the peculiarity about it [01:52] DominusExult (~dominus@port-92-194-102-234.dynamic.as20676.net) joined #scummvm. [01:53] DominusExult (~dominus@port-92-194-102-234.dynamic.as20676.net) left irc: Changing host [01:53] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [01:54] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 260 seconds [01:54] Nick change: DominusExult -> Dominus [01:57] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [02:02] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [02:02] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [02:02] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [02:02] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [02:03] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [02:03] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [02:09] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [02:39] Lightkey (~Darklock@p200300f69713554622cf30fffe083718.dip0.t-ipconnect.de) left irc: Ping timeout: 260 seconds [02:53] Lightkey (~Darklock@p200300f69713552622cf30fffe083718.dip0.t-ipconnect.de) joined #scummvm. [02:55] hey [02:56] [scummvm] criezy pushed 2 new commits to master: https://git.io/JTUXg [02:56] scummvm/master d43d86f criezy: IPHONE: Fix transparency with RGB cursors using a key color [02:56] scummvm/master 7cf5cef criezy: IOS7: Fix transparency with RGB cursors using a key color [03:30] Shine_ (~Shine@dynamic-077-003-003-151.77.3.pool.telefonica.de) joined #scummvm. [03:42] ldevulder (~ldevulder@i19-lef02-th2-212-195-5-107.ft.lns.abo.bbox.fr) joined #scummvm. [03:44] ldevulder_ (~ldevulder@dec69-h02-176-129-27-172.dsl.sta.abo.bbox.fr) left irc: Ping timeout: 256 seconds [03:49] Will scummvm support eye of the beholder 3? [03:50] One day perhaps. Source is available (AESOP32). I worked on it some years ago, but the engine had some nasty issues, I vaguely recall, such as deliberate array overruns or something. I couldn't quite get my version to run, and put it on indefinite hiatus. I may return to it someday if no-one else does [03:52] I'm interested on working on adding a engine for SVM, isn't there a tutorial or something? (And Also does SVM's source tree support visual studio?) [03:53] yup, check the wiki [03:53] Yes indeed. I use Visual Studio myself. See https://wiki.scummvm.org/index.php?title=Compiling_ScummVM/Visual_Studio [03:54] There's also a page talking about engine basics: https://wiki.scummvm.org/index.php?title=HOWTO-Engines Though it still needs to be updated due to the recent split in meta engines [03:56] Thx [03:59] if you're working from existing source, my suggestion is get it compiling in scummvm first, and then fit it into an engine second [04:01] criezy (~criezy@host86-133-88-201.range86-133.btcentralplus.com) left irc: Quit: criezy [04:10] Port build status changed with 3fc7fc28: Success: master-ios7 [04:18] Shine_ (~Shine@dynamic-077-003-003-151.77.3.pool.telefonica.de) left irc: Read error: Connection reset by peer [04:30] Port build status changed with 736dc1ca: Success: stable-3ds [04:45] Something is wrong with Switch. It says shaders not supported, but usineur's port supports shaders, using glad. [04:46] I guess glad is not automatically tested for or some such. I think this PR is all that was needed to make Switch ResidualVM work: https://github.com/usineur/residualvm/commit/f2dccdfd3c2ec9af261a872a461f0162615a140f [04:46] And glad.h is now part of the toolchain. [04:47] Longest Journey works in usineur's port. [04:47] and Escape from Monkey Island, too. [04:50] We probably need the updated SwitchSDLGraphicsManager from here, I think https://github.com/usineur/residualvm/blob/f2dccdfd3c2ec9af261a872a461f0162615a140f/backends/graphics/switchsdl/switchsdl-graphics.cpp [04:54] gus (~quassel@2400:6180:0:d0::f76:7001) joined #scummvm. [04:54] gus_ (~quassel@2400:6180:0:d0::f76:7001) left irc: Ping timeout: 240 seconds [05:04] [scummvm] aquadran closed pull request #2506: BACKENDS: Attempt to fix ios7 build (master...fix-ios7) https://git.io/JTU8d [05:05] Hmm no taking in that switchsdlgraphicsmanager causes all kinds of conflicts [05:06] THis is not gonna work as easy as I thought. [05:07] for example setupScreen does not exist anymore etc. So when sev said "it will just work" that's not really true at least not for Switch. Anyhoo. I am out for a while. [05:09] This graphics manager code is highly obtuse and gives me a brainfreeze. [05:09] It reminds me of the "factory of factories" antipattern [05:12] you can see if just enabling configure flags will make it work [05:13] I tried that, no it didn't work. [05:13] ../scummvm/engines/stark/gfx/driver.cpp:43:6: error: 'OpenGLContext' was not declared in this scope; did you mean 'EGLContext'? 43 | if (OpenGLContext.shadersSupported) { | ^~~~~~~~~~~~~ | EGLContext [05:13] I tried to force shader support on etc. But it needs glad anyway on Switch I think. [05:14] I might be missing something simple, but judging by usineur's custom switchsdlgraphicsmanager, I think that code is probably needed. [05:16] Maybe we can lure usineur in here and see if he is willing to help porting. He already forked the new repo and archived his old ResidualVM Switch branch, so that gives me hope. [05:16] couldn't hurt. seems currently we only support shaders via GLEW [05:17] The problem is all this refactoring of constructors and class members makes code reuse hard. I think code reuse only works if a structure is development and then not changed all the time. [05:17] Like in an ideal world, I should have neen able to just plug usineur's switchsdlgraphicsmanager in like a module, but of course many members are different, and even the constructor itself. [05:20] I probably shouldn't waste time trying to understand this, it is usineur's baby anyways. [05:20] I have no doubt he will eventuallky make a PR. [05:29] Here's my current wip in case anyone is interested: https://github.com/rsn8887/scummvm/commit/c321e0476f35b7d2fba7f242ef1243d7be66f598 [05:32] Correct link: https://github.com/rsn8887/scummvm/tree/switch-rvm [05:50] [scummvm] aquadran pushed 1 new commits to master: https://git.io/JTUAg [05:50] scummvm/master b632277 aquadran: WINTERMUTE: Align type param for glGetTexLevelParameteriv [05:56] Well, having read the backlog, I will just say: Replace Myst3 and Stark with how cyx' RAW was handled and go reflect on your hypocrisy a bit. [06:23] Shine_ (~Shine@dynamic-077-003-003-151.77.3.pool.telefonica.de) joined #scummvm. [06:39] RAW? [06:41] Please keep conversation to a civil level and respect the time and effort people in this project are putting voluntarily in their free time -- sometimes sacrificing even more than that for the improvement of the project and keeping our user base happy. [06:42] We can discuss as adults, with arguments. Not random accusations. It creates a bad climate and it that's a terrible thing in a open source project for developer motivation. [06:42] Use arguments, logic. Try to leave drama outside of it. [06:49] Ah, Another World. Right. [06:51] Man, that was a long time ago. [06:52] You can word it however you want, the difference with how RAW and Myst3/Stark was handled is plain to see and illogical if you want to be consistent in your actions, talk about respect for bgK's effort and time. [06:54] I am talking about respecting everybody's time, including mine. [06:54] So then why did you call it a random accusation? It wasn't. [06:55] I have yet to read the argument for bgk's case, other than "he wanted out" [06:55] I am calling your accusation about "hyprocrisy" random. It's a terrible thing to say, and you seem to be making connections without having all the facts or taking into account differences in the situation you are comparing. [06:56] Make a case with arguments, or leave it for the parties involved to discuss calmly [06:58] If there's a problem, we need to isolate it (ie. not start digging for dirt or whatever in the past) and seek a solution. We need to work towards that, not halt all logic discussion. [06:59] Also, we need to accept that some decisions may not satisfy all parties, and some claims cannot be honored if they are not convincing and go against the spirit of the open source contributions. [07:00] Wait, so you don't know what happened with RAW? [07:00] That is to say, there needs to be a solid case for bgk's claim, and he is the only one to make it. [07:01] BeefEats (~BeefEats@unaffiliated/beefeats) left irc: Ping timeout: 240 seconds [07:01] Pardon my saying, but screw what happened with RAW almost two decades ago. I do not care because it is not the issue at hand. We need to focus on this, if we want to look for a solution that will improve matters with bgK [07:01] He already made his claim, that he is the main (over 90%, as he said) developer and does not wish to work on it inside of ScummVM. Same as happened with RAW. [07:01] [scummvm] aquadran pushed 1 new commits to master: https://git.io/JTTf8 [07:01] scummvm/master 7bcce1f aquadran: GRAPHICS: Add missing OpenGL ifdef guard [07:02] Except back then, his wish was respected and now it isn't. [07:02] This is not a logical claim though. It's sentimental. People already explained it to him that he can work on a fork or the current tree code. All code history is intact, he has ownership of all of his work and contributions, as per the log and is credited for such [07:03] Lightkey: It's been already explained that open source does not work like that, though. And ScummVM two decades ago was a smaller project, with different management, scope and priorities. It was a different situation, yet you instist on invoking it [07:04] as if it were the same. No. Different conditions, different discussion took place [07:04] Just to be clear, I am happy that Myst3 and Stark being included in ScummVM, I would have been even happier if that was also the case for RAW, I am just looking for consistency here. [07:05] Consistency is not a priority. [07:05] If you want to be taken seriously, it is. [07:05] Not it is not. If you want to be taken seriously you present a logical case and do not invoke shit from a long gone past [07:07] Open source projects change, their scope changes, they are live organisms. ResidualVM was pretty much always expected (I think by everyone, but I could be wrong) to be merged with ScummVM. [07:07] And you ask me to discuss like an adult.. [07:07] At some point. [07:07] Yes, I am asking. [07:07] But not doing so yourself. [07:07] Another bold claim. Why do you think so? [07:07] Consistency, all I'm asking for. [07:08] "invoke shit from past" [07:08] And I am explaining to you, that when a project changes and evolve dynamically through the years you cannot ask for your kind of consistency [07:09] Is it "shit" that annoyed you? [07:09] Fine, sorry. Invoke another situation from the past [07:09] No, it's that "hypocrisy" annoyed you but "shit" is fine, that's what I meant with missing consistency. [07:10] I am indulging you here, in what I think it is a discussion that you are not handling properly. We need to focus on the current issue. [07:10] Hypocisy is an accusation. A very heavy one. You should know this [07:11] "shit" is something I (and other people) use instead of "things". Maybe you don't, but understand that it is not used offensively here. [07:12] I am trying to calm this situation down, or at least set a framework to discuss calmly. [07:12] You seem to be working against that [07:14] I, and other active contributors and community members, are here and reading almost everything in the chat. We search for things that we can help with, questions, issues raised etc. So we have to read everything. Accusations and drame take toll, they discourage us . [07:26] Shine_ (~Shine@dynamic-077-003-003-151.77.3.pool.telefonica.de) left irc: Read error: Connection reset by peer [07:42] If everyone were to be held to consistency across lots of years, then Id still be expected to wear diapers. [07:43] Jokes aside, how are things supposed to change, if one cant change position on topics? [07:49] A better example is perhaps the fact that the Linux kernel now allows for at least Rust. Pretty sure the stance on C++ is written in stone though [07:51] Hello i try to compile scummvm-master on my platform (MorphOS), i have a little error on Wintermute. [07:51] https://cdn.discordapp.com/attachments/581224061091446795/764757153067827210/unknown.png [07:52] i fix it on ad_actor_3dx.h replace int to int32 getHeight() override... not sur.. [07:52] @BeWorld can you make sure you have the latest HEAD of the repository? [07:53] There is currently work on fixing such issues [07:54] yes i think, donwload all package yesterday 19:39 [07:54] As I understand it, Wintermute engine has some issues with its use of opengl that need more work [07:54] There probably were more fixes since then [07:54] ok [07:55] For example Android build got fixed merely few hours ago [07:56] ok i check [07:56] If the issue persists you can let @aquadran know -- he's been pretty much working non-stop on resolving these issues, (and I expect he is very tired too) [07:57] i continue, i found somes errors on MorphOS with ex-residualvm engine [07:57] ok thanks [07:57] I think I fixed it on tip of master branch [07:59] This isnt GL related though [07:59] Should have existed on ScummVM for years [07:59] they are from the new 3d engines though [07:59] ah, indeed, looked similiar [08:00] Oh, spotted the 3DX now [08:00] if these are platform-specific issues you are welcome to fix and PR them, as i don't think we have a MorphOS buildbot. there is an amigaos which seems to be currently failing [08:00] Hard to read on the phone [08:00] ok no problem, thanks [08:00] I guess int != int32 on MorphOS? [08:01] Iirc AmigaOS 4 had similar issues [08:01] guess so. making .h and cpp consistent is the right move either way as it will produce a warning on other compilers [08:03] yes same as AmigaOS [08:03] yup, just checked buildbot has the same error [08:06] looking into [08:08] @BeWorld change from int to int32 in ad_actor_3dx.h at line 56 [08:08] i confirm same error on buildbot AmigaOS 🙂 [08:08] I think it should help [08:09] yes but i have anoter error [08:09] yes? [08:09] https://cdn.discordapp.com/attachments/581224061091446795/764761699458613258/unknown.png [08:10] looks like many ints in your future 🙂 [08:12] file ad_actor_3dx.cpp 1260 line same as above from in to int32 [08:14] also ad_actor_3dx.h line 54 same as above [08:16] @SupSuper indeed [08:17] https://cdn.discordapp.com/attachments/581224061091446795/764763606671163403/unknown.png [08:18] ink0gnito_ (~ink0gnito@185.132.133.69) joined #scummvm. [08:18] Right, thats the kind of stuff that broke save games on AmigaOS 4 [08:19] ad_actor_3dx.h line 84 [08:19] ink0gnito (~ink0gnito@185.132.133.69) left irc: Ping timeout: 264 seconds [08:20] ink0gnito_ (~ink0gnito@185.132.133.69) left irc: Client Quit [08:21] ink0gnito (~ink0gnito@185.132.133.69) joined #scummvm. [08:21] https://cdn.discordapp.com/attachments/581224061091446795/764764537881624617/unknown.png [08:21] lol lot of int [08:21] ad_actor_3dx.cpp lines 2265 and 2271 [08:21] int all the things [08:22] https://cdn.discordapp.com/attachments/581224061091446795/764764821253652530/unknown.png [08:22] next 🙂 [08:23] line 75 ad_actor_3dx.h [08:24] yes [08:24] ok pass... but... [08:24] https://cdn.discordapp.com/attachments/581224061091446795/764765388575342592/unknown.png [08:25] INTeresting? 🤣 [08:25] loool [08:26] [scummvm] SupSuper pushed 1 new commits to master: https://git.io/JTTtG [08:26] scummvm/master 12e7fb9 SupSuper: COMMON: Attempt to fix DS build [08:27] ad_object_3d.cpp line 123 both ints [08:27] ad_object_3d.h line 43 as above [08:28] https://cdn.discordapp.com/attachments/581224061091446795/764766347552096266/unknown.png [08:28] ad_actor_3dx.cpp line 194 [08:30] ink0gnito_ (~ink0gnito@185.132.133.69) joined #scummvm. [08:31] ink0gnito_ (~ink0gnito@185.132.133.69) left irc: Client Quit [08:31] ink0gnito (~ink0gnito@185.132.133.69) left irc: Ping timeout: 264 seconds [08:31] base_renderer3d.h line 91 [08:32] base_renderer3d.cpp line 48 [08:32] ink0gnito (~ink0gnito@185.132.133.69) joined #scummvm. [08:33] modelx.cpp lines 562-563 [08:35] https://cdn.discordapp.com/attachments/581224061091446795/764768055107780608/unknown.png [08:36] ad_object_3d.cpp line 184 [08:37] not sur here, x and y ? [08:37] https://cdn.discordapp.com/attachments/581224061091446795/764768739530375238/unknown.png [08:38] ah, right 183 [08:39] ok so error... [08:41] ad_object_3d.cpp line 586 and ad_object_3d.h line 53 ? [08:42] yeah, I think so [08:44] ad_scene_geometry.cpp line 1300 ad_scene_geometry.h line 84 [08:45] yes [08:45] there is a lot of int..... [08:46] ad_path3d.h line 52 [08:47] ad_path3d.cpp line 111 and 119 [08:48] first yes, second should not [08:48] no, right, second too [08:48] ok [08:48] ad_scene_geometry.cpp line 101 and 105 [08:50] ad_scene_geometry.cpp line 1170 [08:50] line 1203 [08:51] line 1233 1263 [08:51] line 1300 [08:52] I don't follow this "ad_scene_geometry.cpp line 101 and 105" what error you have? [08:52] Command sent by BeWorld [08:52] .h sorry [08:53] "ad_scene_geometry.cpp line 1170" yes [08:53] 1203 too [08:54] 1233 and 1263 also [08:54] 1300 too [08:55] ok pass.. next i have a specific morphos [08:55] https://cdn.discordapp.com/attachments/581224061091446795/764773117163470848/unknown.png [08:55] i fix that whith define MORPHOS [08:55] i have a same on myst3 [08:56] let me check this [08:56] ok [08:56] Smells like we may need a wrapper function tbh [08:57] Engines shouldnt have backend specific workarounds directly [08:59] it's type mismatch [08:59] web says: "const void * data" [08:59] let me check local declaration [09:01] try cast to (const void *) [09:02] https://cdn.discordapp.com/attachments/581224061091446795/764774960723263488/unknown.png [09:04] just (void *) ? [09:04] i have a warning [09:04] https://cdn.discordapp.com/attachments/581224061091446795/764775554599223326/unknown.png [09:05] same with (GLvoid*) [09:05] const_cast [09:05] I was about wrote that 🙂 [09:06] const_cast( ) [09:07] good ! [09:07] ccawley2011 (~ccawley20@195.17.200.146.dyn.plus.net) joined #scummvm. [09:07] #scummvm: mode change '+o ccawley2011' by ChanServ!ChanServ@services. [09:07] it's specific to MorphOS ? or i can delete #define [09:07] might be also for amigaos [09:08] ok I leave the DEFINE [09:09] ok now.. i more complex for me 😦 [09:09] https://cdn.discordapp.com/attachments/581224061091446795/764776676344463360/unknown.png [09:09] i think MorphOS doesnt have all functions.... [09:10] does it have glActiveTextureARB in GL headers ? [09:11] yes [09:11] SylvainTV (~Sylvain@lfbn-lil-1-436-226.w81-49.abo.wanadoo.fr) left irc: Ping timeout: 260 seconds [09:11] SylvainTV (~Sylvain@lfbn-lil-1-436-226.w81-49.abo.wanadoo.fr) joined #scummvm. [09:11] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [09:11] also for glInterleavedArraysARB [09:12] no [09:13] glInterleavedArrays seem not supported [09:13] i see that with SDL2 OpenGL wrapper [09:14] for this i can #ifndef MORPHOS for glIntervaleavedArrays i think [09:15] ok, for now we can do that [09:15] Wont that break things? [09:16] yeah [09:16] i ask for glActiveTexture [09:16] seem doesnt exist [09:17] you can replace with ARB suffix for ifdef. I think we need cleanup here too, since migw for example does have in headers but not in static libs and needs to be loaded dynamicaly [09:18] wait, you have glActiveTextureARB, but not glActiveTexture? [09:18] yes we have ARB [09:18] so need to #define glActiveTexture glActiveTextureARB [09:19] shouldn't the ARB version be a superset of the non-ARB one? In that case it should be safe to replace, yes [09:19] for glIntervaleavedArrays you have to check if you can load dynamically [09:19] from ARB extension [09:21] but for sake unblock buildbot I think you could skip it and proper implementation needs to be done [09:21] Glew doesnt fix that? [09:21] yes [09:21] if you have glew [09:22] I think it should [09:22] MorphOS doesnt have GLEW... MorphOS.... use TinyGL and OpenGL 1.2..... old old... 😦 [09:22] https://cdn.discordapp.com/attachments/581224061091446795/764780032429391872/unknown.png [09:23] we dont have shaders..... very very old [09:24] you can replace glInterleavedArrays by a handful of manual calls to gl{Normal,Vertex,..}Pointer() etc. (even the Khronos Wiki says that glInterleavedArrays should have never been used, so that replacement might make sense in general, not just for MorphOS) [09:24] https://www.khronos.org/opengl/wiki/Common_Mistakes:_Deprecated [09:25] thx for info [09:25] I'll look into later [09:26] @Darkstar is this port use SDL ? [09:27] you mean MorphOS? I don't know [09:27] MorphOS = yes SDL2 [09:27] ah, sorry, it suppose to be for MorphOS [09:28] @BeWorld then you can try add if def at line 40 [09:28] and reuse case for mingw [09:29] and other idefs by analogy [09:30] @aquadran what you means ? [09:31] ok, never mind, possible not to get put together [09:31] ok i continue to build [09:32] line 66 active_animation.cpp (int to int 32) [09:34] animation_set.cpp line 207 [09:34] lien 66? [09:34] arff .h sorry 😦 [09:34] line 66 of active_animation.h [09:34] ok [09:35] and yes too [09:36] maybe i can continue to private message @aquadran ? [09:36] sure [09:39] @BeWorld Nobody tried to port GLEW to MorphOS? Is MorphOS still using TinyGL? I thought they ported MESA, like Haiku did [09:41] I would assume that BeWorld would know if that was the case [09:41] If the underlying GL implementation is 1.2, then glew doesnt have much to work with anyhow [09:52] [scummvm] AReim1982 pushed 1 new commits to master: https://git.io/JTTGV [09:52] scummvm/master d40d84e AReim1982: WII: Return to the system menu instead of a black screen on exit [09:57] [scummvm] AReim1982 pushed 2 new commits to branch-2-2: https://git.io/JTTGp [09:57] scummvm/branch-2-2 c7b02da AReim1982: WII: Fix transparency of RGB cursors [09:57] scummvm/branch-2-2 553539a AReim1982: WII: Return to the system menu instead of a black screen on exit [09:59] > I would assume that BeWorld would know if that was the case @somaen I'm aware. I'm just surprised it doesn't. There were some tries in AmigaOS4... https://www.amigans.net/modules/xforum/viewtopic.php?post_id=84917 AmigaOS4's MiniGL lacks shaders too: https://www.hyperion-entertainment.com/svn/MiniGL/trunk/ [10:15] Trouble is that both platforms have a fairly high cost of entry. I have an AmigaOS 4 VM, thanks to the classic release, and a PowerBook that could run MorphOS, but find the price of the OS to be a bit high for my usecase. [10:16] Im probably not alone in that camp. [10:16] I'm not a developer, but would be nice someone does alternatives. I like ScummVM everywhere and I had a MorphOS machine in the past (but got broken due to some accident, unfortunately) [10:16] But at least these days the hardware cost isnt the biggest barrier [10:20] SylvainTV (~Sylvain@lfbn-lil-1-436-226.w81-49.abo.wanadoo.fr) left irc: Ping timeout: 240 seconds [10:20] SylvainTV (~Sylvain@lfbn-lil-1-436-226.w81-49.abo.wanadoo.fr) joined #scummvm. [10:20] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [10:26] I understand their mindset of both MorphOS and AmigaOS4, despite, their zealot rivality instead a collaborative environment. A niche OS with low user adoption and proprietary has many disadvantages, like not supporting modern APIs such as OpenGL. I think Haiku is better adapted to reality as a niche operating system. PPC is still dead and X86 is immortal, despite I don't like how X86 is. [10:34] matanikob (485046a2@pool-72-80-70-162.nycmny.fios.verizon.net) left irc: Remote host closed the connection [10:42] Shouldn't the "V-Sync in 3D Games", "Game 3D Renderer" and "3D Anti-aliasing" settings be grayed out under "Edit Game", unless you override global graphic settings? [10:45] I are website migration is ongoing, with forums and such. Thanks a lot! 😀 [10:46] Last message repeated 1 time(s). [10:46] ? [10:47] [scummvm] ccawley2011 opened pull request #2509: GRIM/GROOVIE: Move StuffIt archive code to Common (master...common-stuffit) https://git.io/JTTCd [11:25] Port build status changed with d40d84e8: Success: master-osx_intel [11:34] [scummvm] mduggan pushed 2 new commits to master: https://git.io/JTT4Q [11:34] scummvm/master d59cc08 mduggan: ULTIMA8: Improve loading of Crusader shape data [11:34] scummvm/master 91dc8ef mduggan: ULTIMA8: Support param for unequip usecode event [11:44] @rsn8887 i'm working on it. I have Myst [11:48] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [11:48] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [11:48] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [11:49] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. 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[12:23] Port build status changed with d40d84e8: Success: master-switch, master-ps3 [12:26] ccawley2011 (~ccawley20@195.17.200.146.dyn.plus.net) left irc: Ping timeout: 240 seconds [12:35] [scummvm] sev- closed pull request #2508: WINTERMUTE: Add "Red Comrades 0.2: Operation F." demos (master...wme_detection_petka) https://git.io/JTUrX [12:35] [scummvm] sev- pushed 1 new commits to master: https://git.io/JTTzE [12:35] scummvm/master 3f3a800 lolbot-iichan: WINTERMUTE: Add "Red Comrades 0.2: Operation F." demos [12:45] [scummvm] aquadran pushed 1 new commits to master: https://git.io/JTTgB [12:45] scummvm/master 4a00d37 aquadran: WINTERMUTE: Fixed for int vs int32 types for AmmigaOS/MorphOS [12:53] Begasus (~begasus@ptr-4qba4eah4vqavzunu88.18120a2.ip6.access.telenet.be) joined #scummvm. [13:08] criezy (~criezy@host86-133-88-201.range86-133.btcentralplus.com) joined #scummvm. [13:08] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [13:11] @usineur Thanks a lot! [13:15] [scummvm] BeWorld2018 opened pull request #2510: MORPHOS : Fixed for int vs int32 types for AmigaOS/MorphOS (master...master) https://git.io/JTTVz [14:05] Shine_ (~Shine@dynamic-077-003-003-151.77.3.pool.telefonica.de) joined #scummvm. [14:26] ccawley2011 (~ccawley20@187.17.200.146.dyn.plus.net) joined #scummvm. [14:26] #scummvm: mode change '+o ccawley2011' by ChanServ!ChanServ@services. [14:38] LePhilousophe[m] (valemboi20@gateway/shell/matrix.org/x-wxxjsibogsuixzfl) got netsplit. [14:38] mewmew (mewmewblob@gateway/shell/matrix.org/x-xexzjdfiabheoihy) got netsplit. [14:38] tsoliman (~tsoliman@scummvm/undead/tsoliman) got netsplit. [14:39] LePhilousophe[m] (valemboi20@gateway/shell/matrix.org/x-wxxjsibogsuixzfl) returned to #scummvm. [14:39] mewmew (mewmewblob@gateway/shell/matrix.org/x-xexzjdfiabheoihy) returned to #scummvm. [14:39] tsoliman (~tsoliman@scummvm/undead/tsoliman) returned to #scummvm. [14:39] #scummvm: mode change '+o tsoliman ' by wilhelm.freenode.net [14:40] [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JTTDs [14:40] scummvm/master 3316515 IlDucci: I18N: Update translation (Spanish) [14:40] scummvm/master 1f7040e weblate: I18N: Update translation (Russian) [14:41] LePhilousophe[m] (valemboi20@gateway/shell/matrix.org/x-wxxjsibogsuixzfl) left irc: Ping timeout: 244 seconds [14:41] mewmew (mewmewblob@gateway/shell/matrix.org/x-xexzjdfiabheoihy) left irc: Ping timeout: 244 seconds [14:47] [scummvm] fedor4ever opened pull request #2511: Symbian: sync with 2.2.0 release. (master...master) https://git.io/JTTDh [14:49] LePhilousophe[m] (valemboi20@gateway/shell/matrix.org/x-gphlnzcaadqzqvvy) joined #scummvm. [14:53] mewmew (mewmewblob@gateway/shell/matrix.org/x-uxnqkeydgclefkel) joined #scummvm. [14:57] > @rsn8887 im working on it. I have Myst 3 and TLJ working yet, but some troubles with Grim and EMI. @usineur Awesome!!! 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[15:40] [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JTT5A [15:41] scummvm/master 15119e2 dreammaster: GLK: GLULX: Fix toolbar rendering in Advent 350 [15:41] [scummvm] dreammaster pushed 1 new commits to branch-2-2: https://git.io/JTTde [15:41] scummvm/branch-2-2 59b9d6f dreammaster: GLK: GLULX: Fix toolbar rendering in Advent 350 [15:55] Hello [15:56] Does anyone know of a good resource for what you need from the EXE file(s) for scummvm? [15:57] I am working on an R-E tool for 16-bit DOS games and am thinking it would be nice if it was use for scummvm people. [15:58] it can be anything [15:58] games just love to hide critical data in the read only sections (not that scummvm is innocent in that regard) [15:59] and of course some games use the resource system that windows offers. [16:02] OK, so maybe a few flags around those - whether it has resources, etc. and data offsets for matching to a disassembly or debug session. [16:07] ny00123 (~ny00123@5.102.219.171) joined #scummvm. [16:23] girafe (~girafe@lfbn-gre-1-189-61.w90-112.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [16:24] [scummvm] aquadran closed pull request #2510: MORPHOS : Fixed for int vs int32 types for AmigaOS/MorphOS (master...master) https://git.io/JTTVz [16:24] [scummvm] aquadran pushed 1 new commits to master: https://git.io/JTTAd [16:24] scummvm/master cab7cd4 BeWorld2018: MORPHOS : Fixed for int vs int32 types for AmigaOS/MorphOS (#2510) [16:33] In our /devtools folder we have a bunch of tools that extract various data from game executables so they won't be needed. It also makes things easier when a game has several different releases that may change offsets in the executable slightly [16:34] These tools create custom data files which go in /dists/engine-data and then (at least for Windows) get included in the ScummVM executable automatically [16:41] Oh. Outstanding. Thank you! I didn't see that on the wiki or bump into them browsing the source. I shall go have a look see. [16:42] several tools are just a bunch of hardcoded data ripped off from original EXE and adapted [16:45] Right. It depends on the game. In many cases, it may be simpler to create a single access point in your engine for getting resources from the executable, and initially just get the data from hardcoded offsets in the executable. Then later on when support for the game is done, you can worry about creating a tool to extract the data separately and just switch your engine to using that. That way you won't have to go through multiple [16:45] revisions of an extracted binary data file [16:54] I see ScummVM and ResidualVM forums are merged now. Thanks! What about redirecting forums.residualvm.org to forums.scummvm.org? And residualvm.org to scummvm.org? I'm sure you're working on it 😀 [17:00] @timofonic yep, we are currently working on merging more "parts" of both projects. 🙂 [17:00] "parts" as in "website related" [17:03] ResidualVM is now just a branding [17:19] I see. Thanks! [17:22] https://thefatmanandteamfat.bandcamp.com/ [17:22] @JimBalcomb What does your RE tool do? [17:23] remastered Humongous Entertainment game soundtracks if anyone is interested [17:23] Presently, it identifies the executable type - OE, NE, LE, LX, PE, etc. [17:23] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:24] The handiest part of that is confirming 16-bit, 16/32-bit mixed, or 32-bit, which is fairly directly when it comes to R-E. [17:24] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:24] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:24] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:24] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:24] @JimBalcomb there is probably nothing that can be automated in reversing these old executables. usually it involves heavy disassembly reading and mapping out data structures [17:25] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:25] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:26] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:26] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:26] I have a couple of disassemblers in various states of disrepair 🙂 [17:26] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:26] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:27] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:27] @Darkstar I am too green to say otherwise, but for my purposes, it is handy enough to have quick-info, that can be scripted, on the offsets for matching up static disassembly and debugger sessions, as well as the various offsets of interest. [17:27] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:27] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:28] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:28] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:29] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:29] Arguably, this is, predominently, a motivating exercise to drive my understand of hex, segment:offset, etc. [17:29] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:29] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:29] That also a great motivation 🙂 [17:30] Oh, and, I'm using it to learn C and C++. [17:30] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:30] yeah, that would be helpful I guess... I did something similar by disassembling through objdump, extracting call sites and parsing functions from them, to compare different versions of executables. But that was only practical for rather small executables [17:30] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:30] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:31] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:31] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:31] [scummvm] eriktorbjorn opened pull request #2512: GUI: Update "edit game" for new graphics options (please test before merge!) (master...gui-3d-disable) https://git.io/JTkU3 [17:31] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:31] I extracted segments from the relocations table, that was useful. [17:32] @rsn8887 Grim and EMI are working too, finally. Now I have to fix mapping for each games (especially Myst, mouse movements are not triggered) [17:32] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:32] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:32] What about Lua in GrimE? It uses Lua 3.1. What about using the more modern Lua in /common? Can that be possible? Patching scripts , transpiring, adding compatibility for older Lua or whatever? Just asking. [17:32] also when Scummvm global menu is launched, cursor is not displayed, and a crash happens when using touchpad [17:32] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:32] Actually, while were on-point, y'all ever do anything with pulling /byte-code/ out of an executable and using it in a new C/C++ program? [17:32] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:33] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:33] @rsn8887 i will check this later, i need a break [17:33] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:33] @JimBalcomb It's about 10 years old so you're welcome to it 🙂 https://github.com/madmoose/dizzy/blob/master/analyzer/exe_mz_analyzer.cpp#L105 [17:33] I saw some blog where a chap was talking about adding 'hook' on interrupt calls and replacing it with his code, which made me feel like that was a thing. [17:34] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:34] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:35] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:35] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:35] @madmoose Nice! [17:35] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:36] Out of respect, I am copy all of your code. 😉 [17:36] @JimBalcomb Depends on the size. If it's small, I've simply formatted the bytes or created structures for the data in IDA and copied and pasted. Otherwise for bigger stuff I simply started creating a devtools program to extract the data into separate files that i can open in the engine, and commit in the devtools program as well, but not the raw data files created until the end [17:37] @usineur you need to add relative mouse events for myst3 [17:37] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:38] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:38] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:38] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:39] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:39] like for sdl: https://github.com/scummvm/scummvm/blob/cab7cd49c4e28d32fce77892303a0acd150b3c73/backends/events/sdl/sdl-events.cpp#L189 [17:39] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:40] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:40] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:40] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:41] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:41] @JimBalcomb Copying it might be a bad idea but you're welcome to grab any ideas and code you want. [17:41] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:41] I probably have something more recent than 10 years old but it probably hasn't advanced much. [17:41] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:41] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:42] Well, yeah, selective-c&p, for sure. But, I'm all pretty jazzed that you have classes layed, as I haven't touched those yet in C++. [17:42] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:42] I'm playing LOOM via SVM and i'm already liking it [17:42] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:42] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:42] @JimBalcomb I'm really bad at organizing code, please keep that in mind. [17:43] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:43] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:43] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:43] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:44] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:44] Ha. No worries there, I am probably the worst. [17:44] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:44] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:45] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:45] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:45] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:45] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:46] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [17:46] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) left irc: Read error: Connection reset by peer [17:46] Port build status changed with cab7cd49: Success: master-amigaos4 [17:48] @Gantonio865 Loom is a great game. [17:49] EGA version is preferable [17:49] I'm playing the steam version [17:53] Yeah track down the EGA version if you can. It's so, so much better. [17:54] I mean, I don't personally like the voices, but the real issue with the VGA version (the one you can actually buy) is that whoever colorized it didn't know what they were doing. [17:55] > I'm playing LOOM via SVM and i'm already liking it @Gantonio865 I did read DOOM. I was surprised. After ResidualVM merge, MAME too? 😂 [17:55] And it stings because it looks so good in EGA. The artists really made the most of the limited palette. [17:55] Actually I don't think MAME supports running Doom... [17:55] (directly, anyways) [17:58] girafe (~girafe@lfbn-gre-1-189-61.w90-112.abo.wanadoo.fr) joined #scummvm. [17:59] > Actually I don't think MAME supports running Doom... @thoth I was joking. First ResidualVM, then DOOM, then MAME, then the world... [18:03] MAME can emulate a lot of x86 systems, Im sure they can run Doom. [18:07] But I love the engine reimplementation concept of ScummVM... [18:07] Begasus (~begasus@ptr-4qba4eah4vqavzunu88.18120a2.ip6.access.telenet.be) left irc: Quit: Ex-Chat [18:09] Port build status changed with cab7cd49: Failure: master-osx_intel [18:10] JohnnyonFlame (~quassel@179-107-148-167.zamix.com.br) joined #scummvm. [18:10] Well, it can run Doom in the sense that it can emulate something that can. It can't run doom in the sense of actually having a Doom Engine. [18:10] > Yeah track down the EGA version if you can. It's so, so much better. @thoth excuse me, what the EGA version looks? [18:13] VGA: https://1.bp.blogspot.com/-O5TIkVZALHo/Xe5e8hdNG_I/AAAAAAAAruE/qGWQVOT0JuUcboUY7R7gCJ6w82lVYJx6QCLcBGAsYHQ/s1600/01-1.jpg EGA: https://i20.photobucket.com/albums/b241/ATMachine/loompce/pceloom.png [18:16] And yeah, integrating Doom into ScummVM would actually be fairly trivial. It's just that probably literally nobody wants that, and also the scummvm model where game files are assumed to be static for a given configuration clashes with what players actually do with Doom (that is, change what content they're loading on a pretty regular basis) so it wouldn't be an ideal experience. [18:23] Well, if SVM will support thimbleweed, then what would happen if SVM supports earlier telltale tool games? (kinda dumb question to ask) [18:23] I'm not really hooked up by EGA colors [18:23] Telltale and Thimbleweed arent related. [18:26] It really looks better. Especially in later scenes. [18:28] Sorry, but i said i was never a fan of EGA colors [18:29] Ahh [18:31] @timofonic Nope, theres a good reason why Grim uses Lua 3.1 Alpha 4 [18:31] Which happens to be the precise version used in the game itself [18:33] And save games dump a fair bit of Lua state, which would get really weird to cross upgrade [18:33] I wish LOOM had close captain like other scumm games [18:33] It does? [18:33] It doesn't [18:34] > And save games dump a fair bit of Lua state, which would get really weird to cross up grade @somaen So patching Lua scripts to work with the one in /common would be a titanic task? [18:36] Shine_ (~Shine@dynamic-077-003-003-151.77.3.pool.telefonica.de) left irc: Read error: Connection reset by peer [18:37] Ill just stop you there [18:38] And ask [18:38] Why? [18:39] > And ask @somaen You're a true developer. Someone said me time ago that deduplicate code is good. I'm just curious 😀 [18:42] This is not deduplication [18:42] [scummvm] aquadran pushed 1 new commits to master: https://git.io/JTkmw [18:42] scummvm/master f2a7b58 aquadran: WINTERMUTE: Switch back to glActiveTexture [18:43] @Gantonio865 You probably disabled the closed captions. I don't remember if they're disabled by default. [18:43] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [18:43] There's a way to enable them though. [18:45] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [18:45] > This is not deduplication @somaen Why not? Two Lua interpreters. Well, one is quite older. Uhm. I thought upgrading Lua 3.1 Alpha 4 scripts to 5.2/5.3 wouldn't be hard. It seems i'm wrong. You're the true developers, after all . [18:45] Does Loom have voice acting? I cant remember off hand [18:45] FM Towns or Talkie? [18:46] @timofonic if that had been easy, or useful, then why would we have spent time digging up a very precise alpha version? [18:47] @somaen Oh, yes. It makes sense! [18:51] ScummBot (~ScummBot@roberta.scummvm.net) left irc: Quit: buildmaster reconfigured: bot disconnecting [18:51] ScummBot (~ScummBot@roberta.scummvm.net) joined #scummvm. [18:54] Thanks for the explaining! I didn't know Lua evolved so much. [18:55] Well make a multi version LuaVMVM [18:56] I wonder if LuaVMVM will ever provide an engine for ScummVM. [18:56] 😄 [18:56] Its VMs all the way down. [18:59] https://cdn.discordapp.com/attachments/581224061091446795/764925256514404392/image0.jpg [19:00] This would be an appropriate reaction if someone calls ScummVM an emulator. [19:02] > There's a way to enable them though. @thoth but how [19:04] When i played LOOM for the first time CCs were disabled by default [19:04] I think it's bound to a function key? [19:07] Which key? [19:08] I don't remember... [19:12] it should be in the manual [19:36] > This would be an appropriate reaction if someone calls ScummVM an emulator. @rootfather WorldVM (TM) coming soon, after ScummVM gets all merges... [19:36] 😄 [19:38] There's a bunch of PRs in https://github.com/residualvm/residualvm/pulls [19:47] @usineur That's awesome. The other problems you mention sound like much smaller issues compared to the task of getting the 3d games to run [19:49] @thoth I disagree, I think Loom EGA and especially Loom Amiga looks ten times better than Loom VGA. Loom VGA (FM Towns) is ugly, too colorful, kitsch IMO. The EGA version is much more atmospheric. Maybe the VGA graphics were done by other people. [19:49] But to each their own. Luckily SummVM allows the option to play all the versions. [19:50] well until they put EGA version back on sale, there isn't a choice 😦 [19:53] @thoth Sorry I misunderstood you, I just realized you also like the EGA version more, just like me 🙂 [19:53] Yeah they should sell EGA and VGA versions IMO. [19:53] Well, I'm one of those people who finds Loom VGA much prettier than the EGA version 😛 [19:54] e.g. https://www.youtube.com/watch?v=Tsmt29AJBaE Check 44:44 [19:54] There's a divide. [19:55] Professor Moriarty prefers EGA though. 😛 [19:55] Even at 44:44 VGA is ugly, EGA is better. [19:55] Or 1:13:00 [19:55] It's personal preference, I suppose But more colors = prettier [19:55] It looks like they just slapped extra colors on the existing artwork. LIke other people did that, not the original artist. [19:56] Not a fan. [19:57] 1:13:00 also looks more ugly to me in VGA. It looks cheap. [19:57] Like someone just discovered the gradient tool in Dpaint. [19:57] Having said that, the EGA version does look pretty given the 16 colors limitation [19:57] e.g. 1:19:00 (the dragon's cave) [19:58] In the previous example by thoth, you can see the style in the EGA version, the straight lines in the sky. That's completely gone in VGA. [19:58] i think both are fine, just the EGA is more fitting of the LOOM atmosphere [19:58] discrete and moody [20:00] [scummvm] aquadran closed pull request #2509: GRIM/GROOVIE: Move StuffIt archive code to Common (master...common-stuffit) https://git.io/JTTCd [20:00] [scummvm] aquadran pushed 1 new commits to master: https://git.io/JTkcy [20:00] scummvm/master d1d305d ccawley2011: GRIM/GROOVIE: Move StuffIt archive code to Common (#2509) [20:02] Moriarty all-but confirmed it was a different artist that did the VGA conversion in his GDQ talk. [20:02] cd (~cd@unaffiliated/cd) joined #scummvm. [20:03] [scummvm] aquadran closed pull request #2504: STARK: Allow module to be built as a plugin (master...stark_plugin) https://git.io/JTUtQ [20:03] [scummvm] aquadran pushed 1 new commits to master: https://git.io/JTkcd [20:03] scummvm/master 2311b09 usineur: STARK: allow module to be built as a plugin (#2504) [20:17] [scummvm] lotharsm pushed 1 new commits to master: https://git.io/JTkWC [20:17] scummvm/master 05ef625 lotharsm: I18N: Rebuild translations from source [20:21] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JTkWP [20:21] scummvm/master 3ce5089 lotharsm: I18N: Update translation (German) [20:32] I have fond memories of playing the EGA version as a kid, so I prefer that one [20:32] But the VGA version is a nice alternative; I wouldn't say it is ugly. Each to their own of course... [20:46] Translation question: What's a Chapayev? [20:48] https://en.wikipedia.org/wiki/Chapayev_(game) [20:49] probably doesn't have a translation [20:51] Okay, thanks [20:51] Is around here the fellow wh [20:52] Ah, good to know it's a game [20:52] (I left it untranslated btw) [20:52] https://en.wikipedia.org/wiki/Chapayev-class_cruiser [20:52] @IlDucci thanks for the report with the "double enable" string, I updated the translation datafiles [20:52] well they're all named after the same person apparently [20:53] Glad to see these reports don't go unnoticed [20:53] Speaking of reports, is around here the fellow who suggested that the Spanish string for V-Sync should be abbreviated? [20:54] Because, at least from where I can see, there's plenty of space (Classic Theme is broken though) [20:54] @rootfather actually if this is the game, then it probably refers to the actual person: https://en.wikipedia.org/wiki/Red_Comrades_Save_the_Galaxy [20:54] so either way, leave it untranslated 🙂 [20:54] ah, that makes sense [20:58] Well, be aware with "untranslated" [20:59] Depends on how it is pronounced or written per country [20:59] It's like, in Spanish, we write Mikhail as Mijaíl [20:59] Because of phonetics [20:59] well i mean treat it as a proper noun [20:59] Gotcha [21:00] https://es.wikipedia.org/wiki/Vasili_Chap%C3%A1yev this might work for you [21:01] Bingo [21:01] Thanks! [21:15] [scummvm] sev- pushed 2 new commits to master: https://git.io/JTkRw [21:15] scummvm/master 7ea6781 sev-: PLUGINS: PLUGIN_TYPE_METAENGINE -> PLUGIN_TYPE_ENGINE_DETECTION [21:15] scummvm/master 7ff34bc sev-: PLUGINS: MetaEngineStatic -> MetaEngineDetection [21:19] > well until they put EGA version back on sale, there isn't a choice 😦 @SupSuper wait, The EGA version was once on sale in steam/gog? [21:19] I don't think so, unfortunately [21:19] no, it was once on sale in the 90s 😉 [21:20] (fortunately I have the box 🙂 from back then. The floppies have not been tested for years though) [21:21] The audio drama tape was cool though. It helped practice my English at the time, and I did a full transcript (with many mahaaaany mistakes) at the time. [21:22] At some point I knew the prologue naration and most of the dialogues by heart. My bigger sister did too. [21:23] I never had any big box in my life lel [21:45] I'm so upset that you can't get EGA Loom legitimately anymore. [21:45] [scummvm] criezy closed pull request #2503: SDL: Ensure that SDL is initialized before creating the window object (master...sdl1-window-init) https://git.io/JTJdf [21:45] [scummvm] criezy pushed 1 new commits to master: https://git.io/JTkuR [21:45] scummvm/master 0b7085f ccawley2011: SDL: Ensure that SDL is initialized before creating the window object [21:56] Atleast Ebay is your friend [22:00] @IlDucci @SupSuper Chapayev and Petka (little Piter) are heroes coming from a classic Soviet propaganda book and then movies [22:00] but then later they became a huge series of anecdotes [22:00] there are literally hundreds of those [22:00] usually the anecdotes come before the fixated stories [22:00] and Anka, the "machine gunner" is there too as the hot woman [22:01] so, that adventure of the petka engine is in fact about the heroes from the anecdotes [22:01] with their archetypical dumb jokes [22:02] oh, Google gives me this: https://books.google.nl/books?id=6gIssF2V4p0C&pg=PR27&lpg=PR27&dq=chapaev+anecdotes&source=bl&ots=rIO_zcLato&sig=ACfU3U0pEWMQItHh81HvbjDyItCohxmNDA&hl=en&sa=X&ved=2ahUKEwj8luyexa3sAhVCqaQKHcmPAekQ6AEwAnoECAQQAg#v=onepage&q=chapaev%20anecdotes&f=false [22:02] from a book [22:05] ny00123 (~ny00123@5.102.219.171) left irc: Quit: Leaving [22:14] And the hotkey "Use Chapayed" is actually using that fellow [22:14] I find surprising that there's a button for a specific action, buuut I don't know that game [22:14] i'm going to assume that you get to select which person you control. [22:15] dott can't be the only game with that idea. [22:15] Well, there's only one hotkey string to select one specific character [22:15] If I read the previous Wikipedia entry correctly, there's three in that game [22:16] perhaps more like Max in sam&max? [22:22] this is like Sam&Max, or like Gobliins2 [22:22] switching between heroes [22:23] Sam&Max was not hero switching. it was sam using max as an object [22:26] ccawley2011 (~ccawley20@187.17.200.146.dyn.plus.net) left irc: Quit: Leaving [22:48] [scummvm] criezy pushed 1 new commits to master: https://git.io/JTkaM [22:48] scummvm/master 0582662 criezy: MADE: Add detection entry for RTZ version reported in forum [23:23] vv222 (~vv221@dotslashplay.it) left irc: Quit: memory upgrade [23:27] BeefEats (~BeefEats@unaffiliated/beefeats) joined #scummvm. [00:00] --- Mon Oct 12 2020