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[00:00] <criezy> I guess we could test both the current one, and deg2rad<double>(), which would test the one where both the input and output are double, with a double precision conversion.
[00:02] <criezy> And for the error I mean having a error of 0.000001 for example (as originaly) but treat it as a relative error on the expected result, so since we need to pass the absolute error to the macro, we would pass error * expected result.
[00:03] <criezy> Like TS_ASSERT_ALMOST_EQUALS(Common::rad2deg(M_PI), 180.0, MAX_ERROR * 180.0);
[00:03] <criezy> (except for the 0 case)
[00:04] <ScummBot_> Port build status changed with cf0e9bfc: Success: master-debian-x86. Nice work, all ports built fine now
[00:08] <dafioram> alright this will be fun
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[00:22] <Scummette> [scummvm] dafioram pushed 1 new commits to master: https://git.io/fjqQi
[00:22] <Scummette> scummvm/master 322af3e dafioram: TESTS: Use relative difference for math tests
[00:22] <dafioram> thats should take. thanks criezy
[00:23] <criezy> np
[00:23] <criezy> Although 1e-7 might be too low for the float version, and too high for the double version.
[00:26] <criezy> Ah no. It seems 1e-7 was OK for the float version.
[00:26] <criezy> It's probably pretty close to the limit.
[00:27] <dafioram> gotta take it to the limit
[00:29] <dafioram> do many of the buildbots run the tests?
[00:30] <criezy> I don't think so.
[00:30] <criezy> I would guess only the Debian one.
[00:30] <dafioram> probably for the best
[00:30] <criezy> It needs to be able to run the test executable on the Debian server after all.
[00:31] <criezy> And I doubt you can run a amiga executable on Debian...
[00:38] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/fjq7J
[00:38] <Scummette> scummvm/master 563520f criezy: TESTS: Reduce error for double precision math test
[00:39] <dafioram> nice thats low
[00:40] criezy keeps his fingers crossed
[00:41] <dafioram> im seeing green
[00:42] <criezy> Great.It passed the tests!

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[06:33] <Endy> yuv422: Hello fellow Perthian :)
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[06:36] <Endy> Well, that's the NBN for you. :P
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[07:57] <Strangerke|work_> hi guys
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[08:08] <stroggoff> hi Strangerke|work_
[08:09] Nick change: Strangerke|work_ -> Strangerke|work
[08:09] <Strangerke|work> hi stroggoff :)
[08:11] <Endy> Hey Strangerke|work :)
[08:13] <Strangerke|work> Hey Endy :) What's up?
[08:14] <Strangerke|work> Where's your hat?
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[08:15] Endy wears a phat hat
[08:15] <Endy> :)
[08:16] <Strangerke|work> nice! :D
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[12:04] <kensan> Hi
[12:04] <kensan> I came across this forum post regarding ScummVM and FPGA and was wondering if anything ever came of it. https://forums.scummvm.org/viewtopic.php?t=4272
[12:05] <kensan> Alternatively, I was wondering if anybody knows of a project along these lines?
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[12:39] <madmoose> kensan: I saw your tweet. In my opinion SCUMM is extremely unsuited for a hardware implementation, though. What's your goal?
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[13:20] <kensan> madmoose: I see. Could you elaborate?
[13:21] <kensan> madmoose: I am tinkering with FPGA and thought combining this with ScummVM could be a fun way to learn.
[13:27] <Scummette> [scummvm] Mataniko pushed 1 new commits to master: https://git.io/fjqjG
[13:27] <Scummette> scummvm/master fd2ae58 Mataniko: GUI: Remove transparency from Remastered theme logo
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[15:01] <madmoose> kensan: How much have you looked into SCUMM? The non-bytecode parts of the engine are big and complicated, some of the bytecodes themselves are very complex, there's differences for practically every game using SCUMMV, and there are practically no tools to produce it or work with it.
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[16:11] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/fjmfd
[16:11] <Scummette> scummvm/master 00daee9 antoniou79: BLADERUNNER: Fix McCoy's fake voice with Dektora
[16:50] <peterkohaut> madmoose: game is refreshing at 60fps and needs conversion in every one, whereas background videos are updated much less often (15fps?)
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[17:03] <timofonic> ,99kensan,99: What about creating/improving tools to produce games for SCUMM? As for FPGA implementation: What about porting to FPGA+ARM core then port parts to FPGA and implement a SCUMM superset then make a converter from games to that one? Despite not reaching the experimental phase, it might be a good research project.
[17:25] <madmoose> peterkohaut: Wednesday was Leon's second birthday.
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[17:30] <peterkohaut> let us celebrate by watching the movie again:)
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[20:43] <Scummette> [scummvm] ccawley2011 pushed 2 new commits to temp: https://git.io/fjmIg
[20:43] <Scummette> scummvm/temp d75a135 ccawley2011: ANDROID: Move event types to a separate file
[20:43] <Scummette> scummvm/temp 2af325f ccawley2011: ANDROID: Factor event pushing into pushEvent
[20:43] <ccawley2011> Oops...
[20:44] <Scummette> [scummvm] ccawley2011 pushed 0 new commits to temp: https://git.io/fjmI2
[20:46] <Scummette> [scummvm] ccawley2011 pushed 2 new commits to master: https://git.io/fjmIV
[20:46] <Scummette> scummvm/master d75a135 ccawley2011: ANDROID: Move event types to a separate file
[20:46] <Scummette> scummvm/master 2af325f ccawley2011: ANDROID: Factor event pushing into pushEvent
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[00:00] --- Sat Apr 13 2019