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[00:27] <Scummette> [scummvm] waltervn pushed 2 new commits to master: https://git.io/fj5ej
[00:27] <Scummette> scummvm/master d5c7e9d waltervn: ADL: Refactor Display class
[00:27] <Scummette> scummvm/master 32824ea waltervn: ADL: Improve color accuracy
[00:28] <Grogbot> <waltervn> bah
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[00:43] <ScummBot> Port build status changed with 32824ea8: Failure: master-openpandora
[00:50] <Scummette> [scummvm] waltervn pushed 1 new commits to master: https://git.io/fj5vO
[00:50] <Scummette> scummvm/master 2d76357 waltervn: ADL: Fix compilation for openpandora
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[01:43] <Grogbot> <waltervn> gotta go.. hope it's all good now
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[03:06] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/fj5ft
[03:06] <Scummette> scummvm/master ec3af0e dreammaster: GLK: FROTZ: Allow window positioning before creating Glk window
[03:06] <Scummette> scummvm/master 3582fe9 dreammaster: GLK: FROTZ: Properly have first text screen cover title screen in Arthur intro
[03:53] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/fj5fP
[03:53] <Scummette> scummvm/master c06fd20 dreammaster: GLK: FROTZ: Properly erase window when Arthur intro finishes
[03:56] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/fj5fM
[03:56] <Scummette> scummvm/master 8d648b5 sluicebox: SCI: Add detection entry for QFG4 Demo from KQ6 CD-ROM
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[04:48] <Scummette> [scummvm] sluicebox opened pull request #1801: SCI: Fix SQ4CD hintbook text layout (master...sq4hintbook) https://git.io/fj5Jk
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[06:12] <Scummette> [scummvm] aviloria opened pull request #1802: TSAGE: Removed "pirated" flag from Spanish fanmade translation (master...patch-2) https://git.io/fj5Jb
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[06:27] <Scummette> [scummvm] bluegr closed pull request #1801: SCI: Fix SQ4CD hintbook text layout (master...sq4hintbook) https://git.io/fj5Jk
[06:27] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fj5Um
[06:27] <Scummette> scummvm/master 0069281 sluicebox: SCI: Fix SQ4CD hintbook text layout
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[07:01] <Grogbot> <waltervn> Grr, openpandora still broken
[07:17] <LePhilousophe> waltervn: I don't see your last commit in buildbot
[07:19] <LePhilousophe> nvm they are
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[07:26] <ScummBot> Port build status changed with 3582fe9a: Success: master-openpandora. Nice work, all ports built fine now
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[07:30] <Grogbot> <waltervn> what's going on though...
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[07:33] <LePhilousophe> well it seems it's misleading
[07:34] <LePhilousophe> nightly-master doesn't run a fetch so it took last fetched tree which was without your fix
[07:34] <LePhilousophe> but because of some bug, buildbot says it's with last commit
[07:35] <LePhilousophe> the fetch with your commit got run half an hour ago just after nightly builds finished
[07:36] <Grogbot> <waltervn> it's weird on the 'master' buildbot as well though, when I committed the fix it claimed to be included and it failed, and then when someone else committed something, the fix is listed there again
[07:39] <Grogbot> <waltervn> so is one of those listed there under 'master' the nightly build?
[07:39] <Scummette> [scummvm] bluegr closed pull request #1799: POSIX: Simplify the POSIX save file manager (master...posix-saves) https://git.io/fj7pS
[07:39] <Scummette> [scummvm] bluegr pushed 2 new commits to master: https://git.io/fj5Tn
[07:39] <Scummette> scummvm/master 7311252 ccawley2011: POSIX: Remove POSIX-specific checkPath function
[07:39] <Scummette> scummvm/master ba2bc60 ccawley2011: BACKENDS: Use the default save file manager on Switch and SamsungTV
[07:52] <LePhilousophe> waltervn: build 1759 which clamis to include your changes has been triggered by nightly-master
[07:52] <LePhilousophe> and did not do a fetch
[07:52] <LePhilousophe> I think that's where the bug is
[07:55] <Grogbot> <waltervn> I see, thanks
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[09:31] <Grogbot> <rsn8887> Hu... Vita daily crashes on launch.
[09:31] <Grogbot> <rsn8887> My own build works.
[09:31] <Grogbot> <rsn8887> Is the buildbot including testbed?
[09:31] <Grogbot> <rsn8887> Hmm no I included that too
[09:31] <Grogbot> <rsn8887> Did somebody change buildbot to include all engines again?
[09:37] <Grogbot> <rsn8887> Filesize is different. buildbot is 200 k larger. hmm
[09:37] <Grogbot> <criezy> Vita = PSP2?
[09:37] <Grogbot> <rsn8887> yup
[09:37] <Grogbot> <criezy> It does include almost all the engines: https://buildbot.scummvm.org/builders/master-psp2/builds/1759/steps/configure/logs/stdio
[09:38] <Grogbot> <criezy> (that's the configure log for the last nightly)
[09:39] <Grogbot> <criezy> There are two separate builds for the old PSP, one with all the engines (pspfull) and one without the unstable engines. But I only see one PSP2 build.
[09:40] <Grogbot> <rsn8887> Hmm I build locally even using one more engine.
[09:40] <Grogbot> <waltervn> my latest ADL changes probably increase the filesize a bit... I could probably reduce that if it's a problem, but not sure ADL is a good fit for Vita anyway
[09:41] <Grogbot> <rsn8887> Smaller executable. and no crash. Buildbot uses one less engine (no testbed), larger filesize and crash. Let me try with exact same configure arguments locally and see If I can reproduce the crash
[09:42] <Grogbot> <rsn8887> O crap. Buildbot uses compiler 7.2.0
[09:42] <Grogbot> <rsn8887> Locally I have 8.2.0
[09:42] <Grogbot> <rsn8887> I bet that is the problem
[09:42] <Grogbot> <rsn8887> I need to update buildbot toolchain
[09:42] <Grogbot> <rsn8887> Oh I remember... hmmm
[09:43] <Grogbot> <rsn8887> I might not have the 8.2.0 toolchain for the system installed on buildbot. I have to check
[09:45] <Grogbot> <rsn8887> What is libfaad? I see I don't have it locally, but buildbot links it in. Might explain the filesize
[09:46] <Grogbot> <rsn8887> Is it needed? faad I mean.
[09:48] <Grogbot> <Henke37> i think it's audio.
[09:48] <Grogbot> <Henke37> yup, audio decoder
[09:49] <Grogbot> <rsn8887> Probably good to have
[09:49] <Grogbot> <rsn8887> My hunch is executable filesize on vita just became too big again, the old game.
[09:50] <Grogbot> <rsn8887> Need to disable another unstable engine. One that isn't working or useless on Vita preferably
[09:50] <Grogbot> <rsn8887> And large 😃
[09:50] <Grogbot> <criezy> Yes, for AAC audio used in some QuickTime movies.
[09:50] <Grogbot> <criezy> I think the groovie engine uses that.
[09:50] <Grogbot> <rsn8887> I'd rather not try to update buildbot to 8.2.0 compiler just on the slight possibility it might reduce filesize a bit better. If maybe that is not even it.
[09:51] <Grogbot> <waltervn> I think my ADL commit from yesterday may have pushed it over the edge
[09:53] <Grogbot> <rsn8887> Should ADL be disabled on Vita? Is it useful to have on handheld?
[09:53] <Grogbot> <rsn8887> I have no clue what it is.
[09:53] <Grogbot> <waltervn> can you type on the vita?
[09:53] <Grogbot> <waltervn> if there's no typing it's useless anyway
[09:53] <Grogbot> <criezy> Could it use plugins?
[09:54] <Grogbot> <rsn8887> No typing. I mean there's that virtual keyboard in scummvm.
[09:54] <Grogbot> <rsn8887> No plugins.
[09:54] <Grogbot> <rsn8887> I think because jailbroken etc.
[09:55] <Grogbot> <rsn8887> Director and DM could be disabled, no?
[09:55] <Grogbot> <rsn8887> Long time no work on them.
[09:55] <Grogbot> <rsn8887> Or... what is dm.
[09:55] <Grogbot> <rsn8887> Oh Dungeon Master.
[09:55] <Grogbot> <rsn8887> Yeah for now.
[09:56] <Grogbot> <rsn8887> "Macromedia Director " What is that?
[09:57] <Grogbot> <rsn8887> Does Director run anything atm?
[09:58] <Grogbot> <criezy> It's still under development. We don't have any supported games for this engine yet.
[09:58] <Grogbot> <rsn8887> Ok.
[09:58] <LePhilousophe> that's not a long term solution :/
[10:00] <Grogbot> <Henke37> might be time to look into dynamic loading of engines on that platform
[10:00] <Grogbot> <Henke37> that is a supported setup in scummvm
[10:00] <Grogbot> <rsn8887> Clearly not. I am waiting for one of the real Vita hackers to either: a) find out and fix why hacked Vita firmware cannot load large executables, and with large I mean measly 15 MegaBytes (!) b) them to tell me a way how to load plugins, which I think it impossible at the moment or at least superhard. Otherwise Retroarch vita would not have been built statically, if it was easy and/or possible at all.
[10:01] <Grogbot> <Henke37> if you already hacked a console, writing a loader isn't hard
[10:01] <Grogbot> <rsn8887> Because Retroarch had pretty much the best Vita coders working on it, and they still just threw their hands up in the air and built all static
[10:01] <Grogbot> <Henke37> they kinda already had to do that to get code running to begin with
[10:01] <Grogbot> <Henke37> they are simply lazy
[10:02] <Grogbot> <rsn8887> Could be I don't know.
[10:02] <Grogbot> <Henke37> all dynamic loading requires is exactly the same stuff that you did the first time: read the executable and map in the sections.
[10:03] <Grogbot> <Henke37> now, if you want to support dynamic unloading, you need a little bit of metadata to track what is currently loaded. trivial stuff really.
[10:03] <Grogbot> <Henke37> it's really just same old, same old.
[10:04] <Grogbot> <criezy> I am also a bit confused about the PSP situation on buildbot. I see that it is built with plugins, so do we really need a separate build that does not include the unstable engines?
[10:04] <Grogbot> <rsn8887> If you make a PR I am happy to test it.
[10:04] <Grogbot> <rsn8887> Yes I made a long comment I thought?
[10:04] <Grogbot> <Henke37> i think the idea of unstable is to uhm...
[10:04] <Grogbot> <rsn8887> PSP hard crashes on "Add Game" when unstable engines are included.
[10:05] <Grogbot> <rsn8887> And with hard crashes I mean: PPSSPP PSP emulator does not crash.
[10:05] <Grogbot> <rsn8887> Real PSP crashes in some endless loop where you have to remove the battery to get out of it
[10:05] <Grogbot> <Henke37> good job on them, not crashing when the emulated program does
[10:05] <Grogbot> <criezy> Ah yes, there is a comment in the buildbot config file.
[10:06] <Grogbot> <rsn8887> Something fishy is going on with Add Game.
[10:06] <Grogbot> <rsn8887> It feels like this to me (judging from memory stick activity LED): It loads ALL the plugins, just to check the game folder, every single plugin.
[10:07] <Grogbot> <rsn8887> Somehow, at some plugin, it just hangs hard crash need to take out battery
[10:07] <Grogbot> <rsn8887> It hangs with mem stick LED ON>
[10:07] <Grogbot> <rsn8887> It seems as if: Maybe it loads all the plugins, but doesn't correctly unload them, runs out of memory or something, I dont know.
[10:08] <Grogbot> <rsn8887> I want to test it one engine at a time and see which one causes it, if any one particular one causes it even.
[10:08] <Grogbot> <rsn8887> It might just be the sheer number of them that is the problem.
[10:08] <Grogbot> <Henke37> it is only supposed to load in the metaengines
[10:08] <Grogbot> <Henke37> which should just be luts and the shared AD code
[10:08] <Grogbot> <rsn8887> Certainly the memory stick activity is quite a lot and quite long on Add Game.
[10:09] <Grogbot> <rsn8887> But without unstable engines it works just fine. So it is not totally broken or anything.
[10:09] <Grogbot> <rsn8887> Could there be a memory leak when unloading metaengine plugins somewhere?
[10:09] <Grogbot> <rsn8887> And PSP is just so memory deprived that it really comes to light there?
[10:10] <Grogbot> <Henke37> metaengines are typically statically linked, even when using plougins
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[10:16] <Grogbot> <rsn8887> Then I don't know why the memory stick is showing so much activity on Add Game even.
[10:16] <Grogbot> <rsn8887> I thought it was loading plugins to check which game is in the folder.
[10:17] <Grogbot> <Henke37> not until after the user picks a folder
[10:18] <Grogbot> <rsn8887> Yes it crashes after I pick a folder
[10:18] <Grogbot> <rsn8887> The dialog comes up.
[10:19] <Grogbot> <rsn8887> I select a folder
[10:19] <Grogbot> <Henke37> not just navigates to it, actually presses the add button
[10:19] <Grogbot> <rsn8887> Yes on that Add button. When I wait for the "Game detected" dialog to come up that shows me the game title that was found. Before that appears, it crashes.
[10:20] <Grogbot> <Henke37> right. that would be the actual detection then
[10:20] <Grogbot> <rsn8887> I can press Add Game in main menu just fine. But when I select a folder and press the add button on bottom right. Then the memory stick starts being active for a long time, and then hangs eventually (if unstable engines are enabled).
[10:21] <Grogbot> <rsn8887> I made a very old note here no clue if it is still relevant:
[10:21] <Grogbot> <rsn8887> The commit that causes the crashes on PSP https://github.com/scummvm/scummvm/commit/d087c9605ffffdc9053c5efdc83f53658afbe9a6
[10:21] <Grogbot> <rsn8887> And I found this note The call to EngineManager::detectGames loads the first plugin that might already be the crash. PluginManager::instance().loadFirstPlugin(); or getPlugins() or get<MetaEngine>().detectGames(fslist)) with scumm engine crashes it.
[10:21] <Grogbot> <rsn8887> I have no clue if those are still the problem or if it maybe was even another problem
[10:22] <Grogbot> <rsn8887> Because with scumm engine it doesn't currently crash anymore. Only with some unstable engine
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[10:22] <Grogbot> <rsn8887> Hmm. A later note says that that commit was not the problem, so I guess that is not it.
[10:23] <Grogbot> <rsn8887> Btw a commit message like that gives me shivers Previously, a C-style cast was used to convert a Common::Array<Plugin *>, populated with pointers to StaticPlugin and DynamicPlugin instances, to a Common::Array<PluginSubclass<T> *>, but PluginSubclass<T> is a *sibling* class to StaticPlugin/DynamicPlugin, so this cast was invalid and the results undefined. The methods for retrieving subclasses of plugins can't be easily changed to just
[10:23] <Grogbot> generate an array of temporary wrapper objects that expose an identical API which dereferences to the preferred PluginObject subclass because pointers to these objects are retained by other parts of ScummVM, so the wrappers would needed to be persisted or they would need to just re-expose the underlying Plugin object again. This indicated that a way to solve this problem is to have the callers receive Plugin objects and get the PluginObject from the
[10:23] <Grogbot> Plugin by explicitly stating their desired type, in a similar manner to std::get(std::variant), so that the pattern used by this patch to solve the problem.
[10:23] <Grogbot> <rsn8887> Welcome to c++ yikes
[10:24] <Grogbot> <rsn8887> I just hope it is NOT something like that or I give up
[10:27] <Grogbot> <Henke37> so. apparently scummvm includes its own elf loader. because the system libraries can't be trusted to do the job.
[10:28] <Grogbot> <rsn8887> Doesn't surprise me.
[10:28] <Grogbot> <Henke37> start at backends/plugins/psp and work your way backwards
[10:28] <Grogbot> <rsn8887> But it works really perfect on PSP until I enable unstable engines. Problem is debugging is a pain because of that battery-removal crash. And not reproducible on emulator, so requires LOTS of patience.
[10:29] <Grogbot> <rsn8887> I always lose interest when I get to those weird linker instruction files. Total gibberish to me
[10:30] <Scummette> [scummvm] sluicebox closed pull request #1536: SCI: Update Sound:vol in processUpdateCues (master...sciupdatesoundvol) https://git.io/fhj7v
[10:30] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/fj5LU
[10:30] <Scummette> scummvm/master 99a7478 sluicebox: SCI: Update Sound:vol in processUpdateCues
[10:30] <Grogbot> <Henke37> most people don't do linker scripts yeah
[10:30] <Grogbot> <Henke37> but i don't think you need to worry about them
[10:34] <Grogbot> <rsn8887> Hmm Rinnegatamante made libdl wrappers for Vita. Is that all that is needed?
[10:34] <Grogbot> <rsn8887> This: https://github.com/Rinnegatamante/vitaRTCW/blob/master/code/psp2/dll_psp2.c
[10:35] <Grogbot> <rsn8887> dlopen dlsym dlclose etc. The hardcoded list of function exports bothers me though. How many do scummvm plugins need?
[10:37] <Grogbot> <Henke37> check REGISTER_PLUGIN_DYNAMIC in base/plugins.cpp:122
[10:39] <Grogbot> <rsn8887> I don't see it.
[10:39] <Grogbot> <rsn8887> Where's dlopen even called?
[10:40] <Grogbot> <Henke37> it's not. as i wrote above, scummvm has its own loader. for reasons.
[10:41] <Grogbot> <Henke37> if you want a platform that doesn't roll its own loader, try win32
[10:42] <Grogbot> <Henke37> as in backends/plugin/win32
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[10:44] <Grogbot> <rsn8887> Ah that looks good.
[10:44] <Grogbot> <rsn8887> So LoadLibrary could be replaced with dload
[10:45] <Grogbot> <rsn8887> And no hardcoded array of function names needed it seems.
[10:47] <Grogbot> <rsn8887> dlopen I mean.
[10:47] <Grogbot> <rsn8887> Yeah so plugins on Vita are definitely a possibility. Basically the OS has a loader already:
[10:47] <Grogbot> <rsn8887> sceKernelLoadStartModule
[10:47] <Grogbot> <rsn8887> and an unloader sceKernelStopUnloadModule
[10:49] <Grogbot> <Henke37> check out backends/plugins/dynamic-plugin.h
[10:50] <Grogbot> <Henke37> what a coinkydink, it matches the REGISTER_PLUGIN_DYNAMIC macro
[10:54] <Grogbot> <rsn8887> a posix_provider.cpp already uses dlopen etc.
[10:55] <Grogbot> <rsn8887> So with Rinnegatamante's dlopen dl* wrappers might just work as-is
[10:56] <Grogbot> <rsn8887> Where does the filename come from? Can it be re-defined?
[10:56] <Grogbot> <rsn8887> On Vita plugins have .suprx ending
[10:56] <Grogbot> <rsn8887> apparently
[10:57] <Grogbot> <rsn8887> Oh I can just append that in the dlopen call I guess lol
[10:59] <Grogbot> <rsn8887> Hmm he said "you can't share newlib heap"
[10:59] <Grogbot> <rsn8887> That sounds like maybe a problem
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[11:08] <Grogbot> <SupSuper> I think you just define the extension in the backend
[11:09] <Grogbot> <SupSuper> It just searches ScummVM folders for every file with matching extension (isPluginFile)
[11:09] <Grogbot> <SupSuper> So you don't need to add it later
[11:11] <Grogbot> <rsn8887> Even better
[11:12] <Grogbot> <Henke37> where exactly is that?
[11:13] <Grogbot> <Henke37> "the backend" is rather vague
[11:14] <Grogbot> <Henke37> FilePluginProvider has a isPluginFile member function, is that the one?
[11:14] <Grogbot> <SupSuper> pluginloader
[11:14] <Grogbot> <rsn8887> bool Win32PluginProvider::isPluginFilename(const Common::FSNode &node) const { // Check the plugin suffix Common::String filename = node.getName(); #ifndef _WIN32_WCE if (!filename.hasSuffix(".dll")) #else if (!filename.hasSuffix(".plugin")) #endif return false; return true; }
[11:14] <Grogbot> <rsn8887> Yeah
[11:14] <Grogbot> <rsn8887> so could just use .suprx there
[11:15] <Grogbot> <Henke37> looks like FilePluginProvider::getPlugins is in charge of where to look for plugins
[11:16] <Grogbot> <SupSuper> Btw anyone tested plugins in mingw recently?
[11:16] <Grogbot> <SupSuper> Last i tried it just errors the compiler
[11:17] <Grogbot> <Henke37> no, but if you can get msvc to support plugins, i'd be happy to test that
[11:18] <Grogbot> <rsn8887> OK off to bed, but plugins on Vita suddenly sound very promising 😃
[11:18] <Grogbot> <rsn8887> Thanks for the help
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[12:09] <Grogbot> <md5> The Return to Ringworld Spanish translation is the full game, which is now packaged in an InnoSetup installer, which checks for the existence of the original game before overwriting its files. I was able to get the files using innounp... so, should we allow this? (Pull request 1802)
[12:10] <Grogbot> <md5> IMHO, since they added the check, it should be acceptable?
[12:10] <Grogbot> <Henke37> the policy is to not bypass drm unless an official interpreter did so as well
[12:11] <Grogbot> <Henke37> of course, if the files are identical after unpacking, then there is no way to check for a legitimate copy
[12:11] <Grogbot> <Henke37> oh, and there is a database of known piracy hacks that is to be refused too.

[12:37] <Grogbot> <Strangerke> I'm pretty sure some files will ne missing if you only use the translated ressource files
[12:38] <Grogbot> <Strangerke> Now honestly, i would ne much more safe for them to provide a patch
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[14:18] <Grogbot> <Praetorian> Hello!
[14:19] <Grogbot> <Praetorian> Good God, I'll probably have to give up with building a proper toolchain for an android SDL2 port and latest NDK. I've opened a can of too many worms with that one.
[14:42] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/fj5O6
[14:42] <Scummette> scummvm/master bb434ee antoniou79: DISTS:ANDROIDSDL: Update splash logo.png
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[17:55] <Grogbot> <rsn8887> Can the buildbot webpages be made to display timezone CEST next to each time stamp?
[17:58] <Grogbot> <rsn8887> It is ok as-is I guess (displaying time-zone on very bottom only), but a bit confusing. Most webpages adjust time display to show correctly in local timezone, but buildbot.scummvm.org seems to always display times in CEST only.
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[18:11] <Grogbot> <SupSuper> i assume it's a server-side thing. local timezone is only available via javascript
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[18:19] <Grogbot> <ccawley2011> Is anyone here willing to try out PR #1695? https://github.com/scummvm/scummvm/pull/1695
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[18:29] <m_kiewitz> yikes
[18:30] <Scummette> [scummvm] bluegr closed pull request #1802: TSAGE: Removed "pirated" flag from Spanish fanmade translation (master...patch-2) https://git.io/fj5Jb
[18:30] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fj5Zw
[18:30] <Scummette> scummvm/master 0fd412c aviloria: TSAGE: Removed "pirated" flag from Spanish fanmade translation
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[18:38] <m_kiewitz> waltervn: I'm not used to some being on discord.
[18:38] <m_kiewitz> Thx for your reply. I will look into this, I also really need to check Space Quest 4 Japanese just in case they used hex escapes for some Japanese characters.
[18:39] <Grogbot> <md5> ccawley2011: also check PR #1778
[18:39] <Grogbot> <md5> https://github.com/scummvm/scummvm/pull/1778
[18:42] <m_kiewitz> hi md5
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[18:49] <Grogbot> <Henke37> cough grammar cough
[18:49] <Grogbot> <Henke37> https://cdn.discordapp.com/attachments/581224061091446795/610545511388282891/Skarmklipp.PNG
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[18:56] <Grogbot> <SupSuper> more words more problems
[18:57] <Grogbot> <rsn8887> There is some ugly white around the pointer, shouldn't that be transparent?
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[19:00] <Grogbot> <Henke37> For those curious, here is my results.
[19:00] <Grogbot> <Henke37> https://cdn.discordapp.com/attachments/581224061091446795/610548213359050752/testbed.log
[19:03] <Grogbot> <Henke37> oh dear, how old is the test music? i was still in elementary school back then.
[19:06] <Grogbot> <md5> Hi m_kiewitz 😃
[19:12] <m_kiewitz> md5: it seems SQ4 Japanese even used older text resources and it is SCI1 Late, at least I found an error in our wiki (SQ4 Japanese is listed as SCI1.1, and not SCI1 Late)
[19:14] <m_kiewitz> fixed
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[19:20] <Grogbot> <Henke37> I don't think cursors scale correctly...
[19:20] <Grogbot> <Henke37> https://cdn.discordapp.com/attachments/581224061091446795/610553445291655168/Skarmklipp.PNG
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[22:42] <Grogbot> <rsn8887> I noticed the same problem using testbed on Switch (uses SDL2-backend), when I tested screen shaking PR. I thought it was just the platform...
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[00:00] --- Tue Aug 13 2019