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[00:31] <grogbot> <DreamMaster> I helped fix his problem. Turns out he was calling Surface::setPixels to a temporary array that went out of scope when the decode method ended
[00:43] <grogbot> <monyarm> Yup, it works now
[00:43] <grogbot> <monyarm> https://cdn.discordapp.com/attachments/581224061091446795/709566785178828901/2020-05-12-034238_1920x1080_scrot.png
[00:43] <grogbot> <DreamMaster> The first step on a long but hopefully rewarding journey 🙂
[00:45] <grogbot> <monyarm> Here's hoping
[00:45] <grogbot> <monyarm> I managed to find some c# code, which while annoying because it holds entries in a Dictionary<string,object>, should help me decode the cpk archives.
[00:47] <grogbot> <DreamMaster> Good. Everything that you don't have to figure out from scratch is one less problem
[00:53] <grogbot> <monyarm> Let's see, for P3P, the simplest game i need the following: TMX (what the above image is) CPK (Archive format, annoying) SPR (Archive containing TMX images and animation data) PAC (Archive containing SPR/TMX files which are loaded together, mostly different UI) BIN ( Bin archive, there are a few different types, one of which contains the TMX event backgrounds, another is the bustup bin, which is a bin containing all tmx files for a
[00:53] <grogbot> given character) GMO/EPL (Models and Particles data, very low priority) ADX/VAG (audio formats, VAG is just ADPCM) AFS/PSE (Audio archives) TBL (tables containing data) PMF (Video format, ffmpeg can read the video, but not the atrac3+ audio) BVP/BMD/BF (the games' scripts/scenes, compiled from C code, however is well documented, and there exist tools to decompile it) And most of these formats are either reused in P4G/P5, were modified slightly for
[00:53] <grogbot> those games, or are themselves an updated version of formats from P3/P4
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[01:31] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JflpB
[01:31] <Scummette> scummvm/master e7c57c3 dreammaster: ULTIMA4: Ensure all NPC conversations end on a new line
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[02:23] <grogbot> <mduggan> I found this wiki very useful recently for decoding videos.. it also has done for some of those formats, eg https://wiki.multimedia.cx/index.php/CRI_ADX_file
[02:30] <Scummette> [scummvm] lolbot-iichan opened pull request #2242: WINTERMUTE: Add FoxTail Chapter 3 support (master...wme_foxtail03) https://git.io/Jflhd
[02:32] <dreammaster> Chapter 3 support, nice
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[03:20] <grogbot> <monyarm> Cool, now I just need info on the psmf video format
[03:30] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/Jf8es
[03:30] <Scummette> scummvm/master 5f00f35 dreammaster: ULTIMA4: Switch music over to use .mp3 files
[03:30] <Scummette> scummvm/master 45771e0 dreammaster: ULTIMA4: Better handling of LF in vendor scripts
[03:32] <grogbot> <monyarm> Question, I know a lot of std things like vector aren't usable by engines, they're not allowed. But what about if I was writing a library? Also how would I give the library a file? The address and size of the steam, I'm guessing would be enough. The reason in asking is I want to move my format specific code to a library, so that mod tool makers can make use of them.
[03:35] <dreammaster> Things remain fairly simple as long as your library doesn't use any C++ STL classes. As you say, you could simply pass a pointer to data and size to the library function.
[03:36] <dreammaster> And likewise get outputs of processed data that you could then use directly in your engine, or wrap in a MemoryReadStream, or whatever
[03:39] <dreammaster> Things get more complicated if you want to use STL classes in the library. Technically I think that's still feasible, as long as you #include the library's interface before any ScummVM headers are included. Normally we don't allow it, but of course since you've forked into a new project, it's up to you if you want to
[03:40] <grogbot> <monyarm> I'll try to avoid it as much as possible
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[03:40] <dreammaster> Actually, it's still simple so long as you don't use any STL class types in the interface, and only internally in the library code itself
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[08:13] <Scummette> [scummvm] mduggan pushed 3 new commits to master: https://git.io/Jf8OL
[08:30] <ScummBot> Port build status changed with 15d1e498: Failure: master-amigaos4
[08:32] <Scummette> scummvm/master 1bcc529 mduggan: ULTIMA8: Output pixel data in shape viewer
[08:32] <Scummette> scummvm/master de432dd mduggan: ULTIMA8: Tiny cleanups
[08:32] <Scummette> scummvm/master 15d1e49 mduggan: ULTIMA8: Add xform blend data for Crusader
[08:32] <Scummette> [scummvm] sev- closed pull request #2242: WINTERMUTE: Add FoxTail Chapter 3 support (master...wme_foxtail03) https://git.io/Jflhd
[08:32] <Scummette> [scummvm] sev- pushed 9 new commits to master: https://git.io/Jf8OS
[08:32] <Scummette> scummvm/master e561e97 lolbot-iichan: WINTERMUTE: Add Foxtail Chapter 3 engine and detection
[08:32] <Scummette> scummvm/master aecb03e lolbot-iichan: WINTERMUTE: Use different opcodes for FoxTail 1.2.896
[08:32] <Scummette> scummvm/master 5ad57c9 lolbot-iichan: WINTERMUTE: Add extra keymaps for FoxTail 1.2.896
[08:33] <grogbot> <mduggan> Hrm if that was my change I'll be back in a few minutes to fix it, just out to grab a drink
[08:34] <Scummette> [scummvm] sev- closed pull request #2240: JANITORIAL: Rename EVENT_RTL (master...master) https://git.io/JfWda
[08:34] <Scummette> [scummvm] sev- pushed 6 new commits to master: https://git.io/Jf8Oh
[08:34] <Scummette> scummvm/master 06242a7 Mataniko: JANITORIAL: Rename EVENT_RTL
[08:34] <Scummette> scummvm/master 581a6ec Mataniko: JANITORIAL: Rename kSupportsRTL to kSupportsReturnToLauncher
[08:34] <Scummette> scummvm/master 321a02a Mataniko: JANITORIAL: Rename shouldRTL, resetRTL and FORCE_RTL
[08:52] <grogbot> <antoniou79> @rootfather I got my issue with fullscreen fixed. I uninstalled and reinstalled by snap store version of ScummVM and also removed all libsdl2 traces, got the source for SDL2, reinstalled all pre-requisites, build and installed it, and now both Snap version and my builds work ok.
[08:54] <grogbot> <antoniou79> Using SDL2 2.0.12 resolves also the old issue with the quick switching between Full Screen and Windowed when Alt+Tabbing, which made it hard to actually "land" to the desired mode. This might have been fixed in an earlier version, becaused I skipped a few to get the most recent one.
[08:54] <grogbot> <antoniou79> The snap store one though, still has this issue
[08:55] <grogbot> <antoniou79> Also the snap store has an issue whereby it will interfere with any sounds playing from other apps and cause a "noise" effect on them. I recall having a similar issue on the Raspberry Pi.
[08:55] <grogbot> <antoniou79> This does not seem to occur with my builds.
[09:01] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/Jf83j
[09:01] <Scummette> scummvm/master 77c96b8 mduggan: ULTIMA8: Correct types to make amiga compiler happy
[09:02] <grogbot> <mduggan> ok, just pushed a change that should fix amigaos build
[09:07] <grogbot> <rootfather> @antoniou79 yes, the SDL2 issue on the Snap is known since core18 has an older SDL version, this will be fixed once core20 is released.
[09:08] <grogbot> <rootfather> Regarding the noise issues you have on the snap release, can you try if enabling the TTS feature changes something?
[09:08] <grogbot> <rootfather> It's either an issue with pulseaudio (in some cases it might interfere, which is also known to the snapd devs) or with the way I handle the speechd stuff
[09:09] <grogbot> <rootfather> It's also interesting that this seems to be dependent on the host system, since I don't have the sound issues on 18.04+
[09:09] <grogbot> <rootfather> I think there's not much I can do regarding proper support of the snap for 16.04 since back then the snapd stuff was too new
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[09:25] <grogbot> <antoniou79> I understand about the 16.04 support. I think it's a pulseaudio issue, because that would explain that it also happens on the Raspberry Pi (Raspbian) which has known issues with pulseaudio.
[09:25] <grogbot> <antoniou79> This last time I've tried, the noise issue just kind of went away after a bit, on its own (!)
[09:25] <grogbot> <antoniou79> I get warning messages on the console: "ALSA lib seq_hw.c:466:(snd_seq_hw_open) open /dev/snd/seq failed: Operation not permitted "
[09:27] <grogbot> <rootfather> yes, that's why we don't have auto connect for the alsa plug
[09:27] <grogbot> <rootfather> this can be solved by sudo snap connect scummvm:alsa
[09:27] <grogbot> <antoniou79> I don't think it's related to TTS. But now it had gone away and cannot rerpoduce it. It may occur if I reboot, or close other apps
[09:49] <ScummBot> Port build status changed with 77c96b83: Success: master-amigaos4
[10:04] <Scummette> [scummvm] moralrecordings pushed 3 new commits to refcount: https://git.io/Jf8nJ
[10:04] <Scummette> scummvm/refcount 594f435 moralrecordings: DIRECTOR: LINGO: Add reference counter to Symbol and Datum
[10:04] <Scummette> scummvm/refcount ceb8156 moralrecordings: DIRECTOR: LINGO: Add copy assignment operator for Datum/Symbol
[10:04] <Scummette> scummvm/refcount 3dc4bb3 moralrecordings: DIRECTOR: LINGO: Precalculate array size for b_addAt
[10:11] <Scummette> [scummvm] moralrecordings pushed 0 new commits to refcount: https://git.io/Jf8n3
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[12:31] <Scummette> [scummvm] sev- closed pull request #2217: COMMON: Base BiDi support on U32String (master...pink_bidi) https://git.io/Jf3Mz
[12:33] <grogbot> <Henke37> so, bidi in the game list. the current discussion is about if individual games should have different alignment depending on the RTL status. there I agree. But I agree even harder than expected. I say that this should happen regardless if the main gui is mirrored or not.
[12:34] <Scummette> [scummvm] sev- closed pull request #2236: PINK: support hebrew version (master...pink_bidi_macgui_flipped) https://git.io/JfCpR
[12:34] <Scummette> [scummvm] sev- pushed 14 new commits to master: https://git.io/Jf84C
[12:34] <Scummette> scummvm/master c30b22c BLooperZ: COMMON: add bidi support for U32String
[12:34] <Scummette> scummvm/master 5b2bc4a BLooperZ: COMMON: move bidi conversion to str-bidi.h
[12:34] <Scummette> scummvm/master 861d8da BLooperZ: PINK: support BiDi on menu bar items
[12:35] <Scummette> [scummvm] sev- closed pull request #2238: SDL: Return unicode keycode for Hebrew input (master...z_hebrew_input_unicode) https://git.io/JfWGk
[12:35] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jf84B
[12:35] <Scummette> scummvm/master 44c0b46 ZvikaZ: SDL: Return unicode keycode for Hebrew input
[12:36] <grogbot> <ZvikaZ> > so, bidi in the game list. the current discussion is about if individual games should have different alignment depending on the RTL status. there I agree. > But I agree even harder than expected. I say that this should happen regardless if the main gui is mirrored or not. @Henke37 Agree as well. It should be same the behaviour (whatever we decide...) whether it's in LTR or RTL GUI.
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[12:39] <Scummette> [scummvm] sev- closed pull request #2237: COMMON: Allow ignoring CR line breaks in SeekableReadStream::readLine() (master...readline-cr) https://git.io/JfWeo
[12:39] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jf84V
[12:39] <Scummette> scummvm/master e207fda ccawley2011: COMMON: Allow ignoring CR line breaks in SeekableReadStream::readLine()
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[12:46] <chinmay_> Hi everyone!
[12:46] <chinmay_> I am interested in contributing to Scummvm documentation participating in gsod-2020. I want to work on idea 'Launch a documentation portal'.
[12:46] <chinmay_> I have previous experience with readthedocs,markdown and Restructured text and have contributed to other organisations as well.
[12:46] <chinmay_> I'm new to Scuumvm community and it would be great help if someone could help me getting started. Thanks!
[12:49] <grogbot> <ZvikaZ> Hi. I've just git pulled and VS fails with bunch of: 2>C:\Zvika\ScummVM-dev\scummvm\image\codecs\jyv1.cpp(94,17): error C2146: syntax error: missing ')' before identifier 'and' 2>C:\Zvika\ScummVM-dev\scummvm\image\codecs\jyv1.cpp(94,17): error C2065: 'and': undeclared identifier In that file I see: if (idx != 0 and idx != 8) { What's this and?? Have we moved to Python?
[12:52] <grogbot> <ZvikaZ> @mduggan , please take a look. Thanks.
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[13:18] <grogbot> <criezy> Hi chinmay_
[13:19] <grogbot> <criezy> To get started you could have a look at our old User Manual on the wiki: https://wiki.scummvm.org/index.php?title=User_Manual
[13:20] <grogbot> <criezy> If you don't have any of the game we support, you can find some free ones on our website: https://www.scummvm.org/games/
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[13:30] <grogbot> <sev> chinmay_: and if possible for you to join Discord, we have a separate channel for the project even
[13:34] <ScummBot> Port build status changed with e207fda7: Failure: master-3ds, master-amigaos4, master-psp2full
[13:36] <grogbot> <mduggan> buh.. have I been really infected by python
[13:37] <grogbot> <mduggan> also, how did that compile locally, I'm confused
[13:38] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jf80s
[13:38] <Scummette> scummvm/master 1c7e13f sev-: DIRECTOR: LINGO: Fixed preprocessor for 'play'
[13:40] <grogbot> <mduggan> I just learned something new .. https://en.cppreference.com/w/cpp/language/operator_alternative
[13:40] <grogbot> <sev> @mduggan this is why we have buildbot in the first place
[13:41] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/Jf808
[13:41] <Scummette> scummvm/master 2ac6579 mduggan: IMAGE: Fix use of and keyword
[13:42] <grogbot> <mduggan> yeah, it's the danger of PRs.. get merged when I'm not watching 🙂
[13:50] <grogbot> <mduggan> surprisingly my "and" mistake seems to have not broken any of the buildbots.. those breaks are from the readline change
[13:51] <Scummette> [scummvm] sev- closed pull request #1285: BUILD: Modernize default code optimization strategy (master...optimizations) https://git.io/fNpXs
[13:51] <grogbot> <mduggan> engines/titanic/support/avi_surface.h:67:8: error: 'char* Titanic::y222::readLine(char*, size_t)' marked 'override', but does not override char *readLine(char *s, size_t bufSize) override {
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[14:03] <grogbot> <monyarm> Question, which makefiles should i edit in order to link a library? This library will only be used for 1 engine, if that helps.
[14:04] <grogbot> <monyarm> And where should i put it? I'm guessing devtools?
[14:08] <grogbot> <ZvikaZ> > @monyarm you can see my PR regarding addition of fribidi library
[14:10] <grogbot> <monyarm> I can't seem to find it
[14:11] <grogbot> <ZvikaZ> https://github.com/scummvm/scummvm/pull/2208
[14:12] <grogbot> <monyarm> Ok thanks, now just one more question, the library in question is one i'm writing, what would be the best place to put it? devtools?
[14:13] <grogbot> <ZvikaZ> You'll have to supply more details to get an accurate answer...
[14:14] <grogbot> <monyarm> The game i'm working on has an active modding community, but all of their libraries and tools are made in c#. I've decited to take my code for reading the different file formats, and move it into a seperate library, so it can also be used my modding community
[14:15] <grogbot> <ZvikaZ> Well, I don't know... Meanwhile, I have another question - there seem to be a problem with our encoding routines. In this code: char c[] = {0xee, 0xe5, 0xe3, 0x21, 0x20, 0xee, 0xe9, 0x20, 0xe6, 0xe4, 0x20, 0xf9, 0xed, 0x3f, 0x22, 0}; String s_in = c; Common::U32String us = s_in.decode(Common::kWindows1255); String s_out = us.encode(Common::kWindows1255); I expect s_in and s_out to be equal. But s_out is just a bunch of
[14:15] <grogbot> question marks. Somehow, the .encode failed, but I don't understand why. These chars are perfect Windows 1255 encoding, as can be seen at https://en.wikipedia.org/wiki/Windows-1255 Any ideas?
[14:16] <grogbot> <ZvikaZ> BTW, this code doesn't exist in our codebase, I'm in the middle of debugging something, and wrote that just to check. You can paste this anywhere, and put breakpoint, and see for yourself.
[14:20] <ScummBot> Port build status changed with e207fda7: Failure: master-mingw-w32, master-ps3, master-mingw-w64-cplusplus11, master-psp2
[14:27] <grogbot> <monyarm> What i need is to add something in my configure file to tell it, if libatlus is needed, but it's path isn't specified to find it in a specific subfolder of the main project folder
[14:28] <grogbot> <rzil> @ZvikaZ where do you see this question marks? I think the console does not support encodings
[14:28] <grogbot> <monyarm> or maybe tell it to pull the library from a git repo, or something?
[14:29] <grogbot> <ZvikaZ> @rzil , if you take out any char (at least those that I have tried...) it's OK. Regarding the encoding support in the console - at first I checked the string's byte content. But then I discovered that in VS you can 'watch' s_in,codePage(1255) and see it perfectly
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[14:32] <travis-ci> scummvm/scummvm#13277 (master - 1c7e13f : Eugene Sandulenko): The build has errored.
[14:32] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/e207fda7f7c1...1c7e13fd224d
[14:32] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/686115474
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[14:49] <grogbot> <ZvikaZ> OK, just figured it out. In the file backends\platform\sdl\win32\win32.cpp, line 441: string = Common::convertUtf32ToUtf8(UTF32Str).c_str(); There is a problem. convertUtf32ToUtf8 returns a String, and .c_str() returns a pointer to its internal storage to string. But this returned String, along with its storage, is later deallocated, and now string (note the S and s in my explanations...) is pointing to garbage. Fixed it by declaring:
[14:49] <grogbot> Common::String tempString; outside of the scoped if, and changing that line to: tempString = Common::convertUtf32ToUtf8(UTF32Str); string = tempString.c_str();
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[14:56] <grogbot> <ZvikaZ> I've been asked where exactly I saw these question marks. So, here it was before my fix:
[14:56] <grogbot> <ZvikaZ> https://cdn.discordapp.com/attachments/581224061091446795/709781554569936966/unknown.png
[14:56] <grogbot> <ZvikaZ> and if I open s_out content, it's array of '?'
[15:12] <ScummBot> Port build status changed with e207fda7: Failure: master-mingw-w64
[15:13] <grogbot> <rvanlaar> For those who use VScode on linux: I've configured intellisense to work a bit better: https://pastebin.com/P1ua8wTE
[15:15] <grogbot> <rvanlaar> To create the compile_commands.json file run your configure as normal and then bear make to generate it.
[15:16] <grogbot> <rvanlaar> The file in the pastebin resides in .vscode/ and is called c_cpp_properties.json
[15:22] <bgK> for what it's worth, create_project can generate a CMake project that can probably be loaded directly by VSCode
[15:28] <grogbot> <sev> @rvanlaar what was changed from default?
[15:35] <ScummBot> Port build status changed with e207fda7: Failure: master-switch
[15:38] <grogbot> <rvanlaar> defaults on my machine: "cStandard": "c11", "cppStandard": "c++17", "intelliSenseMode": "clang-x64" and no compileCommands file.
[15:51] <grogbot> <monyarm> So, for something i'm working on, i need to have a module.mk to build it as a library. Here's how things are for me: i've created a library/libatlus I've added the necessary things to configure to have it be a library that will be used if added as a feature to an engine. Now i want to have it so that if --with-atlus-prefix is not specified, it will use library/libatlus as the prefix, and build it as part of ScummVM (or in my case my
[15:51] <grogbot> fork NovelVM) The reason i need it to be a seperate library, is because i want the modding community for the game i'm working on to also be able to use my format reading/decoding code
[15:53] <grogbot> <monyarm> If any of that makes sense
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[16:55] <grogbot> <sev> you need to do shell scripting in configure for that
[16:55] <grogbot> <sev> and add relevant if to your module.mk somewhere. So, the module is build in-tree only when configure sets some variable
[16:56] <grogbot> <sev> e.g. detect the library presence (or check your flag), and then set a var like HAVE_ATLUS in the generated config.mk
[16:57] <grogbot> <sev> here is an example of detecting a library and what is needed in configure: <https://github.com/sev-/scummvm/commit/20024a1c265ad93dcbe5bca7287753e168f00251?
[17:23] <grogbot> <monyarm> Thanks, i'll take a look at it. One more question. i've got this code in both my tmx decoder where i create a surface, and in my engine, Graphics::PixelFormat *format = new Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24); but i get: novelvm: graphics/surface.cpp:156: void Graphics::Surface::copyRectToSurface(const Graphics::Surface&, int, int, Common::Rect): Assertion `srcSurface.format == format' failed.
[17:24] <grogbot> <sev> yes
[17:25] <grogbot> <sev> you have to convert format
[17:25] <grogbot> <sev> I recommend to convert it when you load
[17:25] <grogbot> <sev> format which was set up by the backend
[17:25] <grogbot> <monyarm> but i do convert? And both my engine and my image have the same pixelformat
[17:25] <grogbot> <sev> you obviously don't. you've got the warning
[17:26] <grogbot> <sev> what is your system pixel format?
[17:26] <grogbot> <monyarm> that is my system pixel format. Graphics::PixelFormat *format = new Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24); if (strcmp(getGameId(), "P3P") == 0) { //PSP initGraphics(1920, 1080, format); } else if (strcmp(getGameId(), "P4G") == 0) { //PSVita initGraphics(960, 554, format); } else { initGraphics(1920, 1080, format); }
[17:27] <grogbot> <monyarm> and in my tmx decoder Graphics::PixelFormat *format = new Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24); _surface.create(dat.formatsettings.width, dat.formatsettings.height, *format);
[17:27] <grogbot> <sev> this is what you request
[17:27] <grogbot> <sev> what did you get?
[17:28] <grogbot> <monyarm> meaning?
[17:28] <grogbot> <sev> yesterday I believe, dreammaster was pointing to you for the formats
[17:28] <grogbot> <monyarm> ya, and he helped, and it worked yesterday
[17:28] <grogbot> <sev> then someone else intervened and was telling something different, some nonsense like you shouldn't care about format
[17:29] <grogbot> <sev> so, look int back
[17:29] <grogbot> <sev> and see what your backend set your pixelformat to
[17:31] <grogbot> <monyarm> ABGR8888@4 ABGR8888@4 One is what i set it to, the other is what getScreenFormat() returned
[17:31] <grogbot> <monyarm> it's the right format
[17:44] <grogbot> <sev> okay
[17:44] <grogbot> <sev> then
[17:44] <grogbot> <sev> you have complains from the copyRectToSurface
[17:45] <grogbot> <sev> check the formats of each surface
[17:45] <grogbot> <monyarm> i commented out the copyRectToSurface, it seems for some reaason it's not actually processing the tmx, i put some debugs in my TMXFile class' constructor, but there's no output
[17:46] <grogbot> <monyarm> this is my file https://github.com/monyarm/NovelVM/blob/master/engines/smt/formats/image/tmx.cpp Could it be because in my constructor i create a file from the path that's given, then have other functions which i pass a reference to the file to, in order to split up the file reading and make it more readable?
[17:47] <grogbot> <monyarm> TMXFile::TMXFile(const char *path) { Common::File f; if (f.open(path)) { readHeader(&f); debug("%04X", dat.formatsettings.paletteFmt); debug("%04X", dat.formatsettings.pixelFmt); readPalette(&f); readIndex(&f); } }
[17:48] <grogbot> <sev> let's do this
[17:48] <grogbot> <sev> I create a separate channel for you
[17:48] <grogbot> <sev> this is gross offtopic
[17:48] <grogbot> <sev> give me the channel name
[17:48] <grogbot> <monyarm> i guess novelvm, sorry if i'm being annoying with all my questions
[17:49] <grogbot> <sev> done
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[18:30] <grogbot> <monyarm> How can i create a seekable read stream from a byte[]?
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[19:59] <Scummette> [scummvm] sev- closed pull request #2230: TRAVIS: enable ccache compression (master...patch-3) https://git.io/JfCfO
[20:19] <grogbot> <monyarm> what's the best way to read a c string with Common::File? maybe a Common::Array<byte>, and keep reading and push_backing bytes untill you reach a null byte?
[20:20] <Scummette> [scummvm] janisozaur opened pull request #2243: TRAVIS: enable ccache compression (master...patch-3) https://git.io/Jf8Sf
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[22:39] <grogbot> <monyarm> I figured out about an hour or so ago, so no need for anyone to tell me.
[22:41] <grogbot> <monyarm> Authough i've got a question about the discord server. One of the games i'm targetting for my fork is nsfw, i've avoided saying the name, though no part of the name is itself nsfw, simply because it's the name of something nsfw. Is there any point in me doing so, or can i just say the name when someone asks what games i'm targeting.
[22:46] <grogbot> <SupSuper> might be simpler to just have your own discord to discuss your project to your heart's content, and keep this for scummvm-specific questions
[22:47] <Scummette> [scummvm] OMGPizzaGuy opened pull request #2244: U8 type check cleanup (master...u8_type_check_cleanup) https://git.io/Jf85Q
[22:48] <grogbot> <monyarm> oh, i simply use this discord for help with the scummvm code base, when it comes to discussing my project i use the persona modding discord I'm simply asking, cause some people on this servers ask me what games i'm working on, or which file a certain bit of code i've written is, and i have to use roundabout ways of referring to it
[23:08] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/Jf8dZ
[23:08] <Scummette> scummvm/master 76a87e2 mduggan: ULTIMA8: Remove another use of 'and' keyword
[23:10] <Scummette> [scummvm] yuv422 opened pull request #2245: DRAGONS: Implementing midi music player (master...dragons-music) https://git.io/Jf8d8
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[23:14] <Scummette> [scummvm] mduggan opened pull request #2246: CONFIGURE: Add -fno-operator-names for clang/gcc (master...config_no_alternates) https://git.io/Jf8da
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[00:00] --- Wed May 13 2020