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[00:27] <Scummette> [scummvm] npjg pushed 3 new commits to master: https://git.io/JfHyu
[00:27] <Scummette> scummvm/master 20dde1d npjg: GRAPHICS: MACGUI: Relocate colours to from MacText to MacWidget
[00:27] <Scummette> scummvm/master 97dd4c1 npjg: DIRECTOR: Cache best fit cast colours
[00:27] <Scummette> scummvm/master 5422096 npjg: DIRECTOR: LINGO: Implement fore/back colour of text cast
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[01:58] <Scummette> [scummvm] dreammaster pushed 5 new commits to master: https://git.io/JfH9W
[01:58] <Scummette> scummvm/master 4b5c810 dreammaster: GLK: COMPREHEND: Don't allow blank names at start
[01:58] <Scummette> scummvm/master fa5ebf2 dreammaster: GLK: COMPREHEND: Extra blank lines in full-screen text mode
[01:58] <Scummette> scummvm/master 9948700 dreammaster: GLK: COMPREHEND: Recognise quit to quit the game
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[11:53] <grogbot> <waltervn> why does my monitor go black for a second when I turn off the fan that I have on my desk... that's so strange
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[12:20] <grogbot> <antoniou79> oddly enough there are people attributing that to cheap hdmi cable (from a few quick google results)
[12:20] <grogbot> <antoniou79> It could of course be some wiring issue in your set up. Are they connected to the same socket?
[12:34] <grogbot> <mduggan> depends on the wiring of your house and the fan, but most likely thing is it makes a spike on the neutral line due to inductance. adding one of those ferrite rings on the fan power cable or monitor power cable or both would possibly help, so would plugging the fan in to a socket further away.
[12:36] <grogbot> <waltervn> interesting, I'll have to do some experimentation 😛
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[13:20] <grogbot> <SupSuper> i remember seeing people do that with office chairs. static charges are wild
[13:22] <grogbot> <sev> @Shabster the reply is easy: no devs to update it to the modern Androids
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[13:55] <Lightkey> https://github.com/openc2e/openc2e/releases/tag/v0.2 fuzzie's little project is getting continued!
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[14:02] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/JfQfE
[14:02] <Scummette> scummvm/master 61218f8 moralrecordings: DIRECTOR: Don't clear the Lingo context when loading an EXE
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[14:27] <Scummette> [scummvm] sev- closed pull request #2322: TESTBED: Bugfix & Achievements (master...ach_fake) https://git.io/JfHPv
[14:27] <Scummette> [scummvm] sev- pushed 5 new commits to master: https://git.io/JfQJG
[14:27] <Scummette> scummvm/master 3bfd87d lolbot-iichan: TESTBED: Create testsuite list at separate static method
[14:27] <Scummette> scummvm/master 3f10dbe lolbot-iichan: TESTBED: Move code with side-effects away from testsuite constructor
[14:27] <Scummette> scummvm/master 2df0675 lolbot-iichan: TESTBED: Fix return-to-launcher SIGSEGV bug
[14:31] <Scummette> [scummvm] mduggan closed pull request #2287: MIDI: Fix XMIDI hanging notes (master...xmidi-hanging-notes) https://git.io/JfKR4
[14:31] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/JfQJB
[14:31] <Scummette> scummvm/master 6f575e5 NMIError: MIDI: Fix XMIDI hanging notes
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[15:03] <Scummette> [scummvm] sev- closed pull request #2314: SDL: Simplify code for taking screenshots (master...sdl-screenshot) https://git.io/JfMME
[15:03] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfQUn
[15:03] <Scummette> scummvm/master a55ea5d ccawley2011: SDL: Simplify code for taking screenshots
[15:38] <grogbot> <antoniou79> @Strangerke We seem to have duplicate entries on the wiki about Kingdom Far Reaches: https://wiki.scummvm.org/index.php?title=Kingdom_The_Far_Reaches https://wiki.scummvm.org/index.php?title=Kingdom:_The_Far_Reaches
[15:38] <grogbot> <antoniou79> I updated the most recent one, but we should probably only keep one of them
[15:39] <grogbot> <antoniou79> Also, since the game had versions on multiple platforms (including DVD), should we list the resolution for each?
[15:39] <grogbot> <SupSuper> maybe make it a redirect?
[15:39] <grogbot> <antoniou79> That could work too
[15:39] <grogbot> <antoniou79> I've yet to test the GOG version (it's not working on Linux so I should switch to Windows) but I think they have the MS-DOS one.
[15:40] <grogbot> <antoniou79> The DVD version says it has subtitles (!)
[15:40] <grogbot> <antoniou79> https://www.youtube.com/watch?v=LnOi7inAMSw
[15:40] <grogbot> <madmoose> Why would you need subtitles, everything they say is so clear and understandable 😛
[15:40] <grogbot> <antoniou79> I think it also has different voice-over.
[15:41] <grogbot> <antoniou79> Those watefall creatures sound more clear in that version
[15:42] <grogbot> <madmoose> They also changed all the character names around.
[15:42] <grogbot> <antoniou79> yes seems so
[15:42] <grogbot> <SupSuper> never thought they'd make a DVD version of such an old game
[15:42] <grogbot> <SupSuper> i guess they kept the raws
[15:43] <grogbot> <madmoose> Noo, the huntsman's name is Nordon, not Nigel!
[15:43] <grogbot> <madmoose> This is all wrong! 😩
[15:47] <grogbot> <antoniou79> i am so so sorry, madmoose
[15:48] <grogbot> <SupSuper> the differences are between arcade and home computer versions according to gog: > Few people may remember Thayer's Quest the coin-op animated adventure. This is a remodeled version changing Thayer to Lathan with new voicework and old animation.
[15:48] <grogbot> <SupSuper> the dvd is based on (the original?) arcade, not the pc port
[15:49] <grogbot> <SupSuper> > creator Rick Dyer thought the original character and names were "too 70's" 😄
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[15:52] <Lightkey> https://github.com/scemino/engge/issues/171 And then there is this one-man project by the nScumm developer, where Thimbleweed Park is now completable with version 0.6.0.
[15:57] <Lightkey> Mataniko: Is wiki registration automatic now or where do they come from? Who is Antonetta0695?
[16:04] <grogbot> <antoniou79> For redirect, should I just edit the old page into: #REDIRECT [[Kingdom: The Far Reaches]]
[16:04] <grogbot> <antoniou79> ?
[16:05] <grogbot> <antoniou79> hmm yes that works
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[16:17] <TMM> Hey madmoose, can I ask you something about your MVE code? It appears that you refactored my ffmpeg code a lot, and in fact to the point where I don't understand why your implementation works :)
[16:17] <TMM> madmoose: particularly the way you did the skipmap is kind of confusing to me? Are you just separating the processing into two passes whereas my original code only had the one?
[16:18] <criezy> Lightkey: Mataniko indeed tried to open wiki registration together with enabling some extensions to mitigate against spam. I think this was mildly successful but a few spam accounts still made it through. I think this was changed back and accounts need to be requested again.
[16:22] <Lightkey> Changed back when? Last one was a day ago.
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[16:25] <criezy> Changed back yesterday or today (depending on your time zone).
[16:27] <Lightkey> Ah good, that account is still open though.
[16:40] <madmoose> TMM: Both formats (6 and 10) have 3 passes, I just made them 3 separate loops. Or are you asking something else?
[16:44] <TMM> madmoose: maybe I'm just misremembering the format
[16:45] <TMM> madmoose: did you independently reverse engineer it again?
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[16:46] <madmoose> TMM: No, not at all, I just reverse engineered yours :D
[16:47] <TMM> I'm deeply impressed by how much you simplified it
[16:47] <TMM> I guess some of the complication in the ffmpeg code was because of ffmpeg's coding standards
[16:47] <TMM> but still, your implementation is like a third? the size of mine
[16:49] <madmoose> TMM: I haven't done format 11 yet 8)
[16:49] <TMM> oh yeah, that one's a fun one.
[16:50] <madmoose> TMM: Iterating over blocks instead of x/y simplified a lot.
[16:50] <TMM> I can't take credit for format 0x11 though, that was already in ffmpeg
[16:50] <madmoose> And it took me a long time to realize that format 6 and 10 are the same expect for the skipmap.
[16:51] <TMM> Oh, I guess my commit comments weren't too great then, sorry
[16:51] <madmoose> TMM: Or I'm bad at reading :)
[16:52] <TMM> Hmm, I guess : "Values in the decoding map are the same as in format 0x06." :)
[16:52] <TMM> I guess that's pretty clear, WITHDRAWN :P
[16:53] <madmoose> TMM: I think you also had different buffer names for the formats?
[16:53] <TMM> Yeah, because ffmpeg doesn't want you to allocate more frames than you absolutely need
[16:53] <TMM> And format 0x06 does frame management way different than 0x10
[16:54] <TMM> because of the 'arbitrarily long in the past' requirement for the decoding buffers
[16:54] <TMM> but yeah, if you don't care about allocating one extra page the formats can share almost all of the code
[16:55] <madmoose> TMM: My code does format 6 and 10 exactly the same way.
[16:56] <TMM> yeah, I saw
[16:56] <TMM> The thing is format 0x06 you can just flip the buffers
[16:56] <TMM> for 0x10 you can't I think
[16:56] <madmoose> Ok, I see what you mean.
[16:57] <TMM> yeah, in 0x06 you just basically pretend like there's a skipmap with no skips in it
[16:57] <TMM> whereas in ffmpeg for 0x06 I just flip the buffers and avoid the extra copy
[16:57] <madmoose> TMM: I thought about doing exactly that, but I don't really want virtual calls in the hot loops.
[16:58] <TMM> I think it really doesn't matter, I probably should've just copied the frame one more time in ffmpeg as well
[16:59] <TMM> This level of optimization for videos that are at an absolute max 640x480x16bpp it really doesn't matter on any machine
[16:59] <grogbot> <Henke37> not even on the nintendo ds?
[17:00] <TMM> I guess... but on DS probably decoding format 0x10 may not be possible at all then?
[17:01] <TMM> madmoose: I do have one more question if that's OK? You managed to replace this thing: https://github.com/hpvb/FFmpeg/commit/be813787c45666ebfc5130df5a83ba0bbd1a3f48#diff-ce350f92bdf8894a883f5ba0197ee800R999 with https://github.com/scummvm/scummvm/blob/master/video/mve_decoder.cpp#L209 and I don't understand how they are equivalent
[17:04] <madmoose> TMM: 0xC000 vs 0x4000?
[17:04] <TMM> yeah, and I'm not sure I understand the masking
[17:08] <Lightkey> TMM: What a koinkidink, you were the one who created the Kingdom: The Far Reaches wiki page and forgot the colon. ;-)
[17:09] <TMM> Sorry
[17:09] <madmoose> Testing the top bit (op & 0x8000) is the same as testing the sign. Then I mask away the top bit (op & 0x7fff). Since the difference between 0xC000 and 0x4000 is just the top bit, and I've already removed the top bit from op, the result is the same.
[17:12] <TMM> ohhhhhhhhhhhh
[17:12] <TMM> That's way smarter than what I did
[17:13] <TMM> That also explains to me why your skipmap is so much simpler
[17:15] <madmoose> TMM: The skipmap reminded me of Cryo's format for Dune which has something similar, although Cryo's is a bit more clever and doesn't waste a bit :)
[17:16] <TMM> yeah, I wasn't pleased about the skipmap, I think that took me quite a long time. And I think format 0x10 is *only* used for the interplay logo
[17:18] <madmoose> TMM: Actually that was HSQ compression in Dune, which they use in many places but also the video decoder.
[17:18] <madmoose> TMM: https://github.com/madmoose/dune/blob/master/hsq.h#L31
[17:19] <TMM> ah yeah, that's pretty similar
[17:22] <TMM> madmoose: thanks for explaining! And thanks for finishing this
[17:22] <madmoose> TMM: Thank you for figuring it out :)
[17:24] <TMM> madmoose: is there an actual name for that? I'm pretty sure I came up with the term 'skipmap'
[17:27] <madmoose> TMM: Skipmap makes sense to me. I don't know of a better name.
[17:32] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/JfQLU
[17:32] <Scummette> scummvm/master 286c5d6 digitall: AUDIO: Fix Compiler Warnings in MIDI / XMIDI Parser
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[17:50] <grogbot> <Henke37> there is a data structure called a skip-list
[18:02] <grogbot> <madmoose> That's not the same thing though 🙂
[18:03] <grogbot> <madmoose> This is just a bit array of 8x8 blocks to skip 🙂
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[18:29] <grogbot> <timofonic> Dune for ScummVM? 😮
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[18:31] <Scummette> [scummvm] npjg pushed 2 new commits to master: https://git.io/JfQtd
[18:31] <Scummette> scummvm/master 7c8c96a npjg: DIRECTOR: Remove erroneous warning
[18:31] <Scummette> scummvm/master 24da65e npjg: DIRECTOR: Implement changing width/height of sprite for basic inks
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[18:46] <grogbot> <sirlemonhead> MVE the Interplay format? I added that to an FPS, Redneck Rampage recently, though it was just the basic 8bit format 🙂
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[19:57] <grogbot> <madmoose> @sirlemonhead Looks like you only implemented format 0x11 and I only implemented format 0x06 and 0x10 🙂
[19:58] <grogbot> <madmoose> @sirlemonhead I'll probably use your code for inspiration when we need format 0x11 😉
[20:01] <grogbot> <sirlemonhead> I don't claim that I did it well 😄
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[20:57] <Scummette> [scummvm] FrostyHitoshura opened pull request #2323: XEEN: Fix crash when accessing character stats with keyboard (master...xeen-character-dialog-crash) https://git.io/JfQ3o
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[21:36] <grogbot> <Strangerke> madmoose: we still need to find where this opcode 0x11 is used...
[21:36] <grogbot> <Strangerke> I haven't found a different demo yet, so I have no idea here TMM found it 🙂
[21:59] <Scummette> [scummvm] trembyle opened pull request #2324: DIRECTOR: Add detection for more v4 targets (master...master) https://git.io/JfQG9
[22:04] <grogbot> <timofonic> A weird question: Are there people that knows Gaelic and other exotic languages? Maybe invented ones, like Lord of the Rings ones 😃
[22:11] <grogbot> <timofonic> There = here
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[22:17] <grogbot> <Henke37> i know swedish. that's kinda exotic?
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[22:21] <grogbot> <trembyle> Is swedish an invented language? That sounds made up ...
[22:34] <grogbot> <ZvikaZ> > A weird question: Are here people that knows Gaelic and other exotic languages? Maybe invented ones, like Lord of the Rings ones 😃 @timofonic Well, I can't really speak it, but I can read texts in Aramaic
[22:36] <Scummette> [scummvm] dreammaster pushed 8 new commits to master: https://git.io/JfQZQ
[22:36] <Scummette> scummvm/master f3f32e0 dreammaster: GLK: COMPREHEND: Remove unneeded FIXME from MOVE_TO_ROOM
[22:36] <Scummette> scummvm/master cf1f157 dreammaster: GLK: COMPREHEND: Implement Game Over failure
[22:36] <Scummette> scummvm/master 2527b97 dreammaster: GLK: COMPREHEND: Field renamings for Transylvania monsters
[22:38] <grogbot> <timofonic> @Henke37 Somewhat yes. It sounds like weird English to me 😃
[22:39] <grogbot> <timofonic> @ZvikaZ Wow!
[22:46] <grogbot> <trembyle> @ZvikaZ once RTL is ready, would you be able to do a GUI translation in Aramaic?
[22:47] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JfQnB
[22:47] <Scummette> scummvm/master 33abd0b dreammaster: GLK: COMPREHEND: Add remaining special opcode
[22:48] <grogbot> <ZvikaZ> 😂
[22:48] <Scummette> [scummvm] dreammaster closed pull request #2323: XEEN: Fix crash when accessing character stats with keyboard (master...xeen-character-dialog-crash) https://git.io/JfQ3o
[22:48] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JfQnE
[22:48] <Scummette> scummvm/master 54de4a0 FrostyHitoshura: XEEN: Fix crash when accessing character stats with keyboard
[22:48] <grogbot> <ZvikaZ> Let's first have Latin translation 😀
[22:50] <grogbot> <ZvikaZ> I could do try to do it, but it's really a waste of time. The Aramaic dialect that I understand isn't the native language of anyone for maybe 1000 years...

[22:52] <grogbot> <ZvikaZ> And BTW, if you want a really rare language, I have a neighbor that's doing a PHD about some topic in Akkadian
[22:53] <grogbot> <timofonic> @ZvikaZ Making ScummVM the most translated software project in the world would be an interesting achievement 😁
[22:55] <grogbot> <ZvikaZ> Well, an interesting idea. But I think that fixing some more SCI bugs, and sending some other PRs, would be a better contribution to ScummVM from my side
[22:56] <grogbot> <trembyle> Apparently this is a thing: https://en.m.wikipedia.org/wiki/Cuneiform_(Unicode_block)
[22:58] <Lightkey> And I thought Chinese is complicated.
[23:06] <Scummette> [scummvm] sev- closed pull request #2324: DIRECTOR: Add detection for more v4 targets (master...master) https://git.io/JfQG9
[23:06] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfQcv
[23:06] <Scummette> scummvm/master 601ea58 trembyle: DIRECTOR: Add detection for more v4 targets
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[00:00] --- Sun Jun 14 2020