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[01:26] <Grogbot> <rsn8887> The new stretchmode seems to work just fine 😃
[01:35] <Scummette> [scummvm] mistydemeo opened pull request #1807: SAGA: initial support for Japanese PC-98 version (master...ite_pc98) https://git.io/fj5ST
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[01:42] <Scummette> [scummvm] rsn8887 closed pull request #1806: BACKENDS: add Fit to window (4:3) stretch mode to SDL2 backend (master...stretchmode) https://git.io/fj5D5
[01:42] <Scummette> [scummvm] rsn8887 pushed 1 new commits to master: https://git.io/fj5Sm
[01:42] <Scummette> scummvm/master 5b32f37 rsn8887: BACKENDS: add Fit to window (4:3) stretch mode to SDL2 backend
[01:45] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/fj5SO
[01:45] <Scummette> scummvm/master e33c80e sluicebox: CREDITS: Add myself
[01:54] <Scummette> [scummvm] rsn8887 closed pull request #1803: VITA: Use activeArea rectangle also on Vita (master...psp2activeArea) https://git.io/fj5By
[01:54] <Scummette> [scummvm] rsn8887 pushed 1 new commits to master: https://git.io/fj5Sn
[01:54] <Scummette> scummvm/master afd3607 rsn8887: VITA: Use activeArea rectangle also on Vita
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[02:37] <Lightkey> A PR from GitHub staff, eh? ;-)
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[03:17] <Grogbot> <rsn8887> What you mean? The email?
[03:17] <Grogbot> <rsn8887> :/
[03:18] <Lightkey> #1807
[03:21] <Grogbot> <rsn8887> Ah funny 😃
[03:21] <Grogbot> <rsn8887> Love me some Inherit the Earth 😃
[03:22] <Grogbot> <rsn8887> Nothing beats Dreamweb and Future Wars though. My favorite adventures ever.
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[06:15] <Grogbot> <nipung> I'm getting a duplicate resource error when I build with MSVC. Has anyone encountered this problem before?
[06:15] <Grogbot> <SupSuper> update your create_project
[06:16] <Grogbot> <nipung> Okay. Anything in particular that needs to be updated?
[06:17] <Grogbot> <SupSuper> just recompile and make sure you generate new project files, should fix the resource setting
[06:18] <Grogbot> <nipung> Okay. Thanks!
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[09:37] <Grogbot> <waltervn> @rsn8887 I haven't looked into this in-depth, but wouldn't it be possible to simply use the aspect correction checkbox to trigger this mode?
[09:38] <Grogbot> <waltervn> I guess the problem is that the software thing kicks in first
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[10:08] <Grogbot> <waltervn> anyway, I like how this ends up looking in full-screen. In windowed mode it doesn't create a 4:3 window, which is a bit annoying (to me, anyway)
[10:16] <Grogbot> <waltervn> so it ends up with these black bars on the sides
[10:16] <Grogbot> <waltervn> https://cdn.discordapp.com/attachments/581224061091446795/611141267551682561/unknown.png
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[11:43] <Scummette> [scummvm] vyzigold opened pull request #1808: TTS: Text to speech support (master...tts) https://git.io/fj5bl
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[15:31] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/fj5he
[15:31] <Scummette> scummvm/master aea7da4 sluicebox: SCI: Fix Macintosh kDrawPic mirror flag handling
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[15:46] <Grogbot> <rsn8887> That is the intended behaviour. It finds the best way to fit inside the window, forcing 4:3
[15:47] <Grogbot> <rsn8887> Like the other stretch modes 😃
[15:48] <Grogbot> <rsn8887> Well like some of them. Of course Stretch To Window always fills the full window. But the integer modes and centering modes also leave black bars, leaving window size as-is.
[15:49] <Grogbot> <waltervn> Yes, but I'd expect the window to be adjust to 4:3 as well
[15:49] <Grogbot> <waltervn> because now I need to manually try to get the window to 4:3 to get rid of these borders
[15:50] <Grogbot> <waltervn> by resizing it, it seems odd to me
[15:52] <Grogbot> <waltervn> I understand that it would look like this if I manually make the window that size, but I think by default there should be no borders
[16:02] <Grogbot> <waltervn> AFAICT this new mode is the only one that starts up with black borders
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[16:27] <Grogbot> <criezy> Is this new mode only a temporary hack to work around the way the SurfaceSDLGraphicsManager currently handle the aspect correction or is there another reason to have it?
[16:32] <Grogbot> <waltervn> @criezy how does it handle it?
[16:37] <Grogbot> <criezy> Currently is first applies the graphics mode (for example 2x), then it does the 6:5 correction using software code, for example going from 320x200 to 320x240, or from 640x400 to 640x480 (depending on the graphics mode), and then it asks SDL to do the stretch (depending on the stretch mode) which may smear artifacts from the A/R correction.
[16:38] <Grogbot> <criezy> I have some plan to go back to my work on the A/R pull request next week, and the first task will be to change that to ask SDL2 to do the AR correction at the same time as the stretch (as is done in the OpenGLSDLGraphicsManager), which will also have the advantage to do it in hardware (where SDL support it).
[16:39] <Grogbot> <criezy> And I am wondering if there is any value in keeping the new stretch mode once that work has been done.
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[16:41] <Grogbot> <criezy> (there might be some errors in what I wrote as I am writing it from memory from last year and have not started diving back into that code yet)
[16:41] <Grogbot> <waltervn> I remember we talked about the ADL aspect ration and such
[16:42] <Grogbot> <waltervn> I'm still not sure what it should be
[16:42] <Grogbot> <waltervn> there's different ways of looking at it
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[17:03] <Grogbot> <criezy> Yes, I remember about that as well.
[17:03] <Grogbot> <criezy> The notes in the PR say: ADL games with an original resolution of 560x384 need to be corrected to 560x420, which means a 35:32 correction (see conversation starting at 07:47 at http://logs.scummvm.org/log.php?log=scummvm.log.21Jun2017).
[17:09] <Grogbot> <waltervn> Yes, well... maybe 😛
[17:10] <Grogbot> <waltervn> that's based on the idea that one would display the 560x384 'full screen' on a 4:3 monitor
[17:12] <Grogbot> <waltervn> here's another calculation: https://archive.org/details/understanding_the_apple_ii/page/n223
[17:15] <Grogbot> <waltervn> which I think would amount to 560x457 (x1.19). This is nearly the usual 6:5
[17:25] <Grogbot> <waltervn> Basically that book claims that the aspect ratio (on a TV anyway) is not 1.333 but rather 1.225
[17:27] <Grogbot> <criezy> Interesting article.
[17:27] <Grogbot> <criezy> Does any of the ADL game have a circle somewhere to test it in practice?
[17:27] <Grogbot> <waltervn> the "420" perspective might be just as valid though, assuming that someone turns the monitor knobs until the picture is full screen...
[17:28] <Grogbot> <criezy> I guess if we wanted to we could have an engine option to use one or the other.
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[20:33] <criezy> LePhilousophe: There is a report in the forum that the file size for the Spanish Windows compressed version of Versailles is wrong (and it is certainly suspicious that it is identical to the non-compressed one).
[20:34] <criezy> https://forums.scummvm.org/viewtopic.php?f=1&p=87574
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[22:01] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/fjdUm
[22:01] <Scummette> scummvm/master 0bf74e5 criezy: CRYOMNI3D: Add detection for English DOS/Windows CD
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[23:00] <Scummette> [scummvm] bluegr closed pull request #1778: BACKENDS: Handle screen shaking in WindowedGraphicsManager (master...shake-pos) https://git.io/fjya3
[23:00] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fjdUS
[23:00] <Scummette> scummvm/master 1feb86e ccawley2011: BACKENDS: Handle screen shaking in WindowedGraphicsManager
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[23:30] <Strangerke> hi guys
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[00:00] --- Thu Aug 15 2019