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[00:00] <Grogbot> <SupSuper> so i think this becomes color = a[red + 8448] | a[green + 4224] | a[blue]
[00:01] <Grogbot> <SupSuper> which is weird
[00:01] <Grogbot> <Henke37> are you sure about the length for a?
[00:01] <Grogbot> <Henke37> it could be three arrays stored sequentially
[00:02] <Grogbot> <Henke37> or a 2d array with hardcoded high rank indexes
[00:05] <Grogbot> <DreamMaster> Interesting idea. The 8488 is double that of 4224, so you could be looking at some form of array for a with 3 "rows", 0 to 4223, 4224 to 8447, and 8448 to (8448+4223)
[00:06] <Grogbot> <DreamMaster> Or, as Henke37 says, three separate arrays
[00:09] <Grogbot> <SupSuper> it gets worse. a is itself another array. so it's something like color = a[x * 128][red + 8448] | a[x * 128][green + 4224] | a[x * 128][blue]
[00:12] <Grogbot> <DreamMaster> 😮
[00:13] <Grogbot> <Henke37> looks like it could be scaling based on the alpha value
[00:13] <Grogbot> <DreamMaster> Gotta go AFK for a while. Be back later in the evening
[00:13] <Grogbot> <Henke37> it's 2 am
[00:14] <Grogbot> <SupSuper> he's in the us 😛
[00:14] <Grogbot> <SupSuper> @Henke37 yeah i'm guessing they have some master table of RGB565 * darkness = RGB565
[00:16] <Grogbot> <SupSuper> or at least, rgb components precalculated and preshifted since they just OR the result together
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[00:25] <Grogbot> <SupSuper> i think i'm just gonna file this under TODO and just use a standard darken algorithm. i can mimic the bevels at least
[00:26] <Grogbot> <SupSuper> the game isn't even playable and here i am sinking my time into color blends

[00:59] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/fj2g3
[00:59] <Scummette> scummvm/master d29727d sluicebox: SCI: Add FPFP message workarounds
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[04:42] <Scummette> [scummvm] dreammaster pushed 3 new commits to master: https://git.io/fj22a
[04:42] <Scummette> scummvm/master 8759a9e dreammaster: GLK: ADVSYS: Added readLine method
[04:42] <Scummette> scummvm/master 4f7c989 dreammaster: GLK: ADVSYS: Initialization fixes
[04:42] <Scummette> scummvm/master c151020 dreammaster: GLK: ADVSYS: Fix data reads from gamefile
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[06:49] <Grogbot> <rootfather> g'day peeps
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[06:55] <LePhilousophe> hi folks
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[07:01] <Grogbot> <kyra> Good morning
[07:03] <Grogbot> <kyra> Welcome!
[07:04] <Grogbot> <rophel> hey there
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[07:17] <Grogbot> <kyra> General Kenobi!!
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[07:58] <Scummette> [scummvm] sluicebox opened pull request #1662: SCI: Fix FPFP reappearing items, bug #10975 (master...fpfpreappearingitems) https://git.io/fj2V0
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[08:21] <Deledrius> Hi LePhilousophe
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[11:22] <Grogbot> <Praetorian> good morning!
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[11:47] <Grogbot> <Joefish> morning Praetorian
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[12:01] <Grogbot> <Praetorian> Hi JoeFish
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[14:45] <Grogbot> <sev> @SupSuper if you convert those decimal values to hex, it will make much more sense
[14:46] <Grogbot> <sev> 8448 = 0x2100
[14:46] <Grogbot> <sev> 4224 = 0x1080
[14:52] <Scummette> [scummvm] bluegr closed pull request #1662: SCI: Fix FPFP reappearing items, bug #10975 (master...fpfpreappearingitems) https://git.io/fj2V0
[14:52] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fj2Xb
[14:52] <Scummette> scummvm/master 23c6c13 sluicebox: SCI: Fix FPFP reappearing items, bug #10975
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[15:41] <Grogbot> <SupSuper> @sev it does?
[15:41] <Grogbot> <sev> yes, the color is 565
[15:41] <Grogbot> <sev> so, you may see that they're just adding values to specific colors
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[16:42] <Grogbot> <SupSuper> interesting. well for now this looks close enough: https://i.imgur.com/7zJcC4r.gifv
[16:56] <Grogbot> <DreamMaster> Agreed. Looks good 👍
[17:08] <Grogbot> <SupSuper> graphics code is my least favorite thing. this is all gonna have to be rewritten later anyways since i'm just drawing every frame instead of using dirty rects and stuff, but for now "works on my computer" 😛
[17:08] <Grogbot> <rootfather> Implementing new engines will always remain pure wizardry for me.
[17:10] <Grogbot> <DreamMaster> For me, it's dealing with sound code. Shudder. So many sound drivers I've had to disassemble.. so much time spent with DosBox trying to capture the raw port outputs of the original games, and comparing to ScummVM, trying to hunt down incorrect state changes that might not affect the output bytes until dozens of sound output frames later on 😛
[17:13] <Grogbot> Command sent by SupSuper
[17:13] <Grogbot> ...ok, make graphics my second least favorite thing 😉 i got lucky with audio because they left the name of the codecs they used in the exe
[17:14] <Grogbot> <SupSuper> and the game's too recent for midi sound driver madness
[17:16] <Grogbot> <DreamMaster> Ah, you're indeed lucky then
[17:16] <Grogbot> <SupSuper> @rootfather if it makes you feel better, i still have no idea how i got this far
[17:21] <Grogbot> <SupSuper> this is a 90s 32-bit high-res digital-audio game, so that alone clears a lot of difficulties. and whoever did the windows port saved me from all the dos arcane magic
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[17:21] <Grogbot> <SupSuper> shame i can't debug it on windows though
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[17:32] <Grogbot> <DreamMaster> Can't you? If you have multiple monitors, I've had some success using Visual Studio's Attach to Process when I wanted to do debugging of the original game executable. Though I also had to use DXWnd to let me force the originally full-screen game into a window so I could still use the VIsual Studio window
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[18:04] <Grogbot> <rsn8887> Can I delete wiki pages?
[18:05] <Grogbot> <rsn8887> Nevermind
[18:05] <Grogbot> <rsn8887> Is there a way to convert a wiki table to github markdown (sic)
[18:06] <Grogbot> <SupSuper> find&replace? 😛
[18:06] <Grogbot> <SupSuper> i could probably regex one for you
[18:07] <Grogbot> <SupSuper> @DreamMaster well i tried with ida and it just crashed, haven't tried visual studio. guessing i would have to manually map between both
[18:11] <Grogbot> <DreamMaster> Yes. I used it for Starship Titanic, so had to manually get addresses from IDA to put breakpoints for in Visual Studio. I too wasn't able to properly use IDA at the time to debug it.
[18:20] <Grogbot> <SupSuper> hope ghidra catches up. when ida works, it's great, when it doesn't, it's undecipherable
[18:22] <Grogbot> <DreamMaster> I agree. I installed it, but really haven't had the time to play around with it much. I'll likely stick to IDA for some time to come, but I will be intrigued to see how good the autogenerated C code is when I export an IDA IDB to it
[18:24] <Grogbot> <SupSuper> yeah i just had a quick look around, after having to learn ida by rote memorization, it's hard to try anything else. it's slower than ida, but the pseucode is appealing. and it has an undo button 😛
[18:36] <Grogbot> <rsn8887> @SupSuper : I think I got it, just required replacing some || with | etc.
[18:36] <Grogbot> <rsn8887> I think I have that firstPerson controls mode ready. Since it affects all SDL2 backend users, I will make a PR.
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[18:38] <Grogbot> <rsn8887> Hmm I must have made a mistake... how do I enable all kyra engines via configure?
[18:39] <Grogbot> <rsn8887> I used --enable-engine=kyra , but Lands of Lore and EOTB are still disabled.
[18:40] <Grogbot> <DreamMaster> Try using --enable-engine=kyra --enable-engine=lol --enable-engine=eob
[18:41] <Grogbot> <rsn8887> Ok that works
[18:41] <Grogbot> <DreamMaster> You can generally see the engine Id(s) an engine supports by looking at the engine's configure.engine file
[18:41] <Grogbot> <rsn8887> Thanks
[18:41] <Grogbot> <rsn8887> Perfect. I just saw that configure --help does spit out the separate lol engine
[18:42] <Grogbot> <rsn8887> I just didn't see it.
[18:42] <Grogbot> <criezy> You can also do --enable-engines=kira,lol,eob I think.
[18:43] <Grogbot> <rsn8887> I just did --enable-engines=lol and it automatically included kyre.
[18:43] <Grogbot> <DreamMaster> Right. I only just realized that after I posted the line. I'm just too used to doing --disable-all-engines --enable-engine=<engine> when I'm doing development 😉
[18:43] <Grogbot> <rsn8887> I am doing that, reduces build time by like 15 minutes.
[18:43] <Grogbot> <SupSuper> wouldn't an engine implicitly include subengines?
[18:43] <Grogbot> <rsn8887> build time is loong.
[18:44] <Grogbot> <rsn8887> Building ScummVM drains my Macbook battery in 1 hour.
[18:44] <Grogbot> <DreamMaster> Tell me about it. We're getting close to a million lines of code, and over 50 distinct engines. With more appearing all the time 😃
[18:44] <Grogbot> <rsn8887> executable size is also heavy: static build is 54 MB on Swtich.
[18:44] <Grogbot> <rsn8887> Or so
[18:45] <Grogbot> <DreamMaster> Definitely a reason to only have a subset enabled when you're doing development. All too easy to accidentally click Rebuild All in Visual Studio.. and then have to wait, when what I wanted was simply to build the changes
[18:45] <Grogbot> <rsn8887> That reminds me: Is there a way of showing a pop-up notification like "First Person Control Scheme activated, press R+L+X to deactivate"
[18:46] <Grogbot> <DreamMaster> The overlay manager is probably your friend in situations like this. It allows for things like on screen displays to be overlayed on top of the game screen
[18:47] <Grogbot> <DreamMaster> I don't have visual studio at work, so can't easily search the ScummVM codebase, but as I recall, there's methods in the g_system system class for getting an overlay surface you can render stuff to, and a method for turning the overlay on or off
[18:48] <Grogbot> <SupSuper> i think there's gui for popups too, so you don't have to do your own rendering
[18:49] <Grogbot> <SupSuper> assuming you can reach the gui, see TimedMessageDialog
[18:50] <Grogbot> <ccawley2011> In this context, the function "displayMessageOnOSD()" is probably what you're after.
[18:50] <Grogbot> <rsn8887> Yes that is perfect.
[18:50] <Grogbot> <rsn8887> Thanks
[18:54] <Grogbot> <criezy> What ccawley2011 wrote, or if you are not in the main thread OSDMessageQueue ::addMessage().
[19:10] <Grogbot> <Henke37> this might be relevant. https://www.gog.com/game/toonstruck
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[19:20] <Grogbot> <rsn8887> It is on main thread.
[19:20] <Grogbot> <rsn8887> SDL PollEvent loop has to be done on main thread according to SDL docs.
[19:21] <Grogbot> <DreamMaster> Awesome. Nice gift for adventure fans that don't already have it. And supported by ScummVM too
[19:37] <Grogbot> <SupSuper> wow they spoil the solution in the screenshots 😛
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[20:06] <Grogbot> <Praetorian> Riven had some spoilers about its puzzles in its trailers 😃
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[20:25] <Scummette> [scummvm] rsn8887 opened pull request #1663: SDL: Implement first person gamepad mode, toggle with R+L (master...master) https://git.io/fj29p
[20:25] <Grogbot> <rsn8887> Ok done. https://github.com/scummvm/scummvm/pull/1663
[20:27] <Grogbot> <SupSuper> bot was faster than you 😛
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[20:42] <Grogbot> <rsn8887> reviews welcome.
[20:43] <Grogbot> <Henke37> would it be reasonable to detect from the game state which input mode to use?
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[20:44] <Grogbot> <rsn8887> I'd rather not. It would be confusing and both modes can be used.
[20:44] <Grogbot> <rsn8887> It is more a matter of preference.
[20:46] <Grogbot> <rsn8887> If someone is really familiar with the regular controls, for example, they might use R+dpad left and R+dpad right to turn.
[20:47] <Grogbot> <Henke37> maybe i should rephrase: would the game be fully playable if the control method switched automatically as needed?
[20:48] <Grogbot> <rsn8887> It would be I think.
[20:50] <Grogbot> <rsn8887> The problem is that people will be really confused if suddenly the controls were switched on them per game. For example the slow mouse modifier by default is R. In first person it is the left button (Y on Switch).
[20:50] <Grogbot> <rsn8887> So people will launch the game and be upset that they cannot slow down the mouse anymore.
[20:51] <Grogbot> <rsn8887> I consider the 1st person mode more as an expert feature that will be ignored by most users, but will help the experts to control Lands of Lore a bit faster.
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[22:36] <Grogbot> <rophel> speaking of gamepads, is there a list or database that spells out which ScummVM games are mostly/fully playable without a keyboard/mouse and only gamepad?
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[00:00] --- Sat Jun 15 2019