[00:07] Raziel^ (~Raziel@ipbcc07d1b.dynamic.kabel-deutschland.de) left irc: Read error: No route to host [00:07] Raziel^ (~Raziel@ipbcc07d1b.dynamic.kabel-deutschland.de) joined #scummvm. [00:07] #scummvm: mode change '+v Raziel^' by ChanServ!ChanServ@services. [00:50] Raziel^ (~Raziel@ipbcc07d1b.dynamic.kabel-deutschland.de) left irc: Quit: AmigaOS 4 (Unregistered copy). Evaluation period is over. Program will now quit. Thank you for using AmigaOS. [01:02] _sev_ (~sev@scummvm/undead/sev) left irc: Ping timeout: 268 seconds [01:08] @DreamMaster I believe Dreamweb had source code provided by game author Neil Dodwell, they are still around the web everywhere. [01:08] _sev (~sev@scummvm/undead/sev) joined #scummvm. [01:08] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [01:09] https://wiki.scummvm.org/index.php/Dreamweb [01:09] The original source code for this engine was provided by the developer. [01:10] So idk what you mean here 🙂 Anyway, I understand that byte-to-byte conversion is stupid thing to implement, even if it will would, it would be unreadable and useless for future work. [01:13] _sev (~sev@scummvm/undead/sev) left irc: Ping timeout: 246 seconds [01:14] _sev (~sev@scummvm/undead/sev) joined #scummvm. [01:14] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [01:17] Btw are you sure your L9 game detection works? I am trying to feed him anything, which was properly cutted with L9Cut, but it refuses to detect and tells there is nothing found 😦 [01:18] _sev (~sev@scummvm/undead/sev) left irc: Ping timeout: 250 seconds [01:23] _sev (~sev@d158167.upc-d.chello.nl) joined #scummvm. [01:23] _sev (~sev@d158167.upc-d.chello.nl) left irc: Changing host [01:23] _sev (~sev@scummvm/undead/sev) joined #scummvm. [01:23] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [01:23] If you want to test, I was using Adventure Quest Z80 from World of Spectrum [01:23] /home/user/L9cut$ ./l9cut ADVENTQ2.Z80 advcut.dat Decompressing Z80 v1.45 48k snapshot... Scanning for Level 9 data... V2 data found at offset $3000... Detected "Adventure Quest (CPC/Speccy)" (V2)... Writing data... [01:25] But even that same code should be used in the interpreter, it does not detect this in actual ScummVM, at least for me it is so... Maybe GLK somehow not compiled? [01:27] well, at least when i setup the project, i get a list of all the stuff that's enabled [01:27] _sev (~sev@scummvm/undead/sev) left irc: Read error: No route to host [01:28] I'm no expert on Dreamweb, but my understanding was that at least some of the "source" was handcoded assembly that was getting "interpreted" initially. [01:29] That's possible, as self-modified code and similar stuff were common back in the days [01:29] even if you have all the source, you still have to understand it and modernize it into something sane 😛 [01:29] I believe there are still asm in sources somewhere [01:29] As for the Level 9 games, I'm not sure. I'm only just now finishing up an extra long stressful day at work, and am completely fragged, so even when I get home I'm unlikely to be doing any ScummVM stuff. I'll have a look at it on the weekend. [01:30] @DreamMaster no worries, just asking [01:30] Though I'm going to have to come into the office likely at least all day Saturday as well, so no promises how I feel Sunday either 😛 [01:30] @SupSuper yeah, I do not tell that there is nothing to do if you have source code 🙂 [01:30] But I'll look into it sooner or later. [01:31] Anyway, heading off, later all. [01:31] well, maybe will try to do some debugging myself to find out when it stops detecting, just scumm compilation is very slow on my old AIO cpu 😦 [01:31] sure, see ya [01:32] SylvainTV (~Sylvain@lfbn-lil-1-240-153.w90-45.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [01:57] anyone got a save from MI:SE right before the giant monkey head? [02:55] [scummvm] digitall pushed 1 new commits to master: https://git.io/Jerbt [03:08] i don't think digital is ever going to run out of switch cases... [03:28] JohnnyonFlame (~quassel@170.233.51.211) left irc: Read error: Connection reset by peer [03:29] _sev (~sev@scummvm/undead/sev) joined #scummvm. [03:29] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. 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[08:54] For the DreamWeb we indeed had full source code of the engine and the game editor [08:54] That is all assembly-only, though [09:03] Seems that's legacy from the older machine days 😆 Back in the days any game was written in assempler or in assembler + inner bytecode. [09:13] timofonic (~timofonic@unaffiliated/timofonic) left irc: Read error: Connection reset by peer [09:14] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [09:22] vliaskov (~vliaskov@x4e369bd5.dyn.telefonica.de) joined #scummvm. [09:23] @DreamMaster recompiled from newer sources and all detected 🙂 sorry for false alarm [09:25] @Scorp @DreamMaster Do L9 games require l9cut usage? What about making l9 engine not require it? [09:25] they does not require it, they require unpacked game versions [09:26] @Strangerke Who owns the legal rights of Legend Entertainment games? Did anyone contact Bob Bates? Can Quandaries be made public domain? [09:27] @Scorp That's what I meant, make l9 sub engine be able to unpack it itself [09:27] it would be sorta impossible [09:28] files on dsk and tape images usually crypted with lenslock (i checked amstrad and spectru,) [09:29] you think dreammaster would reverse-engineer dsk format/tape format/lenslock protenction etc. for 300+ variations? 🙂 [09:29] so just load a game to your emulator, do a snapshot and feed that to interpreter [09:30] @Scorp Didn't emulators or other software already reverse-engineer all that? [09:30] of course not [09:30] I see [09:30] emulators just do what they are named for - emulate [09:30] so protection just work as is if emulator is accurate [09:31] after game loaded you will get uncrypted data in memory [09:32] so you will need to do a snapshot of that data (for spectrum there are already some on WoS) and feed that to interpreter. but for 128k and bigger this could be problematic. maybe there are other tools, which could remove protection and stuff, but i am not aware. [09:32] I thought the retrocomputing community are more into that. I wasn't aware of the problem complexity. It would be nice to reverse-engineer everything, but it seems would require lots of human resources. [09:33] also this is just a tiny big of platforms I checked, for other platforms would be more issues like that i believe... this would be quite a lot of work to code decrypt routines for each and every variation (iirc L9cut tells there are around 450) [09:34] or 300 + 150 patches, i do not remember clearly, sorry [09:34] Scorp are the a list of these copy protections somewhere? And listing available documentation and tools? [09:37] jamm (~jamm@unaffiliated/jamm) joined #scummvm. [09:37] l9cut 3.13 is the latest one from 2002? Too old code... [09:38] i am not sure, i am more into zx spectrum games, and i never saw a full list of these. especially if you think that even cassete tapes back in the days were very different, you basically can write anything there with variable speed or similar protection tricks. just check https://www.worldofspectrum.org/TZXformat.html#TZXFORMAT for zx tape format, and this is just a tape format storage file 🙂 [09:38] L9Cut version 3.13 (database 050, patchbase 012): Extracts Level 9 datafile (V2-4) from uncompressed input data, and can optionally remove copy protection. Detects 300 original and 146 patched datafile versions. Written by Paul David Doherty. MS-DOS executable and C source code. https://www.ifarchive.org/if-archive/level9/tools/l9cut.zip [09:38] well, that's lies [09:38] means, yeah, there is a copy protection on A-Data [09:39] that's what it removes [09:39] but A-Data files are crypted/packed/etc. on disk image in the first place [09:40] l9cut will not remove that. you can try to feed it some Jewel of darkness DSK from WoS and it will detect nothing, even that the files are there. Same for CPC DSK. [09:42] @DreamMaster could I opt for dark theme for Glk? L9 games were made to be white on black. [09:44] Or yellow, to be accurate [09:44] https://imgur.com/YS0RxQx.png [09:47] @Scorp Damn. I hate copy protections. They are more of an annoyance for legitimate users than illegitimate ones. That's why I prefer GoG and such. [09:47] Yellow? I think that may cause eye injury :P [09:48] https://imgur.com/neYIJbQ.png [09:48] alas again interpreter was unable to process graphics 😦 😦 why, people 😦 [10:05] and that's scumm version [10:05] https://imgur.com/DJNwpAX.png [10:23] [scummvm] digitall pushed 1 new commits to master: https://git.io/Jerj8 [10:23] scummvm/master 00f1679 digitall: MADE: Fix Missing Default Switch Cases [10:43] |Cable| (~cable@219.red-80-28-166.staticip.rima-tde.net) left irc: Ping timeout: 250 seconds [10:43] |Cable| (~cable@219.red-80-28-166.staticip.rima-tde.net) joined #scummvm. [10:44] antlarr (~quassel@9.red-81-44-53.dynamicip.rima-tde.net) left irc: Ping timeout: 276 seconds [10:45] antlarr (~quassel@9.red-81-44-53.dynamicip.rima-tde.net) joined #scummvm. [11:15] while original interpreter shows images much better (but background is wrong too) https://imgur.com/xc4benG.png [11:18] and this ID seems very wrong https://github.com/scummvm/scummvm/blob/master/engines/glk/level9/detection_tables.h#L305 [11:18] it is not "prince", but "price" [12:23] JohnnyonFlame (~quassel@170.233.51.211) joined #scummvm. [12:45] Raziel^ (~Raziel@ipbcc07d1b.dynamic.kabel-deutschland.de) joined #scummvm. [12:45] #scummvm: mode change '+v Raziel^' by ChanServ!ChanServ@services. [12:45] quick question [12:45] if i have a game which features NO midi [12:46] but since the detection entry has no GUI0_NOMIDI set [12:46] the MIDI tabs still come up [12:46] so, if i 'm going to do PR, should/can i assume that ALL of the game's version feature NO Midi? [12:47] and should/could i add the NOMIDI flag to all game variants? [12:47] Or just the one i hvae tested on? [13:29] Raziel^ (~Raziel@ipbcc07d1b.dynamic.kabel-deutschland.de) left irc: Read error: Connection reset by peer [13:39] Raziel^ (~Raziel@ipbcc07d1b.dynamic.kabel-deutschland.de) joined #scummvm. [13:39] #scummvm: mode change '+v Raziel^' by ChanServ!ChanServ@services. [13:54] timofonic (~timofonic@unaffiliated/timofonic) left irc: Ping timeout: 276 seconds [13:57] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [15:03] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JeoUl [15:03] scummvm/master 1b7d0fe dftsf: PRINCE: I18N: Update translation (Russian) [15:20] IronicallySerio (ironically@gateway/shell/matrix.org/x-yakawynasslqsjed) joined #scummvm. [15:20] tabaglio[m] (fbatmatrix@gateway/shell/matrix.org/x-fneofommadrltqmn) joined #scummvm. [15:20] LePhilousophe[m] (valemboi20@gateway/shell/matrix.org/x-onchthdyzkcruvob) joined #scummvm. [15:20] olmvnec[m] (olmvnected@gateway/shell/matrix.org/x-aykexxntvlsrliiz) joined #scummvm. [15:20] divi[m] (divivipsem@gateway/shell/matrix.org/x-rnlysfhrvekqbnke) joined #scummvm. [15:20] ad5twoknebor[m] (ad5twokneb@gateway/shell/matrix.org/x-cswhibuwtutpgfww) joined #scummvm. [15:20] ist5shreawf[m] (ist5shreaw@gateway/shell/matrix.org/x-svztuqinqplmdyol) joined #scummvm. [15:41] <_athrxx> The answer is probably no. E. g. if you test a C64 version of a game which doesn't have Midi support you can't assume that this will be true for the DOS version. Could you be a bit more specific? Which engine/platform? Some engines use the GUIO flags, some don't. [15:42] _athrxx: i.e. Inherit the Earth, MultiOS CD version [15:42] the two Ringworld games CD/DOS/English [15:42] The Feeble Files CD/DOS/English [15:42] etc. [15:43] i could do the PR for only the versions i have and tested as well [15:47] <_athrxx> That would probably be a good idea, unless you talk to the engine authors first. E.g. ,the normal ITE DOS version definitely has Midi support. I am not familiar with the other engines. I could peek into the code for you, but why not ask the engine authors instead 😉 [15:48] Humm, that would be nine engine authors, since i have 13 games :-) [15:49] ...that still have the MIDI tabs but don't use MIDI [15:50] <_athrxx> okay, then maybe limit the PR to the games which you're sure about? [15:52] Would a PR and requested feeback be in order? [15:53] I can't be 100% sure about the games, but at least when trying nothing came up on my MIDI hardware and no SYSEX traffic could be seen [15:53] Lightkey (~Darklock@p200300F693C0480422CF30FFFE083718.dip0.t-ipconnect.de) left irc: Ping timeout: 250 seconds [15:56] ny00123 (~ny00123@141.226.11.230) left irc: Quit: Leaving [15:58] <_athrxx> The Tsage engine (Ringworld) seems to have absolutely no midi code. AGOS (Feeble Files) has midi code, but it seems not to be used in Feeble Files. But really, why should I take the blame here... 😉 [15:58] :-D [15:59] <_athrxx> Why not make that PR? If you don't feel like contacting all engine authors it will be the easiest way [15:59] yes [15:59] will do, thank you [16:09] Lightkey (~Darklock@p579ABFFC.dip0.t-ipconnect.de) joined #scummvm. [16:09] timofonic (~timofonic@unaffiliated/timofonic) left irc: Ping timeout: 246 seconds [16:10] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [16:25] timofonic (~timofonic@unaffiliated/timofonic) left irc: Ping timeout: 245 seconds [16:25] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [16:37] P2E (~tgz@209.251.45.7) joined #scummvm. [16:40] P2E_ (~tgz@209.251.45.7) left irc: Ping timeout: 250 seconds [16:49] Begas_VBox (~Begasus@d54C05BEA.access.telenet.be) left irc: Ping timeout: 245 seconds [16:59] Begas_VBox (~Begasus@d54c05bea.access.telenet.be) joined #scummvm. [17:04] [scummvm] sev- pushed 1 new commits to master: https://git.io/JeoIs [17:04] scummvm/master 705c4b2 sev-: PINK: Fix text color selection and added some debug output [17:05] girafe (~girafe@lfbn-lyo-1-473-69.w2-7.abo.wanadoo.fr) joined #scummvm. [17:10] Scorp: Yes, you can change the colors. There's just no UI option to do so yet. If you look at engines/glk/conf.cpp, you'll see there's a whole bunch of options listed that it tries to read from the game's section in the scummvm.ini, so you can put in replacement colors, etc. using the same naming. [17:10] And thanks for pointing out the mis-spelling.. I had to add in game Ids to the existing detection list, since it didn't have them, so I guess I spelled that particular one wrong. [17:11] Interesting about the not stretching.. I recall noticing that in my test game, but didn't realise that it wasn't like that in the original. [17:12] I'd barely got the game up and playing, and converted over the original detection table, before I got seduced into working on Archetype. 🙂 It was pretty abrupt, so I didn't spend much time doing in-game testing. [17:22] [scummvm] raziel- opened pull request #1936: ENGINES: Add NOMIDI GUI option flag to known games (master...patch-1) https://git.io/JeoIK [17:42] P2E (~tgz@209.251.45.7) left irc: Remote host closed the connection [17:45] _sev (~sev@scummvm/undead/sev) left irc: Quit: Leaving [17:46] _sev (~sev@d158167.upc-d.chello.nl) joined #scummvm. [17:46] _sev (~sev@d158167.upc-d.chello.nl) left irc: Changing host [17:46] _sev (~sev@scummvm/undead/sev) joined #scummvm. [17:46] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [17:48] Begas_VBox (~Begasus@d54c05bea.access.telenet.be) left irc: Quit: Vision[0.10.3]: i've been blurred! [17:49] eriktorbjorn (~d91tan@213-65-60-100-no2480.tbcn.telia.com) joined #scummvm. [17:49] #scummvm: mode change '+o eriktorbjorn' by ChanServ!ChanServ@services. [17:53] Begasus (~begasus@ptr-4qba4e8p30h8ht7qprn.18120a2.ip6.access.telenet.be) left irc: Ping timeout: 246 seconds [18:13] ldevulder_ (~ldevulder@176.167.66.204) joined #scummvm. [18:17] ldevulder (~ldevulder@i15-lef02-th2-89-83-207-180.ft.lns.abo.bbox.fr) left irc: Ping timeout: 246 seconds [18:32] [scummvm] bgK closed pull request #1916: CLOUD: Remove the saves sync finished OSD message (master...cloud-experience) https://git.io/Je25y [18:32] [scummvm] bgK pushed 1 new commits to master: https://git.io/Jeotk [18:32] scummvm/master edf82fe bgK: CLOUD: Remove the saves sync finished OSD message [18:33] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JeotI [18:33] scummvm/master ad70c10 criezy: I18N: Update translations templates [18:37] I thought that I had marked all games for engines without any midi code already. [18:41] [scummvm] bgK pushed 1 new commits to master: https://git.io/Jeotl [18:41] scummvm/master bc983b8 bgK: MOHAWK: MYST: Loop the flyby movies and allow skipping using left click [18:42] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jeot4 [18:42] scummvm/master c87ca97 criezy: I18N: Update translations templates [18:46] ajax16384 (~User@109.60.130.33) joined #scummvm. [18:46] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [18:59] balrog (~balrog@unaffiliated/balrog) left irc: Quit: Bye [19:04] balrog (~balrog@unaffiliated/balrog) joined #scummvm. [19:05] @DreamMaster ok, thanks, will try the options 🙂 [19:08] I really have a terrible memory.. on reflection, I remembered that I had previously noticed the existing L9 engine's issue with graphic size. The game I have & tested with, Scapeghost I think it is, had that issue, and didn't look like the Mobygames screenshot. I tried doing a doubling stretch, but it resulted in the image not quite fitting into the top window. So I left it unscaled for the time being. [19:11] Maybe I can end up scaling images to fit the window, either vertically or horizontally, keeping the aspect ratio intact. [19:15] @DreamMaster well, I tried to change config, and this does not look what I wanted 🙂 [19:15] https://imgur.com/lezqVFM.png [19:15] LOL [19:16] I know there are several different color fields, so maybe you're not setting all the needed ones for a consistent background. [19:16] i believe you need more settings like text color and fix background 🙂 [19:17] @DreamMaster I did not found any other [19:18] It is possible it's a bug in the implementation.. I haven't exactly experimented much with colors. Though I do know that Frotz overrides the defaults if no config options are provided, so I know having a solid background of a different color is possible. [19:18] https://github.com/scummvm/scummvm/blob/master/engines/glk/conf.cpp [19:18] you can set only background color and some scroll colors [19:18] i set all to 0 and you see the result 🙂 [19:21] I'll have to look into it further then, when I have time. [19:22] cd (~cd@unaffiliated/cd) joined #scummvm. [19:23] I set everything I can find with "color" in it 🙂 So idk, probably it is a problem, as for sure you should have at least some setting for text color, but there is no such thing. [19:24] At least not in conf.cpp [19:24] Or I am blind, that's a possibility too [19:26] @DreamMaster regarding scaling -from screenshots I see on emulators and mobygames even current aspect ratio you have in scummvm for L9 games is wrong [19:28] while screenshots I showed before look +- same, albeit there is a bug with background (maybe? or maybe some main color?) color, which fills brown instead of magenta [19:29] means https://imgur.com/neYIJbQ.png and https://imgur.com/xc4benG.png have same aspect ratio, while https://imgur.com/DJNwpAX.png have both wrong size and aspect ratio [19:30] I understand. As I mentioned, what's there currently is the way the original Level 9 interpreter was rendering things, as far as I'm aware. Though it could be that it does a better job than I give it credit for, and it's just the GLK bindings that were added weren't doing any scaling. [19:30] In which case, scaling the graphic to the full upper window size is the correct thing to do, even if the image ends up a bit stretched horizontally vs vertically [19:31] well second image is from interpreter [19:31] also by me it looks too low-res, comparing to original [19:32] idk why so low-res, amstrad screenshot definitely is much less blocky [19:43] Can't comment I'm afraid; not being the original interpreter writer, I just took the originals code that already does the unpacking. [19:44] That is, the Level 9 reimplementation interpreter, not the original original interpreters [19:47] ST (~ScottT@2403-5800-5100-e01-94a5-12a6-75bb-9915.ip6.aussiebb.net) joined #scummvm. [19:47] #scummvm: mode change '+o ST' by ChanServ!ChanServ@services. [19:49] [scummvm] ccawley2011 opened pull request #1937: BACKENDS: Remove unnecessary implementations of setGraphicsMode(const char *) (master...setGraphicsMode) https://git.io/JeomU [19:49] travis-ci (~travis-ci@ec2-54-89-240-90.compute-1.amazonaws.com) joined #scummvm. [19:49] scummvm/scummvm#10911 (master - c87ca97 : Thierry Crozat): The build passed. [19:49] Change view : https://github.com/scummvm/scummvm/compare/bc983b82af0a...c87ca97b2252 [19:49] Build details : https://travis-ci.org/scummvm/scummvm/builds/612519553 [19:49] travis-ci (travis-ci@ec2-54-89-240-90.compute-1.amazonaws.com) left #scummvm. [19:50] 2nd try: anyone got a save game from right before the giant monkey head in MI1? [19:51] @DreamMaster sure, I understand. when (if) you have time and desire to look into that problem, I can help with tests 🙂 [19:53] Mataniko: I do, but the head is already open, if that matters (CD version) [20:12] Scorp: Thanks 🙂 [20:25] [scummvm] bgK pushed 1 new commits to master: https://git.io/JeoYq [20:25] scummvm/master 34bf3f2 bgK: TTS: Fix use of virtual function in TTSMan destructor [20:25] criezy (~criezy@host109-146-72-197.range109-146.btcentralplus.com) joined #scummvm. [20:25] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [21:06] SylvainTV (~Sylvain@alille-658-1-78-47.w92-147.abo.wanadoo.fr) joined #scummvm. [21:06] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [21:20] ajax16384 (~User@109.60.130.33) left irc: Quit: Leaving [21:40] Raziel^ is the monkey still dangling? [21:42] i don't think the monkey ever lets go. it even gets brought up in the 4th game [21:42] timofonic (~timofonic@unaffiliated/timofonic) left irc: Ping timeout: 276 seconds [21:43] [scummvm] athrxx pushed 1 new commits to master: https://git.io/JeoOK [21:43] scummvm/master 82489b5 athrxx: KYRA: (EOB/Amiga) - fix outro glitch [21:43] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [21:44] [scummvm] athrxx pushed 1 new commits to branch-2-1: https://git.io/JeoOi [21:44] scummvm/branch-2-1 44cfb72 athrxx: KYRA: (EOB/Amiga) - fix outro glitch [21:48] great [21:49] mataniko: let me check [21:50] mataniko: yes, he is [21:57] mataniko: Guybrush says: "Boy, he must be tired." on looking at him [21:57] mataniko: do you need the save state? [22:01] yes please [22:01] mataniko: can you accept dcc? [22:01] not sure, try [22:01] k, sec [22:01] i switched to a hosted web based client [22:01] eew [22:02] i mean, cool [22:02] yeah that's what i thought, but it's pretty nice so far [22:02] I have a ZNC bouncer and the client hosted on the same pi [22:02] although this client also works as a bouncer [22:02] "the lounge" [22:03] ok, offering [22:03] nope! [22:04] hum, anywhere else i can drop it? [22:04] email? [22:04] https://send.firefox.com/ [22:05] doesn't work here [22:05] my browser it pretty outdated [22:05] the problems people had back in the irc age. good thing that we have discord now, right? [22:06] my nick at scummvm dot org [22:08] matanniko: on it's way, forgot which one it was, so you get two states [22:08] thanks [22:08] yw [22:12] DominusExult (~dominus@port-92-196-56-157.dynamic.qsc.de) joined #scummvm. [22:12] DominusExult (~dominus@port-92-196-56-157.dynamic.qsc.de) left irc: Changing host [22:12] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [22:15] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 245 seconds [22:15] Nick change: DominusExult -> Dominus [22:15] timofonic (~timofonic@unaffiliated/timofonic) left irc: Ping timeout: 240 seconds [22:15] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [22:56] vliaskov (~vliaskov@x4e369bd5.dyn.telefonica.de) left irc: Remote host closed the connection [23:16] Raziel^ (~Raziel@ipbcc07d1b.dynamic.kabel-deutschland.de) left irc: Read error: Connection reset by peer [23:34] ldevulder__ (~ldevulder@i15-lef02-th2-89-83-222-166.ft.lns.abo.bbox.fr) joined #scummvm. [23:37] ldevulder_ (~ldevulder@176.167.66.204) left irc: Ping timeout: 240 seconds [23:59] @Mataniko, you could also use bootparams for that [00:00] --- Sat Nov 16 2019