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[03:36] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/Jf5Tr
[03:36] <Scummette> scummvm/master cfe1dfc dreammaster: GLK: COMPREHEND: CC: Remove script call from cutscene
[03:36] <Scummette> scummvm/master e70a2b3 dreammaster: GLK: COMPREHEND: Describe items in room as original did
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[08:24] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/Jf53z
[08:24] <Scummette> scummvm/master 7d0d1e6 sluicebox: SCI32: Workaround GK1 Mac missing talisman view
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[09:23] <grogbot> <Glomp> Is anyone still working on apple IIgs sound? It's already quite boss, but I noticed there's a difference between sustained notes in the SQ2 opening theme in ScummVM vs an emulator.
[09:23] <grogbot> <Glomp> I remember reading the developer notes about how he thought sometimes an instrument should be stopped despite a sustain bit being set. Could it be an AGI version issue or something to do with the unimplemented reverb?
[09:30] <grogbot> <Glomp> Oh, maybe I should be asking the dev-support channel
[09:31] <grogbot> <ZvikaZ> > Oh, maybe I should be asking the dev-support channel @Glomp No, that's the correct channel. I assume that someone will answer you later
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[12:46] <Scummette> [scummvm] npjg pushed 2 new commits to master: https://git.io/Jf5BK
[12:46] <Scummette> scummvm/master 3b795ae npjg: GRAPHICS: MACGUI: Enable macDrawPixel to invert pixels
[12:46] <Scummette> scummvm/master 01b2e97 npjg: GRAPHICS: MACGUI: Draw zoomBox with pixel inversion
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[13:17] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/Jf5R5
[13:17] <Scummette> scummvm/master 239b298 djsrv: DIRECTOR: LINGO: Remove handler exec from c_eval
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[14:29] <grogbot> <trembyle> @Glomp I'm not a developer, but as a user / tester I've been playing with this recently. It does sound very good overall.
[14:29] <grogbot> <trembyle> I found a bug in KQ4 that I keeping meaning to raise a bug report for.
[14:30] <grogbot> <trembyle> And I'm also wondering who the developer would be who works on this.
[14:31] <grogbot> <trembyle> I'm not seeing any major changes since the move to git.
[14:34] <grogbot> <ZvikaZ> @Glomp , @trembyle , do you prefer playing SQ2 and KQ4 in the apple 2 version, because it's superior to the PC version, or because of other reasons (maybe nostalgia? which is OK, after all, nostalgia has significant role in ScummVM...)
[14:34] <grogbot> <trembyle> I think the II GS versions of AGI games specifically are superior
[14:35] <grogbot> <trembyle> KQ4 even has mouse support, although that's kind of a moot point in ScummVM since you can add that anyway.
[14:35] <grogbot> <trembyle> They also have digital sound effects
[14:40] <grogbot> <ZvikaZ> Superior - in what sense? - mouse - digital sound effects Anything else? And how would you compare the graphics? And the music (beside the digitized sound effects)?
[14:40] <grogbot> <ZvikaZ> And what's GS? Is it some flavour of an Apple 2?
[14:41] <grogbot> <trembyle> Yes, it's the final iteration of the Apple II line. It's actually a 16-bit computer with a GUI. Eventually even with a Finder.
[14:42] <grogbot> <trembyle> The music is probably on par with Tandy sound, but it sounds a bit softer and nicer to my ears.
[14:43] <grogbot> <trembyle> It used an Ensoniq wavetable chip. In some ways sounds a bit closer to Mac.
[14:55] <grogbot> <trembyle> Ah, I see the big changes were by tiqpit in 2011. He hasn't contributed in a long time. https://github.com/scummvm/scummvm/commits?author=tiqpit
[15:17] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/Jf52R
[15:17] <Scummette> scummvm/master e877b4f djsrv: DIRECTOR: Improve 'snd ' decoding
[15:19] <grogbot> <ZvikaZ> @Glomp , I recommend opening a bug. Give as much details as you can, including versions, and instructions to reproduce the problem. If it's not in the beginning, a savegame would be nice. Maybe even a short recording of how it's supposed to sound, and how it actually sounds. It will make it easier for anyone who will want to check this.
[15:20] <grogbot> <trembyle> Yes, I'll open a bug for my KQ4 issue too, and then maybe we'll get some visibility for a dev to look into sound_2gs.
[15:35] <grogbot> <ZvikaZ> Oh, but first make sure that there isn't already such an open bug...
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[16:15] <grogbot> <ZvikaZ> > I remember reading the developer notes about how he thought sometimes an instrument should be stopped despite a sustain bit being set. Could it be an AGI version issue or something to do with the unimplemented reverb? @Glomp Can you refer to these developer notes?
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[16:33] <Scummette> [scummvm] moralrecordings pushed 2 new commits to master: https://git.io/Jf5rK
[16:33] <Scummette> scummvm/master 7c9ed6f moralrecordings: DIRECTOR: Add new SpriteChannel class
[16:33] <Scummette> scummvm/master 8423839 moralrecordings: DIRECTOR: Fix compiler warning
[16:45] <Scummette> [scummvm] npjg pushed 1 new commits to master: https://git.io/Jf5of
[16:45] <Scummette> scummvm/master 106c43e npjg: DIRECTOR: Clean up one-off rendering methods
[16:57] <Scummette> [scummvm] djsrv pushed 2 new commits to master: https://git.io/Jf5o2
[16:57] <Scummette> scummvm/master 6510f9e djsrv: DIRECTOR: LINGO: Only queue script with handler
[16:57] <Scummette> scummvm/master d3b3336 djsrv: DIRECTOR: LINGO: Clean up event logging
[17:14] <grogbot> <DreamMaster> Can someone with the ability to delete pages on the Wiki assist me by deleting the old Comprehend page? I spent time procrastinating on my work day adding a new page for Glk/Comprehend before realizing afterwards that another "Comprehend" page had previously been added. My bad for not checking first.
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[17:45] <grogbot> <timofonic> @DreamMaster Transylvania III is Comprehend Plus, right? You said it's a new engine or an evolution of it, yet you linked it to Comprehend engine. Are you aware of it?
[17:46] <grogbot> <antoniou79> @DreamMaster for the duplicate of "Kingdom The Far Reaches" I just edited the old page to redirect to the new one (as per someone's suggestion here)
[17:46] <grogbot> <antoniou79> #REDIRECT [[Kingdom: The Far Reaches]]
[17:46] <grogbot> <antoniou79> Maybe that could be a solution for your case too?
[17:54] <grogbot> <DreamMaster> Good idea. And yes, I'm aware of Transylvania III. Technically, it is a Comprehend game; it's just a version not planned for support anytime soon. So it's reasonable to have as part of the Comprehend category
[17:57] <grogbot> <DreamMaster> Okay, I've set it to redirect for now. Long term, though, I still think it would be better deleted, since I think I've already properly remapped everything referring to it to point to the new page. Including the individual games, the Comprehend category, and the Engines page
[17:58] <grogbot> <Henke37> how nice that mediawiki lets you see what links to a given page
[17:59] <grogbot> <DreamMaster> Does it? How do you that?
[18:00] <grogbot> <Henke37> should be in the sidebar by default
[18:01] <grogbot> <DreamMaster> Oh, right, neat. "What links here". Neat. Looks like I'd already correctly taken care of all the old links
[18:04] <grogbot> <SupSuper> i think you can also list all orphaned pages so an admin can probably clean them up all in one go
[18:06] <grogbot> <Henke37> pages without links to them you mean
[18:09] <grogbot> <antoniou79> Cleaning up (removing) the duplicate might be tidier but the redirect is more robust. If there were external links to that wiki page (eg from a forum post etc) they will continue to work with the redirect as intended
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[18:09] <grogbot> <Henke37> redirects also help when people accidentally link to the redirect page
[18:45] <Scummette> [scummvm] ccawley2011 opened pull request #2331: BACKENDS: Replace use of Graphics::ColorMasks (master...colormasks) https://git.io/Jf5PZ
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[19:41] <Deledrius> The Apple iigs was an awesome computer.
[19:42] <Deledrius> Had a lot of fun on those. Wish I had managed to pick one up when the schools dumped them. :(
[19:42] <grogbot> <trembyle> Wow, fancy school. We only had Apple //e.
[19:42] <grogbot> <trembyle> Then jumped straight to PC once they dumped those.
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[19:47] <grogbot> <rsn8887> I had to update the buildbot and disable blade runner for psp2 (Vita) dailies again... executable size had grown too large causing crash on startup again. Blade Runner is unplayable slow on Vita anyways.
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[20:09] <grogbot> <antoniou79> @rsn8887 why was it re-enabled?
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[20:59] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/Jf5MS
[20:59] <Scummette> scummvm/master 95d8bc0 djsrv: DIRECTOR: LINGO: Implement c_intersects & c_within
[21:02] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/Jf5Mb
[21:02] <Scummette> scummvm/master e086dbf digitall: AUDIO: Fix Signed vs. Unsigned Comparison Compiler Warning in Fluidsynth
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[21:14] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/Jf5Dl
[21:14] <Scummette> scummvm/master f32d7e2 djsrv: DIRECTOR: LINGO: Handle null sprites in intersects
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[22:16] <grogbot> <rsn8887> I re-enabled it a while ago because I managed to shrink the executable a lot by enabling lto. At that point I decided to re-enabled it since there was quite a bit of room. But now ScummVM has grown again...
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[22:27] <grogbot> <Bluddy> yeah so many engines... it's awesome
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[22:36] <Deledrius> High School had a single lab of Macintosh 128K, and the teacher had a Performa of some model I don't recall. By that point, cheap IBM PC-compatibles were all over the place though, in the science labs, ROTC, etc.
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[22:40] <grogbot> <Bluddy> @rsn8887 you weren't able to get the plugin architecture working for vita?
[22:43] <grogbot> <rsn8887> No if anyone has knowledge of Vita and linker scripts and how to get plugins on Vita to work, PR is welcome 🙂 theres no dlopen or anything.
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[22:44] <grogbot> <rsn8887> Even Retroarch, which uses some kind of plugin architecture on Vita, uses only a method of chainloading static executables afaik.
[22:45] <grogbot> <rsn8887> So also fakes real plugins.
[22:45] <grogbot> <Bluddy> trying to remember the specifics of the psp code
[22:45] <grogbot> <Bluddy> it's been a while
[22:46] <grogbot> <rsn8887> Yes it might be that Vita can be done in a similar way to psp. But I dont understand the psp plugin source Code files and linker scripts :/
[22:48] <grogbot> <Bluddy> it's basically implementing dlopen in userland. original version was for the dreamcast
[22:49] <grogbot> <rsn8887> Ah cool. Yeah if you can make it work on Vita and make a PR that would be awesome, I will be happy to do testing. But stuff like this https://github.com/scummvm/scummvm/blob/1a097b1d971e6e3cf3c10f6eb7c7a30def2d2f7c/backends/plugins/psp/plugin.ld is complete gibberish to me 🙂
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[23:00] <grogbot> <Bluddy> those are scripts for creating the ELF file
[23:01] <grogbot> <Bluddy> since we're loading the files ourselves, we need to tell the compiler/assembler how to prepare the objects so we know where to expect what
[23:05] <grogbot> <Bluddy> Does the vita also use a mips processor?
[23:56] <grogbot> <Glomp> > @Glomp Can you refer to these developer notes? @ZvikaZ I'll have a hunt around but it was a long time ago I read it back when I was playing around more with emulation. I remember it was a blog separate from the wiki, but it's a bit hazy.
[23:58] <grogbot> <Glomp> > @Glomp , I recommend opening a bug. Give as much details as you can, including versions, and instructions to reproduce the problem. If it's not in the beginning, a savegame would be nice. > Maybe even a short recording of how it's supposed to sound, and how it actually sounds. > It will make it easier for anyone who will want to check this. @ZvikaZ Thanks, I'll look into it. The main place where it sounded wrong to me was when the ship
[23:58] <grogbot> enters the hangar in the opening cutscene. The rumbling cuts in and out.
[00:00] --- Wed Jun 17 2020