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[00:00] <grogbot> <criezy> You could probably find a number of imaginative cross-platform way to get it to trip.
[00:00] <grogbot> <SupSuper> well the msvc version is just an interrupt 😛 https://docs.microsoft.com/en-us/cpp/intrinsics/debugbreak?view=msvc-160
[00:01] <grogbot> <criezy> Such as dereferencing a null pointer.
[00:02] <grogbot> <rsn8887> Yup it works with that change.
[00:02] <grogbot> <rsn8887> Can you push the fix?
[00:02] <grogbot> <rsn8887> Or shall I do it?
[00:04] <grogbot> <rsn8887> I guess I will do it, why not.
[00:05] <Scummette> scummvm/master e4e0779 somaen: TINSEL: Map STARTPROCESS
[00:05] <Scummette> scummvm/master cdd1fe9 somaen: TINSEL: Map MOVECURSOR
[00:05] <Scummette> scummvm/master fc58fe1 somaen: TINSEL: Map CONTROL
[00:05] <Scummette> [scummvm] rsn8887 pushed 1 new commits to master: https://git.io/Jt1Nj
[00:05] <Scummette> scummvm/master af4878e rsn8887: KEYMAPPER: Fix exit on analog input
[00:06] <grogbot> <rsn8887> Ok done
[00:13] <grogbot> <criezy> Thanks.
[00:16] <grogbot> <rsn8887> Thanks all For finding the bug I would have never found it
[00:17] <grogbot> <SupSuper> we need fuzz testing 😛
[00:18] <grogbot> <SupSuper> it's nice that controller input just works on desktop though, didn't know that
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[02:24] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JtMvR
[02:24] <Scummette> scummvm/master fcb7d1e dreammaster: AGS: Added detection entries
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[02:55] <grogbot> <rsn8887> I agree it is quite nice.
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[02:56] Nick change: DominusExult -> Dominus
[02:56] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/JtMfn
[02:56] <Scummette> scummvm/master 4bfa171 dreammaster: AGS: Add Heroine's Quest detection entry
[02:56] <Scummette> scummvm/master d0b644f dreammaster: AGS: Implement vertically flipped sprite drawing
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[03:45] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/JtMUK
[03:45] <Scummette> scummvm/master b386709 dreammaster: AGS: Clang fix and cleanup for AGSPalRender plugin
[03:45] <Scummette> scummvm/master cd017a7 dreammaster: AGS: Revert Standardization of number types
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[05:13] <Scummette> [scummvm] dreammaster pushed 3 new commits to master: https://git.io/JtMLi
[05:13] <Scummette> scummvm/master 17ee6fb dreammaster: AGS: Change sizeof(int) to sizeof(int32) were appropriate
[05:13] <Scummette> scummvm/master 155e74e dreammaster: AGS: Change DLL base class to PluginBase
[05:13] <Scummette> scummvm/master a291894 dreammaster: AGS: Change plugins savegame code to use Serializer
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[05:57] <grogbot> <chrisis123> It seems you managed to fix the crashbug during the night (I was asleep :)) thanks for your hard work! If I had known it's a general bug I had just attached a crash log but I don't usually use a controller on PC (Linux) so I didn't notice it there. Also I just saw there are several bugs in the bug tracker that likely stem from the same problem (https://bugs.scummvm.org/ticket/12125 #12127
[06:05] <ScummBot> Port build status changed with cd017a73: Failure: master-amigaos4
[06:12] <grogbot> <chrisis123> although now with the now working buiild I noticed a different (likely unrelated problem) on Switch with TLJ (STARK engine). Basically the image scaling is completely out of whack - when I start the game it seems to run (I hear the intro music and the menu see part of the bottom left of the start scrren - I have attached a screenshot): I've trid to start several SCUMM and AGOS games and those seem to work fine on a quick glance.
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[06:20] <grogbot> <chrisis123> Okay, with the now working builld I noticed a different (likely unrelated problem) on Switch with TLJ (STARK engine). Basically the image scaling is completely out of whack - when I start the game it seems to run (I hear the intro music and the menu see part of the bottom left of the start scrren - here is a screenshot): https://imgur.com/a/GDrKJyo There was one (very minor) commit to the STARK engine between February 12th and now
[06:20] <grogbot> https://github.com/scummvm/scummvm/commit/218f66d1e0130959c7aa811e910c35138393189d - no idea if that's related or not - sadly I'm unable to compile the Switch version myself to test it without this commit. I've tried to start several SCUMM and AGOS games and those seem to work fine on a quick glance so it's either STARK specific or 3D engine (former ResidualVM) specific, however TLJ is the only game I have to test this. I have howver built the
[06:20] <grogbot> current git version on Linux and on my Desktop TLJ starts and seems to work as intended.
[06:21] <V1ct1m66645> Hello. I need help running Duckman on my ps vita. It loads to the title screen fine but then locks up on the 1st sequence screen after starting a new game. Any ideas?
[06:21] <V1ct1m66645> Works fine on android and pc versions
[06:21] <grogbot> <chrisis123> If you guys prefer I'll also make a bug report about this
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[06:30] <grogbot> <chrisis123> Btw if you don't have the game I could also reproduce the error with the Demo version which can be founde here: https://downloads.scummvm.org/frs/demos/stark/tlj-demo-en-new.zip
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[06:37] <grogbot> <rsn8887> Also happens just in the menu after switching gfx mode to OpenGL
[06:37] <grogbot> <rsn8887> I found a workaround
[06:39] <grogbot> <rsn8887> @chrisis123 If you switch gfx mode to OpenGL in the menu, then gfx are messed up only for that instance. Then quit ScummVM with triangle button, then restart. Now it works and screen is correct. it seems to be a problem only when switching to OpenGL while running, not when using OpenGL from beginning.
[06:39] <grogbot> <rsn8887> Workaround ^
[06:49] <grogbot> <rsn8887> Same happens with all games that switch to OpenGL at runtime
[06:50] <grogbot> <chrisis123> @rsn8887 Interesting still this behaviour is new and likely some commit between the 12th and today must have changed it... thanks for your time and this workaround anyway!
[06:53] <grogbot> <rsn8887> The menu font and buttons are super small if you start in OpenGL. I think it was sleazy so that way with OpenGL.
[06:54] <grogbot> <chrisis123> @rsn8887 indeed it works but all is super tiny, the original behaviour (switch to OpenGL when starting a game) is definitely preferable
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[07:14] <grogbot> <rsn8887> Could be related to this? Not sure. https://github.com/scummvm/scummvm/commit/5412533decd9e559487289c56f2bd45
[07:15] <grogbot> <rsn8887> Seems to be the only recent commit messing with gfx mode switching
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[07:40] <ScummBot> Port build status changed with cd017a73: Success: master-amigaos4
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[07:55] <grogbot> <lephilousophe> @MarioKartFan chat from last night gave me to think that two more tests could be done: https://buildbot.scummvm.org/snapshots/master/3ds-master-a09f262d.zip (before PR#2548) and https://buildbot.scummvm.org/snapshots/master/3ds-master-cd017a73.zip (after the fix from last night)
[07:56] <grogbot> <somaen> Btw, we have a Grim Fandango demo, if you need a 3D game to test
[07:56] <grogbot> <lephilousophe> maybe the crash could be due to this PR and keymapper
[07:56] <grogbot> <somaen> Also Escape From Monkey Island, but thats still wip
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[08:41] <ScummBot> Port build status changed with a291894e: Failure: master-amigaos4
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[09:09] <borosky> glad to hear monkey island 4 is wip
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[12:36] <Scummette> [scummvm] criezy closed pull request #2741: SCUMM: Digital iMUSE: fix FT crash and music breaking bug (master...iMUSE-urgentfix) https://git.io/JtsVX
[12:36] <Scummette> [scummvm] criezy pushed 2 new commits to master: https://git.io/JtMur
[12:36] <Scummette> scummvm/master da89e91 : SCUMM: Digital iMUSE: fix FT crash and music breaking bug
[12:36] <Scummette> scummvm/master bb48639 : SCUMM: Digital iMUSE: deschedule crossfades for flushed tracks
[12:45] <grogbot> <Bosca> @criezy thanks for the iMUSE fix merge! 🙏
[12:46] <Scummette> [scummvm] criezy closed pull request #2755: CONFIGURE: Update config.* to latest version (master...update-config) https://git.io/JtaXX
[12:46] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/JtMzY
[12:46] <Scummette> scummvm/master 99dc24f lephilousophe: CONFIGURE: Update config.* to latest version
[12:46] <grogbot> <Bosca> I'm actually glad it was merged now and not months ago since it allowed me to find and fix two serious oversights in the meantime haha
[12:48] <grogbot> <criezy> Thank you for doing it. I wish I had seen it earlier before spending 20 minutes bisecting and debugging the issue 😅
[12:51] <Scummette> [scummvm] criezy closed pull request #2688: GUI: added debug output for console prints (master...pr/debug-console-output) https://git.io/JLWvh
[12:51] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/JtMzz
[12:51] <Scummette> scummvm/master a7d4d0f mgerhardy: GUI: added debug output for console prints
[12:57] <Scummette> [scummvm] criezy closed pull request #2658: GUI: Don't leak theme and TextDrawData when loading fails (master...fix-leaks) https://git.io/JIUw2
[12:57] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/JtMz9
[12:57] <Scummette> scummvm/master 577322f lephilousophe: GUI: Don't leak theme and TextDrawData when loading fails
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[14:34] <grogbot> <rzil> Thanks @criezy 🎉 this PR was part of a bigger one here: https://github.com/scummvm/scummvm/pull/2701 any chance you can look at that too?🙏
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[14:38] <grogbot> <rzil> and of course, thanks @Bosca
[14:39] <grogbot> <Bosca> Thank you guys! :D
[14:40] <grogbot> <Bosca> which reminds me, I have to update one of the comments in the PR with what I discovered about the callback rate
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[14:47] <grogbot> <antoniou79> Really excited to test the iMUSE improvements, when I get the time to play any game that is
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[14:52] <grogbot> <criezy> I saw that bigger PR, but I am not familiar with the SCUMM engine and with iMUSE. So I decided to let others who are a bit more familiar with those than I am review it.
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[14:57] <grogbot> <Bosca> No worries, in the meantime I'm working towards a properly decompiled version of Digi iMUSE; it's literally taking months but I'm enjoying it a lot for now, since it literally shows what's going on behind the scenes in a proper way. This is fun! 😛
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[17:19] <Scummette> [scummvm] mgerhardy pushed 23 new commits to master: https://git.io/JtMyc
[17:19] <Scummette> scummvm/master feb36d9 mgerhardy: TWINE: use blitFrom for scaling the plasma effect buffer
[17:19] <Scummette> scummvm/master 9907668 mgerhardy: TWINE: minor cleanup in computePolygons handling
[17:19] <Scummette> scummvm/master 4ea1869 mgerhardy: TWINE: added asserts to ensure that none of the buffer boundaries were exceeded
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[18:16] <Scummette> [scummvm] oliverpahl-mitel opened pull request #2780: AGS: Refactoring the detection tables in preparation for achievement manager (master...detection_tables) https://git.io/JtM9D
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[19:48] <Scummette> [scummvm] lephilousophe opened pull request #2781: AGS: Remove unsized types (master...fix-ags-uint) https://git.io/JtMdi
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[20:40] <grogbot> <somaen> Any ideas how much Digi iMuse changed for Grim Fandango?
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[21:09] <Scummette> [scummvm] mgerhardy pushed 4 new commits to master: https://git.io/JtMA4
[21:09] <Scummette> scummvm/master 04ac02c mgerhardy: TWINE: convert to int32
[21:09] <Scummette> scummvm/master e6fcdc0 mgerhardy: TWINE: casting cleanup
[21:09] <Scummette> scummvm/master 833b276 mgerhardy: TWINE: minor cleanup
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[21:49] <grogbot> <Bosca> From what i could remember, featurewise, incremental pan fading was added
[21:50] <grogbot> <Bosca> Maybe something was also changed on the side of sound decoding, but i can't remember right now
[21:52] <grogbot> <Bosca> Hopefully the changes are so few that we could maintain a single iMUSE codebase
[21:55] <grogbot> <Henke37> "incremental"?
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[23:06] <grogbot> <Bosca> I wouldn't know how to word it properly; it's like volume fading, but for panning
[23:06] <grogbot> <Henke37> i'd call that tweening.
[23:07] <grogbot> <Bosca> Isn't that used for animation? haha
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[00:00] --- Thu Feb 18 2021