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[00:00] <clort> opengl-backend atm is 'modern art' on my device
[00:04] <clort> is zork GI one of the solid or WIP engines, exmensa ?
[00:06] <exmensa> It's listed as 'good' and completeable on the game page, but to my knowledge the DVD version has never worked on the Win64 builds.
[00:06] <exmensa> Err compatibility page
[00:06] <clort> CD version is okay though?
[00:07] <exmensa> I assume so, since the DVD version will actually work if you disable MPEG; I don't have the CD version to test.
[00:08] <clort> mhm
[00:09] <clort> i'm trying to figure whether to build off the old gui version or new gui
[00:10] <clort> since i appear to have mostly working buildscript from august
[00:11] <clort> besides refusing to detect any game in chosen directory that is
[00:13] <clort> ah broken sword working
[00:18] <clort> what would you suggest as canonical/important engines to enable for testing builds, exmensa
[00:18] <grogbot> <Henke37> testbed is a freebie
[00:19] <clort> that might be wise, speed up builds for testing
[00:21] <clort> have built with only engine TestBed Henke37 - how do i invoke it?
[00:22] <grogbot> <sluicebox> lol I remember asking that same question here but not the answer
[00:23] <clort> 'make test' from the repo root is doing something
[00:24] <grogbot> <Henke37> the testbed engine looks like a normal engine+game combo. it does need some datafiles.
[00:24] <grogbot> <Henke37> check the dists\engine-data\testbed-audiocd-files folder for the data
[00:25] <clort> thanks
[00:26] <grogbot> <Henke37> i'd say that it takes five minutes to complete all of the tests. and it really requires someone "playing", because most tests can't be automatically judged
[00:27] <clort> adding game, with my build with TestBed refuses to accept test1, Test2, TEST3 as game data directories
[00:28] <clort> testbed-audiocd-files also yields "could not find any game in the specified directory!"
[00:30] <clort> oh it's not in my targets list hm
[00:30] <clort> sorry
[00:33] <clort> trying ./configure --disable-libcurl --disable-sdlnet --disable-eventrecorder --disable-all-engines --enable-engine=testbed,ultima,sword1,neverhood --disable-hq-scalers --disable-translation --disable-cloud --opengl-mode=gles --enable-verbose-build --enable-asan --enable-profiling --backend=leste-d4
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[02:23] <clort> sigh. this is not good 25995 Oct 20 02:21 scummvm
[02:23] <clort> ./scummvm
[02:23] <clort> Illegal instruction
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[04:10] <clort> i get too much sad and then i can't work on stuff
[04:19] <clort> do i want -lgold? i don't feel like i want -lgold
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[05:27] <clort> /big/src/scummvm$ make -j2 2>&1 |grep undefined |wc -l
[05:27] <clort> 2698
[05:28] <clort> that's not an improvement ;-;
[05:52] <clort> more bluetooth ickyness DSA-4774-1 https://lists.debian.org/debian-security-announce/2020/msg00181.html
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[06:29] <clort> ./configure --disable-libcurl --disable-sdlnet --disable-eventrecorder --disable-all-engines --enable-engine=testbed,ultima,sword1,neverhood --disable-hq-scalers --disable-translation --disable-cloud --aspect-ratio --disable-debug --disable-bink --disable-tts --enable-text-console --disable-system-dialogs --enable-verbose-build --enable-asan --disable-lua --disable-taskbar
[06:40] Nick change: ldevulder_ -> ldevulder
[06:55] <clort> ok disable-lua is bad
[07:23] <clort> yay i got a scummvm build without sound stuttering in Broken Sword
[07:23] Action: clort dances around Henke37
[07:34] <Endy> lol
[07:34] <clort> well i have scumm sorta talking to opengl https://0x0.st/iDOU.png
[07:35] <clort> let's see about 32bpp X
[07:37] <Endy> Nice! That's fairly legible for a glitched render :)
[07:37] <clort> this is going through ptitSeb's gl4es
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[07:39] <clort> really want gles for free scaling
[07:40] <clort> and i still need to fix keyboard input - we has none
[07:40] <clort> [0] 0:irssi* t.
[07:40] <clort> yet
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[08:05] <grogbot> <sev> clort: what is that port you're working on? I saw the device screenshots, but what's inside?
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[08:29] <clort> 'port' is a bit inflationary of a word. i'm building for maemo-leste on Droid-4 sev
[08:29] <clort> sorry for delay. networking problemos
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[09:21] <clort> that green 'text' gui is just about perfect for my tastes, just need to double font size and make it 540p
[09:23] <clort> btw --enable-asan breaks gl4es
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[10:01] <clort> I HAVE OPENGL SCALED MENU!
[10:01] Action: clort runs all over falling all over himmself
[10:03] <clort> ok speed is terrible
[10:04] <clort> next thing to fix
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[10:09] <DJWillis> @clort: awesome, yep, if you using the OMAP GL drivers on Maemo you are in for some fun but this is great. Very keen to see how you get on with this.
[10:09] Action: clort salutes the great DJWillis !
[10:10] <DJWillis> You have the wrong person. Out of interest, what device are you working on (you did mention I am sure, just can't see it in the logs).
[10:10] <clort> Droid4
[10:11] <clort> no sound hiccups with broken sword and opengl
[10:12] <clort> mwah, keyboard works too
[10:12] <clort> sidestepped our libSDL2 issue there
[10:14] <grogbot> <sev> clort: we had maemo port. what's the difference?
[10:15] <grogbot> <antoniou79> I'm learning about stuff I didn't know existed today. Droid4, Maemo Leste. There's so much specialization out there
[10:20] <clort> maemo-leste does things differently
[10:20] <clort> it's armhf not armel, target directories are different
[10:21] <clort> and i'm not even seeing the glue code to talk to the hildon windowmanager, yet
[10:27] <LePhilousophe> ouch, hildon is so 2005
[10:29] <clort> the n900 variant was the apex of civilization
[10:30] <clort> not really ofc but ti's serviceable.
[10:30] <clort> with or without it, scummvm+opengl refuses to scale to 540p height or window height, with sword1
[10:31] <clort> let's try with openbox
[10:31] <clort> what does --filtering do? i see no difference
[10:33] <clort> are you guys intentionally adding black borders around games?
[10:33] <grogbot> <antoniou79> intentionally? no
[10:34] <grogbot> <antoniou79> You can choose among a number of stretching options
[10:34] <grogbot> <antoniou79> Some of those are fit to screen or stretch to screen
[10:34] <clort> 'fit' should stretch to full vertical height, but doesn't in sword1
[10:37] <grogbot> <antoniou79> that's because the top part at least is part of the game
[10:39] <grogbot> <antoniou79> filtering when enabled should do a bilinear scaling of the UI / game screen. When disabled it should use nearest neighbor. At least in opengl
[10:40] <clort> thank you, now i see thumbsup/down at bottom of screen while talking
[10:50] <clort> it is an unfortunate waste of scarce vertical space but i'll see about that someday
[10:53] <clort> sword1 is around 22% of one core idle, xorg currently at 28.2% - a bit higher cpu when background is scrolling
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[11:09] <clort> stretched is too wide for an optimal feel, i'd like to implement user-nudgeable aspect ratios, maybe with shift+volume buttons, or alt+arrow keys http://0x0.st/iDWO.jpg
[11:11] <clort> xgamma tweaking of RGB curves is also great for these games
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[11:12] <clort> even zooming-in beyond window borders could be really helpful, sometimes the view is just too small to recognize what i'm looking at
[11:30] <DJWillis> clort: I had some ideas on aspect/stretching I was messing with on the OpenPandora with GLES. My view was broadly the same as yours.
[11:31] <clort> did openpandord use --opengl-mode=gles2 or =gles ?
[11:34] <DJWillis> Both/None/Mess ;-) - The current builds are not OGLES at all due to speed/drivers etc.
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[12:02] <clort> when i specificy gles2 in configure i'm getting software GL
[12:03] <clort> guess i need to snuffle at what it is including
[12:04] <clort> wither that or link against a hacked sdl (sdl-haa) which handles the scaling under hildon
[12:04] <clort> my brain has very little capacity to remember how these things work
[12:35] <Scummette> [scummvm] mduggan pushed 3 new commits to master: https://git.io/JTRVN
[12:35] <Scummette> scummvm/master 16a105c mduggan: ULTIMA8: Be more robust to missing/broken data
[12:35] <Scummette> scummvm/master e1bff1c mduggan: ANDROID: Avoid crash if version no is not int
[12:35] <Scummette> scummvm/master 5d8f189 mduggan: ULTIMA8: Avoid trying to make empty path name
[12:36] <Scummette> [scummvm] mduggan pushed 1 new commits to branch-2-2: https://git.io/JTRwv
[12:36] <Scummette> scummvm/branch-2-2 3eb363e mduggan: ULTIMA8: Avoid trying to make empty path name
[12:47] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/JTRr6
[12:47] <Scummette> scummvm/master 883e60a mduggan: ULTIMA: Allow engine to build without freetype
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[14:53] <Scummette> [scummvm] mgerhardy opened pull request #2549: CREATE_PROJECT: extended the cmake generator to support pkg-config (master...pr/create-project-cmake-pkgconfig) https://git.io/JTRFH
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[17:36] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JT0Ot
[17:36] <Scummette> scummvm/master 26e05db sev-: GUI: Stop doing O(N^2) string comparisons when filling out the game list
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[18:30] <ScummBot> Port build status changed with 26e05dba: Failure: master-wii, master-openpandora, master-n64, master-dc, master-osx_intel, master-caanoo, master-dingux, master-gamecube, master-gp2xwiz, master-dc-serial
[18:58] <Scummette> [scummvm] mgerhardy opened pull request #2550: ACCESS: replaced magic numbers with contants (master...pr/access-engine-magic-number) https://git.io/JT0ll
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[19:18] <clort> scumvm 3-engine compile on internal emmc 16m41sec, on transcent 128GB microsd 15m38sec
[19:19] <grogbot> <Henke37> i hope that you figured out how to run the testbed
[19:21] <clort> yessir
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[19:37] <Scummette> [scummvm] phcoder opened pull request #2551: PLUMBERS: basic support for 3DO version (master...3do_part1) https://git.io/JT0Bp
[20:25] <grogbot> <sev> Does anyone live in France?
[20:25] <grogbot> <sev> @sylvaintv ?
[20:26] <grogbot> <sev> @robertmegone ?
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[21:55] <grogbot> <Nom> Is this the right channel to ask about a problem with my ScummVM setup?
[21:59] <grogbot> <SupSuper> sure
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[22:09] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JT0ig
[22:09] <Scummette> scummvm/master 53ab878 sev-: SCUMM: Added detection for Ultimate Talkie monkey1 German
[22:55] <Scummette> [scummvm] phcoder opened pull request #2552: VIDEO: uplift 3do movie decoder from sherlock engine (master...3dovid) https://git.io/JT01A
[22:57] <Scummette> [scummvm] phcoder opened pull request #2553: VIDEO: support multi-track audios in 3DO videos (master...3dovidtracks) https://git.io/JT0Mt
[22:59] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JT0Ml
[22:59] <Scummette> scummvm/master 73bdd5d sev-: SCUMM: Added version to the monkey1 talkie German
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[00:00] --- Wed Oct 21 2020