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[00:12] <Scummette> [scummvm] athrxx pushed 1 new commits to master: https://git.io/Jfar8
[00:12] <Scummette> scummvm/master eb501da athrxx: KYRA: fix PC speaker driver (regression)
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[00:29] <travis-ci> scummvm/scummvm#13507 (master - eb501da : athrxx): The build is still failing.
[00:29] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/33e836736a3e...eb501da1619b
[00:29] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/690500079
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[05:14] <grogbot> <Puu> :( still no working Ultima on Android, soon though I hope :)
[05:40] <grogbot> <antoniou79> @Puu can you specify which version of the Android port you were trying and what the issue was?
[05:42] <grogbot> <Puu> arm64
[05:43] <grogbot> <Puu> Ultima 6 says it isn't a game
[05:43] <grogbot> <Puu> and...
[05:43] <grogbot> <Puu> The game in 'Ultima IV' seems to be an unknown game variant. Please report the following data to the ScummVM team at https://bugs.scummvm.org/ along with the name of the game you tried to add and its version, language, etc.: Matched game IDs for the agi engine: winnie {"title.pic", 0, "c1749fc5bc2ff35470f649defcb03720", 1959},
[05:44] <grogbot> <Puu> oh
[05:44] <grogbot> <Puu> hm
[05:44] <grogbot> <Puu> winnie the pooh heh
[05:45] <grogbot> <Puu> hang on
[06:02] <grogbot> <antoniou79> But this is on 2.2.0git Android Port (daily development build)?
[06:03] <grogbot> <antoniou79> from here? https://buildbot.scummvm.org/builds.html
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[06:25] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/JfaDp
[06:25] <Scummette> scummvm/master 82fe226 mduggan: ULTIMA8: Fix infinite loop killing Malchir
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[06:47] <grogbot> <mduggan> Hmm.. I tried building the bladerunner engine locally and it was fine. I'm going to try clearing the ccache on travis
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[07:13] <grogbot> <ZvikaZ> Hi. I always wanted to see Willy Beamish supported in ScummVM. Saw that there were three attempts to support the Dynamix engine (DGDS), and all seem to be stalled. Is there something intrinsically difficult here, or is it just DGDS' bad luck?
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[09:12] <grogbot> <anothersynthguy> Hi everyone
[09:13] <grogbot> <rootfather> hi there
[09:13] <grogbot> <anothersynthguy> Are there people who create NEW games with SCUMM language?
[09:19] <grogbot> <anothersynthguy> Is the SCUMM source for one of the popular LucasArts game available, I mean as a demo of how SCUMM source looks like?
[09:20] <grogbot> <anothersynthguy> Not necessarily a whole game, but let's say just the SCUMM code of one or two "rooms" of Sam&Max or Indy3... ?
[09:21] <grogbot> <anothersynthguy> Because I love these games, I'd like to see how they were coded to handle such a big number of situations / actions etc.
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[09:44] <Scummette> [scummvm] bluegr pushed 2 new commits to master: https://git.io/JfaHh
[09:44] <Scummette> scummvm/master a4e01b4 ZvikaZ: SCI: fix #10907 - Wrong music when restoring games
[09:44] <Scummette> scummvm/master 76161cc bluegr: SCI: Adjust comment
[09:53] <grogbot> <ZvikaZ> > Because I love these games, I'd like to see how they were coded to handle such a big number of situations / actions etc. @anothersynthguy You'd probably enjoy reading: https://www.monades.dev/scumm-internals-syntax/
[09:54] <grogbot> <ZvikaZ> There's more to answer your question than that, but that we'd be a good first step.
[10:04] <grogbot> <anothersynthguy> @ZvikaZ thanks! Yes I read this article a few days, very inspiring!
[10:05] <grogbot> <ZvikaZ> Great!
[10:06] <grogbot> <anothersynthguy> @ZvikaZ do you think there is SCUMM script available for at least one room of Indy3, Loom, Sam&Max? Would be a wonderful example!
[10:06] <grogbot> <ZvikaZ> Take a look at Lucas' original Scumm tutorial:
[10:06] <grogbot> <ZvikaZ> https://web.archive.org/web/20160721004826/http://www.wilmunder.com/Arics_World/Games_files/SCUMM%20Tutorial%200.1.pdf
[10:07] <grogbot> <ZvikaZ> And, there's something like 'dump-scripts' flag, don't remember it's exact name, see in the help. It will dump all scripts as you olau
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[10:09] <grogbot> <anothersynthguy> Wonderful this tutorial, I'll have a deeper look!
[10:09] <grogbot> <ZvikaZ> There are also tools to decompile the scripts, without playing, I don't remember now the details...
[10:09] <grogbot> <ZvikaZ> Enjoy!
[10:10] <grogbot> <anothersynthguy> About "dump-scripts" do you mean, while playing Sam&Max with ScummVM, i can enable a log window to display script?
[10:11] <grogbot> <ZvikaZ> > About "dump-scripts" do you mean, while playing Sam&Max with ScummVM, i can enable a log window to display script? @anothersynthguy Almost. You will play, and text files with the scripts will be created
[10:12] <grogbot> <rzil> It seems buildbot does not include fribidi in latest development build for windows... does someone know if this the relevant project https://github.com/lephilousophe/dockerized-bb ?
[10:14] <grogbot> <anothersynthguy> > There are also tools to decompile the scripts, without playing, I don't remember now the details... @ZvikaZ would you have a link?
[10:15] <grogbot> <ZvikaZ> It's even in ScummVM tools. I will write longer answer, if needed, later...
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[10:24] <grogbot> <ZvikaZ> If you can see history, I asked this here on 17 April
[10:24] <grogbot> <ZvikaZ> Read there
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[10:31] <grogbot> <ZvikaZ> And see also this: https://web.archive.org/web/20180226005830/http://wilmunder.com/Arics_World/Games.html
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[11:05] <grogbot> <rootfather> @rzil the developer snapshots at https://www.scummvm.org/downloads/#daily already have FriBiDi support enabled πŸ™‚
[11:07] <grogbot> <rzil> Thanks, I have downloaded yesterday night from https://buildbot.scummvm.org/builds.html latest development build on win64 is it different build?
[11:07] <grogbot> <rootfather> yes, it's a different (largely unmaintained) toolchain
[11:09] <grogbot> <rzil> ok, thanks
[11:09] <grogbot> <ZvikaZ> Why do we still have the unsupported chain? Can't we just have the two links point to your updated chain?
[11:10] <grogbot> <rootfather> I haven't bothered moving my personal toolchain (that's where the developer snapshots and release builds are made with) to the buildbot since I shifted somewhat away from Win32.
[11:10] <grogbot> <rootfather> when I have some spare time I'll sync them
[11:25] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/Jfa51
[11:25] <Scummette> scummvm/master 82a7288 mduggan: ULTIMA8: Mark en versions of U8 as testing
[11:29] <grogbot> <rzil> RE for dummies ep 1 (new WIP engine): What is the recommended way to type length prefixed (aka pascal) strings? char * make them appear as string literal (using ghidra) and the lack of null termination make it very confusingπŸ˜…
[11:31] <Scummette> [scummvm] ccawley2011 opened pull request #2274: OPENGL: Use a 4 bytes per pixel mode when taking screenshots (master...gles1-screenshots) https://git.io/Jfa5F
[11:32] <grogbot> <mduggan> I finally completed a playthrough of Ultima 8.. the game can be finished just fine and the saves work great, so I marked it Testing instead of Unstable.
[11:33] <grogbot> <mduggan> @rzil there's a constructor for Common::String which takes len, String(const char *str, uint32 len) .. might be easiest to convert them to that on load?
[11:35] <grogbot> <mduggan> or do you mean during the RE process .. in that case, I'm not sure I have a good suggestion πŸ™‚
[11:40] <grogbot> <rzil> thanks, I do mean during RE process
[11:42] <grogbot> <Henke37> i am not sure if ghidra supports length prefixed strings
[11:42] <grogbot> <Henke37> you should file an issue asking for that
[11:43] <grogbot> <mduggan> looks like it's supported at some level, https://ghidra.re/ghidra_docs/api/ghidra/program/model/data/PascalString255DataType.html
[11:51] <grogbot> <rzil> thanks
[12:11] <grogbot> <ZvikaZ> It's working great πŸ˜‰ I just used it last week, reading SCI music drivers
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[13:22] <grogbot> <ZvikaZ> I will ask again the DGDS question, from other perspective πŸ˜‰ Does anyone knows which of the three efforts is the most mature?
[13:31] <grogbot> <rzil> those seem helpful https://github.com/SkaZzMaSTaH
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[13:47] <grogbot> <trembyle> > Does anyone knows which of the three efforts is the most mature? @ZvikaZ I second this question. I'm interested in how far the development has gone.
[14:05] <grogbot> <sev> @anothersynthguy why would you want building games on top of SCUMM specifically?
[14:05] <grogbot> <sev> there are better alternatives which run with ScummVM and have proper authoring tools, such as Wintermute or SLUDGE
[14:54] <grogbot> <Puu> was latest from buildbot
[15:01] <grogbot> <Henke37> Sludge isn't well supported.
[15:16] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jfapk
[15:16] <Scummette> scummvm/master 83ca637 sev-: DIRECTOR: Dump Lscr scripts with --dump-scripts
[15:25] <grogbot> <Puu> was latest from buildbot @antoniou79
[15:35] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfapQ
[15:35] <Scummette> scummvm/master 147ae7d sev-: DIRECTOR: Fixed dumping Lscr script for shared casts
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[16:38] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jfajh
[16:38] <Scummette> scummvm/master 560b08b weblate: I18N: Update translation (German)
[16:38] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/Jfajj
[16:38] <Scummette> scummvm/master 64a588b lotharsm: I18N: Update translation (German)
[16:38] <Scummette> scummvm/master 05a2d14 weblate: I18N: Update translation (German)
[16:39] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JfVee
[16:39] <Scummette> scummvm/master a4ab65e lotharsm: I18N: Update translation (German)
[16:39] <Scummette> scummvm/master 6d94b81 weblate: I18N: Update translation (German)
[16:39] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JfVef
[16:39] <Scummette> scummvm/master 36dfe98 lotharsm: I18N: Update translation (German)
[16:39] <Scummette> scummvm/master eaba242 weblate: I18N: Update translation (German)
[16:39] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JfVeU
[16:39] <Scummette> scummvm/master 058eb97 lotharsm: I18N: Update translation (German)
[16:39] <Scummette> scummvm/master 9b7ebe5 weblate: I18N: Update translation (German)
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[17:02] <travis-ci> scummvm/scummvm#13521 (master - 6d94b81 : anonymous): The build passed.
[17:02] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/05a2d14b74cb...6d94b817ce2d
[17:02] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/690660531
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[17:04] <travis-ci> scummvm/scummvm#13523 (master - 9b7ebe5 : anonymous): The build passed.
[17:04] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/eaba24283535...9b7ebe5f2798
[17:04] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/690660628
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[17:28] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/JfVvG
[17:28] <Scummette> scummvm/master a405524 antoniou79: ANDROID: Use ApplicationContext for WIFI service look up
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[18:10] <grogbot> <ZvikaZ> Hi. Question for the RE veterans... When you start working on a new engine, how do you decipher the file formats? Do you RE the executable, and see how does it find its resources? I assume you have better methods, or at least some heuristics, or maybe some common tools that you try first?
[18:12] <dreammaster> That can be a complicated question. For me, I look for calls to file opens and then reads to locate places were data is loaded from disk. Then trace backwards to find out how the data is used, and maybe even start creating a structure based on what offsets in the loaded data are used
[18:13] <grogbot> <madmoose> @ZvikaZ Depends on the format. Hex editor first, look for identifiers, google around to see if it's known. For containers you can usually work out most of it just be inspection.
[18:13] <dreammaster> But generally, unless the data is easy to understand like a picture or sound, I'm not able to figure out what the data actually does until much later on in the process, when I've reversed more of the game, and understand what stuff is doing, before I worry about how it's first loaded
[18:17] <grogbot> <Henke37> i find that many formats have reoccuring features. chunks with 4CC lables and pointer tables are particularly common
[18:22] <grogbot> <madmoose> 80% of file formats are IFF.
[18:23] <dreammaster> Right. It's frequently possible to get an idea of the structure of such container files enough to identify individual elements, even if the meaning of the elements aren't always immediately clear
[18:24] <girafe> did you have help from original authors sometimes, or access to source code ? it seems a very difficult task to reverse a whole game engine and recreate it, one by one
[18:24] <dreammaster> Though sometimes you can get lucky. In some cases I've had methods reading data from a file have error checks for returned data that prints out error messages if it isn't valid. Which can be enough to identify the purpose of the data, which can also give some insights on it's purpose
[18:25] <dreammaster> Sometimes we do get access to original games source code. Some of the earliest games ScummVM supports, such as the Broken Sword series, gave from donated source.
[18:26] <dreammaster> But frequently it is indeed a laborious effort of disassembling the games little by little
[18:27] <dreammaster> Or a cross between the two. The recent support for sevreal Ultima games were based on separate projects that had already done the drudgery of reversing the games and reimplementing them
[18:37] <grogbot> <SupSuper> https://wiki.scummvm.org/index.php?title=HOWTO-Reverse_Engineering might help
[18:39] <grogbot> <SupSuper> i usually use a mix of observation and RE for file formats. there's some common patterns in files you learn to spot. if it's anything standard with a known FourCC or extension, that's 99% of the work done. archive formats usually have a table of contents with offsets and indices. images usually have sizes, palettes, pixels. RLE is pretty common. etc.
[19:00] <Scummette> [scummvm] whiterandrek pushed 2 new commits to master: https://git.io/JfVUe
[19:00] <Scummette> scummvm/master b080925 whiterandrek: PETKA: reimplemented video system
[19:00] <Scummette> scummvm/master 364f363 whiterandrek: PETKA: reimplemented cursor drawing
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[20:11] <girafe> you do an amazing job, thanks a lot for this
[20:17] <Scummette> [scummvm] dreammaster pushed 3 new commits to master: https://git.io/JfVkR
[20:17] <Scummette> scummvm/master 968e213 dreammaster: NUVIE: Added detection for German fan patch
[20:17] <Scummette> scummvm/master d93a324 dreammaster: ULTIMA8: Set Ultima Collection detection entries to testing
[20:17] <Scummette> scummvm/master 2da650e dreammaster: ULTIMA4: Fix firing frigate cannon
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[20:20] <grogbot> <DreamMaster> @mduggan Should I create a news article announcing the testing for Ultima VIII? I see there's still an open pull request related to the save system. Will this have any impact on savegames; if so it may need to be resolved first
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[20:49] <grogbot> <xesf> @ZvikaZ for DGDS there are various attempts. I started one recently for Johnny castaway but only got as far as setting up the scummvm engine: https://github.com/xesf/scummvm-engines/tree/dgds-castaway/engines/dgds Also did a viewer in JS so you can browse some of the game assets, but only few formats are working yet. https://github.com/xesf/dgds-viewer The more complete, but also older is Vasco Costa work:
[20:49] <grogbot> https://github.com/vcosta/scummvm/tree/master/engines/dgds He achieved quite a lot but things are all over the place, so a lot of clean up will be require if that will be a starting point. For Johnny Castaway, these are the most up to date: https://github.com/bailli/Johnny https://github.com/jno6809/jc_reborn (and my version in JS which is a bit outdated: https://github.com/xesf/castaway) Hope it helps.
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[21:18] <Scummette> [scummvm] sev- closed pull request #2270: DIRECTOR: Fix file path loading (master...filepathloading) https://git.io/Jf2FK
[21:18] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfVLV
[21:18] <Scummette> scummvm/master f6fab83 rvanlaar: DIRECTOR: Fix file path loading
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[23:39] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JfVYI
[23:39] <Scummette> scummvm/master 2eb9548 lotharsm: I18N: Update translation (German)
[23:39] <Scummette> scummvm/master c543603 weblate: I18N: Update translation (German)
[23:44] <grogbot> <OMGPizzaGuy> @DreamMaster The pull request should not alter the save structure in any way - it's goal was change of ownership for which class writes the classnames of objects
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[23:51] <grogbot> <mduggan> Yeah, it should be fine. I don't think there's any change planned that would break backward compatibility so it's probably good to announce
[00:00] --- Mon May 25 2020