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[00:36:26] <GitHub156> [scummvm] criezy opened pull request #896: Create project fixes (master...create-project-fixes) https://git.io/vDlj4
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[00:37:53] <snover> criezy: nice. i crashed into scumm_64bits a couple times with director engine and kept forgetting to fix it
[00:38:53] <snover> i like these fixes. 👍
[00:40:23] <criezy> Thanks.
[00:40:35] <criezy> The scumm_64bit sbothered me because of fullpipe being enabled by default now. I kept forgetting to disable it last week when compiling ScummVM for iOS multiple times.
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[00:56:30] <tsoliman> Does anyone have Freddy Pharkas?
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[00:58:54] <wjp> tsoliman: yes, why?
[00:59:31] <tsoliman> pick a general midi device (I picked fluidsynth) and start a new game .. go east one screen then north (to the church) and tell me if the "Church Organ" sounds all messed up
[00:59:49] <tsoliman> with the adlib emulator it sounds fine
[01:02:43] <wjp> messed up?
[01:03:18] <snover> that’s the technical term ;)
[01:04:01] <wjp> in my experience organs sound a bit messy anyway
[01:05:33] <snover> i don’t notice anything sounding obviously wrong here, using coreaudio
[01:05:43] <wjp> it sounds quite different from adlib, but not obviously wrong
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[01:06:35] <tsoliman> let's me try coreaudio
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[01:07:19] <snover> frankly, the church exterior sounds more broken with adlib to me. dropping notes and whatnot
[01:07:37] <tsoliman> it actually sounds like a church organ with adlib
[01:09:12] <tsoliman> ok tried with coreaudio .. oh yeah .. all kinds of messed up .. like someone just banging on a keyboard
[01:09:32] <tsoliman> let me try to record it and show you what I am getting so you can compare
[01:11:16] <snover> hey, it’s not broken, it’s avant-garde ;)
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[01:15:53] <tsoliman> adlib: http://bashasoliman.com/dump/temp/Pharkas%20Adlib.m4a
[01:16:14] <tsoliman> coreaudio: http://bashasoliman.com/dump/temp/Pharkas%20Coreaudio.m4a
[01:16:55] <wjp> ok, that's broken
[01:17:04] <wjp> CD or floppy?
[01:17:26] <tsoliman> CD
[01:17:39] <tsoliman> I think it might be a bad setting on my side
[01:17:53] <tsoliman> but like the same thing happens in fluidsynth
[01:19:40] <tsoliman> well the latest pull fixed it I think
[01:20:08] <tsoliman> no wait - I had it set to adlib still .. D'oh
[01:23:27] <tsoliman> the problem is on my side for sure - a clean build cleared it up
[01:23:41] <tsoliman> thanks wjp :)
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[01:53:37] <snover> i guess today truly is the day of weird bugs
[01:53:55] <snover> i assume at the next cycle of the moon, there won’t be semi-reproducible crashes in linux
[02:51:55] <snover> phew.
[02:52:37] <snover> i was so confused about why this incOffset seemed to be giving busted offsets but setOffset worked OK. thought it had to be that the method was being called more than once. turns out it was because incOffset was only accepting int16 and not int32. fix that, everything works now.
[02:52:53] <snover> well, i guess i should not say everything. but more things.
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[03:08:46] <snover> also, just in case anyone loves trivia and wonders what the default phant2 intensity password is, it is “ECHO is off”. or, you know, whatever string you put into the cleverly named RESDUK.PAT file.
[03:11:18] <snover> also, hide yo kids. https://www.youtube.com/watch?v=hMtZfW2z9dw
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[04:07:19] <snover> ach. scripts with no debugging bytes that run tight loops for animation expecting more than 60fps
[04:09:24] <snover> oh, phew! it loads a global value into the accumulator to reduce the counter. let’s just replace that with an immediate value.
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[06:08:37] <GitHub1> [scummvm] stevenhoefel pushed 1 new commit to master: https://git.io/vD88P
[06:08:37] <GitHub1> scummvm/master 2d8e527 stevenhoefel: DIRECTOR: More font alignment and spacing on buttons. Go to frame 0 if no labels.
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[06:27:22] <GitHub56> [scummvm] stevenhoefel pushed 1 new commit to master: https://git.io/vD84w
[06:27:22] <GitHub56> scummvm/master 7d044c5 stevenhoefel: GRAPHICS: Recalculate text area sizing if interLinear is changed.
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[07:28:47] <eriktorbjorn> wjp: Last time I tried Valgrind, I let it run for several minutes and nothing happened when I pressed any key. Maybe your computer is faster than mine. :-)
[07:29:43] <waltervn> morning
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[08:10:37] <GitHub135> [scummvm] sev- pushed 1 new commit to master: https://git.io/vD8u1
[08:10:37] <GitHub135> scummvm/master dae115a Eugene Sandulenko: JANITORIAL: Formatting fixes
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[09:37:50] <Strangerke|work> G'day
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[09:46:46] <TMM> moin
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[09:48:14] <GitHub158> [scummvm] sev- pushed 4 new commits to master: https://git.io/vD8rV
[09:48:14] <GitHub158> scummvm/master 7467771 Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Logical operators and functions" Lingo
[09:48:14] <GitHub158> scummvm/master eb986c7 Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Menus" Lingo
[09:48:14] <GitHub158> scummvm/master e0b7e82 Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Mouse and pointer" Lingo
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[09:49:00] <criezy> Good morning
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[11:07:41] <GitHub89> [scummvm] sev- pushed 4 new commits to master: https://git.io/vD8MY
[11:07:41] <GitHub89> scummvm/master 54aac6a Eugene Sandulenko: DIRECTOR: Lingo: Fixed typo in builtin list and added sanity check to catch it
[11:07:41] <GitHub89> scummvm/master b0cd2a9 Eugene Sandulenko: DIRECTOR: Lingo: Fix lexer for built-ins detection
[11:07:41] <GitHub89> scummvm/master cf50378 Eugene Sandulenko: DIRECTOR: Lingo: Finally fixed grammar for BLTINARGLIST
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[18:08:43] <WooShell> meow =^.^=
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[20:56:13] <GitHub4> [scummvm] sev- pushed 2 new commits to master: https://git.io/vDB3d
[20:56:13] <GitHub4> scummvm/master 355435e Eugene Sandulenko: DIRECTOR: Move graphics-related code to graphics.cpp
[20:56:13] <GitHub4> scummvm/master a09d15e Eugene Sandulenko: DIRECTOR: Fixed Lingo's 'go to movie' Red/Blue works
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[21:14:31] <GitHub40> [scummvm] sev- pushed 1 new commit to master: https://git.io/vDBnM
[21:14:31] <GitHub40> scummvm/master 0a90aca Eugene Sandulenko: DIRECTOR: Remove noisy and obsolete debug output
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[21:19:38] <GitHub115> [scummvm] sev- closed pull request #892: CRYO: New engine (master...cryo) https://git.io/vMp9Q
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[21:19:40] <GitHub141> [scummvm] sev- pushed 183 new commits to master: https://git.io/vDBCL
[21:19:40] <GitHub141> scummvm/master ecf0d04 Retro-Junk: CRYO: Lost Eden game engine initial commit
[21:19:40] <GitHub141> scummvm/master 59c90d2 Retro-Junk: CRYO: Prettify code with AStyle
[21:19:40] <GitHub141> scummvm/master 517bcad Eugene Sandulenko: CRYO: Fix warnings
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[21:20:47] <GitHub136> [scummvm] sev- closed pull request #896: Create project fixes (master...create-project-fixes) https://git.io/vDlj4
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[21:20:50] <GitHub5> [scummvm] sev- pushed 6 new commits to master: https://git.io/vDBCW
[21:20:50] <GitHub5> scummvm/master 5484f36 Thierry Crozat: BUILD: Define SCUMM_64BITS on 64 bits platforms when not using configure...
[21:20:50] <GitHub5> scummvm/master 5da0938 Thierry Crozat: CREATE_PROJECT: Fix linking with Xcode when not disabling curl
[21:20:50] <GitHub5> scummvm/master 7caeb60 Thierry Crozat: BASE: Ignore -NSDocumentRevisionDebugMode command line argument on OS X...
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[21:23:55] <_sev> let's see how happy buildbot is
[21:27:21] <Strangerke> yeah, cool :)
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[21:32:03] <wjp> some valid warnings in cryo
[21:32:18] <wjp> l = GetBit() * 2 + GetBit();
[21:32:41] <wjp> num = idx & 0x7F + 1;
[21:32:54] <wjp> int16 stepRight = _musicChannel->_volumeRight < volumeRight ? stepRight = 1 : -1;
[21:37:34] <wjp> but it does build fine for me otherwise
[21:40:24] <snover> does anyone know sort of what happened with the sci3 vm stuff? like did whoever was working on it get blocked on some problem, or just didn’t want to work on it any more, or…?
[21:40:47] <Strangerke> wjp: could you paste me the whole list? I'll try to fix those
[21:41:39] <wjp> buildbot probably has them too; let's see
[21:41:50] <wjp> yes
[21:41:53] <wjp> http://buildbot.scummvm.org/builders/master-mingw-w32/builds/3020/steps/compile/logs/warnings%20%2845%29
[21:43:02] <wjp> (the prince ones are also real, and indicate semi-deep design problems, by the way)
[21:43:03] <Strangerke> ok, thanks :)
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[21:46:10] <GitHub189> [scummvm] wjp pushed 1 new commit to master: https://git.io/vDB4l
[21:46:10] <GitHub189> scummvm/master 2f4f130 Willem Jan Palenstijn: SCI: Fix warnings
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[21:49:37] <wjp> snover: I'm not entirely sure, but my guess would be that the rest of the engine wasn't far enough to really continue on it
[21:54:54] <waltervn> snover: why? ready to jump in? :)
[21:55:06] <snover> waltervn: yep. doing it now.
[21:55:27] <snover> phant2 has no >64k scripts so starting there
[21:55:56] <snover> right now the game starts, but trying to save the game corrupts the objects
[21:57:17] <waltervn> wjp: have you had any time to look at the MIDI parser?
[21:57:21] <snover> also there’s a problem with scaling https://zetafleet.com/i/589a35f5d69fd.jpg :)
[21:57:56] <waltervn> interesting font :)
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[21:59:01] <joostp> speaking of sci3; LSL7 used to start and now doesn't, does that require an elaborate fix?
[21:59:22] <waltervn> joostp!
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[21:59:39] <joostp> waltervn: hello
[22:00:00] <snover> yeah. this also happens with the tooltips too randomly https://zetafleet.com/i/589a369e414bd.jpg
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[22:01:29] <snover> joostp: yes; that it ever happened to start before was purely coincidental. though it does start on my working branch, https://zetafleet.com/i/589a36ee6f907.jpg
[22:01:38] <snover> and then crashes when it tries to create an autosave game
[22:01:50] <snover> so i gotta figure out what is going on with savestates.
[22:01:57] <snover> oh
[22:02:00] <snover> i keep forgetting
[22:02:06] <snover> that last screenshot is nsfw
[22:02:09] <snover> sorry
[22:02:10] <joostp> oh nice
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[22:25:29] <snover> wow, i am surprised that this text rendering bug didn’t show up sooner. i totally screwed up this function
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[22:26:40] <snover> it’s supposed to get the height of a font but instead it was getting the font height and then assigning its scaled value to the y-resolution of the font bitmap
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[23:39:47] <GitHub125> [scummvm] darioscarpa opened pull request #897: DREAMWEB: fixed detection of Italian CD release (master...dreamweb_it_cd_fix) https://git.io/vDB1c
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   February 7, 2017  
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