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[00:15:35] <wanwan> criezy: on pc and mac game runs in 320x200
[00:17:00] <wanwan> yes, those other cryo games currently mentioned on the wiki are Omni3d engine games
[00:18:05] <wanwan> which is also made by cryo
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[00:45:17] <criezy> wanwan: Thanks. I had already added all that information, but it's good to have the confirmation.
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[02:30:40] <GitHub58> scummvm/master 059a2b3 Paul Gilbert: TITANIC: Renamings and comments for music classes
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[02:30:53] <GitHub40> scummvm/master bc08f9a Lothar Serra Mari: I18N: Update translation (German)...
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[04:07:44] <snover> also the music is missing for some reason
[04:08:40] <snover> i’ve gotta hand it to lskovlun, he seems to have taken care of so many of the ugly VM problems for SCI3 already
[04:09:25] <dreammaster> Well, that's something at least
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[04:10:37] <GitHub147> scummvm/master 017056f Paul Gilbert: TITANIC: Fix for CMusicParser parsing
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[04:14:10] <snover> aha
[04:14:24] <dreammaster> I only just realised in my debugging this evening that the results of my music parser are horribly wrong for the second instrument. Apart a great deal of further debugging, I've finally fixed the erroranous value for the 5th array index. Now onto index 7. :P
[04:14:31] <snover> answer answered. the music is missing because the MUSIC/22S16 directory is not scanned for music
[04:15:00] <snover> dreammaster: hopefully only the second instrument was horribly wrong, and everything else is horribly right?
[04:15:01] <snover> :)
[04:15:56] <dreammaster> Probably not. I was too initially happy that the parser was spitting out the correct number of entries, and the correct resulting min to max range of values, to even look at all the individual values being produced.
[04:16:11] <snover> { 4, 4, 4, 4, 4, 4, 4 }
[04:16:54] <dreammaster> I only realised now, because I was debugging the code for choosing the correct wave file to play for each instrument in succession, and it was picking the wrong wave file number for the piano
[04:17:24] <dreammaster> It was then that I realised just how badly borked up the parsed array was :)
[04:17:39] <snover> oh, sorry, this is a douglas adams game
[04:17:43] <snover> { 42, 42, 42, 42, 42, 42, 42 }
[04:19:25] <dreammaster> Heh. Would that it were that easy
[04:19:39] <dreammaster> Or that I just multiply six by nine
[04:20:01] <snover> the creeping horror as you realise you are a phone sanitiser
[04:21:37] <dreammaster> :)
[04:55:28] <snover> woo, fixed the music.
[04:55:34] <dreammaster> Kudos
[04:56:09] <dreammaster> And I think I've spotted the next error
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[04:57:27] <GitHub0> scummvm/master b2aee3b Paul Gilbert: TITANIC: Another music parser fix
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[04:57:49] <snover> nice.
[04:57:52] <dreammaster> And of course it was almost the exact same syntax error as the last fix. I should have paid more attention to the code after the first fix. :P
[04:59:16] <dreammaster> Yep, it's all looking much healthier now
[05:00:06] <dreammaster> And I'm getting the expected value in my getPitch method.
[05:00:42] <dreammaster> That'll do for tonight I think; I'll leave it to tomorrow to see if the correct wave files are being selected.
[05:00:45] <dreammaster> Goodnight all
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[05:11:53] <snover> me too.
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[07:49:12] <waltervn> morning
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[09:22:11] <Strangerke|work> hi guys
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[10:49:56] <WooShell> meow =^.^=
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[11:44:57] <GitHub5> scummvm/master 73cf972 Eugene Sandulenko: DIRECTOR: Lingo: Fix double free in local vars
[11:44:57] <GitHub5> scummvm/master 5370377 Eugene Sandulenko: DIRECTOR: Lingo: Fix global symbol processing
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[13:46:41] <waltervn> I'm gonna have to look for another detection scheme for ADL at some point..
[13:53:22] <_sev|work> what's the problem?
[13:56:51] <waltervn> the .nib disk images contain "lower level" track data, and as each track is circular, there are many possible .nib images for the same disk, depending on how the disk happens to be rotated when the tracks are dumped. So what we have now works fine for the images on the RW Anthology collection, but if someone has actual floppies, they wouldn't be able to use those images.
[14:00:26] <waltervn> I suppose we could also ask users to convert their .nibs to .dsk and detect those instead, even if those .dsk would no longer work in an apple II emulator
[14:00:51] <waltervn> but that could get complicated if the copy is copy protected
[14:01:03] <waltervn> *disk is copy protected
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[14:02:38] <waltervn> ideally we'd have to get the sector data from a nib and then checksum that instead
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[14:43:25] <aashay> /server irc.oftc.net:6667
[14:43:40] <aashay> sorry. wrong chat room
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[16:32:14] <t0by> Sherlock Homes FMV master tapes.
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[17:24:10] <Strangerke|work_> t0by: Nice :) That's yet another title we could support
[17:25:58] <Strangerke|work_> Though it could be a pain, as we should support 9 titles (3 per CD)
[17:26:14] <Strangerke|work_> And of course there are so many variants, for some extra fun
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[17:54:35] <[md5]> good evening
[17:56:59] <Strangerke|work_> hi [md5] :)
[17:57:07] <[md5]> hey Strangerke|work_ :)
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[19:00:34] <GitHub169> scummvm/master b4ea7e0 Eugene Sandulenko: DIRECTOR: Lingo: Fix Symbol printing
[19:00:34] <GitHub169> scummvm/master 5fb5287 Eugene Sandulenko: DIRECTOR: Lingo: Add sanity checks to score-related built-ins
[19:00:34] <GitHub169> scummvm/master c444de0 Eugene Sandulenko: DIRECTOR: Made DirectorEngine::_currentScore private
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[20:43:09] <snover> wjp: do you know of some reason in particular why there is no specialisation for syncArray to handle array of uint32?
[20:44:18] <snover> (or other primitive types generally)
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[20:53:02] <wjp> haven't looked, but does the generic implementation not handle that?
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[20:55:04] <snover> i am told there are no viable candidates for syncWithSerializer(Common::Serializer&, uint32&)
[20:56:43] <snover> and indeed, there are only Object&, reg_t&, synonym_t&, Class&, List&, and Node&
[20:56:53] <wjp> hrm, I see
[20:57:19] <wjp> can't immediately think of a reason other than there having been no need so far
[20:58:21] <snover> ok. that’s good enough for me to just add it in for now.
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[21:57:00] <GitHub135> scummvm/master c6567ce Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Puppets" Lingo
[21:57:00] <GitHub135> scummvm/master 0229c95 Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Rectangle and point coordinates" Lingo
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[22:22:17] <snover> lsl7 works so well it makes me feel perhaps unwisely optimistic about how much work needs to be done to support it fully…
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[22:39:24] <m_kiewitz> _sev: it seems SDL2 support or SDL2 itself has some issue that's causing to make AGI keyboard different than SDL1. It seems for example the cursor of Manhunter 1 doesn't work the same all the time.
[22:39:47] <_sev> what do you mean?
[22:40:26] <m_kiewitz> well in Manhunter 1 you can control the game cursor using keyboard
[22:40:44] <m_kiewitz> and according to walter, the cursor doesnt move at the same speed all the time
[22:40:54] <m_kiewitz> it seems it depends on animation!? its really weird
[22:41:01] <m_kiewitz> switching to SDL1 works fine
[22:41:27] <m_kiewitz> and my own somewhat current build - also SDL1 - also works fine
[22:41:39] <_sev> I'll try to reproduce, but not now
[22:41:44] <m_kiewitz> kk
[22:41:56] <m_kiewitz> oh and there is another issue though with SDL1
[22:42:10] <waltervn> looking at it now it's probably not the animation, but something with the event queue somewhere
[22:42:20] <m_kiewitz> when you hold one cursor key and then press another and release the original key right after that, the cursor won't move
[22:42:21] <waltervn> or some event queue somewhere
[22:42:28] <m_kiewitz> this works with SDL2, but doesn't with SDL1
[22:42:47] <m_kiewitz> but strangely it works in dos-box, which uses SDL1
[22:42:56] <m_kiewitz> so it looks like a SDL1 support bug
[22:43:21] <m_kiewitz> or maybe i did something wrong during the rewrite, but then i guess it wouldn't work with SDL2
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[22:45:16] <waltervn> I can move the cursor fine in SDL2 if I hold it down in short burst of 0.5 seconds or so
[22:45:57] <m_kiewitz> ahhh
[22:46:10] <m_kiewitz> so that sounds that the sdl2 support doesn't work properly with sticky keys
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[22:49:08] <waltervn> I don't see this slowdown in LSL5 when I use the keyboard control for the cursor. In fact, it almost seems like it's speeding up
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[22:54:19] <m_kiewitz> waltervn: hmmm, maybe i also just did something wrong, idk.
[22:55:02] <waltervn> in LSL5 it also seems more consistent with SDL1 though
[22:55:07] <m_kiewitz> I can't check SDL2, because I can't make it work on my system, but I can check the SDL1 issue
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[23:07:59] <[md5]> m_kiewitz: can't make SDL2 work? that's odd
[23:08:47] <m_kiewitz> well Visual C++ is a bit crazy. and full rebuilds take ages and last time i tried I got all sorts of compilation errors
[23:08:55] <m_kiewitz> haven't tried for quite some time now
[23:19:00] <[md5]> it works OK for me under MSVC
[23:19:20] <[md5]> could you try downloading SDL2 off the SDL site again?
[23:19:26] <[md5]> perhaps it's just a missing header?
[23:21:11] <[md5]> theoretically, you just replace the SDL2 headers + files and copy the SDL2 DLL together with the DLL, and it just works - you need to specify SDL2 (which is the default) to create_project
[23:26:12] <[md5]> er, I meant "copy the SDL2 DLL together with the EXE", sorry
[23:27:32] <_sev> geez, I don't believe it
[23:27:38] <_sev> D4 grammar parsing is over
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[23:27:40] <GitHub130> scummvm/master 0af1758 Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Sound" Lingo
[23:27:40] <GitHub130> scummvm/master dd3bcac Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Sprites" Lingo
[23:27:40] <GitHub130> scummvm/master 2c4706f Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "System" Lingo
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[23:27:47] * [md5] congratulates _sev
[23:27:49] <[md5]> :)
[23:28:10] <_sev> now, the fun part. Implementing all of that, or at least that one which is used in the games
[23:30:28] <m_kiewitz> [md5]: i'm using Visual C++ 9, I doubt you use that one :P
[23:31:30] <[md5]> woah, MSVC 2008? :O
[23:31:50] <[md5]> that's... a bit dated
[23:32:39] <m_kiewitz> well, it works, so i don't care
[23:33:13] <[md5]> Windows XP works too, but it's not a good idea to use it nowadays :P
[23:33:31] <[md5]> actually, that's from the Windows XP era
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[23:40:29] <GitHub173> scummvm/master a938942 Filippos Karapetis: CREATE_PROJECT: Also silence warning 4100 in MSVC...
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