[00:00:20] <waltervn> OK, so the top frame here is MT32Emu::Renderer::render
[00:02:13] * waltervn wonders how large those buffers are in there
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[00:10:30] <waltervn> 48 kilobyte if I'm not mistaken. That should be OK on windows though, unless SDL is spawning a thread with a small stack
[00:13:53] <wjp> is that location consistent? I've seen valgrind trigger all over the place
[00:14:05] <wjp> (with completely corrupt stack)
[00:15:23] <waltervn> at this point I'm guessing it may not be related
[00:16:12] <waltervn> and it also seems this happens in SDL 2.0.5 only, if I go back to 2.0.4 it does not overflow the stack. Maybe SDL2 changed something with the stack size of the audio callbacks?
[00:21:45] <wjp> yes, quite interesting
[00:22:39] <wjp> are you building your own SDL?
[00:22:59] <waltervn> I've used both my own and the official DLLs
[00:23:22] <wjp> the audio stack size seems to be set in src/audio/SDL_audio.c; look for stacksize
[00:25:38] <waltervn> that's confusing, because it claims to not limit stack size for user callbacks
[00:25:53] <waltervn> or am I reading this wrong
[00:27:51] <wjp> it does seem that way
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[00:32:33] <wjp> but might still be interesting to move those huge buffers in Renderer::render out of the stack
[00:33:37] <wjp> that does fix the valgrind weirdness here
[00:33:40] <wjp> wow
[00:34:07] <wjp> I hadn't even seriously considered a real stack overflow
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<GitHub41> [scummvm] dreammaster pushed 2 new commits to branch-1-9: https://git.io/vDw0J
[00:49:33] <GitHub41> scummvm/branch-1-9 50681bd Paul Gilbert: TSAGE: R2R: Fix display of animations
[00:49:33] <GitHub41> scummvm/branch-1-9 23f1596 Paul Gilbert: NEWS: Mention R2R display fix
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[00:51:53] <waltervn> wjp: does that is_internal_thread line look OK to you? Isn't that flipped?
[00:57:55] <waltervn> (assuming that desired->callback is a user callback)
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[00:58:43] <GitHub160> scummvm/master f66ead3 Paul Gilbert: TSAGE: R2R: Fix display of animations
[00:58:43] <GitHub160> scummvm/master 23452a5 Paul Gilbert: NEWS: Mention R2R display fix
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[00:58:48] <waltervn> changing that to == NULL, it doesn't crash anymore
[00:59:04] <waltervn> let's see what happens if I leave it alone, but increase the stack size, just to make sure it triggers this path
[01:01:19] <waltervn> it also works with a 128KB stack size for internal threads, leaving the != NULL line alone
[01:01:27] <waltervn> so I think this settles it. At least the problem on my end
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[01:07:40] <wjp> That is_internal_thread does seem inverted
[01:08:34] <waltervn> I wonder if all this is also related to those random crashes others have seen
[01:08:43] <wjp> Nice work on tracking this down
[01:08:49] <wjp> It seems likely
[01:09:07] <ScummBot> Port build status changed with 23f1596e: Failure: stable-psp, stable-android_mips, stable-dc, stable-webos, stable-wii, stable-android_arm, stable-android_x86, stable-gamecube, stable-dc-serial, stable-n64, stable-amigaos4, stable-ouya, stable-debian-x86-nullbackend
[01:10:50] <wjp> That looks like a false alarm
[01:11:35] <wjp> Some buildbot/test changes haven't made it into the 1.9 branch I guess?
[01:11:40] <dreammaster> Thank goodness, then. I was afraid I'd done something wrong again with my changes. :P
[01:11:51] <wjp> :-)
[01:12:05] <wjp> But bedtime for me. 'Night
[01:12:09] <dreammaster> Night
[01:13:08] <waltervn> night wjp
[01:25:07] <[md5]> nn
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[01:37:42] <waltervn> I filed a bug with SDL
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[01:39:42] <waltervn> and they've already fixed it, that was quick :)
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[03:28:38] <snover> what an excellent backlog tonight.
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[04:05:21] <snover> Lightkey: runs better in scummvm ;)
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[08:48:56] <GitHub49> scummvm/master d1a08b5 Eugene Sandulenko: DIRECTOR: Lingo: Fix D3 script execution
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[09:47:13] <waltervn> morning
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[11:27:55] <wjp> waltervn: so icculus fixed that bug in SDL within 10 minutes? :-)
[11:28:06] <wjp> um, Sam
[11:30:47] <waltervn> yeah :)
[11:35:10] <waltervn> we still have the somewhat uncomfortable situation now that scummvm+sdl2.0.5+mt32emu is a bad combination. And is bound to get us some bug reports once Ubuntu upgrades SDL, I'm guessing. (Assuming this stack size problem is also causing the issue on Linux)
[11:36:57] <wjp> and allocating this much memory on the stack is just asking for trouble
[11:37:50] <waltervn> yeah, although I think in practice, the platforms where this is an issue will not be fast enough to run mt32emu
[11:38:10] <wjp> these buffers used to be part of one of the objects in mt32emu
[11:41:22] <waltervn> I remember when I was doing the FreeSCI port for Dreamcast, the stack size for threads was 8KB :)
[11:41:49] <waltervn> (or somewhere around there)
[11:52:19] <waltervn> looks like MUNT changed that quite a long time ago though, back in 2013: "other temp buffers became local and are allocated on the stack thus no longer consume memory"
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[11:59:02] <GitHub126> scummvm/master e76fec6 Eugene Sandulenko: DIRECTOR: Lingo: Fixing position count in lexer
[11:59:02] <GitHub126> scummvm/master a243a47 Eugene Sandulenko: DIRECTOR: Lingo: Added grammar for assignment to references
[11:59:02] <GitHub126> scummvm/master ed1d606 Eugene Sandulenko: DIRECTOR: Lingo: Implemented stub for REFERENCE built-ins
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[12:08:03] <wjp> because apparently stack memory isn't memory? :-)
[12:08:36] <waltervn> :)
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[12:27:44] <m_kiewitz> what#s the best version of Myst?
[12:29:03] <m_kiewitz> waltervn: I wonder why they changed that? Wouldn't it be better to allocate buffers right at the start and then use those?
[12:30:07] <m_kiewitz> was it done to improve performance?
[12:30:32] <m_kiewitz> or well really just "save" memory and simply use the already allocated stack?
[12:30:59] <m_kiewitz> i wonder why they didn't put some functionality in there like a stack or regular memory switch inside the code
[12:34:50] <bgK> m_kiewitz: about Myst, depends what you're into. There's a wide choice now, from 8 bits graphics to modern 3D.
[12:35:10] <m_kiewitz> bgK: it seems masterpiece edition is the best 2D one, correct?
[12:35:19] <m_kiewitz> is that one supported by ScummVM too?
[12:35:41] <bgK> well, it has 16bits graphics, maps and a hint system
[12:36:02] <bgK> yes, it's supported by ScummVM although the hint system is not
[12:36:05] <m_kiewitz> ah but it seems the regular non-masterpiece edition had extra goodies inside the physical box
[12:36:17] <m_kiewitz> and the masterpiece edition has no goodies at all
[12:36:29] <m_kiewitz> is the 8-bit original myst still fine to play?
[12:36:37] <m_kiewitz> i mean graphics wise
[12:37:00] <bgK> m_kiewitz: there's little difference, IMO
[12:37:09] <m_kiewitz> and that is?
[12:37:13] <m_kiewitz> ah right
[12:37:14] <m_kiewitz> ok
[12:37:43] <bgK> in the original edition, the videos are dithered to 8bits which can be a little annoying
[12:39:40] <m_kiewitz> does it look really bad?
[12:40:52] <m_kiewitz> and it seems there is only one European original version, which was multilingual, correct?
[12:43:50] <bgK> nah, the videos just look better in the remastered edition. but the original edition is ok
[12:44:13] <bgK> no, there is no multilingual version of Myst
[12:44:46] <bgK> there is one release per country
[12:50:31] <m_kiewitz> oh i see. weird, it seems the manuals in Europe were multilingual
[12:51:10] <m_kiewitz> i thought there wasn't that much speech in myst, or is there?
[12:52:01] <m_kiewitz> is myst 2, 3 or 4 supported in ScummVM?
[12:55:19] <bgK> there are a few videos with speech. The journals are translated as well. The date format is localized in the original edition, but not in Masterpiece.
[12:55:47] <bgK> Riven is WIP in ScummVM, Exile is supported in ResidualVM.
[12:56:40] <bgK> Revelation and End of Ages are too big to be realistically supported in the future through reverse engineering
[12:57:44] <bgK> The engine for Uru (Uru online to be precise) was open sourced by Cyan
[12:57:57] <m_kiewitz> oh so exile is fully 3D?
[12:58:34] <bgK> Exile uses a full 3D engine, but only draws a cube and a few planes
[13:00:01] <m_kiewitz> ah i see. and masterpiece edition does the same?
[13:00:12] <m_kiewitz> ah no, masterpiece edition simply uses 24 bit movies?
[13:00:23] <m_kiewitz> but there is another myst 1 edition that is full 3D, right?
[13:00:37] <m_kiewitz> and that one is supported nowhere right now?
[13:01:53] <bgK> there are two full 3D versions of Myst. RealMyst and RealMyst Masterpiece. The former uses a variation of the Uru engine, while the latter uses Unity
[13:02:37] <m_kiewitz> ah interesting
[13:02:48] <bgK> I think there is a way to convert RealMyst to work with the open source Uru engine, but I never tried it
[13:02:53] <m_kiewitz> i guess maybe we should create a wiki about all of the editions, could be helpful
[13:03:19] <m_kiewitz> would it make sense to implement the Uru engine inside ResidualVM?
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[13:04:25] <bgK> it's a very large engine, much larger than ResidualVM currently is. It uses Python as a scripting language. I think it's better for it to be a separate project
[13:04:27] <m_kiewitz> snover: you own PQ:SWAT the floppy version?
[13:04:58] <Raziel^> anyone involved or know some things about the cloud feature?
[13:05:01] <m_kiewitz> bgK: ah right, I see. interesting. thank you. Will look around for Myst on ebay
[13:05:56] <bgK> should easy to find and cheap :)
[13:06:01] <Raziel^> especially if there are plans to add a skeleton for closed clouds (like ISP online storages)?
[13:06:28] <Raziel^> or maybe even local NAS?
[13:09:31] <m_kiewitz> snover: ah wait, Police Quest 4 floppy
[13:11:48] <bgK> (Myst trivia: The mac version of Myst Masterpiece edition was done by Presto Studio, and is based upon the same engine as Journeyman Project 3 and Myst III)
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[13:16:08] <Raziel^> should i create a bug item for compiler warnings i still get (not many)
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[14:05:15] <WooShell> meow =^.^=
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[14:06:10] <GitHub95> scummvm/master 0e2c667 Paul Gilbert: TITANIC: Simplify implementation of CAudioBuffer
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[15:40:22] <Lightkey> waltervn: speaking of Dreamcast, have you heard of j-core? :-)
[15:41:00] <waltervn> no, what is it?
[15:43:41] <Lightkey> some people revived SuperH, now that the patents ran out
[15:44:59] * t0by grins
[15:45:12] <t0by> I always get a fuzzy feeling in my heart when some patent runs out.
[15:45:20] <t0by> Well, I would if I had a heart.
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[16:50:28] <snover> m_kiewitz: yes, what’s up?
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[17:57:13] <GitHub109> scummvm/master 2adc84e Strangerke: CRYO: Some code simplification, remove dead code
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[18:13:04] <GitHub186> scummvm/master 70f1cd6 Strangerke: CRYO: Remove some more dead code, remove _keyboardHeld
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[18:32:41] <m_kiewitz> snover: do you own pq4 floppy already?
[18:35:47] <snover> m_kiewitz: i own the cd-version, but i also know someone that has the floppy version. what can i do for you?
[18:36:31] <m_kiewitz> nah i don't need it right now. i could just buy it, i already own one of the localized pq4 versions on floppy
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[18:52:09] <GitHub195> scummvm/master a542104 Paul Gilbert: TITANIC: Rename CMusicWave to CMusicRoomInstrument
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[19:05:59] <GitHub191> scummvm/master e00fb13 Paul Gilbert: TITANIC: Fix method names in CMusicRoomInstrument
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[19:56:36] <GitHub106> scummvm/master c33962f Paul Gilbert: TITANIC: Renaming methods in CMusicRoomHandler
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[20:36:26] <omer_mor> snover: re: ega sci1 versions - SQ4-EGA has a cool change in the SQ1 Ulence Flats bar. The monochrome bikers there a taunting Roger differently than in the VGA version. It's also different in the Amiga version.
[20:37:22] <omer_mor> In the VGA they say: "Well, lookee here! If it ain't Mr. 'Look-at-Me-I'm-in-VGA'. What's this? 256 colors all for one little bitmapped wimp? What a waste of VGA, heh heh.""
[20:38:08] <omer_mor> While in the EGA version it's: "Well, lookee here! If it ain't Mr. 'Look-at-Me-I'm-in-EGA'. What's this? 16 colors all for one little bitmapped wimp? What a waste of EGA, heh heh."
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[20:39:02] <omer_mor> and the Amiga is: "Well, lookee here! If it ain't Mr. 'Look-at-Me-I'm-in-32-Colors'. What's this? You'd have to be a blitherin' idiot to waste all that color on one little bitmapped wimp, heh heh."
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[20:52:32] <Raziel^> Anyone can point me to the "opengl" graphics mode in scummvm's code?
[20:53:40] <fuzzie> primarily in backends/graphics/opengl
[20:55:03] <Raziel^> fuzzie: if i were to try and implement a new graphics mode (compositing) - not that i could if my life depended on it - would there be a skeleton code somewhere?
[20:55:13] <Raziel^> btw, hi fuzzie, long time no read :-)
[20:56:13] <fuzzie> what kind of new graphics mode? another backend for amiga or so?
[20:57:02] <fuzzie> and hi :p three weeks until I'm academia-free, quiet until then
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[20:58:11] <Raziel^> It's called Compositing and is using Amiga's graphics library, so far the fastest benchmarks we can get, even beats opengl by a factor 2 or so
[20:58:24] <Raziel^> fuzzie: awesome, more time to code and help noobs
[20:58:28] <Raziel^> ;-)
[20:59:03] <t0by> fuzzie: YEEEEEEEEEEEEEEEEEEEEEEEE
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[21:07:06] <Raziel^> does scummvm use 16-bit textures by default (through all engines)?
[21:14:06] <fuzzie> well, you have to do paletted :)
[21:14:39] <Raziel^> err, pardon?
[21:16:03] <fuzzie> the current opengl backend supports paletted surfaces using a shader to do the lookup
[21:16:10] <fuzzie> but other backends just convert the textures
[21:16:29] <fuzzie> but you're using SDL right now on amiga?
[21:17:02] <fuzzie> the troublesome part will probably be making SDL cooperate with whatever you're doing (or writing your own layer for input/etc)
[21:17:03] <Raziel^> yep, SDL2
[21:17:40] <Raziel^> i'm not sure if i'm trying to hitch a horse (was that correct?) from the wrong end
[21:17:55] <Raziel^> problem is that i'm trying to speed up wintermute graphics display
[21:18:06] <Raziel^> because most of the games are dead slow and unplayable
[21:18:24] <Raziel^> but i can't seem to squeeze any more speed out of it regardless of what i use
[21:18:43] <Raziel^> next thing i was looking was to implement a compositing graphics mode
[21:19:02] <Raziel^> but i guess the optimization would need to come from other places in the source
[21:19:02] <fuzzie> well, wintermute only does 32bpp right now
[21:19:05] <Raziel^> though i'm not sure
[21:19:23] <Raziel^> and i don't reallyknow what i'm talking about anyway
[21:19:24] <Raziel^> :-)=
[21:19:45] <fuzzie> (if I remember right)
[21:20:04] <fuzzie> do you have native support for that depth?
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[21:20:16] <Raziel^> fuzzie: but that doesn't mean it should be "slow", does it?
[21:20:28] <Raziel^> my desktop resolution is 32bpp
[21:20:32] <Raziel^> so, i guess, yes
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[21:21:13] <GitHub56> scummvm/master 2939e20 Thierry Crozat: CRYO: Add cryo.dat to DIST_FILES_ENGINEDATA
[21:21:13] <GitHub56> scummvm/master 163b3b6 Thierry Crozat: DEVTOOLS: Add create_cryo to devtools README
[21:21:13] <GitHub56> scummvm/master cd58664 Thierry Crozat: CREATE_PROJECT: Add data files for access, cryo and macventure in Xcode projects
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[21:22:01] <ScummBot> Port build status changed with cd58664b: Failure: master-mingw-w32, master-ouya, master-openpandora, master-n64, master-amigaos4, master-ios, master-wii, master-debian-x86, master-psp, master-ios7, master-webos, master-dc, master-osx_intel, master-caanoo, master-debian-x86-nullbackend, master-gp2x, master-dingux, master-debian-x86-clang, master-gamecube, master-
[21:22:01] <ScummBot> ps2, master-ps3, master-gcw0,
[21:22:01] <ScummBot> master-gp2xwiz, master-android_arm, master-android_mips, master-dc-serial, master-android_x86, master-mingw-w64, master-debian-x86_64, master-ds, master-mingw-w64-cplusplus11
[21:22:14] <m_kiewitz> nooo
[21:22:18] <fuzzie> Raziel^: the SDL2 compositing backend does ARGB8888 (only)
[21:24:01] <criezy> Noooooooo!
[21:24:05] <Raziel^> fuzzie: let me check
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[21:24:16] <travis-ci> scummvm/scummvm#2676 (master - cd58664 : Thierry Crozat): The build was broken.
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[21:24:16] <fuzzie> well I checked :
[21:24:19] <fuzzie> :p
[21:24:23] <Raziel^> uh-oh
[21:24:43] <Raziel^> fuzzie: no, i meant let me check what my desktop uses ;-)
[21:25:04] <fuzzie> criezy: maybe uncomment the ifdef ;p
[21:25:32] <criezy> Yes. Already did it. I just have to push now.
[21:25:35] <fuzzie> :-)
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[21:26:06] <GitHub22> scummvm/master 104b3f3 Thierry Crozat: CRYO: Fix adding cryo.dat to DIST_FILES_ENGINEDATA
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[21:26:07] <fuzzie> looks like the last commit to that file before you was fixing the same mistake, so apparently easy to make :D
[21:26:57] <criezy> That's a relief! I am not the only stupid developer around here. :P
[21:29:26] <ScummBot> Port build status changed with 104b3f39: Success: master-mingw-w32, master-ouya, master-openpandora, master-n64, master-amigaos4, master-ios, master-wii, master-debian-x86, master-psp, master-ios7, master-webos, master-dc, master-osx_intel, master-caanoo, master-debian-x86-nullbackend, master-gp2x, master-dingux, master-debian-x86-clang, master-gamecube, master-
[21:29:26] <ScummBot> ps2, master-ps3, master-gcw0,
[21:29:26] <ScummBot> master-gp2xwiz, master-android_arm, master-android_mips, master-dc-serial, master-android_x86, master-mingw-w64, master-debian-x86_64, master-ds, master-mingw-w64-cplusplus11
[21:29:58] <Raziel^> fuzzie: CLUT, R5G6B5PC and A8R8G8B8 formats used
[21:30:03] <m_kiewitz> criezy: lol
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[21:39:43] <travis-ci> scummvm/scummvm#2677 (master - 104b3f3 : Thierry Crozat): The build was fixed.
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[22:05:51] <Strangerke> seennick uruk-hai
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[22:30:02] <snover> criezy: i have pretty awful imposter syndrome. or i am an imposter. not sure which.
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