[00:00:15] <_sev> our changes = your changes
[00:00:43] <rsn8887> is there a formatter?
[00:00:49] <rsn8887> Or shall I do it by hand?
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[00:07:17] <snover> Lightkey: if you are watching, can you keep track of where it is breaking?
[00:07:33] <snover> it’s probably impossible to figure out what exactly is going on, but it’s better than nothing, that sounds really crappy
[00:07:36] <Lightkey> it's already over
[00:07:49] <Lightkey> mostly just getting stuck
[00:08:00] <snover> getting stuck like the ego won’t move?
[00:08:03] <Lightkey> yes
[00:08:18] <snover> bummer
[00:09:47] <snover> the pathfinder has some issues with qfg4 too, if you go to enter your room in the inn, which is up a flight of stairs, the ego just walks in a straight line to the door, ignoring that it shouldn’t be able to levitate up and clip through a balcony
[00:10:03] <snover> i mean, maybe if you are magician class. maybe.
[00:10:08] <wjp> oh, they were playing LB1 using ScummVM and it broke?
[00:10:11] <Lightkey> and once the room where the flower pot crashed to the floor was fine after revisiting it
[00:11:20] <wjp> while I don't remember that specific case, it's not too uncommon for things to magically reset themselves in LB1 I think
[00:11:33] <Lightkey> but maybe that's intentional, he just assumed it was a bug :-)
[00:11:37] <wjp> body on the floor, leave room, come back, body gone
[00:12:14] <snover> bless those zombie bones
[00:16:19] <_sev> rsn8887: there are settings for astyle on our Wiki
[00:18:02] <rsn8887> _sev: Do you want me to push a second commit or squash?
[00:18:15] <_sev> squash please
[00:18:25] <rsn8887> _sev: no problem, thanks for looking at this.
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[00:32:42] <m_kiewitz> Lightkey: when did it happen? watching the video right now
[00:34:31] <waltervn> snover: there is no pathfinder in LB1 though
[00:35:18] <snover> well then i guess it isn’t that
[00:37:25] <m_kiewitz> they may have also discovered an original bug
[00:37:37] <m_kiewitz> qfg1 ega also had some issue when you were sneaking and then went into the castle
[00:37:42] <m_kiewitz> in some cases ego froze
[00:37:46] <m_kiewitz> had nothing to do with us
[00:38:12] <rsn8887> _sev: ok done.
[00:38:22] <rsn8887> _sev: Please tell me if you need anything more.
[00:39:17] <m_kiewitz> oh right and there actually were such bugs in LB1 already
[00:39:55] <m_kiewitz> when you positioned yourself a certain way down the stairs and checked the knight armor, then ego may get stuck in certain places
[00:40:12] <m_kiewitz> i fixed that with a script patch some time ago
[00:40:29] <m_kiewitz> also happend when using original interpreter
[00:40:34] <m_kiewitz> *happened
[00:42:45] <m_kiewitz> ah one of the secret passages
[00:42:59] <m_kiewitz> at around 25:00
[00:43:08] <m_kiewitz> and yes looks like a script bug on first sight
[00:43:50] <m_kiewitz> engine still reacts (menu accessible), ego is stuck
[00:44:12] <m_kiewitz> i hope there weren't more issues...
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[00:52:13] <m_kiewitz> ha, i reproduced it
[00:52:17] <m_kiewitz> now let's try in dosbox
[00:52:38] <m_kiewitz> it's really some special placement, i had to try various times to make it happen
[00:54:31] <m_kiewitz> hah :P
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[00:59:40] <rsn8887> _sev: Ok NOW it should be done. Ok tell me if there's any other problem with it. I squashed all formatting changes etc.
[01:02:54] <wjp> another one of the cases where you can't walk close enough to where the scripts expect you to go?
[01:12:45] <m_kiewitz> it seems thee is possibly one special place, where the scripts will try to move ego backwards and it gets stuck somehow
[01:12:56] <m_kiewitz> should be trivial to fix, the same happened downstairs in that game
[01:18:40] <m_kiewitz> i bet it's stepsize related
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[02:23:18] <rsn8887> Is the goal of ScummVM to make the game scripts better than the original?
[02:25:23] <snover> we try to fix bugs when possible.
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[02:49:57] <rsn8887> I see.
[02:51:37] <rsn8887> Is there any reason why the apple builds always take way longer in the queue on Travis CL?
[02:55:11] <snover> probably fewer machines in that cluster
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[03:18:15] <GitHub30> scummvm/master c8c96e9 Paul Gilbert: TITANIC: Fix playing phonograph when cylinder holder is open
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[04:32:24] <GitHub188> scummvm/master e72a56e Paul Gilbert: TITANIC: Renamings for CArm class
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[04:57:52] <GitHub162> scummvm/master 8dc3b4a Paul Gilbert: TITANIC: Renamings for CMaitreD
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[05:05:53] <GitHub167> scummvm/master 086e89b Paul Gilbert: TITANIC: Refactored CMaitreD static to instance field
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[09:30:53] <waltervn> morning
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[10:05:49] <m_kiewitz> oh noes another game bug
[10:05:58] <m_kiewitz> at around 1:54:40
[10:06:17] <m_kiewitz> he talked to some character while laura was moving automatically
[10:06:31] <m_kiewitz> then that other character wanted to leave the screen and got stuck on Laura lol
[10:07:04] <m_kiewitz> quite obviously also a script bug :(
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[11:36:31] <wjp> oh, that sounds like a potentially tricky one
[11:38:30] <m_kiewitz> well i guess Laura walks to some specific spot and you are then supposed to enter commands
[11:39:10] <m_kiewitz> so we would have to disable the text field while shes walking. But yeah, in case there is no target script that is called when she reaches destination, then it will get tricky
[11:39:40] <m_kiewitz> and in any case, some extra space needs to be found for that additional code
[11:45:37] <WooShell> good meowning =^.^=
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[11:51:32] <GitHub159> scummvm/master 9ed6333 Walter van Niftrik: ADL: Fix restoring of global vars in v4+
[11:51:32] <GitHub159> scummvm/master 549ac7c Walter van Niftrik: ADL: Implement hires6 save/restore
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[11:52:37] <waltervn> I managed to get to the end of hires5, with a bug in my code that destroyed almost half of the game variables on restore. Curious.
[11:53:37] <waltervn> I should say, it destroyed all the global (non-region) variables.
[11:58:22] <wjp> m_kiewitz: in this one Laura doesn't seem to move in a scripted way
[11:58:46] <m_kiewitz> ah she isn't?
[11:58:54] <m_kiewitz> then it's really bad :(
[11:59:05] <m_kiewitz> to me she seemed scripted
[11:59:08] <wjp> in his second attempt he walks Laura to a spot at the top of the screen to make sure she's out of the way
[11:59:12] <m_kiewitz> but yeah maybe the player just walked like that
[11:59:13] <m_kiewitz> dang
[11:59:24] <m_kiewitz> then it's going to be a pain to fix
[11:59:25] <wjp> (1:56:30)
[12:00:16] <wjp> I wonder if there could be avoidance code in the scripts that's just broken, or if there is no avoidance at all
[12:00:31] <m_kiewitz> looks to me like no avoidance at all
[12:00:40] <m_kiewitz> but well i will fix the cupboard one first, that should be trivial
[12:00:43] <wjp> I'm kind of afraid of that too
[12:00:54] <m_kiewitz> i had similar ones downstairs in that game
[12:00:57] <m_kiewitz> were simple to fix
[12:01:00] <m_kiewitz> the exact same happened
[12:01:21] <m_kiewitz> you don't own it on GOG?
[12:01:29] <m_kiewitz> i wonder if they used ScummVM or not
[12:01:34] <wjp> ah, the armour one
[12:01:50] <m_kiewitz> in case they did, would it make sense to backport the patches and then release another 1.9 or whatever the current version of ScummVM is
[12:01:57] <wjp> I didn't buy the GOG one yet
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[12:03:26] <m_kiewitz> it would be weird in case they use ScummVM on twich, but sell it w/ dosbox
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[12:05:03] <wjp> they don't have the "powered by scummvm" bit on the game pages
[12:06:38] <m_kiewitz> well then they have even more issues in the game lol
[12:06:51] <m_kiewitz> in case they use dosbox
[12:08:14] <wjp> it's quite bad luck to hit two of these bugs in a single playthrough
[12:09:43] <m_kiewitz> yeah
[12:09:51] <m_kiewitz> that guy would be the perfect play tester :P
[12:10:48] <wjp> s/bad luck/good luck/ then :-)
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[12:22:36] <wjp> m_kiewitz: there is some hope
[12:23:20] <wjp> I'm not 100% sure I'm looking at the right script, but in "goSee" in script 264, it does try to move ego out of the way if she's in a few specific 'bad' rectangles
[12:24:03] <wjp> ("goSee" is triggered after 'tell[/lil]/gertie<about')
[12:30:50] <m_kiewitz> wjp: oh wow
[12:30:54] <m_kiewitz> just got a reply from GOG
[12:30:56] <m_kiewitz> "As for the release itself, we're using ScummVM for both titles."
[12:32:51] <wjp> cool
[12:33:53] <waltervn> does that mean the original binaries are not present?
[12:35:18] <wjp> I _think_ ego is standing at 103,155 in that twitch video
[12:35:43] <wjp> which is not inside any of these rects
[12:36:07] <wjp> s/any/either/
[12:37:07] <wjp> waltervn: usually they do add the original binaries too
[12:37:39] <waltervn> ah, nice
[12:37:50] <waltervn> I somehow recalled that that wasn't the case
[12:38:24] <wjp> there could be exceptions, I don't know
[12:41:37] <m_kiewitz> it's quite weird, I thought Colonel's Bequest was almost bug free
[12:41:56] <m_kiewitz> qfg1 ega is except for i think 1 or 2 corner case issues
[12:44:00] <wjp> waltervn: LB1 and LB2 on GOG do have the binaries, yes
[12:45:24] <m_kiewitz> wjp: I guess you just bought them?
[12:45:27] <wjp> yeah
[12:45:32] <m_kiewitz> do they use ScummVM 1.9?
[12:45:53] <m_kiewitz> just to make sure, I think for Larry they used some very old ScummVM release, which was even outdated back when they released it
[12:46:49] <m_kiewitz> i had to contact them, so that they finally updated it. I must have fixed at least one game breaking game bug in Larry 5 (script bug) inbetween those releases
[12:46:50] <wjp> LB2 has the NEWS.txt from 1.9.0 in any case
[12:46:56] <m_kiewitz> great
[12:47:24] <wjp> LB1 too
[12:48:07] <wjp> scummvm.exe is ScummVM 1.9.0.2 (Oct 18 2016 23:58:50)
[12:48:26] <wjp> (in both LB1 and LB2)
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[13:04:27] <_sev> wjp, m_kiewitz: gog.com provided us with redeem codes for both colonel bequest games. Who wants those? I have 1 for each
[13:04:57] <m_kiewitz> i already own them physically, so if anyone else wants to grab them...
[13:04:58] <_sev> and they're using ScummVM as per their words
[13:05:14] <m_kiewitz> snover: knock? ^^^
[13:08:13] <m_kiewitz> waltervn: ^^^?
[13:11:27] <wjp> oh, oops, I should've held off on buying them :-)
[13:21:21] <waltervn> I own both of those games (not on GOG though). Maybe snover doesn't have them?
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[15:07:23] <GitHub137> scummvm/master 905feaa Willem Jan Palenstijn: SCI: Fix unaligned read
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[15:12:54] <wjp> any hypotheses about the point of the check in sci's savegame.cpp line 460?
[15:14:55] <waltervn> prevent infinite loop?
[15:15:30] <wjp> buf is always strictly greater than _buf there
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[15:15:42] <wjp> ( assert(blockSize > 0) )
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[15:17:32] <waltervn> sure, but I still stick with my earlier guess :)
[15:18:45] <wjp> I guess I'll just remove it
[15:18:57] <wjp> findBlockSCI0 also only has the == 0 break
[15:18:58] <waltervn> sounds reasonable
[15:19:30] <wjp> and it's been in there since 2010
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[15:21:43] <GitHub20> scummvm/master cdfe5a3 Willem Jan Palenstijn: SCI: Remove check that is never triggered...
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[17:37:28] <snover> I have LB1 and LB2 from KQ Collection already so I don’t need more copies
[17:48:40] <wjp> I'll probably have caused some minor merge conflicts with those two commits
[17:51:46] <snover> that’s ok
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[18:06:31] <snover> wjp: let me know how qfg4 goes :)
[18:11:53] <Harekiet> Could do with a sort saves in reverse or I should make less saves :)
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[18:28:16] <wjp> qfg4 is going great, I just unlocked the Zoltan Cruiser layout B!
[18:28:20] <wjp> or maybe I'm mixing up games here
[18:38:01] <snover> it’s understandable, they’re very similar
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[18:53:55] <wjp> qfg3 shows a (scummvm) dialog when opening the import screen to explain how imports work
[18:54:07] <wjp> it might be nice to add that in qfg4 too
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[18:58:47] <wjp> hm, the interface (mouseovers and such) is very laggy
[18:59:55] <snover> wjp: which branch are you running?
[19:00:03] <wjp> and the mouse cursor is flickering
[19:00:08] <wjp> your working branch
[19:00:16] <snover> hm.
[19:00:36] <snover> what is your graphics/scaler mode?
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[19:01:35] <wjp> opengl, <default>
[19:02:16] <snover> something is wrong with opengl mode
[19:02:22] <snover> it should run correctly if you use 2x
[19:02:27] <snover> or…anything that isn’t openl
[19:02:30] <snover> opengl*
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[19:03:21] <wjp> hm, indeed
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[19:05:33] <rsn8887> I fixed my pull request. How do i make those nice comments with "quoted code" from my PR?
[19:05:57] <rsn8887> I am fairly new to github, but I like how the devs can "insert" a snippet of a PR.
[19:06:16] <wjp> that's just what happens when you click on a line and add a comment on that line
[19:06:27] <wjp> there's no explicit inserting going on
[19:08:03] <rsn8887> Ah cool
[19:10:26] <rsn8887> wjp: shall I rebase squash? There's now three commits showing the first one and the new ones where I made the changes after the review
[19:10:58] <t0by> somaen, hey, just checking: did you receive my mail or did it get eaten by the spam filter?
[19:11:51] <wjp> rsn8887: I'd probably leave it like this for now, so that we can see what you changed
[19:12:06] <wjp> rsn8887: and rebase/squash again later if people ask for it
[19:12:46] <rsn8887> wjp: Awesome, I think it will be a real improvement for RPi and Android users that use gamepads with analog joysticks.
[19:15:23] <wjp> sounds great
[19:16:30] <wjp> snover: first real issue: importing characters goes wrong due to FileIOReadString being called with a maxsize that is larger than the destination
[19:17:03] <wjp> this makes the memcpy to the destination throw a warning and then return
[19:17:42] <wjp> as a quick test, truncating the length but still doing the memcpy seems to fix the import
[19:19:20] <snover> sheesh.
[19:19:40] <snover> kFileIO is kind of a mess.
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[19:28:56] <wjp> hm, inventory oddities
[19:29:26] <wjp> this one is a bit weird
[19:30:14] <wjp> in the inventory window, if you click in the item area but not on any item, it seems to act as if you clicked on the currently selected action
[19:31:02] <wjp> in dosbox it seems to act as if you clicked on a semi-random item nearby, although I can't quite figure out the logic
[19:31:45] <wjp> although scummvm also switches to that behaviour at some point, apparently
[19:32:06] <wjp> hrm
[19:32:22] <wjp> maybe it's actually happening in dosbox too, but the visual effect is almost impossible to see
[19:32:37] <wjp> so false alarm probably
[19:33:29] <wjp> when equipping torch: WARNING: Uninitialized read for parameter 1 from method hero::changeGait (room 770, script 28, localCall ffffffff)! (twice)
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[19:40:56] <snover> there are probably a ton of uninitialised param read warnings, since scummvm was silent about them and just returned 0 until that didn’t work for shivers
[19:41:07] <snover> and now it still returns 0 but warns about all of them
[19:41:49] <snover> i’m not really sure what the best thing to do about that is, whether there should be a workarounds table for params too, or what.
[19:44:01] <wjp> oh, the savegame thumbnails are of the menu instead of the game
[19:44:51] <wjp> right, crash in a place where the original would also semi-regularly crash
[19:49:07] <wjp> gog adds a patch from NRS for this it seems
[19:49:13] <wjp> let's see if that one helps
[19:49:34] <snover> i saw there was an NRS patch, i’m not sure what to do with that either
[19:50:05] <snover> before i stopped trying to run through it, i got to the t.r.a.p. puzzle which is speed slider-dependent in the original release
[19:50:20] <snover> the NRS patch fixes that, but it’s a recompiled script
[19:50:38] <snover> or at least one that has had extensive work done on it to increase the script size for the extra code
[19:51:33] <snover> unrelated, i managed to get to the end of LSL7, but there is one game stopper and serious problems with rendering and inventory
[19:56:50] <wjp> odd, with the GOG+NRS version, the mouse cursor doesn't animate
[19:57:28] <wjp> (it does in dosbox)
[20:04:28] <wjp> oh, by the way, nice thing about the NRS patch for GOG QfG4: it's in a separate subdirectory
[20:10:28] <m_kiewitz> snover: we should blacklist that one and fix it ourselves
[20:10:54] <m_kiewitz> so that we don't get another qfg3 mess
[20:11:33] <wjp> oh no, they mixed the original patches and NRS together in that subdirectory
[20:12:03] <m_kiewitz> urgh
[20:12:10] <wjp> at least they seem disjoint
[20:12:13] <m_kiewitz> we really have to blacklist every single one of them
[20:12:19] <m_kiewitz> or maybe even do whitelists instead
[20:12:33] <wjp> the NRS patches for QG4 fix quite a lot of things
[20:12:36] <m_kiewitz> can you check the timestamps
[20:12:48] <m_kiewitz> yes, but i would prefer doing it properly without breaking saved games
[20:13:07] <wjp> 2012-03-22 for the original patches with gog, 1980-1-1 for the NRS patches
[20:13:10] <m_kiewitz> qfg3 is a 100% mess thanks to those patches
[20:13:34] <m_kiewitz> at least that makes it easy to identify
[20:13:56] <m_kiewitz> when we fix issues directly, users also do not need to use any foreign patches
[20:21:47] <m_kiewitz> wjp: how many fan patch files are there?
[20:22:13] <wjp> 11 scr+hep pairs
[20:22:51] <wjp> and the readme lists 11 issues
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[20:31:14] <m_kiewitz> wjp: ah does it say what exactly the problems were?
[20:31:24] <m_kiewitz> that would make it somewhat easy to fix them ourselves
[20:31:47] <m_kiewitz> in case there were timer issues, maybe those aren't triggered in ScummVM anyway
[20:32:18] <m_kiewitz> i couldn't reproduce the common sq6 timer issue in ScummVM ever. Wanted to fix that, but it seems it doesn#t need fixing in our SCI
[20:33:46] <m_kiewitz> DrMcCoy: do you own Colonel's Bequest / Laura Bow 2 already?
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[20:36:22] <wjp> m_kiewitz: the notes for the qfg4cd NRS patch are what's in the readme with the gog version
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[20:36:24] <m_kiewitz> ah, not GOG exclusive like the qfg3 ones
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[20:36:47] <wjp> hm? Was that GOG exclusive?
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[20:37:18] <m_kiewitz> i thought so, I'm not sure, I don't own it on GOG, but I think there were recompiled scripts in there
[20:37:48] <m_kiewitz> ah so that one is timer issues only
[20:37:51] <wjp> there are, but are those not the NRS ones?
[20:38:01] <m_kiewitz> i guess those should be somewhat simple to fix and maybe a few do not even happen
[20:38:02] <wjp> which one is timer issues only?
[20:38:21] <m_kiewitz> this seems to be timer issues only for CD
[20:38:34] <m_kiewitz> ah and right, if we patch those properly, the patches would also work for floppy version
[20:38:52] <m_kiewitz> im not sure if there are localized versions too, there were for qfg3
[20:39:01] <m_kiewitz> that's another problem with those fan made patches
[20:39:02] <wjp> the list of fixes looks like it has non-timer issues too
[20:39:40] <m_kiewitz> could be all timer related
[20:39:45] <m_kiewitz> it says right at the top
[20:39:47] <m_kiewitz> This non-Sierra update is one of NewRisingSun's script level timer bugs patches.
[20:40:13] <m_kiewitz> do you know the locations of all of those?
[20:40:17] <m_kiewitz> i have never played qfg4
[20:40:35] <m_kiewitz> so i guess i would need your help to supply saved games of bugs that you can reproduce in scummvm
[20:41:34] <m_kiewitz> oh and i guess we could verify that the user applied the sierra patches for qfg4 floppy
[20:41:46] <m_kiewitz> and add some warning message otherwise
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[20:58:58] <m_kiewitz> wjp: can you please check the atari st / amiga version of colonel's bequest if sierra changed/fixed those rects for that one room (2nd GOG Twitch issue)?
[20:59:19] <m_kiewitz> they fixed the armor one in those 2 versions according to my comments
[21:00:57] <wjp> I don't have non-PC versions
[21:02:46] <m_kiewitz> ah dang
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[21:10:46] <GitHub85> scummvm/master ef07ed0 Eugene Sandulenko: DIRECTOR: Fix CAS* reading for Windows
[21:10:46] <GitHub85> scummvm/master 6e6f1b1 Eugene Sandulenko: DIRECTOR: Fixed Shared cast filename setting
[21:10:46] <GitHub85> scummvm/master 84866d6 Eugene Sandulenko: DIRECTOR: Add detection for Meet Mediaband
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[21:24:09] <m_kiewitz> wjp: any idea what this is about?
[21:24:16] <m_kiewitz> is it because overflows of values?
[21:24:30] <m_kiewitz> i fixed those for qfg3 character import
[21:26:01] <wjp> could be; I don't know the specifics
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[21:35:11] <snover> wjp: i noted the control panel screenshot thing too, i am not sure what to do about that
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[22:11:25] <m_kiewitz> snover: on saved games?
[22:11:38] <snover> yeah
[22:13:23] <m_kiewitz> well it seems saving game is called while the menu is still visible
[22:13:55] <m_kiewitz> i doubt we can do much about that
[22:14:20] <m_kiewitz> sierra didn't do that for sci16, thank god. well we are the ones adding screenshots
[22:14:48] <m_kiewitz> we could try to script patch our way out of it, but i guess that's going to be a nightmare
[22:16:10] <wjp> does it happen in more/most/all sci32 games?
[22:16:27] <m_kiewitz> i saw it at least in space quest 6
[22:16:38] <m_kiewitz> didn't happen obviously when using our own saved game menu
[22:16:57] <m_kiewitz> i think gabriel knight 1 was fine, but I'm not absolutely sure.
[22:21:17] <snover> qfg4 and shivers and sometimes kq7, othersw seem ok
[22:21:30] <snover> all others*
[22:23:39] <m_kiewitz> oh that's not so bad then
[22:24:01] <m_kiewitz> we can look into patching our way out.
[22:28:09] <snover> shivers actually sends you to a different room to save
[22:29:02] <snover> so i doubt that there’s any patching that one out
[22:32:58] <m_kiewitz> yeah that's a no no :(
[22:33:12] <m_kiewitz> well we could hack something up, but would that be worth it? i doubt
[22:33:24] <m_kiewitz> we could for example check for room change and then make a screenshot in advance
[22:35:35] <m_kiewitz> snover: would that be possible in theory? do you go to that save room via a simple button or some menu?
[22:35:46] <snover> menu
[22:35:59] <snover> well
[22:36:02] <snover> you press a button
[22:36:04] <snover> then you go to the menu room
[22:36:11] <snover> then you press another button which sends you to the save room
[22:36:21] <m_kiewitz> ah a menu room
[22:36:31] <m_kiewitz> well we could make a screenshot when going to that menu room then
[22:36:42] <m_kiewitz> save it inside memory in case the user chooses to save
[22:37:25] <m_kiewitz> ah, we could even make it really easy for us and if there is some common call for that menu, we could create another kernel call for that game and use it to make the screenshot
[22:37:30] <m_kiewitz> patch that in -> done
[22:37:48] <m_kiewitz> have you already implemented the ScummVM specific kernel call functionality?
[22:37:59] <m_kiewitz> via 0xEx kernel calls?
[22:38:56] <snover> yeah, i moved the calls to 0xe0
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[22:41:32] <GitHub164> scummvm/master 7762dae Paul Gilbert: TITANIC: Fix Maitre'D playing music check
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[22:49:52] <wjp> scummvm specific kernel calls? I seem to have missed that
[22:52:43] <wjp> thanks
[22:54:09] <snover> i hope that isn’t the log from when i had a mental breakdown :)
[23:06:34] <m_kiewitz> \o/
[23:06:45] <m_kiewitz> i wonder if the Japanese Lighthouse would also at least start
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[23:06:48] <GitHub73> scummvm/master d65c717 Paul Gilbert: TITANIC: Workaround original Maitre'D bug where _musicHandler was null
[23:06:48] <GitHub73> scummvm/master 0343c0d Paul Gilbert: TITANIC: Fix adding held items to inventory after unlocking arms
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[23:13:02] <snover> i’ll have this pushed up in just a minute, got a little debuggy stuff to delete
[23:22:36] <snover> m_kiewitz: if you’d like, pull my working branch and give it a shot
[23:23:06] <snover> the VMD decoder needs some work to support whatever Sierra did to the VMDs in Lighthouse
[23:23:46] <snover> right now it seems to think some of the videos are stereo 8-bit raw, but i suspect it might actually be stereo 16-bit dpcm
[23:24:05] <snover> or maybe stereo 8-bit dpcm, but in any case playing it as raw 8-bit audio does not sound right
[23:24:50] <m_kiewitz> currently in a debug session for colonel's bequest
[23:25:46] <m_kiewitz> this silly "widget <> has clipping area" warning really needs to get fixed
[23:25:54] <m_kiewitz> it's a nightmare to single step through scripts
[23:29:49] <snover> i’ll be back in a bit. thanks wjp and m_kiewitz for looking into all sorts of stuff today :)