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   February 24, 2017  
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[00:55:05] <GitHub163> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vyfsc
[00:55:05] <GitHub163> scummvm/master be763b5 Martin Kiewitz: AGI: act on exitAllLogics in testIfCode (fixes bug #9707)...
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[01:28:58] <rsn8887> @snover: are we sure there are no other games that require aspect correction, ones that don't run at 200 or 400 lines?
[01:38:07] <snover> rsn8887: i do not know what other games may have used non-square pixels
[01:38:11] <snover> sorry
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[01:54:08] <rsn8887> @snover: I think there might be a few. But it would require some research. For now I got a huge speed increase in the Vita port by doing AR in Hardware. It is true the menu becomes slightly squished, but on that platform the benefits far outweigh the negatives.
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[02:40:35] <m_kiewitz> king's quest 6 hires runs at 640x440
[02:40:58] <m_kiewitz> a few mac versions run at 480x300
[02:41:16] <m_kiewitz> some other mac games run at 320x190
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[02:52:37] <rsn8887> m_kiewitz: I would think those should display in 4:3? or what should the aspect ration be?
[02:54:15] <m_kiewitz> no idea how those actually ran on actual macs.
[02:56:37] <m_kiewitz> in any case none of those will get corrected right now
[02:59:54] <rsn8887> Those are definitely some strange aspect_ratios.
[03:00:31] <rsn8887> Would be nice to scale them to 4:3 in fullscreen.
[03:00:36] <rsn8887> Or anywhere
[03:01:42] <rsn8887> But the question is how where they intended to be played? They might have not been designed with 4:3 in mind.
[03:01:53] <rsn8887> I guess one could look at the aspect of a circle in the game.
[03:02:13] <rsn8887> If the graphics have a circle. I remember the Sierra Logo was that a perfect circle?
[03:03:03] <m_kiewitz> those are not aspect ratios
[03:03:12] <m_kiewitz> i said that those games are running at those resolutions
[03:03:44] <m_kiewitz> the other mac games running at 320x190 is caused by sierra simply cutting off the top of the games on Mac
[03:04:30] <rsn8887> I see. Would you say they need aspect correction in ScummVM or not?
[03:04:48] <m_kiewitz> i have never seen them on actual macs
[03:05:08] <m_kiewitz> kq6 and gabriel knight 1 run both at 640x440
[03:05:19] <m_kiewitz> but that's hires mode. lowres mode uses 320x200
[03:07:10] <snover> gk1 runs at 640x480, not 640x440
[03:07:54] <snover> unless you are talking about the mac version? in which case i have no idea
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[03:14:07] <rsn8887> Does ScummVM have a key to exit the Ctrl-F5 menue?
[03:14:39] <m_kiewitz> snover: oh, sorry. yes. 640x480
[03:15:13] <snover> rsn8887: escape key
[03:15:15] <m_kiewitz> rsn8887: esc
[03:15:20] <snover> ninja
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[03:15:26] <m_kiewitz> god damnit
[03:15:33] <snover> :)
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[03:16:35] <rsn8887> :)
[03:17:16] <snover> i found some screenshot of the mac version which seems to run at 640x400, but i also don’t know if that’s intentional since i think it’s from an emulator
[03:17:33] <snover> it’s certainly not correct…it’s squashed.
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[03:19:48] <rsn8887> Well ScummVM has a lot of game information internally. It might be possible to add a "aspect ratio" entry for each game and then the AR correction could correct all of them.
[03:21:02] <rsn8887> But it should depend on the Host screen too. I never understood the AR, for example on widescreen monitors vs. 4:3 monitors etc. Does it really get all that correct? It seems all it does is 200->240 or 400->480 and that is it.
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[03:26:40] <rsn8887> Hmmm the onscreen keyboard is missing cursor keys, and numeric keypad buttons.
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[03:39:43] <snover> rsn8887: i think you may be confusing display aspect ratio with pixel aspect ratio; we are dealing with the latter
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[03:42:33] <rsn8887> snover: So it will be correct as long as the user's display has square pixels.
[03:42:38] <rsn8887> fair enough
[03:42:57] <rsn8887> since all modern displays have square pixels.
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[03:43:15] <rsn8887> Including the Vita and other handhelds. So that should be fine.
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[04:23:01] <ScummBot> Port build status changed with be763b59: Failure: master-ouya
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[05:28:49] <ScummBot> Port build status changed with be763b59: Failure: master-android_arm, master-android_mips, master-android_x86
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[08:13:15] <GitHub12> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyfM3
[08:13:15] <GitHub12> scummvm/master 9cfec74 Eugene Sandulenko: DIRECTOR: Lingo: Show execution trace at earlier debug levels
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[08:13:31] <GitHub107> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyfMZ
[08:13:31] <GitHub107> scummvm/master 1de760b George Kormendi: I18N: Update translation (Hungarian)...
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[08:22:47] <GitHub161> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyfM9
[08:22:47] <GitHub161> scummvm/master a3a74c7 Eugene Sandulenko: DIRECTOR: Lingo: Clarified compile and exec debug level messages
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[08:29:28] <ScummBot> Port build status changed with 9cfec74a: Success: master-android_arm, master-android_mips, master-android_x86
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[08:42:09] <ScummBot> Port build status changed with a3a74c70: Success: master-ouya
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[08:43:23] <_sev> done
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[09:21:40] <waltervn> morning
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[13:04:58] <GitHub158> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyJL9
[13:04:58] <GitHub158> scummvm/master 15cbf74 George Kormendi: I18N: Update translation (Hungarian)...
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[13:05:21] <GitHub105> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyJL7
[13:05:21] <GitHub105> scummvm/master 0bade39 Rouven Bauer: I18N: Update translation (German)...
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[16:43:47] <WooShell> meow =^.^=
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[18:21:22] <snover> wahoo, the palette saving code changed at some point between sq6 and sci3
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[18:38:30] <m_kiewitz> horray
[18:39:00] <m_kiewitz> be thankful that there were just a few sci2+3 games and also not 10 versions per game :P otherwise you would go mental
[18:39:41] <snover> yeah
[18:39:54] <snover> but at least you could disassemble all of the sci16 games right :)
[18:39:55] <m_kiewitz> (10 interpreter versions, sure that's a tiny bit of over exaggeration, still)
[18:40:55] <m_kiewitz> right now i have over 100 .idbs in my *common* sci16 interpreter directory :P
[18:43:15] <rsn8887> My shader menu code is completely refactored and works without adding platform-specific code to common.
[18:44:01] <rsn8887> I made a PR to Cpasjuste's Vita branch. If he merges it, the shader menu (currently only displayed on Vita) will become available to all ScummVM developers.
[18:44:19] <rsn8887> Two things need to happen first:
[18:44:24] <rsn8887> Cpasjuste has to merge my PR#11 on his Vita branch.
[18:44:42] <rsn8887> In that I also fixed a lot of formatting issues.
[18:44:57] <rsn8887> That should make review of https://github.com/scummvm/scummvm/pull/901
[18:45:09] <rsn8887> easier once my PR is merged by Cpasjuste
[18:45:26] <rsn8887> Then the Vita support PR should be merged
[18:45:41] <rsn8887> ANd then the shader menu will be active on the Vita port but could be used by anybody else.
[18:46:27] <rsn8887> https://github.com/scummvm/scummvm/pull/901
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[19:13:36] <snover> Harekiet: so the good news is that i have fixed the ego palette problem, the bad news is all your savegames are invalid :) :(
[19:17:06] <Harekiet> snover haha lovely, I guess I won't be updating my git then :P
[19:18:05] <Harekiet> I've got 2 savegames that cause scummvm to crash if I load them after eachtother though
[19:20:21] <snover> yikes
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[19:26:40] <GitHub181> [scummvm] sev- pushed 3 new commits to master: https://git.io/vyUTk
[19:26:40] <GitHub181> scummvm/master e65df86 Eugene Sandulenko: DIRECTOR: Encapsulated _nextMovie parameters into a string
[19:26:40] <GitHub181> scummvm/master 99f976e Eugene Sandulenko: DIRECTOR: Lingo: Initial code for func_play()
[19:26:40] <GitHub181> scummvm/master 5eb38c5 Eugene Sandulenko: DIRECTOR: Lingo: Initial code for func_playdone()
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[19:26:55] <GitHub150> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyUTm
[19:26:55] <GitHub150> scummvm/master 6933542 Eugene Sandulenko: I18N: Update translation (Hungarian)...
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[19:32:59] <GitHub50> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyUkq
[19:32:59] <GitHub50> scummvm/master 4b36478 Eugene Sandulenko: DIRECTOR: Lingo: Clarified 'play' and 'play done' implementations
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[21:39:40] <rsn8887> _sev: Tell me if you need anything else for PR#908 I think it should be ready to go and it fixes the really annoying "random speed-up" of analog joystick mouse pointer: https://github.com/scummvm/scummvm/pull/908
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[21:59:56] <_sev> rsn8887: just checked. it is fine. merging. great work
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[22:00:28] <GitHub51> [scummvm] sev- closed pull request #908: SDL: Fix erratic analog pointer + control options (master...upstream) https://git.io/vDpkL
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[22:00:28] <GitHub139> [scummvm] sev- pushed 2 new commits to master: https://git.io/vyUza
[22:00:28] <GitHub139> scummvm/master 45bd7a8 rsn8887: SDL: Fix erratic analog pointer + control options...
[22:00:28] <GitHub139> scummvm/master 8a547c8 Eugene Sandulenko: Merge pull request #908 from rsn8887/upstream...
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[22:00:39] <GitHub61> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyUzr
[22:00:39] <GitHub61> scummvm/master c1c2c79 Thierry Crozat: I18N: Update translations templates
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[22:02:37] <GitHub195> [scummvm] criezy pushed 1 new commit to master: https://git.io/vyUz9
[22:02:37] <GitHub195> scummvm/master a655e45 jeroen klop: I18N: Update translation (Dutch)...
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[22:03:10] <GitHub177> scummvm/master b7c9afe Eugene Sandulenko: I18N: Update translation (Dutch)...
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[22:46:45] <snover> rsn8887: kbdMouseSpeedValues is unused?
[22:49:44] <rsn8887> snover: oh my, yes it is unused my bad. Could be removed in a code cleanup commit?
[22:50:06] <snover> yeah.
[22:50:34] <rsn8887> snover: it is leftover from when I originally thought it would be a dropdown. But a slider made more sense.
[22:52:04] <rsn8887> btw I finished my refactoring of the shader menu. It is not polluting COMMON namespace anymore. However, since I have been working on the Vita branch myself, and the shader menu is currently only implemented on VIta, it is part of my last commit there. I hope Cpasjuste will decide to pull it in.
[22:55:18] <rsn8887> snover: since my PR is merged is it ok to pull my local upstream branch and use it for new commits towards new PR's, or shall I delete it first and make a new upstream?
[22:55:43] <rsn8887> snover: github told me my branch can now be deleted b/c the PR has been merged
[22:55:54] <snover> yeah, you can do whatever
[22:56:08] <rsn8887> snover: ok I will pull and keep working on that too.
[22:56:26] <snover> you should just avoid making merge commits from upstream back into your branch
[22:56:44] <rsn8887> Yes.
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[23:20:25] <rsn8887> and if I cherry-pick from my development branch into master, only the files with changes in that cherry-pick are updated?
[23:20:35] <rsn8887> sorry into my upstream
[23:20:40] <rsn8887> not into master
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[23:37:10] <rsn8887> is there any reason why ScummVM might crash in scumm games if -O2 or -O3 optimizations are used?
[23:37:26] <rsn8887> This happens on the Vita port...
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[23:42:18] <GitHub169> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyUMq
[23:42:18] <GitHub169> scummvm/master 966f75c Eugene Sandulenko: DIRECTOR: Lingo: Fix b_moveableSprite() stub
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[23:58:42] <GitHub7> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vyUyI
[23:58:42] <GitHub7> scummvm/master 32965e4 Strangerke: CRYO: Some renaming
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   February 24, 2017  
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