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   March 29, 2018  
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[00:05:51] *** GitHub91 <GitHub91!GitHub91@gateway/service/github.com/x-pekzyyabjjzyrjfn> has joined #scummvm
[00:05:52] <GitHub91> [scummvm] rsn8887 opened pull request #1155: LILLIPUT: Fix narrowing conversion compiler errors on psp2 build (master...lilliputfix) https://git.io/vxaFp
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[00:08:52] <GitHub165> [scummvm] sev- pushed 5 new commits to master: https://git.io/vxabY
[00:08:52] <GitHub165> scummvm/master 4cce341 Eugene Sandulenko: BLADERUNNER: Initialize class variables
[00:08:52] <GitHub165> scummvm/master 0d241c2 Eugene Sandulenko: BLADERUNNER: Added clarifying comment for a bug in original
[00:08:52] <GitHub165> scummvm/master bfa00a0 Eugene Sandulenko: BLADERUNNER: Fix incorrect loop end check
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[00:17:42] <GitHub53> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxabb
[00:17:42] <GitHub53> scummvm/master 7eed146 Adrian Frühwirth: JANITORIAL: Fix typo
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[00:20:42] <GitHub35> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxaNc
[00:20:42] <GitHub35> scummvm/master f8a195b Adrian Frühwirth: COMMON: Fix Doxygen comment
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[00:32:41] <GitHub185> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vxaAq
[00:32:41] <GitHub185> scummvm/master 4b0fc02 Strangerke: LILLIPUT: Rename sound opcodes
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[03:03:27] <GitHub149> [scummvm] dreammaster pushed 3 new commits to master: https://git.io/vxVTN
[03:03:27] <GitHub149> scummvm/master 8c86a18 Paul Gilbert: XEEN: Fix missing message for when all Guild spells bought
[03:03:27] <GitHub149> scummvm/master fc8915b Paul Gilbert: XEEN: String fixes in create_xeen
[03:03:27] <GitHub149> scummvm/master 8c4f908 Paul Gilbert: XEEN: Add data for Swords of Xeen to create_xeen
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[03:41:07] <GitHub32> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxVIR
[03:41:07] <GitHub32> scummvm/master 78db92e Paul Gilbert: XEEN: Use correct quest items list depending on game
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[03:54:26] <GitHub66> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxVIb
[03:54:26] <GitHub66> scummvm/master fc03c1e Paul Gilbert: XEEN: Don't allow dismissing characters holding Elder weapons in Swords
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[04:38:28] <GitHub24> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxVqe
[04:38:28] <GitHub24> scummvm/master d320bc5 Paul Gilbert: XEEN: Fix check for if party has swimming skill
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[05:12:57] <rsn8887> How is posix-fs.cpp not leaking all over the place? return new without delete on every entry?
[05:13:37] <rsn8887> Maybe my understanding of c++ is too limited, but shouldn't "return new blah" always create a memory leak?
[05:14:16] <Deledrius_> Not if the calling function manages it.
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[05:14:31] <Deledrius> But it's a great way to not do that and leave it leaking ;)
[05:20:58] <rsn8887> So if the calling function does "mytype function()" and function returns new mytype, is the deletion automatic? I thought not.
[05:21:53] <rsn8887> I should be more specific
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[05:25:38] <rsn8887> How can I safely return an object from a function in c++ without creating a memory leak?
[05:32:30] <rsn8887> I see as long as it is not a pointer and new is not used, it is fine...
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[06:00:27] <GitHub123> [scummvm] rsn8887 pushed 1 new commit to master: https://git.io/vxVO8
[06:00:27] <GitHub123> scummvm/master b875f46 rsn8887: LILLIPUT: Fix narrowing conversion compiler errors on psp2 build
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[06:00:32] <GitHub193> [scummvm] rsn8887 closed pull request #1155: LILLIPUT: Fix narrowing conversion compiler errors on psp2 build (master...lilliputfix) https://git.io/vxaFp
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[06:02:08] <GitHub57> [scummvm] rsn8887 pushed 1 new commit to master: https://git.io/vxVO0
[06:02:08] <GitHub57> scummvm/master a4fe03c rsn8887: PSP2: allow loading games from uma0: in addition to ux0:
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[06:28:47] <ScummBot_> Port build status changed with a4fe03c0: Success: master-psp2. Nice work, all ports built fine now
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[07:14:26] <GitHub104> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vxVG7
[07:14:26] <GitHub104> scummvm/master 411e182 Strangerke: LILLIPUT: Remove some useless code
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[14:53:15] <cpasjuste> hi !
[14:53:35] <cpasjuste> is there a built-in option to change joystick/mouse speed ?
[14:53:44] <cpasjuste> (currently porting scummvm to the switch)
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[14:56:16] <Strangerke|work> oh, switch? I didn't know there's homebrew on that :) <3
[14:57:15] <cpasjuste> yes there is ! :D http://switchbrew.org/index.php?title=Homebrew_Applications
[14:59:29] <cpasjuste> seems to works fine thought (only tested bass). only joystick/mouse is too slow
[14:59:44] <cpasjuste> also i guess i need to add gamepad support to SDL2 so it's easier to configure
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[15:03:12] <Strangerke|work> awesome :)
[15:03:24] <DJWillis> cpasjuste: why am I not shocked you decided to port it over ;)
[15:03:35] <cpasjuste> i'll make a pr very soon (in a few days so i can do more test)
[15:03:44] <cpasjuste> Hello DJWillis :)
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[15:04:01] <cpasjuste> hehe yes, probably my favourite homebrew (with fba)
[15:04:12] <cpasjuste> which i already ported to the switch so... :D
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[16:05:01] <cpasjuste> https://www.youtube.com/watch?v=7N2v0t9a9bY > mi3 on switch :)
[16:06:23] <Strangerke|work> Awesome
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[17:38:56] <rsn8887> Cpasjuste: If your SDL2 supports touch events (with properly normalized coords between 0.0 and 1.0), you should already be able to use psp2sdl-events.cpp psp2sdl-events.h almost verbatim to get touch with click gestures to work on Switch.
[17:39:58] <rsn8887> THere's only two VitaSDK functions that can be commented out, and a few constants you have to manually set (Switch only has one touch port, so SCE_TOUCH_PORT_MAX_NUM = 1 etc.)
[17:40:29] <rsn8887> It should just work!
[17:41:38] <rsn8887> I think SCE_TOUCH_PORT_MAX_NUM = 1, and commenting out the two sceKernelPowerTick calls are more or less the only changes necessary.
[17:42:18] <rsn8887> If you support gamecontrollers api, the mouse speed and deadzone settings should already be set.
[17:43:19] <rsn8887> Since Switch has only one touch port, you can change psp2sdl-events slightly, so that indirect touch is used when touchpad_mouse_mode is checked.
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[17:45:54] <rsn8887> Just change line 77 to read "if (port ==0) {", and replace all occurences of "frontpanel_touchpad_mode" in the code with "touchpad_mouse_mode".
[17:46:17] <rsn8887> Of course it only works if SDL2 Switch produces touch events
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[20:25:33] <cpasjuste> should scummvm play the curse of monkey island (windows cd) audio automatically ? i guess yes, i only have cinematics audio :x
[20:39:58] <rootfather_> afaik audio in COMI should work without any adjustments...
[20:40:12] <rootfather_> but it's been a while since I tried for the last time
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[23:25:04] <bonki> rsn8887: have you been able to reproduce the monkey island issue?
[23:25:20] <rsn8887> I didn't have time to test yesterday. I will test it tonight.
[23:29:41] <bonki> no stress, I'm just curious
[23:31:30] <bonki> oh noes
[23:31:35] <bonki> what happened to wilmunder.com?!
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[23:39:38] <bonki> ok, archive.org seems to have grabbed all the PDFs - https://web.archive.org/web/20170909163932/http://www.wilmunder.com:80/Arics_World/Games.html
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   March 29, 2018  
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