[01:48:52] travis-ci: exult/exult#563 (snapshot-v1.7.0.20210226 - 5c15540 : Marzo Sette Torres Junior): The build passed.
[01:48:52] travis-ci: Change view : https://github.com/exult/exult/compare/snapshot-v1.7.0.20210226
[01:48:52] travis-ci: Build details : https://travis-ci.com/exult/exult/builds/218307727
[17:23:51] Dominus: Heya Marzo! I found out that one can use the extended intro flics with the original (by editing siintro.dat)
[17:24:52] Dominus: It chokes when a voice file is just a fraction longer than the original file but the flics it will just play as long as they are
[17:26:39] Dominus: Doesn't work well with the initial castle scene (same as it wasn't playing well in Exult) but the ship travel and pillar scene is good
[17:28:13] Marzo: Some hex editing of the intro.exe is probably needed due to the hard-coded times it contains
[17:28:31] Marzo: Buty it would require disassembling SI´s intro.exe
[17:29:07] Marzo: Brb, running to the pharmacy
[17:30:39] Dominus: With some editing of the castle flic it may work, too. So the looping part matches
[19:10:34] Dominus: Marzo, one other thing that came up with Sir John's new voice translations: are voices #9,10 and 12 ever triggered through usecode? he has them voiced even though they are not included in u7speech.spc. They are not triggered through voice eggs (I went through them all)
[19:35:16] Marzo: Dominus: which game, BG, FoV, SI, or SS?
[19:55:00] Marzo: For what is worth, BG and FoV only ever trigger these voices through usecode: 0x01, 0x03, 0x04, 0x05, 0x0d, 0x0e, 0x19, 0x1b
[19:55:47] Marzo: SI and SS trigger all from 0x00 to 0x14, 0x16, 0z17, 0x19, 0x1a
[19:57:20] Dominus: thanks, I mean BG
[19:58:48] Marzo: But there is a script opcode that can trigger speech
[19:58:51] Marzo: Let me check those
[20:01:02] Marzo: In FoV (and likely BG as well), usecode scripts can also trigger 0x17 and 0x1a; no additional speech is triggered like this in SI
[20:24:02] Dominus: thanks!
[20:24:11] Dominus: that's thorough :)
[20:30:24] Dominus: so really only all of the u7speech.spc get played, except #22 (0x16) or I missed that voice egg
[20:30:40] Dominus: (Poor Avatar, poor poor avataaaaar)
[20:30:54] Marzo: There is a chance it is hard coded in the original
[20:31:48] Marzo: By the way, I am looking into this (https://github.com/AugustoRuiz/sdl2glsl) and this (https://github.com/libretro/glsl-shaders)
[20:33:28] Dominus: that would be great! Dosbox has added GL shaders last year
[20:33:45] Marzo: Hm, might be worth looking into what they did then
[20:34:11] Dominus: but they are still SDL1.2
[20:34:19] Marzo: Even so
[20:34:30] Dominus: but the dosbox-staging fork probably has that fixed in their code
[20:34:35] Marzo: I am thinking more about their shaders than anything else
[20:35:05] Marzo: Might be closer to our needs
[20:44:54] Marzo: By the way, I also looked at SI Beta speech, and it only has 0x1b missing compared to SI/SS
[20:46:04] Dominus: I haven't even looked at SI closely.
[21:16:34] Dominus: Marzo: about php and https://sf.io: I think this doesn't work well with the vhost exult.info. I may have read something about this on the SF site.
[21:17:09] Dominus: and we'd need to update our php stuff as newer php is mandatory for the https
[21:28:19] Dominus: https://sourceforge.net/p/dosbox/code-0/4319/ <- is the initial opengl shader commit
[21:35:52] Dominus: and more shaders at https://github.com/tyrells/dosbox-svn-shaders
[22:04:41] Marzo: Dominus: out of curiosity, how hard would it be to make a command-line compile setup for iOS? Even if you don´t want to extract the binaries, it would still allow making sure that everything still compiles for iOS
[22:20:25] Dominus: I have to look it up but I think you can execute an xcode project from the command line
[22:21:39] Dominus: you'd only need to manually grab the sources of ogg, vorbis, sdl2 and mt32emu but these can all be checked out via git into the respective subfolders
[22:27:15] Dominus: xcodebuild -scheme Exult -project SOURCE/ios/Exult.xcodeproj
[22:27:50] Dominus: but it's likely to error on codesigning
[22:28:04] Marzo: It needs code signing to even build?
[22:28:09] Dominus: I have to test this on a machine that does not have my stuff set
[22:28:49] Marzo: By the way, I was really trying out the repository secrets stuff... and it really protects stuff
[22:28:50] Dominus: there is probably a way to set it up so codesigning is not part of it
[22:29:05] Marzo: You can even read the secrets from the website interface
[22:29:12] Marzo: *can´t
[22:29:22] Marzo: You can only overwrite them
[22:29:34] Marzo: And echoing them to the logs results in them being masked out
[22:29:47] Dominus: he he, sounds good
[22:30:22] Marzo: So if you want to setup a full buildbot for iOS/OSX/Ubuntu snapshots in addition to Windows, we probably can
[22:32:34] Dominus: what are the possible osx systems to build on? Do you know?
[22:33:19] Dominus: I will have to test things out for deployment targets but sounds as if it should be possible for macOS
[22:33:23] Marzo: Basically, Catalina 10.15
[22:33:45] Marzo: Therte is a Big Sur 11.0 environment, but it is in private preview right now
[22:34:06] Marzo: The full roster: https://docs.github.com/en/actions/reference/specifications-for-github-hosted-runners#supported-runners-and-hardware-resources
[22:35:33] Dominus: ah, I see you can use old macOS SDKs (as they have old Xcode versions in the environment)
[22:36:47] Dominus: the point is that for building 32bit it's better to build against an old SDK. I'd have to see dive into brew stuff then only to see how to set the SDK for that and have it build 32bit stuff as well
[22:37:18] Dominus: I'm kind of having letting go fears with my nice build setup :)
[22:40:00] Dominus: but seriously I'll look into this. the trick is to use older SDKs for 32bit stuff and set the correct deployment target for both 32bit 64bit so the built binary doesn't only work with the SDK it was built against (and newer)
[22:50:38] Dominus: Marzo: xcodebuild build -scheme Exult -project SOURCE/ios/Exult.xcodeproj CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED="NO" CODE_SIGN_ENTITLEMENTS="" CODE_SIGNING_ALLOWED="NO"
[22:51:14] Dominus: that's should get it going
[22:51:28] Marzo: Great, I will try it tomorrow
[22:53:06] Dominus: there is one snag, though, I made the mt32 xcode project so it only relys on the mt32emu sub folder of the munt git
[22:53:47] Dominus: but I can remedy this and make it so it uses a munt folder where the whole git of munt should go
[22:55:04] Dominus: and best use the latest tagged release of all the dependencies (especially to prevent SDL screw ups in their development stopping Exult compilation)
[22:57:23] Marzo: This is the kind of thing git submodules were built for
[22:57:42] Marzo: When you create a submodule, you create at a given commit
[22:58:17] Marzo: And ti will stay on that commit until you enter the submodule, pull from upstream and checkout to master, then go back to main repo and commit the submodule update
[22:58:39] Marzo: Which will probably mean also updating the code for the new submodule version
[22:58:40] Dominus: I encountered that before and didn't want to mess with it, especially since as of three weeks ago, SDL wasn't on git only on their own mercurial
[22:59:46] Marzo: When swapping to cmake, there are several submodules I want to add to Exult of c++ libraries that replace unsafe c stuff with things that are proposed for future c++ versions (and some which were already accepted)
[23:00:46] Marzo: Two I immediately want to use are fmtlib (https://github.com/fmtlib/fmt) and scnlib (https://github.com/eliaskosunen/scnlib)
[23:00:51] Marzo: But there are many others
[23:01:29] Marzo: fmtlib was proposed to c++ and accepted to c++20; scnlib is proposed for c++23, still being reviewed
[23:02:23] Marzo: But there are many more I want to go through: https://github.com/expnkx/awesome-hpp
[23:03:24] Marzo: But yeah, off to bed now
[23:03:33] Marzo: Sleep well, avatar
[23:03:53] Dominus: could you setup submodules in the ios sub folder for the libs? You can also rename them to more sesnible foldernames :)
[23:04:18] Dominus: I can then fix the xcode project to grab them from the right folders
[23:04:25] Dominus: but sleep well :)