[00:00:17] <Colourless> yeah there will be a couple more source files. probably only two, which will be WavAudioSample.cc/h
[00:04:45] <Colourless> re windows stuff: *shrugs* if forcing bpp vaules, don't think it matters either way. Personally i wouldn't go with separate to reduce config confusion. As far as I know, using ddraw should already be default
[00:04:51] <Marzo> When it is added, I will add then to Makefile.common and Makefile.am
[00:05:15] <Colourless> coolies.
[00:05:28] <Marzo> (I just added the already-added ones to svn)
[00:07:20] <Malignant_Manor> As far as I know, windib is default.
[00:10:07] <Malignant_Manor> I don't think vanilla SDL uses direct draw.
[00:12:16] <Colourless> SDL really should have a direct3d backend as it supports colour conversions that ddraw doesn't
[00:13:43] <Malignant_Manor> Well, I didn't convert colors just had an option to force 16 or 32 if not using point, scale2x, or interlaced (8 bit scalers).
[00:16:37] <Colourless> ideally the 8 bit scalers should have an option to output to 16/32 bpp too
[00:17:06] <Malignant_Manor> Yes but likely after release.
[00:17:36] <Malignant_Manor> I think it needs to be converted to something like Dosbox but with an option to force bbp.
[00:18:08] <Malignant_Manor> Currently, fullscreen handling is not done well.
[00:18:24] <Marzo> Currently, lots of things are not done well :-)
[00:18:49] <Malignant_Manor> That is very true.
[00:19:26] <Malignant_Manor> But the fullscreen issue is going to get worse with time if not changed.
[00:20:07] * Marzo wishes to remind Malignant_Manor that talk about release begun after a 'rant' of sorts by yours truly on the Exult mailing list about the graphics code and gump engine
[00:20:10] <Colourless> pentagrams default mode is 320x200 scaled to 640x480
[00:20:28] <Marzo> Exult also defaults to this
[00:20:37] <Colourless> have a quick and dirty 1->1.2 scaler
[00:20:48] <Colourless> exult does 320x200 -> 640x400
[00:20:56] <Marzo> Oh, I misread that
[00:20:56] <Colourless> if i'm not mistaken
[00:21:01] <Marzo> (read x400)
[00:21:22] <Malignant_Manor> Pentagram doesn't use scalers if the fullscreen resolution doesn't match the scale.
[00:22:12] <Colourless> pentagram can chain the scalers so you can scale from anything to anything using point and bilinear scalers to fixup the 'error'
[00:22:39] <Malignant_Manor> Not the 2x scalers.
[00:24:02] <Marzo> Lets see: in the todo list, we have the copying of Pentagram rendering code, copying the ScummVM file handling subsystem, making a python-based GUI renderer a la GemRB, a new text.flx/textmsg.txt/exultmsg.txt string handler... am I forgetting something?
[00:24:35] <Colourless> hehe
[00:24:37] <Marzo> (other than where to find the time to make all of this :-))
[00:25:11] <Malignant_Manor> I'd prefer Dosbox with a few simplifications and a bpp forcing.
[00:25:32] <Marzo> I think Pentagram's will be a lot better for this
[00:26:19] <Marzo> For one, if I am not mistaken, Pentagram has different layers -- which is something that would be extremely handy for some aspects of the Exult interface
[00:26:34] <Colourless> yes it does
[00:26:49] <Colourless> though pentagram does everything at 16bpp or 32bpp
[00:26:57] <Marzo> (just add an entire new layer for the cheat screen, for example)
[00:27:14] <Marzo> It will have to be adapted, no doubt
[00:27:21] * Colourless checks scaling and seems that pentagram only allows compelte arbitrary scaling with point or bilinear scalers
[00:27:30] <Colourless> been too long since i've worked on pentagram
[00:27:53] <Marzo> I don't remember, does U8 have palette rotations?
[00:28:10] <Colourless> no it doesn't
[00:28:16] <Colourless> well not normally
[00:28:21] <Colourless> it can do some palette effects
[00:28:26] <Colourless> and pentagram emulates them
[00:28:47] <Marzo> Well, that would fall in the part about being adapted
[00:28:56] <Colourless> though pentagram renders the complete screen every frame and uses interpolation between frames for smoothing so the palette changes doesn't cause issues
[00:31:06] <Marzo> Well, rendering everything at every frame would eliminate the issue
[00:31:36] <Marzo> Exult would just have to output the RGB for shapes instead of the pixel value
[00:32:19] <Colourless> at the moment exult reblits with the changed palette in non paletted modes. no reason you couldn't do similar with a layered approach
[00:32:25] <Marzo> I like the idea of interpolation between frames, though probably as an option
[00:32:37] <Marzo> Precisely
[00:32:54] <Malignant_Manor> It would be nice to have an aspect correction added.
[00:33:22] <Marzo> Another benefit of using the Pentagram code
[00:33:59] <Marzo> Bah, I need to go dig into the Pentagram graphics code
[00:34:05] <Colourless> i'd be more likely to pick and choose the peices of pentagram code thats useful rather than lifting the entire system
[00:34:14] <Marzo> Of course
[00:34:34] <Marzo> Hm
[00:35:17] <Marzo> Doing everything in 16-bits has a major benefit -- shapes could have their own palettes
[00:35:43] <Malignant_Manor> Do we really need 8 bit support?
[00:35:48] <Marzo> Limiting each shape to a 256-color palette would even allow palette rotations
[00:36:25] <Marzo> (this would be annoying for palette changes, though -- lighting, invisibility)
[00:37:59] <Malignant_Manor> What about convert to greyscale for invisibility.
[00:38:09] <Marzo> That would be the easy one
[00:38:20] <Malignant_Manor> Lighting should also be able to be faked.
[00:38:51] <Marzo> It would still be annoying to work it out, though
[00:39:56] <Malignant_Manor> Well, we already have light sources. If done in layers, couldn't they use the normal colors.
[00:40:28] <Malignant_Manor> They could also give of a radius of light.
[00:40:40] <Marzo> That is not the problem I was talkign about
[00:40:48] <Marzo> s/talkign/talking/
[00:41:28] <Malignant_Manor> What does that mean? >>>s/talkign/talking/
[00:42:07] <Marzo> http://en.wikipedia.org/wiki/Sed
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[00:43:31] <Marzo> The problem I was alluding to re:lighting was in conjunction with shapes with their own palettes -- if the light level changes, we would have to calculate how their palette looks like at the new light level
[00:47:33] <Malignant_Manor> We could possibly auto-generate for a few different light levels.
[00:47:49] <Malignant_Manor> Then, it wouldn't have to do it on the fly.
[00:48:13] <Marzo> The problem is in the 'auto-generate', not the 'do it on the fly'
[00:48:56] <Marzo> Colourless: Now that I remember, objs/animate.cc also uses some SDL_mixer calls
[00:51:47] <Malignant_Manor> effects.cc does
[00:57:29] <Malignant_Manor> Yeah, I guess the index would be an issue.
[01:03:34] <Malignant_Manor> Nvm on effects.cc. It uses SDL_MIX_MAXVOLUME .
[03:34:35] <Malignant_Manor> Marzo, do you have time to look at the rendering patch? https://sourceforge.net/tracker/download.php?group_id=2335&atid=302335&file_id=365596&aid=2960404
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[16:55:06] * Dominus is looking at how scummvm builds the dmg image to contain the app bundle
[16:55:27] <Dominus> want to add that option to makefile.am too, to automate stuff a bit more...
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[18:45:26] <Malignant_Manor> Marzo, about automatic conversion of palettes for different lighting conditions. Is there a simple way for ES to multiply the rgb of each index by a number and then create a new palette with those numbers?
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