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[02:30] <GitHub16> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vOZe8
[02:30] <GitHub16> scummvm/master e00a9f3 Paul Gilbert: SHERLOCK: RT: Fix erasing backgrounds when running animations
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[06:39] <waltervn> morning
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[08:46] <WooShell> meow =^.^=
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[10:29] <m_kiewitz> why are the timestamps of daily builds from buildbot 24.7.2015?
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[16:02] <xLuca91x> hi mates, for some weird reason I can't register to the forum
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[16:06] <dreammaster> G'day. A fellow Australian? Are you getting some sort of error message?
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[16:09] <xLuca91x> I always get: The passwords you entered did not match.
[16:09] <xLuca91x> wops no sorry
[16:09] <xLuca91x> wait a moment
[16:10] <xLuca91x> Wrong answer to the Textual Confirmation question.
[16:10] <xLuca91x> this one
[16:10] <xLuca91x> the answer is Luigi, right ?
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[16:12] <dreammaster> Ah. If you look at the question, it's the wrong word's "brother". As in.. Itsa me.. Mario!
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[16:15] <xLuca91x> aaarg!! my mistake... very sorry
[16:16] <dreammaster> Okie dokie :)
[16:16] <xLuca91x> dreammaster, are you a scummvm dev ?
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[16:16] <dreammaster> Yes, I am. For some years
[16:17] <xLuca91x> dreammaster, well can I ask you a question about a couple of games ?
[16:17] <dreammaster> Certainly. I'll try to answer as best I can. And if not, some of the others may be able to answer, if not now, then maybe later if you hang around
[16:19] <xLuca91x> well, first of all I've a question about how scummvm works: If I've understood correctly, scummvm is just a opensource rewrite of some game engines, so it can read the run the game's script files. Right ?
[16:19] <xLuca91x> *read and run
[16:20] <dreammaster> Exactly. And it's a key difference from, say, emulators. Emulators "emulate" different system hardware in an effort to play any game. ScummVM implements code to run specific games code. This way, we've more flexibility on enhancing the original games and fixing bugs in them as well
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[16:22] <dreammaster> Like, for example, where you can save in many games using the ScummVM dialogs that has save thumbnails and descriptions, even if the original didn't support it
[16:24] <DrMcCoy> On the flipside, our approach is usually more labour-intense. And ScummVM only works for the specific set of games we added support for
[16:24] <m_kiewitz> Some Sierra games are also patched by us while they are running. That way we fix some script bugs and we even implement new features like for example the ability to get text + speech at the same time for some games, that didn't support that combination
[16:24] <xLuca91x> I understand thanks :)
[16:25] <xLuca91x> well I was trying to register to forum, because I'd like to ask if support for a game called Duckman will be added in the future
[16:26] <xLuca91x> is possible to propose this game ?
[16:26] <DrMcCoy> Well, yeah, we don't really like those questions
[16:26] <DrMcCoy> xLuca91x: Because adding support for a game is rather a lot of work. Like 6 months to a year of work
[16:27] <xLuca91x> DrMcCoy, eh I was thinking that you don't like those questions :/
[16:27] <xLuca91x> well I understand, I was just asking ;)
[16:28] <dreammaster> Of course, we always welcome new developers :)
[16:29] <xLuca91x> I'm working as a developer on a small IT company in my town, I've also some android reverse engineering skills, but I don't think that I can contribute to scummvm (but I would love to..)
[16:30] <dreammaster> Even those with experience with C++ programming and/or reverse engineering had to start as newbies at one point
[16:31] <xLuca91x> that's right
[16:31] <xLuca91x> but I really can't imagine how to work with a game engine hacking/implementation :P
[16:35] <xLuca91x> for example, to start integrating an engine in scummvm, one would start reverse engineering the original game engine and try to understand the booting scripts and so on, right ?
[16:37] <dreammaster> Right. It can be long process, but a rewarding one, if you're the kind of person that likes puzzles and has enough patience
[16:37] <Lightkey> http://forums.scummvm.org/viewtopic.php?t=11459 already been asked for though
[16:37] <xLuca91x> I like reversing, so well i may give it a try
[16:39] <dreammaster> If you do, you can always find encouragement or suggestions here on the channel. I also wrote an intro to RE that you may find useful at http://wiki.scummvm.org/index.php/HOWTO-Reverse_Engineering
[16:40] <xLuca91x> thank you, this article looks very interesting
[16:42] <DrMcCoy> There's also similar articles (with slightly different focii) here: http://rewiki.regengedanken.de/wiki/Reverse_engineering_hints and http://wiki.xentax.com/index.php?title=DGTEFF
[16:46] <xLuca91x> thanks for those links
[16:47] <xLuca91x> I think that the right move to do is to start reading source code of the engines already supported
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[16:49] <dreammaster> That's probably a good idea. I find it more effective to start writing an engine in ScummVM at the same time that I reverse a game. That way, it's less likely to get disheartened or board with trying to reverse the game in it's entirety without seeing any concrete results from your work
[16:49] <dreammaster> Sorry, bored :P
[16:51] <xLuca91x> yeah I agree
[16:51] <xLuca91x> for example this is the FOTAQ engine: https://github.com/scummvm/scummvm/tree/master/engines/queen
[16:52] <xLuca91x> are these files the entire engine ? or are there any ohter files related to FOTAQ on the scummvm source directory ?
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[16:52] <dreammaster> Nope, that's all of it. I mean, there's various other directories under scummmvm like gui/ and common/ that contain classes that the engines make use of, but the game-specific stuff for FOTAQ is all in engines/queen
[16:53] <xLuca91x> perfect, I'll start reading this engine
[16:54] <xLuca91x> dreammaster, do you know any "easy" engine which can be used as a start ?
[16:54] <xLuca91x> * "easy" to reverse and implement
[16:56] <DrMcCoy> That's probably best asked in hindsight :P
[16:57] <xLuca91x> ahah
[16:57] <dreammaster> Well, in terms of easy games to reverse which someone has already reversed and implemented in ScummVM, maybe the Access engine, and the game Amazon Guardians of Eden. The original executable had debug information in it, so if you load it in IDA, you'll at least get method names for the code. Then you could start reviewing it in more detail, commenting it, and comparing it against our implementation
[16:57] <dreammaster> in ScumMVM
[16:58] <xLuca91x> that's cool
[16:58] <dreammaster> Our ScummVM version is somewhat cleaned up, with proper classes, and different names in places for better clarity, not to mention supporting other games using the engine, but a lot of the core code should be easy to cross-match
[16:59] <xLuca91x> dreammaster, is reading FOTAQ engine a good start ? or are there more simple engines to read in the scummvm source code ?
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[17:01] <dreammaster> That's a good question. I remember some discussion about which engine was simplest last time someone asked, but honestly, I can't remember the answer. As a general rule, pick something that only supports a single game, rather than multiple games. Like maybe Voyeur or Prince
[17:02] <dreammaster> Or even Queen, yes
[17:05] <dreammaster> I'm going AFK for lunch, but the others can probably answer any other questions you might have
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[17:20] <xLuca91x> thank you very much
[17:21] <xLuca91x> I've to go now, bye bye
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[18:22] <GitHub5> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vOcxm
[18:22] <GitHub5> scummvm/master 1e33135 Paul Gilbert: SHERLOCK: RT: Fix NPC movement to original pos in pullNPCStack
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[19:15] <GitHub65> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vOCqk
[19:15] <GitHub65> scummvm/master 7765cdb Paul Gilbert: SHERLOCK: RT: Implement Tattoo cmdCallTalkFile
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[19:25] <GitHub95> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vOCOL
[19:25] <GitHub95> scummvm/master 1ae250f Paul Gilbert: SHERLOCK: RT: Fix NPC initialization when they start walking
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[21:41] <GitHub100> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vOC1x
[21:41] <GitHub100> scummvm/master fd849ee Paul Gilbert: SHERLOCK: RT: Refactoring and cleanup for Foolscap puzzle
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[21:48] <GitHub133> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vOCDm
[21:48] <GitHub133> scummvm/master 6a21765 Paul Gilbert: SHERLOCK: RT: Rename hangman puzzle to foolscap puzzle
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[22:10] <GitHub191> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vOCHw
[22:10] <GitHub191> scummvm/master 6a346b9 Paul Gilbert: SHERLOCK: RT: Fixes for Foolscap puzzle
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[22:40] <GitHub25> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vOCFP
[22:40] <GitHub25> scummvm/master 7414798 Paul Gilbert: SHERLOCK: RT: Fix analysing solved Foolscap
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[22:53] <GitHub139> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vOCNT
[22:53] <GitHub139> scummvm/master 9f74d34 Paul Gilbert: SHERLOCK: RT: Fix saving in the lab table scene
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[23:05] <GitHub198> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vOCAB
[23:05] <GitHub198> scummvm/master b06cfae Paul Gilbert: SHERLOCK: RT: Fix transparency when dragging lab items with cursor
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[00:00] --- Mon Aug 3 2015