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[05:40] <Strangerke> Wing Commander 3 is currently free on origin.com
[05:41] <DrMcCoy> So they now try to bribe people into using Origin
[05:44] <Strangerke> yes
[05:47] <blitter> only reason i'm on origin was for the titanfall beta. played it long enough to determine it's pretty meh
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[12:12] <GitHub7> [scummvm] bluegr pushed 4 new commits to master: http://git.io/67bhmw
[12:12] <GitHub7> scummvm/master 1f2db34 Filippos Karapetis: TOLTECS: Blacklist a pirated CD-RIP version (bug #6690)...
[12:12] <GitHub7> scummvm/master 672a46b Filippos Karapetis: DETECTOR: Do not show the zero matched size for illegitimate copies
[12:12] <GitHub7> scummvm/master 9eb8832 Filippos Karapetis: SCI: Fix script bug #6692 - QFG3: Crash when speaking at the top of the giant tree
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[15:37] <GitHub36> [scummvm] eriktorbjorn pushed 1 new commit to master: http://git.io/Dae0Gw

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[17:08] <GitHub134> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/YmadMA
[17:08] <GitHub134> scummvm/master f24346a Strangerke: MADS: Avoid potential buffer overflows
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[17:18] <GitHub98> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/R-seLw
[17:18] <GitHub98> scummvm/master 76480be Strangerke: MADS: Rex - Fix some uninitialized variables in the menu
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[18:10] <GitHub34> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/zo2siA
[18:10] <GitHub34> scummvm/master 09d1dee Strangerke: MADS: Fix some more uninitialized variables
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[18:59] <GitHub170> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/YfSyYQ
[18:59] <GitHub170> scummvm/master 37b7716 Strangerke: TOON: Remove some dead code
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[19:06] <Strangerke> not dead: useless. Sorry
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[19:09] <WooShell> meow =^.^=
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[20:02] <surix> has anyone ported a game to a platform that doesn't have as much video memory as the original?
[20:06] <surix> im looking for solutions to make it work. one idea is to kind of profile every map/level to see what sprites are actually being rendered, and then use that profile to only load those sprites on level load. as it is the game loads spritesheets even if it might only use a couple of sprites on the sheet. with that method i might not hit the case where a rare sprite is used during the profiling though
[20:08] <surix> another idea is to try and load sprites on the fly as they are needed, and if im loading so much on a frame that might cause a stutter, start delaying the requested animations until they are loaded in order to keep a smooth framerate. which might add a lot of complexity to the engine
[20:14] <surix> another idea is to try and alter the gameplay. for example when in a town (when the most npcs are loaded) disalow casting spells or attacking which would remove all of the tons of attack and spell animations
[20:15] <fuzzie> none of those ideas sound completely crazy, but it kind of heavily depends on the context/game
[20:15] <surix> then in a few cases where one of those animations is shown in town during a cutscene or something, write an excpetion to load just the sprites needed
[20:17] <surix> the game is alundra, which is a 2d adventure/platformer game
[20:18] <surix> almost half of the video memory is devoted to the main characters animations and spells, which are always available to use
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[20:20] <surix> playstation has 700kb video memory and im porting to saturn which has 1500kb divided 500 for sprite graphics chip and 1000 for background graphics chip. I can only use the sprite chip for this game though. because of complex sorting of the backgrounds and sprites (its like isometric 3d) so i only have less than 500kb
[20:23] <surix> im going to use at least 20kb for palettes and draw command tables. a few of the graphics i can put on the background chip like cloud shadows/mist dialog boxes, some animated spritesheets like water, some gui stuff (but not the text because its variable width) but its still not enough savings
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[20:46] <somaen> adventure/platformer, is that really just a platformer?
[20:46] <somaen> Just like every other "adventure slash X"-game ever?
[20:48] <surix> adventure in that you get gear, go on quests, solve puzzles. platformer in that many puzzles involve precision jumping
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[00:00] --- Thu Aug 7 2014