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[01:59] <_Q> was just looking over the data files list for Eye of the Beholder, and something seems to be missing
[01:59] <_Q> the non-PAK version doesn't mention the LEVEL*.INF files
[02:00] <_Q> (my version seems to have both the PAK *and* non-PAK files)
[02:02] <LordHoto> Your version has both?
[02:02] <_Q> yeah
[02:02] <LordHoto> What release is this?
[02:02] <_Q> Forgotten Realms Collection CDROM set
[02:02] <LordHoto> Wait.
[02:02] <_Q> forgotten realms archives, rather
[02:02] <_Q> http://en.wikipedia.org/wiki/The_Forgotten_Realms_Archives
[02:02] <LordHoto> How are your PAK files named?
[02:02] <_Q> eobdata1 thru eobdata6
[02:03] <_Q> plus an additional "eye.pak" which seems to contain an extra copy of the same files
[02:03] <LordHoto> EYE.PAK is some installer archive, yes.
[02:03] <_Q> (and some of the standalone files as well)
[02:03] <_Q> the *.dat and *.cmp files
[02:04] <_Q> ah, which seems to just be the data inside eobdata1.pak
[02:05] <LordHoto> I suppose this is an English version of the game?
[02:05] <_Q> it is, yes
[02:05] <LordHoto> I think the "extracted" version we know of is German.
[02:06] <_Q> hm, correction
[02:06] <_Q> I was thinking of something else
[02:06] <_Q> my eob1 only has the .pak files
[02:06] <_Q> it was eob2 that also had a "darkmoon.pak"
[02:07] <_Q> which was likely the installer file
[02:07] <LordHoto> Yes.
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[02:07] <_Q> I've also got the Amiga versions of EOB1 and EOB2, though those aren't supported yet
[02:07] <LordHoto> I added the *.INF entry to EoB 1 extracted though. Thanks for spotting that.
[02:07] <_Q> both English NTSC ECS
[02:08] <LordHoto> Yes, I got EoB 1 Amiga too. But I didn't have time to look at them yet.
[02:08] <_Q> or OCS, whichever it is
[02:08] <_Q> the "installer" for eob1 just xcopys everything from the CDROM
[02:09] <_Q> doesn't actually extract eye.pak
[02:09] <LordHoto> Hopefully the difference is small, i.e. only planar graphics and amiga specific sound.
[02:09] <_Q> is the LEVELS.TMP file important?
[02:09] <LordHoto> Yes. There's another release with EYE.PAK and an additional installer executable, I think. IIRC Kirben had such a version.
[02:09] <LordHoto> No.
[02:10] <_Q> I'm assuming not, since the file on the CD just contains a cr+lf
[02:10] <LordHoto> It's some temporary file used by the original interpreter.
[02:12] <LordHoto> Anyway neither EYE.PAK nor DARKMOON.PAK are the same format as PAK files used by the games.
[02:12] <_Q> indeed they are not
[02:13] <LordHoto> I think _athrxx and Kriben figured that out for EYE.PAK and digitall ran some tests for me, which made me realize DARKMOON.PAK isn't either.
[02:13] <LordHoto> You should have the same release as digitall, I think.
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[02:18] <LordHoto> I think EoB 1+2 Amiga support will still take a while. The PC-98 and FM-TOWNS versions are worked on by _athrxx right now, though.
[02:20] <LordHoto> I hope the Amiga versions aren't using two palettes for the screen again...
[02:20] <_Q> hm?
[02:20] <_Q> well, I just confirmed one detail: the Amiga version of EOB uses Workbench-style fonts
[02:20] <LordHoto> Well Kyrandia 1 Amiga used a palette for the game screen and a different one for the inventory etc.
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[02:21] <_Q> i.e. fonts/eobf[6|8].font + fonts/eobf[6|8]/[6|8]
[02:22] <LordHoto> Yes. I don't see any *.FNT files in my copy of the game either.
[02:24] <LordHoto> Well even more fun then ;-)
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[03:05] <_Q> Amiga fonts appear to be ILBM for the bitmap data (the fontname/N files) plus a descriptor
[03:07] <_Q> though the size files are actually loadable hunks (sort of like DLLs with nothing but resources in them)
[03:08] <_Q> if support is ever added, it can probably be simplified to be just enough to handle the ones included with the games
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[08:23] <Strangerke> hi guys
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[08:30] <Tomaz^W> morning
[08:30] <Strangerke> hi Tomaz^W
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[09:01] <GitHub45> [scummvm] bgK pushed 1 new commit to master: http://git.io/EiQNEg
[09:01] <GitHub45> scummvm/master a7b72d0 Bastien Bouclet: BUILD: PS3 packages don't need "finalizing" anymore....
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[09:04] <madmoose> Hallo alle zusammen.

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[09:15] <madmoose> dag nabbit my connection is laggy today.
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[09:59] <Strangerke> grml.
[10:00] <LunaVorax> Strangerke, still no other way to contact johndoe123 outside from IRC?
[10:01] <Strangerke> I'm improving my telepathic powers every day, but I still need more power
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[10:55] <Strangerke> Hum.
[10:56] <Strangerke> Who else could do easily some tests on a BE system?
[10:58] Action: wjp feels ignored on bug report #3599686 :-)
[10:59] <Strangerke> Hum, it seems LeChuck ignored it too :P
[11:00] <wjp> :-)
[11:00] <fuzzie> you are totally being ignored, if it helps
[11:01] <wjp> oh look, somebody who may have a BE system :-)
[11:01] <fuzzie> also that is quite an insane function
[11:01] <wjp> it is rather
[11:01] <wjp> also nice how it tries to fix up alignment _after_ allocations instead of before them
[11:02] <fuzzie> is that a problem though? since it's also aligned before the first one
[11:02] <fuzzie> and Strangerke has already heard my tales of woeful lack of time today
[11:03] <Strangerke> indeed
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[11:04] <wjp> if it would do so after every allocation and align to the maximum possible alignment requirement then it would be fine
[11:04] <wjp> but the latter clearly isn't true, and the former doesn't seem to be at first glance either
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[11:21] <LordHoto> wjp: Maybe your comment just wasn't long enough so it was missed in the other ones.
[11:22] <wjp> yeah, probably
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[11:27] <LordHoto> wjp: But for what's worth, I would agree that the problem might be related to the code only aligning it to 4 byte boundaries.
[11:28] <LordHoto> wjp: I don't get why it's showing line 251 as last entry though. I would have thought it fails at 250, which in fact writes to a pointer allocated on that heap.
[11:29] <wjp> probably just optimization
[11:29] <fuzzie> they do mention they pass -O2
[11:31] <LordHoto> Ah right I missed that in the bug report.
[11:35] <LordHoto> Anyway, let me write an reply so maybe the people will get away of your comment ;-)
[11:35] <LordHoto> aware*
[11:36] <wjp> we should probably add some asserts so that this will trigger runtime errors on non-strict alignment platforms too
[11:36] <wjp> thanks :-)
[11:49] <LordHoto> That should even be long enough to not be missed. I hope.
[11:55] <fuzzie> oh, I hadn't seen the most recent android bug
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[12:41] <digitall> wjp: Have you tried this? http://wiki.scummvm.org/index.php/HOWTO-Debug-Endian-Issues
[12:41] <wjp> not recently. Why?
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[12:46] <digitall> wjp: That describes a solution for how to debug BE/Alignment issues if you don't have a physical machine...
[12:46] <digitall> Just that it may be applicable for bug #3599686
[12:47] <wjp> I think we have that one figured out already though :-)
[12:47] <fuzzie> presumably you can just do the ol' set-the-AC-bit hack if you want to debug alignment issues anyway.
[12:50] <digitall> fuzzie: Set the ac bit? OH "Alignment check enabled if AM set, AC flag (in EFLAGS register) set, and privilege level is 3"
[12:50] <LordHoto> I think if someone can hack up a quick patch which assues that _localStringtable points to an 8 byte boundary that user will be happy to test it for us.
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[12:51] <fuzzie> digitall: and conveniently enough, look at which level your userspace is running :-)
[12:51] <fuzzie> LordHoto: You have no sense of adventure.
[12:53] <digitall> Hmm... subroutine.cpp: if (!IS_ALIGNED(_tablesHeapPtr, 4)) {
[12:53] <wjp> yes, that's the function I mentioned on the bug report
[12:53] <digitall> _localStringTable seems to point to a _tablesHeapPtr... *pointer headache*
[12:54] <LordHoto> fuzzie: If you mean I have no sense on how to waste needlessly waste time, then I guess you are right :-)
[12:54] <digitall> OH sorry... missed the last few comments on that bug.
[12:54] <LordHoto> In fact wjp's comment is the second comment on that bug report.
[12:54] <fuzzie> yes, but we already concluded that it's too short a comment for anyone to actually read
[12:54] <wjp> but we already guessed it was too short to be noticed :-)
[12:55] <LordHoto> Yes :-)
[12:55] <LordHoto> So I tried to be adventury and wrot a longer comment so poor wjp won't be ignored any longer.
[12:56] <fuzzie> LordHoto: At this moment I am studying up on exciting Software Engineering formalisation techniques as brought to me by Logica, so needlessly wasting time is apparently my goal here.
[12:57] <LordHoto> fuzzie: You must be having a fun adventure.
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[12:57] <digitall> LogicaCMG... UGH.
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[12:59] <wjp> are those the exciting techniques that lead to multi-million euro projects still lacking features?
[12:59] <LordHoto> fuzzie: I on the other hand already do uni work to procrastinate other uni work. So I'm sure I am beyond any help by now.
[12:59] <fuzzie> in fact this one is about Cost and Risk Management in such projects.
[12:59] <digitall> ROFL LMAO...
[12:59] <digitall> *cough*
[13:00] <digitall> http://www.telegraph.co.uk/finance/markets/2809284/Cost-overrun-hits-LogicaCMG.html
[13:00] <wjp> as, so shift all risk and all costs back to the client?
[13:00] <wjp> but I'm sure we're not cynical at all
[13:01] <digitall> Bah.... In the UK, they are a byword for cost overrun on large IT projects since http://news.bbc.co.uk/1/hi/business/6679751.stm
[13:01] <Strangerke> digitall: When I see Siri and their new maps, I think Logica isn't the only company hit by cost overrun
[13:01] <fuzzie> wjp: in fact it is pretty much exactly about that.
[13:01] <Strangerke> (=> Apple)
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[13:02] <digitall> *shrug* Yes, but it is a bit ironic! :)
[13:04] <fuzzie> it is difficult not to burst out in giggles at these people.
[13:04] <Strangerke> fuzzie: Why do you resist?
[13:05] <LordHoto> fuzzie: To me it seems that sleeping sounds like a good option.
[13:05] <digitall> Why did the townspeople not tell the Emperor he had no clothes?
[13:05] <fuzzie> LordHoto: It's not as if I actually have to turn up to these things.
[13:05] <LordHoto> fuzzie: Well, that makes things even easier :-P
[13:05] <fuzzie> If nothing else, I'm pretty sure "but I'd spend the whole time in giggles!" would be an acceptable excuse to the faculty committee.
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[17:00] <WooShell> good meovening =^.^=
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[17:09] <L0ngcat> hola
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[17:18] <eriktorbjorn> Maybe old news, but according to http://www.thejourneymanproject.com/ Pegasus Prime is going to be re-released. If so, dDoes that have anything to do with the Pegasus engine in ScummVM?
[17:19] Action: Strangerke pokes clone2727
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[17:22] <fuzzie> people've been asking that for months :P
[17:22] <eriktorbjorn> They also say there's a soundtrack CD available, so now I have to check if that's worth getting, too. Oh well, at least that's much, much cheaper than the game itself was. :-)
[17:24] <salty-horse> how many cd's does it come with?
[17:24] <fuzzie> CDs? In this age? :P
[17:25] <salty-horse> they're catering for a nostalgic crowd
[17:25] <fuzzie> It's based on the DVD version in any case.
[17:26] <salty-horse> that's no fun. can you at least take it out of the drive and put it back in while installing?
[17:26] <eriktorbjorn> fuzzie: They day they stop selling music CDs is probably the day I stop buying music. I like listening to music on the computer, but I also like having the CD. Helps me remember what I have.
[17:27] <salty-horse> but when I get a cheap packaging in a piece of cardboard without any booklet or even a lyric sheet, I feel exploited
[17:28] Action: L0ngcat has moved into the cloud
[17:28] <L0ngcat> no more clutter
[17:28] <salty-horse> eriktorbjorn, I usually have to import most of my music and it's expensive (I don't buy/listen to much music)
[17:29] <eriktorbjorn> I did look at Spotify for a while, but while they have a lot of strange and wonderful things there, too much of the music I'm listening to isn't there.
[17:29] <salty-horse> L0ngcat, you're way past the cloud: http://skytemple.com/wp-content/uploads/2010/09/longcat3.jpg
[17:30] <L0ngcat> salty-horse: lol
[17:30] Action: L0ngcat is looong
[17:30] <Strangerke> wow
[17:31] <L0ngcat> I just got my new iMac just to discover that it doesn't support bootcamp yet :P oh well, goodbye windows
[17:31] <Tomaz^> *yawn*
[17:33] <eriktorbjorn> salty-horse: Catzilla? I'm glad I don't live in a world where the house cat is an apex predator.
[17:33] <salty-horse> that's longcat, not catzilla
[17:33] <salty-horse> http://knowyourmeme.com/memes/longcat
[17:34] <eriktorbjorn> I would have thought http://canitbesaturdaynow.com/dived/single/cat_shark/ was "one of the most recognized cats on the Internet".
[17:37] <salty-horse> I don't think I ever saw that picture
[17:38] <eriktorbjorn> I can understand the desire to suppress the memory. ;-)
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[17:40] <L0ngcat> well, this guy sure turns up a lot if you google cat+meme; http://weknowmemes.com/wp-content/uploads/2012/09/grumpy-cat-i-had-fun-once-it-was-awful.jpeg
[17:41] <fydo> good ol tard :)
[17:42] <L0ngcat> :)
[17:44] <salty-horse> that's newish from 4 months ago?
[17:44] <salty-horse> s/?//
[17:45] <L0ngcat> eriktorbjorn: this trailer was just added, so I say it would be fair to assume it has to do with ScummVM: http://www.youtube.com/watch?v=Vt30yB3dfCs&list=UUJ75ixRaHJv2yxeg1v-osUw
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[17:46] <L0ngcat> "the unreleased dvd version"
[17:46] <L0ngcat> sweet
[17:47] <salty-horse> stupid question: is there a way to process those "scan lines" out of old videos?
[17:48] <L0ngcat> you mean interlacing?
[17:48] <L0ngcat> sure
[17:48] <salty-horse> yes
[17:48] <L0ngcat> deinterlace the video
[17:48] <timofonic> I remember there were filters in a program VirtualDub, bur nor sure
[17:49] <timofonic> s/bur/but
[17:49] <L0ngcat> just warp resize in VirtualDub
[17:49] <salty-horse> L0ngcat, from the trailer, how do you assume it's ScummVM?
[17:49] <L0ngcat> and add a deinterlace filter
[17:49] <eriktorbjorn> I'm guessing they're deliberate in that trailer though, since they only appear in the scenes with the guy talking.
[17:49] <salty-horse> L0ngcat, why don't they do that when they rerelease old games?
[17:50] <salty-horse> eriktorbjorn, isn't that due to old technology being used?
[17:50] <L0ngcat> salty-horse: I just assumed, since the Pegasus engine seems to near completion and the port is to both windows and mac. there is a bit more info under the video
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[17:50] <eriktorbjorn> salty-horse: Could be, but I assumed it was supposed to look like a TV screen or something in this case.
[17:50] <timofonic> salty-horse: I'm sure there are ffmpeg/libav filters for deinterlacing, and using some GUI for them would help too
[17:50] <salty-horse> eriktorbjorn, it's supposed to be a tv in the future, though :P
[17:51] <L0ngcat> salty-horse: the proscess is very cpu consuming, I doubt you could reencode the video on the fly
[17:52] <salty-horse> L0ngcat, not on the fly.. but they're making a big re-release. they could put the effort
[17:52] <L0ngcat> salty-horse: as to why they don't do it 'prior to re-releasing the games is beyond me. I could do a better job than any of the "remakes" I've seen
[17:52] <L0ngcat> salty-horse: agreed
[17:52] <salty-horse> our "re-release"s aligned in the above messages. *squee*
[17:52] <timofonic> salty-horse: Do the interlaced pattern changes? :P
[17:53] <L0ngcat> I just redid the grim fandango cutscenes, it's amazing how good they look in 1080 p
[17:53] <timofonic> L0ngcat: Redid? As in rendered them?
[17:53] <L0ngcat> I was thinking of having a go at the Broken Sword ones as well
[17:53] <salty-horse> L0ngcat is lying
[17:54] <L0ngcat> re-rendered upscaled, then cleaned the video with some filters
[17:54] <L0ngcat> salty-horse: why would I be lying?
[17:54] <salty-horse> I thought you meant you had the source material, rendered with HD models, etc
[17:54] <timofonic> L0ngcat: About deinterlacing, maybe it can be easier if the interlace pattern is stable :)
[17:54] <salty-horse> as to why, people are weird
[17:54] <L0ngcat> salty-horse: I wish :P
[17:55] <timofonic> L0ngcat: What filters?
[17:55] <L0ngcat> timofonic: the best way is to serenader the video, it would give the best result
[17:55] <L0ngcat> Neat Video is one I use a lot
[17:55] <timofonic> L0ngcat: serenader? :P
[17:55] <L0ngcat> timofonic: rerender:P
[17:56] <timofonic> L0ngcat: What app are you talking about? Virtualdub?
[17:56] <L0ngcat> I use Virtualdub and Adobe Premiere
[17:56] <clone2727> Well, I know of course what's going on
[17:56] <clone2727> But I'm not at liberty to reveal details atm
[17:56] <L0ngcat> Neat video is just a filter, it works on many video editing platforms
[17:56] <timofonic> L0ngcat: Linux one too?
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[17:57] <L0ngcat> timofonic: yes, in Nuke :http://www.neatvideo.com/
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[17:58] <L0ngcat> timofonic: but I do a lot of other tweaks, restoring video is not done with a magic wand I'm afraid
[17:59] <timofonic> L0ngcat: Can the process be automated by a script in some command line app?
[17:59] <L0ngcat> timofonic: how do you mean, like batch processing?
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[17:59] <timofonic> L0ngcat: yep
[18:00] <timofonic> L0ngcat: So others can enjoy improved GF videos :)
[18:00] <L0ngcat> timofonic: it would depend on what software you are using, You can batch process in VirtualDub, but I do not use Linux platforms so I would not know for that
[18:00] <timofonic> L0ngcat: I see
[18:01] <timofonic> L0ngcat: I did read ffmpeg supports virtualdub filters...
[18:01] <timofonic> L0ngcat: I'm not sure if that's true
[18:01] <L0ngcat> timofonic: I could of course save the processing setting in VDub for you, but a lot of the filters I use cost money, so it wouldn't do you much good without them :P
[18:01] <timofonic> Anyway..
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[18:02] <L0ngcat> I believe ffmpeg support vdub yes
[18:02] <timofonic> So people sells video filters? Really? :P
[18:02] <L0ngcat> of course :P
[18:02] <timofonic> L0ngcat: What ones do you use?
[18:02] <L0ngcat> video processing is a large industryy :P
[18:03] <L0ngcat> I linked to one above
[18:03] <L0ngcat> another one would be video purifyer, but I think that only runs on OS X
[18:03] <timofonic> L0ngcat: I forgot the "purchase" link, I see
[18:03] <timofonic> Damn
[18:03] <L0ngcat> :)
[18:04] <L0ngcat> yes, it isn't cheap
[18:04] <L0ngcat> thankfully, my school licenses most of this stuff
[18:04] <timofonic> I see
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[18:40] <L0ngcat> I wish there was a way to decode the Tex Murphy video, I remember john doe writing on a forum once that he had a working extractor. is he ever around?
[18:44] <[md5]> unfortunately, no
[18:44] <L0ngcat> bummer
[18:44] <L0ngcat> thanks
[18:46] <[md5]> here's a thread on xentax, where johndoe replied:
[18:46] <[md5]> http://forum.xentax.com/viewtopic.php?f=10&t=2473
[18:47] <[md5]> though he hasn't added any source
[18:47] <[md5]> let me check with the access engine he's working on
[18:48] <[md5]> it looks like a simple uncompressed video format
[18:49] <[md5]> would you like the source?
[18:49] <salty-horse> [md5], engine for which games? UaKM onwards?
[18:49] <[md5]> though I'm not sure if it'll be helpful at all
[18:49] <[md5]> salty-horse: no, the earlier games
[18:49] <[md5]> sec
[18:49] <salty-horse> the one with the 3d air ducts?
[18:49] <[md5]> Martian Memorandum and Noctropolis
[18:49] <salty-horse> (I got them all from gog, and got an original cd version of UaKM that someone gave me because he didn't want it)
[18:50] <salty-horse> it was previously said those games won't be supported because of the "3d"
[18:50] <[md5]> the previous games aren't 3D
[18:50] <salty-horse> there's a part with a 2.5d air duct
[18:50] <[md5]> http://www.mobygames.com/game/dos/martian-memorandum
[18:51] <[md5]> there is? O_o
[18:51] <salty-horse> sec
[18:53] <salty-horse> https://www.mobygames.com/images/shots/l/300224-martian-memorandum-dos-screenshot-action-sequences-are-removed.png
[18:53] <salty-horse> 3d!
[18:55] <[md5]> it's... well... something that resembles 3D
[18:56] <[md5]> like the very early 3D implementations
[18:56] <[md5]> but yeah, it is 3D-ish
[18:56] <[md5]> in that part
[18:57] <salty-horse> did I win something?
[18:57] <[md5]> a cookie!
[18:57] <salty-horse> huzzah!
[18:58] <[md5]> :)
[18:58] <[md5]> regarding the Access games: from what johndoe said, they use a similar video format
[19:00] <L0ngcat> I was referring to UAKM and Pandora Directive. the video is stored in a *.pa format
[19:00] <L0ngcat> Overseer uses smacker and vob
[19:01] <[md5]> there are two video player versions in the code, V1 and V2 - Martian Memorandum uses V1, Noctropolis V2
[19:01] <L0ngcat> hmm
[19:01] <[md5]> they use *.ap videos, too
[19:02] <L0ngcat> I will have to dig out my copy of Nectropolis
[19:02] <L0ngcat> ap or pa?
[19:03] <L0ngcat> no, you are right, *ap:P
[19:03] <L0ngcat> wee
[19:04] <[md5]> well, they are named *.ap in Martian Memorandum and *.vid in Noctropolis
[19:04] <L0ngcat> In that case, I would very much like the source,
[19:04] <L0ngcat> UakM and PD uses *.ap suffix
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[19:45] <DJWillis> Ohhh, Axel & Pixel is on offer on Xbox Live :), that's one point and click I have been meaning to check out.
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[19:57] <eriktorbjorn> L0ngcat: If nothing else, there should be some pretty nice audio tracks on that Noctropolis CD. :-)
[19:57] <L0ngcat> kool :)
[19:57] <eriktorbjorn> I don't think they were used in the game, though it is some of the same music.
[19:57] <L0ngcat> I never actually finished the game, the controls were a bit off-putting
[19:58] <L0ngcat> weird
[19:58] <eriktorbjorn> Somehow, the main theme always reminded me a little of Danny Elfman's "Batman" theme.
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[20:12] <L0ngcat> which, in turn, reminds me of anything else Elfman has ever done for Burton :P
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[21:14] <GitHub50> [scummvm] bluegr pushed 1 new commit to master: http://git.io/BDVSHA
[21:14] <GitHub50> scummvm/master 796867c Filippos Karapetis: TOLTECS: Fix script bug #3599964 - "TOLTECS: Crash when entering cave"
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[00:00] --- Wed Jan 9 2013