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[01:37] <snover> heh. the mass detector is not a fan of symlinks. The game in '[&]/lsl6hires/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/HIRES/AUD' seems to be unknown.
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[01:42] <GitHub171> [scummvm] csnover pushed 2 new commits to master: https://git.io/vHysG
[01:42] <GitHub171> scummvm/master d6ff67e Colin Snover: SCI32: Fix detection and loading of localized resources in Torin...
[01:42] <GitHub171> scummvm/master 63ad8fb Colin Snover: SCI: Tidy Script errors & ensure script number exists in all of them
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[01:42] <GitHub152> [scummvm] criezy pushed 1 new commit to master: https://git.io/vHysZ
[01:42] <GitHub152> scummvm/master 3b8a7a7 Thierry Crozat: I18N: Update translations templates
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[02:13] <GitHub197> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHysF
[02:13] <GitHub197> scummvm/master b5ac7cc Paul Gilbert: TITANIC: Fix BellBot getting clipped incorrectly when walking off-screen
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[08:20] <WooShell> good meowning =^.^=
[08:33] <t0by> Heya
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[09:00] <Strangerke> hi guys
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[09:05] <waltervn> morning
[09:14] <Strangerke> hi waltervn
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[09:18] <m_kiewitz> Strangerke: do you know about that x file game?
[09:19] <m_kiewitz> on 6 or 7 CDs? FMVs and sort of adventure game w/ puzzles?
[09:19] <m_kiewitz> has anyone looked into it already
[09:23] <Strangerke> m_kiewitz: I can answer for the number of CDs, but that's it
[09:23] <m_kiewitz> lol
[09:23] <m_kiewitz> i just bought 2 versions of it on ebay
[09:24] <Strangerke> 7CD, release 1998
[09:24] <Strangerke> oh. do you plan to work on it, or you just wanted to have copies for your collection?
[09:28] <criezy> I can confirm what Strangerke wrote (7 CDs, 1998). I have the French version here.
[09:28] <criezy> I did have a very brief look at it a long time ago, but I don't remember anything.
[09:28] <criezy> Maybe I still have some notes somewhere...
[09:29] <Strangerke> Well, iirc I bought my copy in California so it must be an English release
[09:30] <Strangerke> ha, I just found my notes about it: "TODO: have a look later"
[09:30] <Strangerke> ... *cough*
[09:35] <m_kiewitz> lol
[09:37] <waltervn> :)
[09:38] <t0by> What's so funny? It's not "later" yet.
[09:38] <t0by> Proof: he hasn't had a look yet.
[09:38] <Strangerke> yeah, the note is still up to date
[09:38] <t0by> ^
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[09:53] <Simei> Morning
[09:53] <Simei> _sev, t0by: it's the draft of this week's blog :) https://docs.google.com/document/d/1COI4358-2hwzykc5GqaX5TYfVSJags5PH6U285VjbK0/edit?usp=sharing
[09:54] <_sev_> yep, I've seen it. Post?
[09:54] <Simei> Ok!
[09:57] <t0by> Yay text :)
[09:58] <t0by> > The way I implement loop sound list doesnt give the exactly same result for the particular case that several same sounds loop together at different time intervals. But I guess its something well never really do in games.
[09:58] <t0by> Don't tempt murphy's law :P
[09:59] <t0by> Good work!
[10:01] <Simei> What is murphy's law? :D
[10:01] <Simei> But I think I see what you mean
[10:04] <Simei> _sev, t0by: By the way, my school project evaluations will take place from next Monday to Wednesday. So I may not have time to work on sludge those 3 days, but I will try to make up from next Thursday.
[10:05] <_sev_> Simei: good, thank you for warning us
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[12:42] <GitHub177> [scummvm] waltervn pushed 1 new commit to master: https://git.io/vHy27
[12:42] <GitHub177> scummvm/master 900ae1d Walter van Niftrik: ADL: Fix hires4 dropped item drawing
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[12:43] <waltervn> time to grab a walkthrough and see how far I can get..
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[12:51] <L0ngcat> m_kiewitz: it uses xmv videos, I was able to convert them with some tool years back. Anything else you would like to know? I have it installed
[12:51] <m_kiewitz> waltervn: completable now?
[12:52] <m_kiewitz> L0ngcat: well i wonder if they used some kind of engine or if everything is hardcoded
[12:52] <L0ngcat> and yes, fmv adventure game with puzzles
[12:52] <m_kiewitz> will get it soon
[12:52] <waltervn> m_kiewitz: well, I won't know that until I go through the walkthrough :)
[12:53] <waltervn> I tried it yesterday with the one at sierrahelp, but there's some issues with that one, so I'll try the one at gamefaqs now
[12:55] <L0ngcat> m_kiewitz: I believe the engine is written for this game, but am not sure. It was released for psx as well. the exe file is about 3,2 mb
[12:56] <L0ngcat> The X-Files uses Apple QuickTime technology for video and audio playback
[12:56] <L0ngcat> And DirectX
[12:56] <waltervn> I still haven't found hires3... probably been looking for it over a year now
[12:57] <L0ngcat> designed for 32-bit color depth
[12:58] <m_kiewitz> hmm a bit large for an interpreter :/
[12:58] <m_kiewitz> waltervn: what is it called?
[12:59] <waltervn> that's Cranston Manor
[13:00] <waltervn> I suppose it's also time to look for Gelfling Adventure
[13:00] <L0ngcat> m_kiewitz: this is interesting (from the readme): https://pastebin.com/W4ZZQwHT
[13:01] <m_kiewitz> ah that one, yes i search for it every day on ebay automatically
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[13:02] <L0ngcat> ame logic and game save architecture is stored using NeoLogic object-oriented database technology.
[13:02] <waltervn> Gelfling Adventure could also go into preagi perhaps, but I think it shares a lot with hires6
[13:04] <waltervn> in the long run I think it might be worth discussing grouping ADL and Pre-AGI games into one engine, removing those games from the AGI engine. Not sure how others feel about this though
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[13:59] <GitHub2> [scummvm] waltervn pushed 1 new commit to master: https://git.io/vHyw5
[13:59] <GitHub2> scummvm/master d272351 Walter van Niftrik: ADL: Set ADGF_TESTING for hires4
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[17:06] <snover> mmmm. enormous inlined functions.
[17:07] <wjp> always fun
[17:07] <wjp> what are you looking at?
[17:07] <snover> GK1 kDoAudio
[17:08] <snover> looks like the compiler inlined the entire play function
[17:08] <wjp> did the GK1 binary have much more aggressive inlining than usual? That kIsOnMe function we were looking at before also seemed much larger than usual
[17:11] <snover> Im not sure. It feels that way right now, but I never spent much time looking at this interpreter until now.
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[17:22] <snover> Youd think if they were having some performance problems they would have tried not packing all the structs&
[17:41] <snover> wjp, waltervn, do you guys think you might be working on improving SCI MIDI any time in the next few months? (just curious.)
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[17:43] <waltervn> snover: I'm mostly interested in the drivers myself
[17:46] <waltervn> I'm still available for working on those. OTOH if you want to tackle everything, that's fine with me as well.
[17:47] <wjp> I'll have some time off in the summer, so Maybe(tm). But don't let that stop you (or anyone else) from working on it
[17:48] <snover> I always prefer to work with others, instead of doing things all by myself :) If you are interested in the drivers, thats great!
[17:51] <waltervn> as I mentioned before, I have a lot of stuff "lying around" that never made it to the finish line
[17:51] <waltervn> years and years old
[17:52] <waltervn> as some point I decided to just leave it until the MIDI code is done. Unfortunately none of us have gotten around to doing that yet
[17:52] <waltervn> *at some point
[17:53] <snover> indeed. I can totally understand that position.
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[18:27] <Deledrius__> :)
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[19:15] <TMM> 0x10 MVE movies play too! :D https://tmm.cx/nextcloud/s/RHDTixRoL6A9IS5
[19:15] <TMM> \o/
[19:15] <dreammaster> Congrats :)
[19:17] <dreammaster> I know, from the logs, how much it was frustrating you
[19:17] <TMM> lol, the capturing didn't go so well, sorry guys, the flickering isn't in the actual player
[19:18] <dreammaster> Yes, I didn't think it was ;)
[19:18] <TMM> I'm super happy with this
[19:21] <wjp> nice work :-)

[19:22] <wjp> how did you fix it?
[19:30] <TMM> wjp only updating changed blocks on the output buffer, keeping the old content
[19:33] <snover> TMM: you saw this frame? https://zetafleet.com/i/593d9b00514db.jpg
[19:35] <snover> its looking very close though, which is great 👍
[19:35] <TMM> snover, the original looks like that too
[19:36] <snover> huhhh.
[19:39] <wjp> encoder limited by bitrate?
[19:40] <TMM> yeah, it's fixed bitrate
[19:40] <snover> its possible, it seems to be a problem with large frame changes
[19:40] <wjp> my memory is failing me; which game/engine was this for again?
[19:41] <TMM> kingdom: the far reaches
[19:41] <TMM> probably also other interplay games in the future
[19:41] <TMM> they used this format quite a bit
[19:45] <TMM> maybe the startrek games uses these too
[19:56] <snover> i was thinking normality might (since that is the only game I remember that Interplay logo sequence from) but it looks like it uses GDV instead
[20:02] <TMM> gdv?
[20:04] <snover> https://wiki.multimedia.cx/index.php?title=Gremlin_Digital_Video
[20:06] <TMM> oh, good, a known format, how nice
[20:06] <TMM> :0
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[20:20] <GitHub38> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHybd
[20:20] <GitHub38> scummvm/master 3be659b Paul Gilbert: TITANIC: CGameManager viewChange better named as roomChange
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[21:07] <GitHub18> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHyxP
[21:07] <GitHub18> scummvm/master 6930f2b Paul Gilbert: TITANIC: Rename viewChange to freeSurface
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[21:31] <GitHub99> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHyhc
[21:31] <GitHub99> scummvm/master 9c21bb9 Paul Gilbert: TITANIC: Fix brief black boxes on fires in Canal
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[00:00] --- Mon Jun 12 2017