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[03:28] <Lightkey> http://www.bundlestars.com/all-bundles/tex-murphy-bundle/ now that's a steal
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[07:28] <waltervn> morning
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[08:48] <m_kiewitz> Director's Cut of Zak McKracken Between Time and Space (fangame) is available: http://www.mckracken.net/
[08:56] <Endy> I always meant to play that, seemed to channel David's writing style quite well :)
[08:56] <Endy> Recommended [Y/N]?
[09:00] <Endy> Operation Timed Out.
[09:00] <Endy> :P
[09:09] <DrMcCoy> Endy!
[09:10] <Endy> Wassup, Doc?
[09:12] <DrMcCoy> A direction. But that's not important right now
[09:12] <DrMcCoy> :P
[09:12] <Endy> .. and stop calling me Shirly!
[09:12] <Endy> ;)
[09:12] <DrMcCoy> :D
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[09:57] <eriktorbjorn> I'm always surprised when someone posts about a supposed ScummVM bug to a non-ScummVM forum: http://www.gog.com/forum/dig_the/scummvm_bug/page1
[09:59] <waltervn> eriktorbjorn: I don't think it's weird to complain to gog (the seller) about issues
[10:00] <eriktorbjorn> About issues, no, but when he explicitly says it's a ScummVM bug...?
[10:04] <Kirben> Yes, seems too common, another example which doesn't mention specifics - http://www.gog.com/forum/lure_of_the_temptress/just_because_its_free_doesnt_mean_you_should_play_it/post6
[10:06] <Kirben> Maybe we should note the music/sound difference in lure somewhere, as it sure does sound different - https://www.youtube.com/watch?v=CngUi4K2BPc
[10:08] <waltervn> sure, but in general if you bought something and it doesn't work, you go back to the seller. If I buy a game that's broken because of a problem with the Unity engine, that's really of no concern to me, that's the developer's problem and he's still responsible for sorting it out.
[10:09] <waltervn> (developer being the game developer in this case)
[10:12] <m_kiewitz> eriktorbjorn: i agree, that really sucks. I wonder if that guy even tried using the original interpreter. Maybe it is actually a game bug.
[10:13] <m_kiewitz> Kirben: it seems that guy has beef with ScummVM :P
[10:16] <m_kiewitz> hmm, found some bug report about larry 6 under ScummVM :/
[10:16] <m_kiewitz> http://www.gog.com/forum/leisure_suit_larry_series/leisure_suit_larry_6_freezing_windows_64bit
[10:16] <m_kiewitz> I'm playing this at the moment on 64 Windows8 and it has been working perfectly for me. That is until you get about halfway into the game where Larry attempts to satisfy a girl called Char from the mud baths. Whilst she has you strapped to her fetish table complete with restraints and nipple clamps, she turns the voltage up.
[10:16] <m_kiewitz> When this happens my game freezes every time until I'm prompted with the generic 'ScummVm has stopped responding' message
[10:18] <m_kiewitz> i wonder if GOG applied some fanmade patches
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[10:23] <m_kiewitz> hmm my international larry 6 version plays that scene just fine using ScummVM 32-bit
[10:23] <m_kiewitz> anyone bought the GOG version?
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[10:39] <m_kiewitz> what is this:
[10:39] <m_kiewitz> http://www.gog.com/forum/leisure_suit_larry_series/anyone_else_think_the_emulator_they_used_for_this_is_kinda_iffy
[10:39] <m_kiewitz> My problem is that whenever I'm in full screen mode and the game minimizes by accident, the mouse is locked in the upper left corner. The only way I can get my mouse to work on the desk top is to initiate a shut down by using C+A+D and then canceling it after the current game closes. I'm using windows 7, 64-bit.
[10:40] <m_kiewitz> is anyone able to reproduce this?
[10:40] <droid2727> "game minimizes by accident"? O_o
[10:41] <m_kiewitz> that's actually correct
[10:41] <m_kiewitz> but it isn't locked in the game, it's locked in windows
[10:41] <m_kiewitz> i just tried to play larry 6, switched the game to fullscreen mode. then alt-TABed out
[10:41] <m_kiewitz> and my mouse cursor was really locked to upper left of my screen
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[10:42] <m_kiewitz> same error happens when playing toonstruck
[10:42] <WooShell> good meowning =^.^=
[10:42] <m_kiewitz> it seems to be an SDL or ScummVM backend issue
[10:43] <droid2727> m_kiewitz: alt-tabbing is not an "accident"
[10:43] <m_kiewitz> yes, but why is the mouse cursor locked?
[10:44] <m_kiewitz> when i got the game running fullscreen and want to switch to something else, the mouse cursor shouldn't get locked in the upper left corner
[10:44] <m_kiewitz> can anyone try using Linux? I wonder if this is Windows-only
[10:44] <m_kiewitz> also happens for Legend Of Kyrandia
[10:46] <DrMcCoy> I remember hearing about that before. IIRC that was an SDL issue..
[10:46] <DrMcCoy> m_kiewitz: Try with a newer SDL build?
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[10:47] <m_kiewitz> my SDL.dll is dated 17.10.2009
[10:47] <DrMcCoy> Issues like that were also the reason SDL2 removed that mouse lock feature completely, IIRC
[10:47] <m_kiewitz> but why does it happen in fullscreen mode only when switching away from the task?
[10:48] <m_kiewitz> Does DOSBox not use SDL? DOSBox works fine in that regard
[10:49] <DrMcCoy> 12:46:42 <@DrMcCoy> m_kiewitz: Try with a newer SDL build?
[10:49] <m_kiewitz> yes, im trying
[10:50] <m_kiewitz> the latest dated 15.1.2012 works for me
[10:51] <m_kiewitz> i wonder which SDL GOG distributes
[10:52] <m_kiewitz> in our official ZIP file SDL.dll is dated 12.7.2014, is that the 15.1.2012 version?
[10:52] <eriktorbjorn> m_kiewitz: I can't Alt-Tab to another window while in fullscreen mode on my Linux box (migth be dependent on the desktop environment; Xfce in my case), so the closest I can get is to have my calender pop up a reminder while I'm playing. But that just forces the game into windowed mode again, seemingly without any ill effects.
[10:53] <eriktorbjorn> Which reminds me, I should play through Toonstruck again one of these days. Last time I did that - a long time ago - some of the animations seemed much too fast to me.
[10:53] <m_kiewitz> weird, our SDL.dll is 307k, the latest "official" SDL is 297k o_O
[10:54] <m_kiewitz> hmm with our SDL.dll the error also doesn't happen at least for me
[10:56] <DrMcCoy> m_kiewitz: You could just look into that PE version info of the DLL, you know...
[10:56] <DrMcCoy> m_kiewitz: Version 1, 2, 15, 0 (i.e. 1.2.15, the latest), Copyright 2012 Sam Lantinga
[10:58] <DrMcCoy> On GNU/Linux, that's easily done with string -el, since they're UTF-16LE strings. On Windows, you even only have to right-click the DLL and select "Properties", or whatever that menu entry is called
[10:58] <DrMcCoy> strings*
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[10:59] <m_kiewitz> sure, but I don't understand why our SDL.dll is a bit larger than the one from www.libsdl.org
[11:00] <m_kiewitz> hmm weird, the official one doesn't contain version information o_O
[11:00] <DrMcCoy> Who says we're distributing the pre-built one? Very possible that Kirben compiled it from source
[11:00] <eriktorbjorn> Well, that's disappointing. I already found one Toonstruck glitch. :-)
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[11:01] <m_kiewitz> DrMcCoy: i just found it weird that ours is larger. Yeah, it was probably compiled by us.
[11:01] <m_kiewitz> i wonder what GOG did
[11:04] <DrMcCoy> Obviously not shipping with the latest SDL version :P
[11:07] <m_kiewitz> yeah, but i wonder if GOG even used an outdated ScummVM as well.
[11:08] <DrMcCoy> Probably
[11:08] <DrMcCoy> They know version X works, and so they don't have to do more in-depth testing, I'd guess
[11:11] <m_kiewitz> really strange, even ScummVM 1.5.0 had that fixed SDL.dll
[11:11] <m_kiewitz> and the forum posts are dated mid 2013
[11:11] <m_kiewitz> ScummVM 1.5.0 was released mid 2012
[11:13] <m_kiewitz> and what's going on here (macintosh ScummVM):
[11:13] <m_kiewitz> http://www.gog.com/forum/leisure_suit_larry_series/mac_leisure_suit_larry_1_to_5_screen_resolutioncolour_and_aspect_ratio_fix
[11:13] <m_kiewitz> If any of you Mac users are having trouble with Screen Resolution/Colour/Aspect ratio in Leisure Suit Larry 1 to 5 because of scummvm i.e. (Screen is smaller and stuck down in one corner, colours are all wrong, Larry's skin is blue etc.)
[11:13] <m_kiewitz> also an SDL issue?

[11:15] <SylvainTV> a toonstruck glitch?
[11:15] <SylvainTV> where?
[11:15] <SylvainTV> :p
[11:15] <DrMcCoy> Wasn't there a bug years ago where the 16bit RGB mode was different when fullscreen? I.e. say RGB565 when windowed, but RGB555 when fullscreen?
[11:16] <m_kiewitz> was that ScummVM backend? SDL?
[11:16] <DrMcCoy> Hell if I remember
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[11:37] <droid2727> SDL
[11:38] <eriktorbjorn> SylvainTV: https://sourceforge.net/p/scummvm/bugs/6867/
[11:39] <SylvainTV> aha
[11:39] <SylvainTV> interesting
[11:40] <SylvainTV> i don't remember that at al
[11:40] <eriktorbjorn> SylvainTV: I didn't either, but I tried it in DOSBox, and there he does a little dance.
[11:48] <SylvainTV> you're righ
[11:48] <SylvainTV> t
[11:48] <SylvainTV> it calls Cmd_Play_Flux_Anim
[11:50] <eriktorbjorn> SylvainTV: Any idea if that was a no-op in the original as well?
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[12:11] <SylvainTV> it was not
[12:12] <SylvainTV> i'm trying to figure out what it did
[12:12] <SylvainTV> without ida :P
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[12:19] <eriktorbjorn> SylvainTV: I tried and failed, but I know very little about the engine so you should have a much better chance. :-)
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[12:27] <eriktorbjorn> I'm surprised GOG doesn't mention their "Star Trek: Judgment Rites" includes the bonus disc from the collector's edition. I wasn't going to buy it since I already have it on CD, but I didn't have that...
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[12:31] <droid2727> Does it come with the VHS, though?
[12:34] <eriktorbjorn> droid2727: Nope. Wasn't that just an episode of the original TV series, though, i.e. you can get it elsewhere? (Though admittedly, I've only watched the version with the remade special effects.)
[12:36] <droid2727> eriktorbjorn: Yes :P
[12:41] <droid2727> eriktorbjorn: And watch the originals! tsk!
[12:42] <eriktorbjorn> droid2727: It was the only version available to me at the time.
[12:42] <droid2727> :(
[12:45] <eriktorbjorn> I've also only watched the updated version of Star Trek: The Motion Picture lately.
[12:46] <eriktorbjorn> Though from what I've heard, in both cases the changes were made more tactfully than what George Lucas did to Star Wars.
[12:47] <eriktorbjorn> And I do have the original version of Star Trek: The Motion Picture... on VideoCD. :-)
[12:47] <m_kiewitz> eriktorbjorn: i own the limited edition, yes it was just an episoe on VHS
[12:47] <m_kiewitz> episode
[12:48] <m_kiewitz> i own the whole original series on DVD, the unmodified originals in the Limited Box Sets (which went for 12 or 13pounds each on amazon.co.uk back then)
[12:49] <m_kiewitz> and i own all the movies in this great bluray set: http://www.blu-ray.com/movies/Star-Trek-I-X-Limited-Collectors-Edition-Blu-ray/81793/
[12:54] <eriktorbjorn> m_kiewitz: I don't have a blu-ray player, but back when they released 2-disc versions of the movies, I got the six first ones when they were cheap. I'd probably have skipped the fifth one, but there was one of those "get 3 for the price of 2" deals...
[12:54] <m_kiewitz> the second CD from the Limited Edition was actually worth it
[12:54] <eriktorbjorn> And when I came across 1-4, and 6-7 on VideoCD in a local second-hand store, and they were dirt cheap, I just had to get them to see if it was true that DVD players could handle them. :-)
[12:54] <m_kiewitz> i own the original movies on DVD as well (up to next generation movies)
[12:54] <m_kiewitz> VideoCD o_O
[12:55] <eriktorbjorn> m_kiewitz: http://en.wikipedia.org/wiki/Video_CD
[12:55] <m_kiewitz> *shudder*
[12:55] <eriktorbjorn> Probably about the same resolution as VHS, and two discs for each movie.
[12:55] <m_kiewitz> were those official releases?
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[12:57] <eriktorbjorn> As far as I can tell. The cases have a "VIDEOCD" logo on the spine, and the instructions and text on the back is printed on thick paper, and looks far too high quality to be done on a laser printer of the era.
[12:58] <eriktorbjorn> And all the text on them is in Swedish. I wouldn't expect that from a pirated copy.
[13:00] <eriktorbjorn> Actually, the text on the back of Star Trek 4 is pretty funny. It starts, roughly translated, "We are aboard the starship Enterprise, far outi n th euniverse in an uncertain and unsafe future, filled with danger and intrigue." Anyone who has watched the movie knows that almost none of that is true. :-)
[13:01] <m_kiewitz> maybe it was there to trick people? :P
[13:01] <m_kiewitz> i love the interviews on the bonus disc, but it's a nightmare to find out where they are
[13:02] <eriktorbjorn> m_kiewitz: Yeah, I just tried it. The interface is pretty horrible. You'd think people who make point-and-click adventures could come up with something better.
[13:03] <m_kiewitz> we should create a player for those movie files and then create an simple menu to access them
[13:04] <eriktorbjorn> m_kiewitz: By the way, http://en.memory-alpha.org/wiki/VCD has a list of VCD releases of the Star Trek movies.
[13:06] <eriktorbjorn> m_kiewitz: MPlayer works with the .MVE movies, at least for me.
[13:06] <m_kiewitz> fascinating. 1993 and 1994 for US + Europe
[13:06] <m_kiewitz> yeah, but will you get the actual questions as well?
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[13:07] <m_kiewitz> it seems the questions are not encoded inside the movie files
[13:07] <eriktorbjorn> m_kiewitz: Ah. I was thinking mainly of the documentary.
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[13:07] <m_kiewitz> there is one? where? i haven't found it yet lol
[13:09] <eriktorbjorn> m_kiewitz: "The Making of Star Trek: Judgment Rites". You can watch it on the main viewscreen from the captain's chair.
[13:09] <m_kiewitz> argh, i never tried
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[13:13] <eriktorbjorn> Heh. Someone must have really wanted to watch those movies outside of the original interface. MPlayer identifies the codecs as "Interplay MVE video" and "DPCM Interplay". :-)
[13:14] <eriktorbjorn> Anyway, time and go out and enjoy the weather.
[13:14] <droid2727> They're used it multiple games by Interplay
[13:14] <droid2727> in*
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[13:20] <m_kiewitz> eriktorbjorn: found it, who the hell thought it was a good idea to have a tiny hotspot at the top...
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[13:52] <GitHub176> [scummvm-web] Kirben closed pull request #10: Remove comment about C64/Apple ManiacMansion (master...patch-1) http://git.io/vvnxX
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[13:52] <GitHub191> [scummvm-web] Kirben pushed 2 new commits to master: http://git.io/vUSQP
[13:52] <GitHub191> scummvm-web/master 977eb5e Robert Crossfield: Remove comment on C64/Apple ver of ManiacMansion...
[13:52] <GitHub191> scummvm-web/master 175e867 Kirben: Merge pull request #10 from segrax/patch-1...
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[13:58] <Nitrus> Hi guys, is anyone online (with about 10 minutes to spare) versed in AGOS?
[14:02] <LordHoto> Kirben left around 10 minutes ago. But maybe you can just ask your question and see whether someone else got an idea?
[14:08] <Nitrus> It's not a question, more of a discussion... I've done some StS1 image modding before, so now I want to take a look at editing/adding scripts. Since everything's being done after being loaded into memory, I'm having some trouble...
[14:08] <Nitrus> ...identifying where's it being loaded from the local files. And I can't seems to find any correlation for the execution of opcodes in the original data files (except the executables)...
[14:08] <Nitrus> ...so I was hoping if that didn't cause too much of a headache to whoever would like to attempt explaining, he/she would explain it to me :)
[14:12] <Nitrus> E.G. I can identify which files are being loaded, but that's about it. I'm unable to understand what in the files says "execute this subroutine, execute this opcode"
[14:19] <Nitrus> The purpose of this is trying to reimplement missing text for the talkie version, I've previously attempted it, at one point I had it partially figured out, but didn't have time to purue it. Then life happened and I forgot everything about how it works :D
[14:20] <Nitrus> AGOS is a bit complicated as an engine though IMO, so I can understand that people might not want to get into it, even the guys developing/maintaining it
[14:26] <LordHoto> I am not sure who looked into that except Kirben.
[14:26] <LordHoto> He's in some australian time zone though.
[14:29] <Nitrus> Heh, I'm CEST, around 4:30PM here. I'll try and ping him when he comes online and see if he's able and willing. Also try and not seem stalker-ish :)
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[14:47] <GitHub90> [scummvm] wjp pushed 1 new commit to master: http://git.io/vU93g
[14:47] <GitHub90> scummvm/master 8466c0f Willem Jan Palenstijn: SCI: Restore xs after calling run_vm from debugger...
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[14:53] Action: wjp notices the last commit before that
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[14:55] <GitHub69> [scummvm] wjp pushed 1 new commit to master: http://git.io/vU9nm
[14:55] <GitHub69> scummvm/master 8919a8e Willem Jan Palenstijn: SAGA: Avoid code duplication
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[14:55] <wjp> there.
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[15:18] <ScummBot> Port build status changed with 8466c0f0: Success: master-iphone
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[15:58] <GitHub16> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vU9QV
[15:58] <GitHub16> scummvm/master fdfb777 Martin Kiewitz: SCI: change qfg2 saurus ride script patch...
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[16:58] <m_kiewitz> hi lars!
[17:02] <lskovlun> hi
[17:02] <lskovlun> I see wjp has fixed the bug in the debugger I've been seeing
[17:03] Action: lskovlun likes this
[17:06] <droid2727> lskovlun: You didn't make a bug report? :P
[17:07] <lskovlun> it wasn't a priority... I could have investigated myself
[17:07] <lskovlun> but I've got a few other changes in my repo
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[17:08] <lskovlun> one is a potential core enhancement that should be discussed with someone on the core team before I commit it
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[17:19] <wjp> lskovlun: what kind of enhancement?
[17:23] <lskovlun> I grew annoyed with the fact that you get no meaningful error message when running games using compiled-out engines
[17:24] <lskovlun> so I introduced a flag in the AdvancedDetector class that would allow the detection entries to be included
[17:24] <lskovlun> noting that the engine itself is not there
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[17:34] <m_kiewitz> lskovlun: "compiled-out engines"?
[17:34] <Raziel^> m_kiewitz: ./configure --disable-engines=all --enable-engine=wme
[17:34] <m_kiewitz> ahhh
[17:35] <m_kiewitz> thx
[17:52] <Lightkey> Raziel^: Huenison must be the first time I see a game sold for AmigaOS 4, just got a mail from IndieGameStand
[17:53] <Raziel^> Lightkey: i think there were a few others before that one, but they didn't produce much impact
[17:55] <Raziel^> Lightkey: http://entwickler-x.de/
[17:56] <Lightkey> yes, I'm sure there are others, just meant the first I saw in a store I use
[17:56] <Raziel^> ah, ok
[17:59] <Nitrus> LordHoto: I've managed to remember how to read the opcodes and subroutines from the files again, so I've got that going for me :)
[18:03] <Nitrus> Now to figure out blocks and jumps/calls...
[18:04] <Raziel^> Nitrus: what game is that? (if you can share)
[18:04] <LordHoto> lskovlun: That sounds interesting. The best thing would be if you just open a pull request for that.
[18:05] <Lightkey> Raziel^: logs four hours ago
[18:05] <LordHoto> Nitrus: I think that should be relatively easy to figure out when you look at the engines/agos/script*.cpp files
[18:06] <Nitrus> Raziel^: Ah just trying to make a script explorer for Simon the Sorcerer 1 :)
[18:06] <Raziel^> Nitrus: oh, nice :-)
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[18:08] <Nitrus> LordHoto: I thought so too, but everything's being read into memory, and then worked on from there, was kinda tough to pinpoint what exactly is going on (some scripts take multiple variables, some none, as is the usual case with scripts, and it was difficult to discern one ended and another began)
[18:09] <Nitrus> Now I'm trying to figure out the pointers, as subroutines (or subs called within subs) usually end with FF, but doesn't say where they jump to
[18:10] <Nitrus> e.g. When a sub is called from within a sub
[18:11] <Nitrus> The decimal numbering of opcodes in ScummVM is what actually made me realize what's going on
[18:13] <LordHoto> There seems to be an opcode which starts a subroutine (see AGOSEngine::o_process in script.cpp line 432+).
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[18:14] <Nitrus> Yup, I identified it to be 0x47 in the files
[18:15] <Nitrus> Which actually is o_process in ScummVM :)
[18:18] <Nitrus> To fix subtitles I'll probably need to modify existing tables or GAMEPC, and for example when reading Calypso's letter, I'll have to add the text, and modify Simon to execute string Ids with nonexisting soundId (since calypso's letter is a big long chunk of sound). The problem with that is...
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[18:19] <Nitrus> ...that there are a lot of variables everywhere like number of strings contained in file, offset of scripts after plain text part etc. Once I've got those all sorted out, I think it's quite doable now
[18:21] <Nitrus> End goal is to patch game files, not ScummVM. I've already done it through ScummVM, and it's very easy when you have all of the stuff in readable format :)
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[18:32] <GitHub170> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vUQqm
[18:32] <GitHub170> scummvm/master bfab4c4 Martin Kiewitz: SCI: debug commands scro, scrs and script_said...
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[18:40] <GitHub23> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vUQOw
[18:40] <GitHub23> scummvm/master 3183ef0 Martin Kiewitz: SCI: add said-details to script_said debug cmd
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[18:58] <GitHub6> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vUQ8Y
[18:58] <GitHub6> scummvm/master c787560 Martin Kiewitz: SCI: add SCI3 support for debug cmd scro
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[19:00] <m_kiewitz> lskovlun: scripts in SCI3 are a bit weird. Have you figured out what Sierra actually did?
[19:00] <m_kiewitz> LSL7:
[19:00] <m_kiewitz> 00003010: 48 00 00 00 25 73 25 73-00 fd 1f 00 76 65 72 73 H...%s%s....vers
[19:00] <m_kiewitz> 00003020: 69 6f 6e 00 00 b9 16 00-64 65 76 65 6c 6f 70 00 ion.....develop.
[19:00] <m_kiewitz> 00003030: 6f 55 73 65 72 00 1f 00-6f 45 76 65 6e 74 48 61 oUser...oEventHa
[19:00] <m_kiewitz> 00003040: 6e 64 6c 65 72 00 20 00-6f 42 61 63 6b 67 72 6f ndler. .oBackgro
[19:00] <m_kiewitz> 00003050: 75 6e 64 50 6c 61 6e 65-00 01 00 00 6f 54 65 73 undPlane....oTes
[19:00] <m_kiewitz> 00003060: 74 46 69 6c 65 00 00 00-6f 4d 75 73 69 63 31 00 tFile...oMusic1.
[19:00] <m_kiewitz> what's 00 b9 16 00 in the 3020: line?

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[22:18] <m_kiewitz> KQ5 DOS + Windows CD inserted in the disc drive results in: https://www.youtube.com/watch?v=RqunFIEI1IY
[22:18] <m_kiewitz> LOL
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[22:28] <LordHoto> :-D
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[22:34] <sirlemonhead> m_kiewitz: brilliant :D
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[00:00] --- Fri May 15 2015