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[08:12] Strangerke|work (51f60aa1@gateway/web/freenode/ip.81.246.10.161) joined #scummvm. [08:12] #scummvm: mode change '+o Strangerke|work' by ChanServ!ChanServ@services. [08:12] hi guys [08:20] TMM (~hp@fsf/member/pdpc.professional.tmm) joined #scummvm. [08:25] Jon_God (~jon_god@2601:9:6700:4d9:3e07:54ff:fe26:6d61) left irc: Remote host closed the connection [08:42] Kirben_ (Kirben@c110-22-51-140.brasd4.vic.optusnet.com.au) joined #scummvm. [08:42] #scummvm: mode change '+o Kirben_' by ChanServ!ChanServ@services. [08:46] Kirben (Kirben@c110-22-51-140.brasd4.vic.optusnet.com.au) left irc: Ping timeout: 272 seconds [08:51] somaen (somaen@scummvm/undead/somaen) left irc: Ping timeout: 245 seconds [08:53] hey Strangerke|work [08:53] shh, it's still early. [09:01] right, sorry fuzzie [09:02] t0by (~t0by@host58-19-dynamic.20-79-r.retail.telecomitalia.it) joined #scummvm. [09:02] #scummvm: mode change '+v t0by' by ChanServ!ChanServ@services. [09:03] Hi darlings [09:09] Hi evil one [09:27] somaen (somaen@horisont.pvv.ntnu.no) joined #scummvm. [09:57] Hi somaen [09:58] I think I have something you'd like to see, here. [10:01] do tell :-) [10:02] Short story short, I'm trying an anternative fallback approach for multirect [10:03] which consists in, well, the plain old single giga rect approach, but after splitting the viewport videowall style [10:03] think think of partitionaning the viewport in 4x4 smaller screens [10:04] and applying the gigarect approach there. [10:04] So far so good [10:04] yesterday I tried to hack it in just to see if it was feasible [10:04] http://tinypic.com/r/vhc2zb/8 <--- and well, a lot of stuff which should /not/ be dirty is dirty (=pinky). [10:05] Take for example the first rect of the second row. [10:05] sounds interesting; will look later. (Have to get off train in a minute) [10:05] I'm trying to see if it's my mistake [10:05] or the game is just dirtying a whole lot of stuff for no particular reason [10:05] Heh, no hurry. [10:05] It's probably my mistake somewhere. [10:05] Or probably not. [10:06] *maybe not [10:06] (BTW that's my 2825320e14e6fca0082bd749a306e013ebeb89c4 commit) [10:06] D0SFreak (~D0SFreak@172.56.0.152) joined #scummvm. [10:10] No, it's fine. [10:10] I am probably screwing up somewhere. [10:24] Oh, right. [10:30] Kirben_ (Kirben@c110-22-51-140.brasd4.vic.optusnet.com.au) left irc: [10:32] There _might_ be fully transparent particles there [10:32] nope, my bad [10:32] What I'd LOVE to see, is this solution actually not getting a full grid over the enter manual override box [10:32] But that'd require opaque filtering. [10:33] that i plan to try as well [10:33] Which, actually, might be a rather decent way to get some speed [10:33] yup, it's on my hit list [10:33] I had a vague idea yesterday about not storing rects as rects, but putting start/stop points in a bunch of "Line"-objects [10:33] yesterday night I felt more like trying out this one, too tired to think about the opaque thing [10:34] And then parsing those lines to create rects afterwards. [10:34] Might be super silly though. [10:34] uhm [10:34] wouldn't that equal to a gazillion rects with height 1? [10:34] Yes [10:35] BUT [10:35] but with overlap already cured. [10:35] Yes, that. [10:35] And, to reduce the load, you could keep track of "lines that are equal to this line" as long as they continue to be equal. [10:36] I think it's quite interesting. [10:36] Or at least quite interesting j.u.l.i.a.-wise [10:36] And, of course drop any rects added between a start and stop point [10:36] I don't know if it would amount to shooting ourselves in the foot with 8-rect games [10:36] The 8 rect games fall into low res territory usually though [10:37] for 800x600, you'd have a max of 600 such objects. [10:37] say 300 if we use height 2? [10:37] i don't we'll have a whole lot of 1px high prtes [10:37] *sprites [10:37] And well, you'd cut the N^2 [10:37] even the stars in julia are 4px tall or something [10:37] interesting indeed. [10:38] I have a hunch that it'd be possible to create rects linearly from that structure [10:38] i have been thinking of ways of circumventing the problem as well [10:38] i.e. "Start from the top, create a rect as long as the width is the same" [10:38] but this didn't occur to me. [10:39] Worst-case memory usage should be around Xres*Yres/2 [10:39] which would be something like a checkerboard update. [10:40] And well, if THAT happens, you can always just go F*!" it, let's draw the entire screen, it'll all go through the cache anyhow. [10:41] checkerboard is not working particularly well anyway [10:41] even with a 12x12 grid it's still lighting up like a christmas tree. [10:42] uh, er [10:42] The coarser your grid is, the more of it will be enabled. [10:42] of course [10:42] but 12x12 is a lot [10:43] Besides, given that we update row by row, it might be worth considering coarser X values than Y values [10:43] (since we'll be dragging stuff in the ROW into cache anyhow, but not the next row) [11:02] ImperatorPrime (~Imperator@c-24-7-104-182.hsd1.ca.comcast.net) left irc: Quit: Konversation terminated! [11:08] DOSFreak (~D0SFreak@108-61-59-27ch.openskytelcom.net) joined #scummvm. [11:11] D0SFreak (~D0SFreak@172.56.0.152) left irc: Ping timeout: 258 seconds [11:23] I'm sorry, can anybody refresh my memory? What do you pass to configure to enable gprof profiling? [11:23] --enable-profiling [11:23] nevermind. [11:24] Vanfanel (~sddhwo@164.Red-83-34-172.dynamicIP.rima-tde.net) joined #scummvm. [11:25] droid2727 (~droid2727@2600:1001:b015:8433:d00e:ceb5:3dff:3762) joined #scummvm. [11:25] #scummvm: mode change '+o droid2727' by ChanServ!ChanServ@services. [11:30] SylvainTV (~SylvainTV@83.198.30.49) left irc: Ping timeout: 246 seconds [11:34] SylvainTV (~SylvainTV@ALille-252-1-62-49.w83-198.abo.wanadoo.fr) joined #scummvm. [11:34] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [11:37] uruk-hai (~uruk-hai@1F2E88F9.catv.pool.telekom.hu) joined #scummvm. [11:37] #scummvm: mode change '+o uruk-hai' by ChanServ!ChanServ@services. [11:48] ^Styr_ (~foobar@c83-249-213-144.bredband.comhem.se) left irc: Ping timeout: 245 seconds [11:48] Uhm. [11:50] somaen, even if patchwork is almost-linear we still manage to waste a truckload of time in addDirtyRect. The good news is that it it seemingly is almost as fast as the original - ~36 FPS and ~25-20 with the wakeup video. [11:51] Only problem is, "almost as fast as the original" is a rather sorry excuse for an "optimization" [11:51] \Lunch now [11:51] see you later [11:51] t0by (~t0by@host58-19-dynamic.20-79-r.retail.telecomitalia.it) left irc: Quit: Leaving [12:01] Styrbjorn (~foobar@c83-249-213-144.bredband.comhem.se) joined #scummvm. [12:04] DOSFreak (~D0SFreak@108-61-59-27ch.openskytelcom.net) left irc: Remote host closed the connection [12:19] TAS_2012v (2012@c-c5f871d5.024-3-67626724.cust.bredbandsbolaget.se) left irc: Read error: Connection reset by peer [12:21] TAS_2012v (2012@c-c5f871d5.024-3-67626724.cust.bredbandsbolaget.se) joined #scummvm. [12:30] D0SFreak (~D0SFreak@108-61-59-27ch.openskytelcom.net) joined #scummvm. [12:41] t0by (~t0by@host204-243-dynamic.50-79-r.retail.telecomitalia.it) joined #scummvm. [12:41] #scummvm: mode change '+v t0by' by ChanServ!ChanServ@services. [12:42] Styrbjorn (~foobar@c83-249-213-144.bredband.comhem.se) left irc: Ping timeout: 258 seconds [12:42] Tomaz^W2 (~tompsson@85.89.73.250) left irc: [12:46] t0by (~t0by@host204-243-dynamic.50-79-r.retail.telecomitalia.it) left irc: Ping timeout: 246 seconds [12:59] Tomaz^W (~tompsson@85.89.73.250) joined #scummvm. [13:01] Styrbjorn (~foobar@c83-249-213-144.bredband.comhem.se) joined #scummvm. [13:02] t0by (~t0by@host204-243-dynamic.50-79-r.retail.telecomitalia.it) joined #scummvm. [13:02] #scummvm: mode change '+v t0by' by ChanServ!ChanServ@services. [13:02] GitHub50 (~GitHub50@192.30.252.36) joined #scummvm. [13:02] [scummvm] urukgit pushed 1 new commit to master: http://git.io/PAd9Dw [13:02] scummvm/master a418481 Peter Bozsó: CGE2: Remove fallback detection for English translation. [13:02] GitHub50 (GitHub50@192.30.252.36) left #scummvm. [13:06] droid2727 (~droid2727@2600:1001:b015:8433:d00e:ceb5:3dff:3762) left irc: Ping timeout: 260 seconds [13:08] GitHub121 (~GitHub121@192.30.252.44) joined #scummvm. [13:08] [scummvm] urukgit pushed 1 new commit to master: http://git.io/Milkiw [13:08] scummvm/master 6f343af Peter Bozsó: MADS: Remove unused variables. [13:08] GitHub121 (GitHub121@192.30.252.44) left #scummvm. [13:28] Hum, removing unused variables in WIP engines may be a bad idea [13:28] droid2727 (~droid2727@2600:1001:b015:8433:d00e:ceb5:3dff:3762) joined #scummvm. [13:28] #scummvm: mode change '+o droid2727' by ChanServ!ChanServ@services. [13:28] in this case, it shouldn't be a problem though [13:41] duh, sorry :D [13:41] i was overdiligent [13:41] As I mentioned, it's not a problem in that case [13:42] but be cautious with WIP engines, you never know if those useless variables aren't something that still has to be partially implemented [13:42] kk, thank you :) [14:04] Strangerke|work (51f60aa1@gateway/web/freenode/ip.81.246.10.161) left irc: Quit: Bbl [14:06] somaen, nope. even with the patchwork approach full screen blitting is faster. [14:06] marginally, but faster. [14:06] I put them both in a cpu capped vm [14:07] and I get something like ~6 +- 2 fps vs ~8 +- 2 fps [14:07] let's see if the opaque thing helps [14:12] this is depressing. [14:13] did you say addDirtyRect itself is taking up much time? [14:14] as a rule no [14:15] with the patchwork approach that's where the job is done so yeah. [14:17] that said i'm a bit scared that the opaque thing won't help much either [14:17] the patchwork thing had ~10x10 rects total [14:17] ~n=100 [14:17] and iterating over them in a linear fashion was a enough to have a performance drop [14:18] patchwork is what exactly? [14:18] videowall. [14:18] the approach for handling fallback I was talking about earlier. [14:18] a 10x10 dirty bitmap? [14:18] yes [14:18] tried various values for (n,m) [14:19] and that makes addDirtyRect noticable? Surprising [14:19] what do you do in there? [14:21] basically, /exactly/ the current single-rect thing (from master) on each of the 100 (or whatever) videowall displays. [14:21] https://github.com/tobiatesan/scummvm/blob/a8713e2720c26a9a5f50f26326900ac7cc3c364d/engines/wintermute/base/gfx/osystem/dirty_rect_container.cpp#L116 [14:21] thing is, this approach is quite obviously opacity-agnostic [14:22] so I'm not sure the usual quadratic algorithm with an added priority queue for opaque rects can be any faster [14:22] why loop over everything? You know exactly which ones are touched from the min/max coords of the new rect [14:22] and _rectArray.size() is probably still expensive? [14:23] and _rectArray.size() is probably still expensive? ====> doesbn't that basically return the value of an attribute from Common::Array? [14:23] isn't that basically getSize()? [14:23] why loop over everything? You know exactly which ones are touched from the min/max coords of the new rect ====> not following you, sorry [14:24] oh, i get it. [14:24] interesting. [14:24] very interesting. [14:24] didn't occur to me. [14:24] let me try. [14:25] this could actually work [14:26] oh, rectArray is a Common::Array? That doesn't sound like the right structure for this [14:26] Yeah, I don't ever do random access [14:26] a list is probably better. [14:26] *a dll [14:26] or don't store them at all in this case? [14:27] but maybe that's not so important [14:27] wjp, for the "pure" bitmap thing i don't need them, right [14:27] as a fallback for the traditional, i probably do [14:27] but you know what. [14:28] let me try it bitmap only. [14:28] but note if you go to List, size() will become expensive [14:28] (and now the push_backs are likely expensive) [14:28] doesn't Common::List cache size somehow? [14:29] if not, any reason why I souldn't extend it/wrap it? [14:31] just keep track of size separately yourself [14:31] (i.e., rectcount) [14:33] well, extending common::list would avoid me having to do what you say on a big chunk of code at a small price; what about I try that first, and if there is an actual improvement I'll add a rectcount? [14:34] sure [14:34] up to you [14:35] Common::List is a dll, right? [14:36] yes [14:36] Deledrius_ (~Deledrius@66-215-182-125.dhcp.rvsd.ca.charter.com) joined #scummvm. [14:38] Deledrius_ (~Deledrius@66-215-182-125.dhcp.rvsd.ca.charter.com) left irc: Client Quit [14:40] Deledrius (~Deledrius@66-215-182-125.dhcp.rvsd.ca.charter.com) left irc: Ping timeout: 250 seconds [14:40] thanks wjp [14:41] i have a bunch of interesting ideas to try out [14:41] wouldn't be surprised if they helped a lot [14:50] meunierd_ (~dmeunier@198-48-205-92.cpe.pppoe.ca) joined #scummvm. [14:59] RUBICN64 (~Android@2601:7:9480:5ba:5805:7235:88fc:a5d9) joined #scummvm. [15:02] _marc` (~marc@p5DDC5862.dip0.t-ipconnect.de) left irc: Ping timeout: 255 seconds [15:05] Javacat (~Javacat@unaffiliated/javacat) joined #scummvm. [15:10] NotJavacat (~Javacat@unaffiliated/javacat) joined #scummvm. [15:11] Javacat (~Javacat@unaffiliated/javacat) left irc: Ping timeout: 272 seconds [15:11] Nick change: NotJavacat -> Javacat [15:14] Oh, well [15:15] i just finished replacing all arrays with lists and now it compiles. [15:15] now for some debugging. [15:15] aka: in which screaming and cursing in italian happens. [15:17] :D [15:17] i do the same in hungarian, don't worry [15:21] actually [15:21] it works fine. [15:21] it's just as dog slow as the array version. [15:21] teach me to curse in hungarian, for my mother tongue just doesn't cut it. [15:29] Guest42996 (~Poly-C@p4FDAADFC.dip0.t-ipconnect.de) left irc: Changing host [15:29] Guest42996 (~Poly-C@gentoo/developer/Polynomial-C) joined #scummvm. [15:29] meunierd_ (~dmeunier@198-48-205-92.cpe.pppoe.ca) left irc: Quit: meunierd_ [15:29] Nick change: Guest42996 -> Polynomial-C [15:33] RUBICN64 (~Android@2601:7:9480:5ba:5805:7235:88fc:a5d9) left irc: Quit: AndroidIrc Disconnecting [15:34] Littleboy (~littleboy@c-174-62-174-218.hsd1.ma.comcast.net) joined #scummvm. [15:34] #scummvm: mode change '+o Littleboy' by ChanServ!ChanServ@services. [15:37] i hate everybody [15:38] hi. [15:38] Nick change: t0by -> conspicuously-ev [15:38] Nick change: conspicuously-ev -> very-evil-t0by [15:39] the first rule of linked lists is that arrays are always better [15:39] honestly i don't think the data structure at hand matters much given what the profiler shows [15:39] due to inconvenient real-world co siderations [15:40] sure :-) [15:40] it' a quadratic algorithm with a ton of input [15:40] saving something on push_back isn't saving me here. [15:41] mmhm [15:41] (BTW I vaguaely remember push_back in vector having O(1) amortized cost, I suppose that wouldn't be unheard of for Common::Array) [15:41] *vageuly [15:41] darn [15:41] *vaguely [15:42] irrelevant anyway [15:50] Nick change: very-evil-t0by -> t0by [15:52] t0by, i don't think this channel is the appropriate place to swear in hungarian :D [15:53] Deledrius (~Deledrius@66-215-182-125.dhcp.rvsd.ca.charter.com) joined #scummvm. [15:53] D0SFreak (~D0SFreak@108-61-59-27ch.openskytelcom.net) left irc: Ping timeout: 246 seconds [15:54] ny00123 (~ny00123@109.66.33.19) joined #scummvm. [16:16] _marc` (~marc@p20030046081F9CFCF01C9922453B63D3.dip0.t-ipconnect.de) joined #scummvm. [16:19] _sev|work_ (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [16:27] bgKa (~bbouclet@vai69-5-88-183-207-181.fbx.proxad.net) joined #scummvm. [16:27] #scummvm: mode change '+o bgKa' by ChanServ!ChanServ@services. 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[18:42] im trying to write my own c decompiler, are there any resources or articles someone would suggest? [18:42] specifically a strategy to solve branching [18:47] t0by: this bitmap approach isn't quadratic [18:47] nope, it's not [18:47] who said otherwise? [18:48] I was referring to the plain old thing with lists tossed in in lieu of arrays [18:48] I'm trying to do something with you bitmap approach right now [18:49] Which kind of requires a rewrite, though, since things are much easier if you have the "patch" size fixed instead of the number of patches [18:49] (that way you either need the cliprect to be an exact multiple, or do some ugly calculations) [18:55] criezy (~criezy@host31-53-241-154.range31-53.btcentralplus.com) joined #scummvm. [18:55] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [18:58] MrSiggler (~textual@blk-89-213-45.eastlink.ca) joined #scummvm. [19:04] Akz- (~akz@kekkonen.niksula.hut.fi) left irc: Ping timeout: 250 seconds [19:10] salty-horse (~ori@bzq-79-176-106-37.red.bezeqint.net) joined #scummvm. [19:10] #scummvm: mode change '+o salty-horse' by ChanServ!ChanServ@services. [19:27] D0SFreak (~D0SFreak@216.155.129.35) left irc: Ping timeout: 272 seconds [19:37] meunierd_ (~dmeunier@75.98.19.133) joined #scummvm. [19:45] meunierd_ (~dmeunier@75.98.19.133) left irc: Ping timeout: 272 seconds [19:49] h00ligan (~User@ip140.net177.n37.ru) left irc: Read error: Connection reset by peer [19:51] HypnZ_ (~HypnZ@ppp-94-69-150-16.home.otenet.gr) joined #scummvm. [19:51] RUBICN64 (~Android@2601:7:9480:5ba:5805:7235:88fc:a5d9) joined #scummvm. [19:52] HypnZ (~HypnZ@ppp-94-69-150-16.home.otenet.gr) left irc: Ping timeout: 258 seconds [19:56] ST1 (~ScottT@ppp118-210-134-154.lns20.adl6.internode.on.net) joined #scummvm. [19:56] ST (~ScottT@ppp118-210-71-56.lns20.adl2.internode.on.net) left irc: Disconnected by services [20:09] TAS_2012v (2012@c-c5f871d5.024-3-67626724.cust.bredbandsbolaget.se) left irc: Read error: Connection reset by peer [20:10] TAS_2012v (2012@c-c5f871d5.024-3-67626724.cust.bredbandsbolaget.se) joined #scummvm. [20:18] D0SFreak (~D0SFreak@66.55.134.218) joined #scummvm. [20:26] meunierd_ (~dmeunier@75.98.19.133) joined #scummvm. [20:26] bgKa (~bbouclet@vai69-5-88-183-207-181.fbx.proxad.net) left irc: Ping timeout: 272 seconds [20:29] nope [20:30] apparently not even the wjp-style patchwork is working. [20:30] you can find it on my multirect_2014_patchwork branch [20:30] there's some kind of computation error that makes it so that some rects are not properly cleaned up [20:31] but I'm not even bothering to fix that [20:31] I get ~60% of the fullscreen framerate [20:31] At this point I really think that multirect is a nice thing in 8 rect games, but it won't do anything for J.u.l.i.a. and the like. [20:33] "It's a nice thing in 8 rect games" as in "it is irrelevant in comparison to blitting and can really help squeezing some more FPS, so you can play Rosemary on your dad's 486 with that" [20:35] I'm shelving this for the time being. [20:36] unless somebody has some kind of idea. [20:36] Of course, it's still a nice thing to play 8 rect games on awfully slow machines. [20:37] I think I'll have a look to that audio desyncing issue that really gets on my nerves. [20:38] sirlemonhead (~bduncan22@95.44.164.183) joined #scummvm. [20:41] apropos: J.U.L.I.A.: Among the Stars has been released [20:41] also Bernd das Brot und die Unmöglichen :-) [20:42] which, to make things more interesting, uses a custom fork of WME [20:51] surix: What do you mean by 'solve branching'? [20:55] Akz- (~akz@kekkonen.niksula.hut.fi) joined #scummvm. [20:56] turning jumps into if then while for switch [20:59] surix: Find Christina Cifuentes' thesis [20:59] thanks, found it [21:01] blitter_ (~blitter@c-24-23-255-133.hsd1.ca.comcast.net) left irc: Ping timeout: 250 seconds [21:04] surix: If you have anything to show, please do. I'd be interested in seeing it :) [21:05] Haven't had time to work on mine for a long time. [21:15] uruk-hai (~uruk-hai@1F2E88F9.catv.pool.telekom.hu) left irc: Ping timeout: 272 seconds [21:16] t0by: Why is it slower than master though? [21:16] im still designing mine, what i have written so far just splits it into continuous blocks and puts comments after some lines of what the c code should be, mostly it just detects datastructures specific to the project im working on, and inserts function names that ive identified so far [21:17] And well, the opaque thing would mean a backwards pass every time an opaque draw is issued, that's true, but it's not likely to be close to a fully quadratic algorithm, as ONLY the opaque calls trigger it. [21:17] Anyhow, the desynch thing is the reason why I haven't announced Dirty Split officially yet [21:18] That and the super slow scroll in the white chamber are currently the two things that's holding back the most games [21:18] somaen (somaen@horisont.pvv.ntnu.no) left irc: Changing host [21:18] somaen (somaen@scummvm/undead/somaen) joined #scummvm. [21:18] #scummvm: mode change '+o somaen' by ChanServ!ChanServ@services. [21:21] waltervn (~walter@541B5492.cm-5-4b.dynamic.ziggo.nl) left irc: Quit: Textual IRC Client: www.textualapp.com [21:26] super slow scroll. [21:26] that's new [21:26] to me, I mean. [21:27] salty-horse (~ori@bzq-79-176-106-37.red.bezeqint.net) left irc: Quit: Leaving [21:28] And well, the opaque thing would mean a backwards pass every time an opaque draw is issued, that's true, but it's not likely to be close to a fully quadratic algorithm, as ONLY the opaque calls trigger it. ----> But to do thisin the first place... you need to /do rects/. Or did I misunderstand your idea? [21:29] somaen, are you doing something for desync atm? I'd like to spend the last couple free weeks I have having a look at it, especially if this would mean getting DS supported. [21:29] (i love that one) [21:36] nite everybody [21:36] t0by (~t0by@host204-243-dynamic.50-79-r.retail.telecomitalia.it) left irc: Quit: Leaving [21:43] Nick change: ST1 -> ST [21:43] #scummvm: mode change '+o ST' by ChanServ!ChanServ@services. [21:46] WooShell (woo@ipbcc0be82.dynamic.kabel-deutschland.de) left irc: Quit: Walking upside down in the sky, between the satellites passing by. Gliding along the black rainbow, I fly away with my shadow. Scratching the moon like a DJ, the night follows its odyssey. [21:53] HypnZ_ (~HypnZ@ppp-94-69-150-16.home.otenet.gr) left irc: [22:05] blitter (~blitter@c-24-23-255-133.hsd1.ca.comcast.net) joined #scummvm. [22:05] Schnaks (~Schnaks@p4FC48697.dip0.t-ipconnect.de) left irc: [22:13] Javacat (~Javacat@unaffiliated/javacat) left irc: Ping timeout: 260 seconds [22:14] Jon_God (~jon_god@2601:9:6700:4d9:3e07:54ff:fe26:6d61) joined #scummvm. [22:14] Javacat (~Javacat@unaffiliated/javacat) joined #scummvm. 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