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[01:27] <GitHub30> [scummvm] RichieSams pushed 2 new commits to master: http://git.io/CaZU6Q
[01:27] <GitHub30> scummvm/master a26a9c7 RichieSams: ZVISION: Fix formatting and add curlies
[01:27] <GitHub30> scummvm/master b835eac RichieSams: ZVISION: Don't change location when coming back from ScummVM save dialog...
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[01:28] <clone2727> http://upload.wikimedia.org/wikipedia/en/4/4e/Curlyhoward.jpg
[01:34] <RichieSams> damn
[01:34] <RichieSams> I just made a regression
[01:35] <clone2727> Besides the transgression of calling them "curlies"? :P
[01:35] <RichieSams> aye
[01:35] <RichieSams> :(
[01:45] <RichieSams> Aaand discovered a new bug
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[02:04] <ScummBot> Port build status changed with 762e2ca6: Failure: master-osx_ppc
[02:05] <clone2727> ../../src-master/src/engines/cge/detection.cpp:174: internal compiler error: Segmentation fault
[02:05] <clone2727> ...
[02:10] <DrMcCoy> :(
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[02:11] <GitHub47> [scummvm] RichieSams pushed 1 new commit to master: http://git.io/dl4qGA
[02:11] <GitHub47> scummvm/master 0fafb6a RichieSams: Revert "ZVISION: Don't change location when coming back from ScummVM save dialog"...
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[02:22] <RichieSams> there
[02:22] <RichieSams> *now* it should be fixed
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[02:22] <GitHub159> [scummvm] RichieSams pushed 1 new commit to master: http://git.io/Dlt4Ww
[02:22] <GitHub159> scummvm/master 3a31e1d RichieSams: ZVISION: Don't change location when coming back from ScummVM save dialog and do change location when coming back from restore dialog...
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[03:09] <GitHub107> [scummvm] bluegr pushed 1 new commit to master: http://git.io/rvf96A
[03:09] <GitHub107> scummvm/master 68b7839 Filippos Karapetis: ZVISION: Fix bug #6768 (unable to save in the prison area)...
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[08:03] <Strangerke|work> hi guys
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[10:36] <chrilith> Hi there!
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[11:06] <Strangerke|work> hi chrilith :)
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[12:15] <chrilith> Hey Strangerke|work, got my last email?
[12:16] <Strangerke|work> Yep
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[12:58] <sanguine> Hey!
[13:00] <sanguine> I tried to change my forum email address since the domain is no longer in my ownership. Apparently I need to verify my email address by clicking the link in the mail sent to my original address. Can someone unlock the account for me? Same u/n as my irc account. Thanks!
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[13:18] <Strangerke|work> yep, I can help
[13:18] <Strangerke|work> now, come back.
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[13:21] <sanguine> Hi Strangerke!
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[13:22] <sanguine> My mobile IRC client disconnects when I leave the app..
[13:23] <Strangerke|work> Arf.
[13:24] <sanguine> Hope things are going well? Lots of new engines!
[13:25] <Strangerke|work> Yep, a lot of fun :)
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[13:28] <Strangerke|work> Currently I'm working on Tex Murphy: Martian Memorandum and we plan to work on Return of the Phantom once Rex is officially supported (which could happen soon)
[13:37] <sanguine> Nice, haven't played Tex before!
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[17:24] <GitHub140> [scummvm] fedor4ever opened pull request #566: ZVISION: comparison between signed and unsigned (master...master) http://git.io/CS5GAw
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[17:57] <WooShell> meow =^.^=
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[19:52] <syke> re
[19:54] <dreammaster> WB
[19:55] <DrMcCoy> syke!
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[20:15] <wjp> oh, that comment about scanf on Symbian made me look at backends/platform/tizen/sscanf.cpp
[20:15] <wjp> that one simply doesn't support floats _at all_
[20:20] <droid2727> yikes
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[20:25] <GitHub74> [scummvm] fedor4ever closed pull request #566: ZVISION: comparison between signed and unsigned (master...master) http://git.io/CS5GAw
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[20:25] <syke> herr doktor
[20:26] <syke> I'm sad to report that my mom died last week
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[20:26] <GitHub130> [scummvm] fedor4ever opened pull request #567: ZVISION: Fix comparison between signed and unsigned integers (master...master) http://git.io/-Vjx_A
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[20:26] <syke> she was a big fan of adventure games, and we played many Sierra games together when I was young
[20:27] Action: t0by hugs syke
[20:27] <t0by> I'm sorry, man.
[20:27] <syke> thanks t0by
[20:27] <wjp> I'm very sorry to hear that; my condolences :-(
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[20:28] <syke> hey m_kiewitz, long time no see :)
[20:28] <m_kiewitz> hi syke
[20:29] <syke> how's it going?
[20:29] <m_kiewitz> fine
[20:30] <m_kiewitz> have you tried kq6 or lb2 in the last 1 or 2 years?
[20:30] <syke> alas, no
[20:30] <m_kiewitz> we patched in dual mode support (text + audio at the same time)
[20:30] <syke> nice!
[20:31] <syke> I did poke around a few years ago to try and re-integrate my per-resource palette feature from FreeSCI
[20:31] <m_kiewitz> it was pretty strange. sierra almost had that feature going, but didn't really implement it. kq6 has quite a few issues here and there, which we had to patch out
[20:31] <syke> but some dev told me it would "never happen" because of the limitations of some supported platforms (indexed palettes?)
[20:31] <m_kiewitz> but lb2 was almost perfect
[20:31] <syke> that's really cool
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[20:32] <syke> what's holding up QfG4, at this point?
[20:32] <m_kiewitz> how did this work in freesci? SCI is working in palette mode all the time internally
[20:33] <wjp> FreeSCI ran in RGB mode
[20:33] <m_kiewitz> well, mainly the graphics code
[20:33] <syke> there was a configurations file with the different view resource number and which palette override it should use
[20:33] <syke> 0: AMIGA_PALETTE
[20:33] <m_kiewitz> wjp: how did it handle views and so on? as RGB data?
[20:33] <syke> 1: EGA_PALETTE
[20:33] <syke> etc
[20:34] <m_kiewitz> i have no idea how sierra managed EGA mode in the games, that didn't have a separate EGA version
[20:34] <syke> I also made DARK_AMIGA, DARK_EGA, LIGHT_EGA, LIGHT_AMIGA, etc
[20:34] <syke> tihs was for SCI0 and SCI01
[20:34] <syke> in the VGA games, there's enough colors where it's not irritating ;)
[20:35] <m_kiewitz> well amiga games load a palette file called spal, it should be easy to create replacement palettes
[20:36] <m_kiewitz> ega palette is also hardcoded (palette.cpp)
[20:36] <syke> I mostly focused on remapping ego's palette, as it was the easiest to track down
[20:36] <m_kiewitz> ah well, mapping just a view isn't that easy
[20:36] <m_kiewitz> however you can use 256 color views in 16 color games
[20:37] <syke> it was amazing what a difference it made to have even one element in the scene have a few different colors
[20:37] <m_kiewitz> i put larry from lsl5 into lsl 3 or so
[20:37] <syke> oh yea? that's great
[20:38] <syke> here was my original commit from 10 years ago: https://github.com/wjp/freesci-archive/commit/0414f639937778f472e8336e1d8f13de2f8130e0
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[20:38] <m_kiewitz> ah wait, it was lsl2
[20:38] <m_kiewitz> https://www.youtube.com/watch?v=RG9pzU-gR9Q
[20:38] <syke> looks like the names didn't get in -- these are all multipliers
[20:39] <wjp> ah, my freesci-archive repo :-)
[20:39] <syke> I made the interior of the garbage ship in SQ3 be slightly darker EGA, but lightened EGO a bit
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[20:40] <m_kiewitz> doing things like that would be quite complicated
[20:40] Action: syke shurgs
[20:40] <syke> I got it to work before ;)
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[20:40] <syke> but maybe some of the modularity has been broken down, so it's harder now
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[20:41] <m_kiewitz> sci is running in palette mode internally. it would be a nightmare to make it all use RGB data directly
[20:41] <syke> I did an example patch for Sarien also, hardcoding it so view 0 was always the Amiga palette
[20:42] <syke> made KQ3 look so much better when his body doesn't blend into the background all the time
[20:42] <syke> anyway
[20:42] <syke> what graphics things are holding up QfG4?
[20:42] <m_kiewitz> sci1+ does color matching all the time, so there has to be a palette somewhere
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[20:42] <m_kiewitz> well, the whole graphics code is just guess-work
[20:42] <syke> yea, I'm not interested in custom palettes for SCI1 -- just the EGA games
[20:42] <wjp> m_kiewitz: it's not impossible to do, though. You'd have to keep a second buffer around
[20:42] <wjp> m_kiewitz: one buffer for processing, one for displaying
[20:43] <m_kiewitz> wjp: yes, that's why I said it would be a nightmare :P i didn't say that it's impossible
[20:43] <syke> wjp: maybe freesci already had that for it's vector scaling, etc
[20:43] <wjp> getting rid of palette glitches during transitions would be nice :-)
[20:43] <m_kiewitz> thanks to my current mac code, it's already getting more complicated
[20:44] <m_kiewitz> wjp: those glitches are exactly what happened in original SCI as well
[20:44] <wjp> I know
[20:44] <wjp> doesn't mean it wouldn't be nice :-)
[20:44] <m_kiewitz> wjp: but yeah, i thought about at least color matching the old picture to the new palette
[20:44] <m_kiewitz> which would look weird in some cases, but it may improve the situation
[20:45] <m_kiewitz> i guess we could in theory switch to RGB mode, then do the transition in RGB mode and then switch back
[20:45] <m_kiewitz> how many platforms would have problem with that?
[20:45] <m_kiewitz> s/problem/problems
[20:46] <wjp> it would have to be optional in any case
[20:46] <m_kiewitz> that's for sure
[20:46] <m_kiewitz> even if I included color matching, I'm pretty sure some hardcore fans would get upset :P
[20:47] <syke> they'll be playing in dosbox, anyway
[20:48] <m_kiewitz> well, dosbox won't patch out glitches in the games. but maybe they like that, idk.
[20:48] <m_kiewitz> qfg4 will be interesting
[20:48] <m_kiewitz> there were quite a lot script bugs, which we could in theory also patch out
[20:49] <wjp> NRS already fixed quite a few, right?
[20:49] <syke> yea. I remember Lori Cole saying the QfG4 is a great game... if you can get past the bugs
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[20:50] <m_kiewitz> yes, but NRS did all sorts of weird things in other games
[20:50] <m_kiewitz> i mean it makes sense, there was no way of knowing the internals that well
[20:50] <m_kiewitz> NRS surely also had no ScummVM SCI debugger :P
[20:50] <syke> NRS?
[20:51] <wjp> NewRisingSun or so?
[20:51] <m_kiewitz> yes
[20:51] <wjp> he has a bunch of SCI patches, notably including fixes for timing problems
[20:52] <m_kiewitz> but like i said - those patches were really hacky
[20:52] <m_kiewitz> i think we patch all known issues on-the-fly internally and our patches don't do weird stuff
[20:53] <wjp> or no weirder than necessary :-)
[20:53] <m_kiewitz> lol yeah
[20:53] <m_kiewitz> well i think we even patch quite a few more
[20:53] <wjp> maybe we should figure out a way to make SCI2 support happen
[20:53] <m_kiewitz> qfg1vga for example had some mixed up text for some monsters
[20:54] <m_kiewitz> i think we should implement a better speed throttler at some point
[20:55] <somaen> I've been staring a bit at the XCode-output for create_project
[20:55] <somaen> The PBXGroup-output is wrong I think (although I might be mixing groups and references).
[20:55] <syke> wjp: is there no good debug symbols?
[20:55] <syke> someome last week was saying a Mac version of some SCI2 game had debug symbols
[20:56] <somaen> Comparing it to a working project-file, the references should be to the file-refs and not the buildrefs.
[20:56] <somaen> And the last group should be the mainGroup for the project file (as it has refs to all the subgroups).
[20:56] <somaen> That group should also use the hashes for the groups, and not the file-ref hashes for the files that those groups correspond to (I think, unless I'm mixing groups and references again).
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[20:57] <somaen> Doing a lot of that by hand, and transplanting that to an otherwise working xcodeproj, seems to work, but then there's the question of actually handling it.
[20:58] <somaen> I need to be able to figure out when I'm in the uppermost group, but then that doesn't seem to match up with indentation == 0 in writeFileListToProject
[20:59] <somaen> Doesn't really help that I'm a bit lost wrt how create_project actually works, since I haven't had the time to look into how the file lists are populated yet.
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[20:59] <somaen> There are also a few cases of missing quotation of names in there, where c++11-compat.h breaks the project-file unless quoted.
[21:00] <somaen> But what's there is clearly salvageable, with some patience and staring at pbxproj-files for a while, I'll look into it when I get some more time.
[21:00] Nick change: clone2728 -> droid2727
[21:00] <somaen> Which, is probably around next millenium.
[21:01] <somaen> !seen uruk
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[21:11] <m_kiewitz> has anyone seen tomb raider 2 played blindfolded?
[21:11] <m_kiewitz> https://www.youtube.com/watch?v=YmSqKtphcFQ
[21:11] <m_kiewitz> it's amazing
[21:15] <syke> ha! no
[21:15] <syke> that's pretty great
[21:16] <syke> the versions of TR1 and TR2 that came out on iOS recently look pretty great
[21:17] <syke> wjp?
[21:18] <wjp> hm?
[21:19] <syke> (12:55:44 PM) syke: wjp: is there no good debug symbols?
[21:19] <syke> (12:55:57 PM) syke: someome last week was saying a Mac version of some SCI2 game had debug symbols
[21:19] <wjp> ah, yes, that was me
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[21:22] <GitHub170> [scummvm] bluegr closed pull request #567: ZVISION: Fix comparison between signed and unsigned integers (master...master) http://git.io/-Vjx_A
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[21:22] <GitHub188> [scummvm] bluegr pushed 2 new commits to master: http://git.io/J6-h3Q
[21:22] <GitHub188> scummvm/master 08b6a5b Fedor: ZVISION: Fix comparison between signed and unsigned integers
[21:22] <GitHub188> scummvm/master ecc45b9 Filippos Karapetis: Merge pull request #567 from fedor4ever/master...
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[21:33] <syke> wjp: do the debug symbols line up with other SCI1.x interpreters? enough to do a binary diff?
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[21:35] <wjp> it's entirely OO
[21:35] <wjp> I can try what bindiff makes of it though
[21:36] <DrMcCoy> syke: Awww, my condolences :(
[21:37] <m_kiewitz> syke: it seems they fully reworked the graphics code (and thank god for that)
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[21:40] <wjp> syke: bindiff has very few matches with any confidence between qfg4demo and sq6
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[21:41] <wjp> the combination of a change in style (including vtables...), extra inlining, new compiler is probably too much for automatic detection, but we may be able to do some more localized diffs
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[21:50] <syke> ah
[21:50] <syke> sp6 is also SCI2?
[21:50] <syke> er
[21:50] <syke> sq6
[21:50] <wjp> yes
[21:50] <syke> are there any titles that were released as both SCI1.x and SCI2?
[21:51] <m_kiewitz> lsl6
[21:52] <wjp> how separate are those two lsl6 versions?
[21:52] <syke> when implemented SCI1, we used jonesega and jonesvga to help narrow things a bit
[21:52] <syke> jonesega was SCI01 and jonesvga was SCI1
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[21:53] <Yasu> Hi! Why are there two versions of Full Throttle?
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[21:55] <GitHub102> [scummvm] bluegr pushed 2 new commits to master: http://git.io/Q1RrpA
[21:55] <GitHub102> scummvm/master dcac5be Filippos Karapetis: ZVISION: Simplify the checks in the location changing code
[21:55] <GitHub102> scummvm/master 5df2e08 Filippos Karapetis: ZVISION: Fix bug #6771 (unable to leave room when loading a game)...
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[21:57] <syke> was the SCI2 version of LSL6 the "hi-res" version?
[21:57] <wjp> yes
[21:58] <syke> it would be interesting to get both of those side-by-side
[21:58] <syke> especially on a platform where one of them has symbols ;)
[21:58] <[md5]> the SCI2 version was quite different
[21:58] <[md5]> (hello, btw :) )
[21:58] <[md5]> and my condolences, syke
[21:59] <syke> thanks md5
[21:59] <syke> quite different, like a rewrite by a third part dev?
[22:00] <[md5]> well, AFAIK, only the game script logic was somewhat similar
[22:00] <[md5]> even the artwork was redone
[22:00] <syke> ok
[22:00] <[md5]> e.g.
[22:00] <[md5]> http://www.mobygames.com/game/dos/leisure-suit-larry-6-shape-up-or-slip-out/screenshots/gameShotId,89868/
[22:00] <[md5]> vs
[22:00] <[md5]> http://www.mobygames.com/game/win3x/leisure-suit-larry-6-shape-up-or-slip-out/screenshots/gameShotId,90556/
[22:01] <syke> right, I knew that bit
[22:01] <syke> if the scripts are similar, I wonder if one could set a script breakpoint
[22:01] <syke> and then use the system native debugger to single step from there
[22:01] <syke> assuming the SCI kernel calls, etc are fairly similar
[22:02] <syke> that's what I did in turbodebugger for DOS SCI games, and then softice for a few win3.x SCI games
[22:02] <[md5]> the SCI2 graphics code was a rewrite, really
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[22:02] <[md5]> e.g. even the scrolling code is different
[22:02] <syke> I see
[22:03] <[md5]> there's a separate call for scrolling in SCI2
[22:03] <[md5]> kScrollWindow
[22:03] <syke> beyond the graphics code, the method I mention might be a good way to figure out the non-graphics changes
[22:03] <[md5]> but in SCI1 it's done by the graphics code itself
[22:04] <[md5]> we have most of the non-graphics changes done, the main changes are in the graphics code itself
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[22:04] <syke> ah ok
[22:04] <syke> that's cool
[22:05] <[md5]> yep... all the work needed concerns the graphics functions, really
[22:05] <[md5]> plus, the SCI3 VM
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[22:06] <[md5]> Lars did most of the changes to the VM
[22:06] <[md5]> apart from the code to handle large game scripts
[22:06] <[md5]> (larger than 65k)
[22:06] <[md5]> er, 64k
[22:07] <[md5]> Known large SCI 3 scripts are:
[22:07] <[md5]> Lighthouse: 9, 220, 270, 351, 360, 490, 760, 765, 800
[22:07] <[md5]> LSL7: 240, 511, 550
[22:07] <[md5]> Phantasmagoria 2: none (hooray!)
[22:07] <[md5]> RAMA: 70
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[22:27] <wjp> [md5]: what's the exact setup with ubuntu/gcc that you have that breaks with that Nemesis "hotmov" control?
[22:30] <[md5]> wjp: VMWare 11, under Windows 7. The OS is Ubuntu 14.04 LTS, 64-bit
[22:30] <[md5]> wjp: do you have the game?
[22:30] <wjp> from GOG
[22:31] <[md5]> great
[22:31] <wjp> but as I said on the ticket, it works for me with gcc
[22:31] <[md5]> hrm
[22:31] <wjp> is 14.04 gcc-4.8.2?
[22:31] <[md5]> 64-bit?
[22:31] <[md5]> one sec
[22:31] <wjp> yes, 64 bit
[22:31] <dimi_t_d> hey gyus
[22:32] <[md5]> yes, gcc 4.8.2
[22:32] <wjp> hello
[22:32] <[md5]> hi dimi_t_d
[22:32] <wjp> I tried both 4.7.3 and 4.8.3
[22:33] <wjp> both work, nothing in valgrind
[22:33] <[md5]> hrm
[22:34] <[md5]> that is odd
[22:34] <[md5]> unless it's a version-specific problem
[22:34] <[md5]> I got both the GoG version and the version from the ZGI DVD
[22:34] <[md5]> I've tried the ZGI DVD one, one sec to try the GoG one
[22:36] <dimi_t_d> I just wanted to ask is there someone working on the Ace Ventura: The CD-Rom Game? And I'm sorry to interrupt your conversation here
[22:37] <LordHoto> wjp: Different locale settings? (If that matters somehow)
[22:38] <dimi_t_d> I've started some analysis with IDA and the data files and I think I'm onto something, so if someone is working on this maybe we can collaborate
[22:38] <[md5]> I remember there was someone working on it at some point
[22:39] <wjp> Sylvian and Malik were talking about it a few months back
[22:40] <Lightkey> SylvainTV?
[22:40] <dimi_t_d> Maybe I should bring it as a forum post?
[22:41] <wjp> and malik_cjm / malikcjm
[22:41] <wjp> I don't know if they're active on the forum. A mailing list post may also work
[22:41] <criezy> I believe somebody poped up on IRC earlier this month as well and said he was working on it.
[22:42] <wjp> yes, _PxL_
[22:42] <dimi_t_d> oh, sorry that should be me :-)
[22:43] <wjp> ah, yes, I see
[22:43] <eriktorbjorn> Does anyone here know anything about the Symbian port of ScummVM?
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[22:43] <Lightkey> :-)
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[22:44] <dimi_t_d> I was working on The Road To El Dorado for ResodualVM and got too excided being able to reverse the 2d formats there, so I've moved to Ace Ventura also
[22:44] <[md5]> oh that was you
[22:44] <[md5]> nice videos
[22:44] <[md5]> 2D is much much easier than 3D, btw
[22:44] <[md5]> (obviously)
[22:45] <clone2727> [md5]: And the Captain Obvious Award" of 2015 goes to...
[22:45] <dimi_t_d> thanks Yeah the 3d formats there are a little complex
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[22:45] <[md5]> clone2727: hello cap'n!
[22:45] <wjp> any results on GOG Nemesis yet?
[22:45] <dimi_t_d> So I guess I'll just stick with what I have there
[22:46] <Lightkey> beware: http://www.commitstrip.com/wp-content/uploads/2014/11/Strip-Side-project-650-finalenglish.jpg
[22:46] <[md5]> wjp: no, working on it
[22:46] <[md5]> VMWare is refusing to copy the files in the VM, so I'm creating an ISO
[22:46] <[md5]> to mount it as CD
[22:47] <wjp> just downloading it from GOG inside the VM doesn't work?
[22:47] <[md5]> it's 1.5GB :P I don't want to download it again for no reason
[22:47] <[md5]> but then again, the whole process takes roughly the same time...
[22:48] <wjp> the ISO does save the unpacking-a-windows-installer step of course
[22:49] <eriktorbjorn> I was wondering because bug #6779 was reported for the Symbian port, and looks eerily like something that was fixed over a year ago in the SDL backend.
[22:49] <dimi_t_d> Lightkey: :-D that's exactly what Im into now too much fun stuff to cover :-D
[22:55] <syke> [md5]: cool, thanks for the info
[22:56] <[md5]> wjp: yeah, it's a game version bug
[22:57] <[md5]> it works in the GoG version, but not in the version from the ZGI SE DVD
[22:57] <[md5]> so it's some file that's different, or in a different place
[22:57] <[md5]> wee
[22:57] <[md5]> at least it's not a weird and obscure code bug, so that's a good thing :) (TM)
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[23:01] <wjp> I'm confused now. So the compiler comparison you mentioned didn't use the same game data?
[23:03] <[md5]> the linux compiler comparison used a different set of game data... I'll check the two Windows compilers again
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[23:21] <GitHub63> [scummvm] bluegr pushed 1 new commit to master: http://git.io/9Bc00g
[23:21] <GitHub63> scummvm/master 5f98588 Filippos Karapetis: ZVISION: Fix saving when using the original save dialog...
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[23:24] <[md5]> wjp: yeah, I just double checked, this seems to be a problem with the CD version. The GoG version works fine
[23:24] <[md5]> *grumble*
[23:26] <wjp> ok, cool
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[23:31] <[md5]> what do you know. They've ripped that puzzle out
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[00:00] --- Tue Jan 20 2015