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[00:00] <CIA-37> Johannes Schickel master * r050b8e3 / (4 files in 2 dirs):
[00:00] <CIA-37> GUI: Rework how the default localized font is managed.
[00:00] <CIA-37> Now we set the default localized font to the "text_default" font of the
[00:00] <CIA-37> currently active theme and default to the big GUI font in case none is
[00:00] <CIA-37> specified properly. - http://git.io/G1BgAA
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[00:03] <LordHoto> ok that should be a bit better now :-P
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[00:12] <CIA-37> Johannes Schickel master * r1574d64 / (graphics/fontman.cpp graphics/fontman.h):
[00:12] <CIA-37> GRAPHICS: Let FontManager::setFont accept an "const BdfFont *".
[00:12] <CIA-37> As the documentation points out this method currently only works for BDF
[00:12] <CIA-37> fonts, thus it is safer to let it actually just accept such. - http://git.io/VLu88Q
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[00:28] <clone2727> DrMcCoy: So you're LordHoto's faithful follower?
[00:30] <DrMcCoy> :OOO
[00:30] <clone2727> from the stats: "LordHoto's faithful follower, DrMcCoy, didn't speak so much: 207342 words."
[00:30] <DrMcCoy> . . .
[00:30] <clone2727> and the stats never lie, of course
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[00:50] <CIA-37> Paul Gilbert master * r4222a72 / (5 files in 2 dirs): TSAGE: Implemented R2R Scene 325 - Bridge Console - http://git.io/vFP8ew
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[01:15] <LordHoto> http://img408.imageshack.us/img408/5905/scummvm.png nothing like good old comic sans in ScummVM!
[01:16] <clone2727> LordHoto: The new default!
[01:17] <LordHoto> indeed!
[01:17] <LordHoto> and now to clean up this TTF support in our themes :-P
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[05:21] <hello> Hey can someone please help me with an android issue?
[05:26] <clone2727> hello: Most people are asleep now. You can just write your problem here and anyone who is awake might be able to help -- but you're better off writing in the forums
[05:27] <hello> Ok thankyou
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[07:51] <Begasus> morning peeps
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[12:17] <Mataniko_> hey is anyone using vc++ 2010 to compile scummvm?
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[12:25] <Strangerke> Mataniko: I use VC++ 2008
[12:26] <dreammaster> Likewise.
[12:26] <_sev> I used 2010
[12:27] <_sev> last time in November
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[12:28] <Mataniko> ill try that if i can't get it to work because im getting compile errors in microsoft.cppcompile.targets
[12:28] <Mataniko> trying to reinstall
[12:28] <Mataniko> reboot
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[12:36] <Mataniko> sev im trying to add some of these hebrew HE games, crashes on readMAXS
[12:47] <_sev> Mataniko: crash in readMAXS is absolutely OK
[12:48] <_sev> it just suggests that you specified wrong interpreter version
[12:48] <_sev> Kirben knows it at hand, so if you struggle, it would be faster to ask him
[12:48] <Mataniko> ill see once i get an ide working
[12:48] <Mataniko> the detector detects the correct game though
[12:50] <Mataniko> reinstalling vc++2010 didn't do anything, it says some of the properties in cppcommon.targets are wrong
[12:50] <Mataniko> but that comes with vc++
[12:50] <Mataniko> i tried turning off pre/post build events
[12:51] <_sev> no, no
[12:51] <_sev> in the detection table you specify interpreter version
[12:51] <_sev> something like 95 or 98
[12:51] <_sev> or even 98.5
[12:51] <_sev> detection is based on file checksums, but the game doesn't run
[13:05] <Mataniko> 2008 gives me
[13:05] <Mataniko> 1>Project : warning PRJ0018 : The following environment variables were not found:
[13:05] <Mataniko> 1>$(SCUMMVM_LIBS)
[13:22] <Mataniko> finally
[13:22] <Mataniko> with 2010
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[13:40] <Mataniko> i added the md5 to scumm-md5.h but findInMD5Table returns nothing
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[14:17] <Mataniko> ok im stumped
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[14:32] <Mataniko> ok, i added an entry in the md5 table, the search doesn't bring it up, but if i set the detector to point to that entry manually everything is fine
[14:32] <Mataniko> i took the md5 scummvm computes
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[14:55] <Mataniko> im officially frustrated :)
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[15:36] <DrMcCoy> LordHoto: http://lordhoto.users.sourceforge.net/scummvm-aa.png and http://lordhoto.users.sourceforge.net/scummvm-aa.png ? :P
[15:36] <LordHoto> DrMcCoy: I don't see what you talk about!
[15:37] <DrMcCoy> CheatHoto
[15:37] <LordHoto> ;-)
[15:38] <fuzzie> that looks rather a lot nicer
[15:40] <fuzzie> http://img819.imageshack.us/img819/9246/smvmttf.png just didn't quite have the same effect :-p
[15:40] <LordHoto> hehe
[15:42] <fuzzie> (although that is clearly the coolest font ever)
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[16:50] <wjp> speaking of ttf support, what's the font situation on mobile devices? Is there built-in font support that we can use to gain performance and/or space?
[16:52] <CIA-37> Filippos Karapetis master * rbeb1f5b / (engines/agi/checks.cpp engines/agi/picture.h): AGI: Fix bug #3451122 - "AGI-FANMADE: Nick's Quest hangs ScummVM upon starting" - http://git.io/ddLkmQ
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[17:32] <Mataniko> i still don't understand what im doing wrong with these detector entries, anyone available to help?
[17:36] <[md5]> what detector entries?
[17:38] <Mataniko> i have a couple of HE games that are not detected
[17:38] <Mataniko> i added the correct md5 to scumm-md5.h to test it
[17:38] <Mataniko> and nothing comes up from the lookup
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[17:51] <Mataniko> what the?
[17:51] <Mataniko> i removed all the entires from the md5 table
[17:51] <Mataniko> and now it finds it
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[18:20] <Mataniko> ok sent a pull request
[18:20] <LordHoto> Mataniko: you did use the md5table tool to add them though, right?
[18:21] <Mataniko> not for my test, but i just sent a pull for an updated scumm-md5.txt
[18:21] <LordHoto> Mataniko: the md5 list in scumm-md5.h is autogenerated and requires the md5 field to be sorted as far as I can tell
[18:21] <LordHoto> Mataniko: of course there's this nice "DO NOT EDIT MANUALLY!" warning at the top of the file ;-)
[18:22] <Mataniko> right, i just wanted to try the entries first :)
[18:22] <Mataniko> do i need to submit scumm-md5.h too?
[18:22] <LordHoto> yes
[18:23] <LordHoto> also you should adapt your commit message a bit
[18:23] <Mataniko> ok, where's the md5table tool?
[18:23] <LordHoto> it's in devtools
[18:23] <LordHoto> make devtools should compile it
[18:23] <LordHoto> http://wiki.scummvm.org/index.php/Commit_Guidelines#Rules for the commit message
[18:24] <[md5]> hm, also I don't think we have the PHP page with the MD5 entries anymore
[18:24] <Mataniko> ok, ill fix it up and resubmit
[18:24] <[md5]> so the information in that tool is a bit misleading
[18:24] <LordHoto> so the first line should be something "SCUMM: Add md5 entries for some Hebrew HE games."
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[18:25] <Mataniko> gotcha
[18:26] <wjp> and then an empty line, and then the extra info
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[18:28] <LordHoto> clone2728!
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[18:40] <Mataniko> you know what
[18:40] <Mataniko> i hate windows dev tools
[18:40] <Mataniko> i tried to compile md5table.c with both netbeans and vc++
[18:40] <Mataniko> too much hassle, didn't work, etc
[18:40] <Mataniko> got mingw and used gcc
[18:40] <[md5]> mingw32?
[18:41] <[md5]> ah
[18:41] <Mataniko> why can't stuff just work
[18:41] <[md5]> cause Windows people are used to having a GUI
[18:41] <[md5]> which isn't always usable for cases like this
[18:42] <Mataniko> it's just frustrating sometimes
[18:42] <Mataniko> i don't mind using the cl
[18:42] <Mataniko> i tried using the vs cl
[18:42] <Mataniko> that didn't work either
[18:43] <LordHoto> what exactly failed there?
[18:43] <Mataniko> i don't remember
[18:43] <[md5]> that's not really helpful :/
[18:43] <Mataniko> ill check again in a sec
[18:44] <Mataniko> ok im going to close this pull request and do another one with the updated scumm-md5.h
[18:44] <Mataniko> oh, cool that commit was added to the pull
[18:44] <droid2727> [md5]: As a former Windows person, I was not used to having a GUI :P
[18:45] <[md5]> droid2727: you weren't?
[18:45] <LordHoto> Mataniko: and it still doesn't follow the commit guidelines!
[18:45] <Mataniko> i didn't do that part yet!
[18:46] <LordHoto> probably you should merge the two commits anyway
[18:46] <Mataniko> how do i do that
[18:46] <fuzzie> I think "building things on Windows is a huge sodding pain" is a much better explanation than anything to do with GUIs.
[18:47] <[md5]> "building things on Windows make fuzzie a sad panda" :P
[18:47] <[md5]> makes *
[18:47] <fuzzie> It is true.
[18:48] <droid2727> [md5]: Nope
[18:50] <Mataniko> ok now it's pretty
[18:51] <LordHoto> fuzzie: maybe one can generalize that to "doing things on Windows" ;-)
[18:51] <Mataniko> I opened a can of worms
[18:51] <fuzzie> LordHoto: At least there are no signals there.
[18:52] <[md5]> signals?
[18:53] <fuzzie> Don't ask. Sorry, not meaning to drift OT.
[18:55] Action: LordHoto sends SIGTSTP to fuzzie
[18:56] <[md5]> oh you mean POSIX signals. Sorry :)
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[19:02] <LordHoto> wjp: about ttf on mobile devices, I think android uses freetype2, but as far as I got it you can't access it via the NDK, thus you need to link it statically
[19:03] <Mataniko> wjp all set
[19:03] <LordHoto> Mataniko: "Merge branch 'dgds' of git://github.com/alexbevi/scummvm" looks wrong ;-)
[19:04] <fuzzie> LordHoto: well, you can access it all you want via the NDK but there are ABI changes so it doesn't go particularly well if you do
[19:04] <Mataniko> why is that showing on the pull
[19:04] <Mataniko> ugh
[19:04] <Mataniko> im trying to play with that
[19:04] <Mataniko> i thought that was added to a new branch
[19:04] <LordHoto> it's showing in the pull request, since you merged it to the branch which you requested to be pulled
[19:05] <LordHoto> fuzzie: that isn't any more helpful though ;-)
[19:05] <fuzzie> LordHoto: yes, I just thought I'd mention it in case someone gets the bright idea to actually try that
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[19:06] <LordHoto> some stuff I found claimed that the header files were missing in the NDK though, but maybe they were wrong... it's not that I would've considered it a trustworthy piece of information anyway ;-)
[19:06] <fuzzie> oh, sure, they're not there
[19:07] <LordHoto> so people use their own headers and link against the system libraries and wonder if something goes wrong?
[19:07] <fuzzie> no, people use some random system headers and link against the system libraries and it works fine on *their* device
[19:07] <fuzzie> but of course not on a library with a system library with another ABI

[19:08] <fuzzie> erm, not on a device with
[19:08] <LordHoto> smart people it seems ;-)
[19:08] <fuzzie> our android EAS (midi synth) support is done by just bodging the relevant structs/functions into the scummvm code and doing dlopen() and checking the version matches
[19:09] <LordHoto> that's a bit safer though, isn't it?
[19:09] <LordHoto> and now you remind me, the EAS code is still in audio/softsynth/ instead of backends/midi, right?
[19:09] <fuzzie> sure, it works beautifully, but I'm just saying that clearly the lack of headers in NDK is no obstacle :-)
[19:09] <fuzzie> yes
[19:10] <fuzzie> also mt32 and fluidsynth
[19:11] <LordHoto> well, mt32 is fine there imho, at least as long as we include all the source for it ;-)
[19:11] <Mataniko> i fixed it
[19:12] <Mataniko> i don't understand why it showed, i started a new branch
[19:12] <LordHoto> you definitly didn't push the fixed commit messages though
[19:12] <Mataniko> why would it merge it
[19:13] <LordHoto> maybe you didn't checkout the new branch after creating it and just merged the other changes into the branch you requested to be pulled?
[19:13] <Mataniko> oh i updated the pull request message, not the commit
[19:13] <LordHoto> ;-)
[19:13] <fuzzie> LordHoto: well I guess just some explanation of what goes where would be nice
[19:14] <LordHoto> fuzzie: everything which can be used on multiple platforms it seems!
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[19:14] <fuzzie> well, then I guess fluidsynth and EAS should really stay in audio/softsynth/ :-p
[19:15] <LordHoto> in case there's some way to use it on non-android maybe!
[19:16] <fuzzie> it's apache license so we weren't quite clear on the legality of bundling it
[19:16] <LordHoto> // TODO doesn't seem to work with midi streams?
[19:16] <LordHoto> if (ConfMan.hasKey("soundfont")) {
[19:16] <LordHoto> aha
[19:19] <LordHoto> anyway it might make sense to move the fluidsynth code to backends/midi too
[19:19] <fuzzie> well, a "depends on platform-specific and/or external libraries" distinction makes sense to me
[19:19] <Mataniko> ok i fixed the last commit message, I don't know how to merge the 2 commits though
[19:20] <Mataniko> really appreciate the patiences on this :)
[19:20] <Mataniko> -s
[19:21] <LordHoto> rebase -i it and use squash should work I think
[19:21] <Mataniko> i already rebased to get rid of the previous stuff
[19:21] <LordHoto> you can rebase as often as you want though ;-)
[19:25] <wjp> it's also better to use the present tense in commit messages, but that's a minor thing
[19:25] <Mataniko> now git bash is whining
[19:26] <LordHoto> I didn't know git had it's own bash
[19:27] <Mataniko> it's the default option in git for windows
[19:27] <LordHoto> I guess it's just a bash for windows
[19:28] <CIA-37> Strangerke master * r8327189 / (9 files in 2 dirs): TSAGE: R2R - Implement scene 1100 - http://git.io/aAAXxA
[19:43] <Mataniko> ok finally fixed the commits
[19:43] <Mataniko> message and history
[19:43] <Mataniko> sorry about the mess
[19:44] <LordHoto> the commit message line looks still like "Add Hebrew versions of:" which really isn't a good summary ;-)
[19:45] <Mataniko> UGH copied the wrong thing
[19:45] <Mataniko> ok fixed, pinky promise
[19:45] <Mataniko> now it's added and not add
[19:45] <Mataniko> heh
[19:46] <Mataniko> awful day
[19:47] <Mataniko> VS2010 command line compiler: unresolved external symbol _snprintf
[19:47] <Mataniko> in main
[19:47] <Mataniko> for md5table.c
[19:48] <LordHoto> you probably need to link against your standard C library ;-)
[19:49] <fuzzie> _snprintf is the mangled name
[19:50] <fuzzie> so that is probably the much-loved 'the vs2010 team would like you to stop trying to compile C' snprintf-is-_snprintf thing
[19:51] <fuzzie> but the compiler should have warned about that during compiling the c file, no?
[19:51] <LordHoto> doesn't the msvc linker only show the mangled name, when it doesn't find the symbol?
[19:51] <Mataniko> LordHoto: i think so
[19:51] <fuzzie> well, yes, such as in this case
[19:52] <fuzzie> so it's looking for the C function snprintf, right? which doesn't exist.
[19:52] <Mataniko> right
[19:52] <LordHoto> oh right
[19:52] <LordHoto> it didn't contain snprintf :-P
[19:52] <fuzzie> if that is actually the problem you can just replace the sole snprintf call in md5table.c with _snprintf
[19:53] <LordHoto> and then rejoice in joy when something fails ;-)
[19:53] <Mataniko> well i used mingw
[19:53] <Mataniko> but someone asked what was the error message with vc++
[19:54] <fuzzie> well I mean it would be nice to know if it works if you do that change :)
[19:54] <fuzzie> if it isn't a pain to try.
[19:55] <LordHoto> good old MSVC is always amazing
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[19:58] <Mataniko> LordHoto: anything else that needs to be fixed?
[19:58] <LordHoto> duuno
[19:58] <LordHoto> dunno*
[19:58] <LordHoto> that's what the SCUMM developers will tell you if required ;-)
[19:59] <Mataniko> okie
[20:00] <Mataniko> how do i make changes to my repo without messing up this pull request
[20:00] <LordHoto> do them in another branch
[20:02] <Mataniko> thats what i thought i did
[20:02] <LordHoto> well how did you do it? ;-)
[20:03] <Mataniko> i don't remember
[20:03] <Mataniko> im trying to ninja git
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[20:05] <_sev> 500 lines for stage to beat kyra :)
[20:05] <_sev> stage=tsage
[20:06] <Mataniko> ok i see what i did wrong
[20:06] <Mataniko> i created a branch
[20:06] <Mataniko> but didn't check it out
[20:06] <Mataniko> before pulling
[20:06] <_sev> 471 to be precise
[20:06] <Mataniko> sev do you want these HE cds?
[20:06] <LordHoto> then there's finally another engine supporting less games with more lines of code, yay :-P
[20:07] <Strangerke> LordHoto: more (arcade) games to come...
[20:07] <_sev> Mataniko: preferably
[20:07] <fuzzie> _sev: heh, binary size is a bit more scary..
[20:08] <LordHoto> Strangerke: pff we can support more games too!
[20:08] <fuzzie> C&C support, here we come?
[20:08] <LordHoto> nah
[20:08] <Mataniko> +1
[20:09] <Strangerke> LordHoto: Just do it!
[20:09] <LordHoto> we have no network API in ScummVM
[20:09] <LordHoto> so there's no point for C&C support
[20:09] <Strangerke> LordHoto: Implement it!
[20:09] <Mataniko> adventure gamers play solo
[20:09] <Strangerke> yep
[20:10] <LordHoto> Mataniko: nah only people without friends play games with multiplayer only solo!
[20:12] <droid2727> LordHoto: You didn't add the networking API yet? For shame!
[20:12] <LordHoto> droid2727: :-D
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[20:25] <CIA-37> Johannes Schickel master * rf71fb6a / (2 files): DEVTOOLS: Fix some warnings in create_kyradat. - http://git.io/xpMWtQ
[20:34] <[md5]> LordHoto: there's an MSVC warning in graphics/fonts/bdf.cpp
[20:34] <[md5]> line 78
[20:34] <[md5]> it complains that the "data" variable may be uninitialized
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[20:35] <[md5]> hm, never mind, it's another false positive
[20:35] <fuzzie> warning: unable to follow trivial data flow, please get better compiler?
[20:35] <[md5]> yes yes yes ok :P
[20:36] <[md5]> now you're being evil against poor innocent M$ :p
[20:37] <fuzzie> if they can afford to build a compiler just to make sure intellisense is as unusable as possible, i'm sure they can play watch-the-loop-variable
[20:39] <[md5]> true
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[20:40] <fuzzie> anyway go and suppress it by initializing data I guess? :-p
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[20:40] <[md5]> that's what I'm doing now
[20:40] <[md5]> but it shouldn't be there in the first place :/ sigh
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[20:42] <CIA-37> Filippos Karapetis master * r103ae27 / graphics/fonts/bdf.cpp : GRAPHICS: Silence a false positive warning in MSVC - http://git.io/USe-kQ
[20:42] <[md5]> there, now MSVC has happily shut up again
[20:42] <CIA-37> Strangerke master * r9ddabec / (5 files):
[20:43] <CIA-37> TSAGE: R2R - Fix sub1B00, rename it to scalePalette
[20:43] <CIA-37> Thanks wjp for the namings - http://git.io/Dcn2uQ
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[21:13] <WooShell> re
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[21:47] <CIA-37> Eugene Sandulenko master * r2852d68 / (devtools/scumm-md5.txt engines/scumm/scumm-md5.h):
[21:47] <CIA-37> Merge pull request #164 from Mataniko/master
[21:47] <CIA-37> SCUMM: Added three Hebrew HE games - http://git.io/LYHp5w
[21:54] <Mataniko> yay
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[22:53] <spk64> can someone give me a link to the latest scummvm for ps2? don't find exactly instructions how to do!
[22:54] <clone2727> spk64: http://buildbot.scummvm.org/builds.html
[22:58] <spk64> and what i have to do with them? Burn to a DVD? or can i use a USB?
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[23:04] <spk64> i would like to use an usb!
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[23:19] <Mataniko> theres some info about using a hdd on the ps2 forum
[23:19] <Mataniko> http://forums.scummvm.org/viewforum.php?f=10
[23:23] <spk64> Yeah but is it necessary to delete all other things on the hdd?
[23:24] <Mataniko> no idea, that post just mentions a new partition
[23:24] <Hkz> no, you need to create a new partition on the HDD
[23:24] <Hkz> you can do it inside the ps2 using ulaunchelf
[23:24] <Hkz> if you're talking about the internal ps2 hd
[23:25] <Hkz> otherwise a fat32 formatted usb drive should suffice, afaik
[23:26] <spk64> okay i will look and test the two variants
[23:26] <spk64> Thank you for first inforamtions
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[23:31] <LunaVorax_win> Hi everyone!
[23:35] <CIA-37> Fabio Battaglia master * r15ea731 / engines/sword2/sprite.cpp :
[23:35] <CIA-37> SWORD2: Fix problem with the height of PSX sprites
[23:35] <CIA-37> Apparently some uncompressed PSX sprites have a wrong
[23:35] <CIA-37> height value in the datafiles, creating subtle problems
[23:35] <CIA-37> like missing lines in some graphics. Fixed by artificially
[23:35] <CIA-37> adding 1 to odd height values of uncompressed sprites. - http://git.io/iPSZXg
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[00:00] --- Sun Jan 8 2012