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[00:20] <CIA-27> fingolfin * r47985 /web-planet/scummvm_template/config.ini: Removed pointer to kjdf's blog -- sadly, it doesn't exist anymore
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[00:23] <StarG> where would i look for title detections?
[00:24] <clone2727> StarG: What title are you trying to detect?
[00:27] <StarG> the dig's game detection text is still a bit bland
[00:27] <clone2727> scumm/detection.cpp?
[00:27] <clone2727> bland in what way?
[00:27] <StarG> doesnt list platform nor language
[00:29] <clone2727> StarG: You mean like https://sourceforge.net/tracker/?func=detail&aid=1857455&group_id=37116&atid=418823 ?
[00:30] <StarG> if you point at the tracker issue from a bit ago.. yes.. let me see
[00:30] <StarG> exactly
[00:32] <StarG> i located the detection entry...
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[00:33] <StarG> however even if i change it .. i cant test it quickly
[00:34] <StarG> seems changed a bit in svn
[00:35] <StarG> if i'd only accelerate remote x11 a bit so i could test it quickly :)
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[00:36] <StarG> very interesting: the entries quite have changed a bit since 1.0.0
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[01:18] <clone2727> http://grumpygamer.com/8030581
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[03:16] <CIA-27> mthreepwood * r47986 /scummvm/trunk/engines/sci/sci.cpp: Add the missing ResMan debug channel.
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[03:21] <WilliamC> What's up Willis?:P
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[09:26] <Strangerke> hi guys
[09:28] <dreammaster> G'day
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[09:31] <peres> hello!
[09:33] <dreammaster> G'day
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[09:47] <[md5]> hello
[09:48] <dreammaster> G'day
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[10:31] <CIA-27> dreammaster * r47987 /scummvm/trunk/engines/tinsel/pcode.cpp: Script workaround fix for DW1, for being able to give the whistle back to the pirate before the parrot
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[12:13] <CIA-27> Hkz * r47988 /scummvm/trunk/ (4 files in 4 dirs): Add N64 backend to credits
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[13:47] <m_kiewitz> hahaha http://www.youtube.com/watch?v=JVfVqfIN8_c&feature=channel
[13:49] <Strangerke> Too long, didn't listen :P
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[16:20] <CIA-27> mthreepwood * r47989 /scummvm/trunk/engines/sci/engine/ (kernel32.cpp segment.cpp segment.h): Search through arrays for outgoing references to fix possible garbage collector problems; minor cleanup.
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[16:41] <CIA-27> peres001 * r47990 /scummvm/trunk/engines/drascula/graphics.cpp: Close the FLI file only from the routine that opened it.
[16:41] <CIA-27> peres001 * r47991 /scummvm/trunk/engines/drascula/ (converse.cpp rooms.cpp): The text parser functions can create their temporary buffers on the stack.
[16:42] <CIA-27> peres001 * r47992 /scummvm/trunk/engines/drascula/ (converse.cpp drascula.cpp drascula.h rooms.cpp): Pass the input stream to text parser functions.
[16:42] <CIA-27> peres001 * r47993 /scummvm/trunk/engines/drascula/ (drascula.h graphics.cpp):
[16:42] <CIA-27> Reduced references to _arj to the minimum. It is passed as a
[16:42] <CIA-27> SeekableReadStream everywhere.
[16:43] <CIA-27> peres001 * r47994 /scummvm/trunk/ (8 files in 2 dirs):
[16:43] <CIA-27> Let ArjFile return a SeekableReadStream instead of implementing
[16:43] <CIA-27> the same interface itself. The caller is now responsible for
[16:43] <CIA-27> deleting the returned streams.
[16:43] <CIA-27> peres001 * r47995 /scummvm/trunk/common/unarj.cpp: Shuffled code around a bit.
[16:43] <CIA-27> peres001 * r47996 /scummvm/trunk/common/unarj.cpp: Objectified CRC32 calculator.
[16:44] <CIA-27> peres001 * r47997 /scummvm/trunk/common/ (unarj.cpp unarj.h): Made ArjFile use a new ArjArchive class.
[16:46] <ScummBot> Port build status changed with r47995: Failure: trunk-gp2x, trunk-osx_intel, trunk-lenny, trunk-motomagx, trunk-osx_ppc, trunk-mingw-w32, trunk-dc, trunk-wii, trunk-ps2, trunk-mingw-w64, trunk-wince, trunk-lenny-x86_64, trunk-psp, trunk-motoezx, trunk-iphone. http://buildbot.scummvm.org/
[16:48] <clone2727> peres!
[16:48] <peres> my string of commits was interrupted
[16:51] <peres> how do you add a new file using git in svn?
[16:52] <wjp> every commit should leave the repo in a compilable state though :-)
[16:52] <wjp> git add file
[16:52] <wjp> if it's complaining about properties, set up autoprops in svn
[16:52] <peres> wjp: that adds files to the git repo, but svn complains about missing propertirs
[16:53] <peres> wjp: I guess I need to have a svn repo together with git's for that
[16:53] <wjp> no
[16:53] <wjp> just set up autoprops in ~/.subversion/config
[16:53] <wjp> git-svn will read them from there
[16:57] <wjp> 'git rebase -i ' is also useful by the way, if you have a string of commits you want to re-order or if you want to squash some of them together
[16:59] <peres> the nice thing now is that I lost the commits following the last which entered
[17:00] <wjp> you can still retrieve it
[17:01] <wjp> if you still have the 'git commit' commands in your terminal, it should give the revision ID after each commit
[17:02] <peres> i have the last commit id
[17:03] <wjp> then you can reset master to that ID, and re-dcommit
[17:04] <wjp> (for possible future use: if it wasn't in the terminal anymore, it would still be retrievable from the revlog or lost&found)
[17:05] <peres> looks like it's about to start the commit, but it exits afterwards
[17:09] <wjp> does 'git status' say you're on branch master?
[17:17] <peres> yes
[17:17] <peres> I found a bunch of unreachable commits using lost-found
[17:17] <peres> I will try and find out the one that stopped the process
[17:18] <peres> I will fix the trunk now and go to sleep
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[17:25] <CIA-27> peres001 * r47998 /scummvm/trunk/common/unarj.cpp: Fix trunk after fscking up.
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[17:32] <ScummBot> Port build status changed with r47998: Success: trunk-gp2x, trunk-osx_intel, trunk-lenny, trunk-motomagx, trunk-osx_ppc, trunk-mingw-w32, trunk-dc, trunk-wii, trunk-ps2, trunk-mingw-w64, trunk-wince, trunk-lenny-x86_64, trunk-psp, trunk-motoezx, trunk-iphone. Nice work, all ports built fine now. http://buildbot.scummvm.org/
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[17:56] <StarG_> time for svn update then?
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[18:17] <CIA-27> peres001 * r47999 /scummvm/trunk/ (5 files in 2 dirs): Moved ArjFile to drascula.
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[18:36] <WilliamC> How come the games I run in ScummVM still display the copy-protection system?
[18:37] <DrMcCoy> WilliamC: Why shouldn't they?
[18:37] <WilliamC> Because they were cracked.
[18:37] <DrMcCoy> What games?
[18:37] <WilliamC> Well, so far Future Wars.
[18:37] <WilliamC> I tried running the Amiga version and the DOS version.
[18:37] <DrMcCoy> Buy your games, then you will have no problem with the copy-protection.
[18:38] <WilliamC> The manual is at home.
[18:38] <DrMcCoy> Your problem then
[18:38] <WilliamC> and I never owned the Amiga version.
[18:38] <DrMcCoy> Even moreso your problem
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[18:39] <DrMcCoy> WilliamC: Also, look in the topic. We don't support warzed games.
[18:39] <LordHoto> I have two Amiga versions and they use different copy protection schemes ;-P
[18:39] <WilliamC> I hate some of the copy protection schemes, a lot were find word 7 in paragraph 4 on page 2.
[18:40] <m_kiewitz> WilliamC: heres a patch to skip through the copyprotection http://tinyurl.com/33by8c
[18:40] <DrMcCoy> m_kiewitz: <3
[18:41] <WilliamC> Why did the old games have such convoluted copy protection schemes?
[18:41] <DrMcCoy> Lnl sbe na NqOybpx yvfg gb oybpx evpxebyyf, gubhtu
[18:41] <WilliamC> I remember having to use code wheels for the AD&D games.
[18:42] <WilliamC> What's that?
[18:44] <WooShell> nohmd
[18:44] <LordHoto> woo!
[18:44] <WooShell> loo!
[18:44] <m_kiewitz> moo!
[18:45] <m_kiewitz> v yvxr zl 8-ovg evpxebyyf
[18:45] <m_kiewitz> !!
[18:45] <echelog-1> m_kiewitz: Error: "!" is not a valid command.
[18:45] <m_kiewitz> boo!
[18:46] <WilliamC> What's echelog-1?
[18:46] <CIA-27> peres001 * r48000 /scummvm/trunk/ (8 files in 2 dirs): Renamed ArjFile to ArchiveMan, and _arj to _archives.
[18:46] <LordHoto> a bot, which logs the channel
[18:46] <DrMcCoy> m_kiewitz: Bxnl, gung bar vf npghnyyl fjrrg :)
[18:47] <WilliamC> Big Brother is watching.
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[18:47] <LordHoto> ebg13 fhpxf lbh xabj?!
[18:47] <peres> enough!
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[18:48] <m_kiewitz> guvf vf trggvat evqvphybhf :C
[18:48] <LordHoto> lb zbzzn
[18:48] <WilliamC> Hah, I knew it was rot 13
[18:49] <DrMcCoy> Abj jr'ir fpnerq crerf njnl :(
[18:49] <WilliamC> NEEEERRRRRDDDD
[18:49] <DrMcCoy> WilliamC: Go home, sunnyboy
[18:49] <WilliamC> :P
[18:49] <WilliamC> How does rot 13 work anyways?
[18:50] <DrMcCoy> WilliamC: yfgi
[18:50] <m_kiewitz> Heona ehaare?
[18:50] Action: DrMcCoy slaps m_kiewitz
[18:50] <m_kiewitz> :DD
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[18:50] <WilliamC> I agree with LordHoto.
[18:51] <DrMcCoy> WilliamC: Good for you.
[18:53] <WilliamC> Not much to talk about on here, is there?
[18:53] <DrMcCoy> WilliamC: If you don't like it, there's always /part
[18:54] <WilliamC> I'll just go idle.
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[19:03] <ny00123> Never gonna give you up, never gonna let you down...
[19:03] <LordHoto> yeah!
[19:03] <WilliamC> I like him in the 80s, all of you are just imitating.
[19:04] <ny00123> Never gonna give Scumm up, never gonna let DOS down...
[19:04] <DrMcCoy> WilliamC: You know what? I liked him in the 70s! And 60s! Before you! And my ePeen is waaaay bigger than yours!!1111
[19:04] <ny00123> Never gonna Wine around and desert you
[19:04] <DrMcCoy> ny00123: o_O
[19:04] <ny00123> Next step... dosemu in?
[19:05] <ny00123> Oh hi
[19:05] <WilliamC> What's ePeen? and he wasn't around in the 1970s.
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[19:05] <WilliamC> Actually, I was into Michael Jackson in the 80s.
[19:06] <DrMcCoy> Great.
[19:07] <WilliamC> How did this whole Rick Roll thing get started?
[19:07] <LordHoto> 80s? sounds old :-P
[19:07] <DrMcCoy> WilliamC: yfgi
[19:08] <WilliamC> LordHoto, no, old is my father.
[19:08] <WilliamC> Who is around his mid 70s.:P
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[19:19] <WilliamC> hi
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[19:25] <DrMcCoy> Strangerke: Hej hej
[19:26] <Strangerke> Bien le bonjour DrMcCoy! :P
[19:26] <DrMcCoy> Argh
[19:26] <DrMcCoy> Strangerke: Okay, I won't help you then :P
[19:26] <Strangerke> :P
[19:27] <Strangerke> that's fair, I deserve a punishment :P
[19:27] <Strangerke> (I was even expecting something more violent)
[19:27] <DrMcCoy> Strangerke: That was your first warning, violence will be served on the 3rd :P
[19:28] <Strangerke> ;)
[19:28] <Strangerke> You were not that patient some months ago...
[19:30] <DrMcCoy> Strangerke: I've got pudding, so I'm a bit more happier right now :P
[19:30] <clone2727> DrMcCoy: Rice pudding?
[19:30] <DrMcCoy> clone2727: Chocolate pudding
[19:30] <WilliamC> ooo
[19:31] <DrMcCoy> clone2727: Or rather, vanilla pudding with cocoa :P
[19:31] <clone2727> DrMcCoy: You need to be up with the big boys of Rice Pudding!
[19:31] <WilliamC> Homemade?
[19:32] <WilliamC> clone2727, why rice pudding?
[19:32] <DrMcCoy> clone2727: Only had a pack of vanilla pudding powder and I was too lazy to go downstairs to the supermarkets, so I put cocoa into the vanilla pudding powder and made pudding with that :P
[19:32] <clone2727> DrMcCoy: You couldn't go get a bag of rice? :P
[19:32] <WilliamC> DrMcCoy, did that taste good?
[19:32] <clone2727> WilliamC: Apropos, why not?
[19:33] <eriktorbjorn> DrMcCoy: Actually, I often have problems with the Future Wars copy protection, even *with* the manual right in front of me. :-)
[19:33] <DrMcCoy> clone2727: Hmm, I have no idea how to do rice pudding from scratch, but I doubt you'll just dump rice into vanilla pudding :P
[19:33] <DrMcCoy> eriktorbjorn: True :P
[19:33] <clone2727> DrMcCoy: Shush, it sounded like a good idea :P
[19:34] <DrMcCoy> clone2727: :P
[19:34] <WilliamC> clone2727, well, the local Indian restaurant services rice pudding and I think they use fresh vanilla.
[19:34] <WilliamC> I mean, the vanilla just pops out at you.
[19:35] <clone2727> Oh God... http://www.gametrailers.com/news/lego-star-wars-iii-the-clone/1809
[19:35] <DrMcCoy> clone2727: Come to thing of, isn't it even a completely different variant of rice you use for rice pudding than "normal" rice dishes?
[19:35] <DrMcCoy> think*
[19:35] <clone2727> DrMcCoy: Yeah, one with more starch, iirc
[19:35] <WilliamC> eriktorbjorn, I found some of the old copy protection schemes were quite esoteric.
[19:36] <WilliamC> eriktorbjorn, you either had to hunt down a word, give a code on a certain page, or use a code wheel.
[19:36] <WilliamC> and I think one I had used one of those red overlay things.
[19:36] <WilliamC> That was Bill Elliot's Nascar Racing
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[19:40] <eriktorbjorn> clone2727: So they're making a Star Wars game with plastic toys, based on a movie where the characters already looked like plastic toys? (Granted, I only saw the trailer for it and... oh well, never mind.)
[19:40] <DrMcCoy> :(
[19:40] <WilliamC> eriktorbjorn, Legos?
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[19:41] <eriktorbjorn> WilliamC: I was commenting on the "LEGO Star Wars III: The Clone Wars" link he mentioned.
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[19:41] <WilliamC> Oh, I missed it
[19:41] <WilliamC> Lucas has been going downhill with the more sequels he releases.
[19:42] <eriktorbjorn> Still, I think this link is more frightening, even if it says the movie is on hold: http://www.scifimoviepage.com/upcoming/previews/robocop-remake.html
[19:42] <WilliamC> Kinda looks like a cylon.
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[19:43] <WilliamC> Hollywood has been sucking in recent years, I swear it's like %50 remakes.
[19:44] <WilliamC> How about the movie based on the cartoon Avatar: The Last Air Bender?
[19:46] <eriktorbjorn> WilliamC: Remakes aren't necessarily bad. I thought the 1940 "Mark of Zorro" movie was pretty good, though I admit I didn't see the 1920 original version.
[19:46] <WilliamC> lol
[19:46] <WilliamC> Ocean's 11 was better than the original.
[19:47] <eriktorbjorn> I didn't see the original of that either.
[19:48] <eriktorbjorn> I did see both "Day of the Jackal" and "The Jackal", though I don't know if that counts as a remake.
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[19:51] <DrMcCoy> eriktorbjorn: I'm currently rather frightened by this: http://en.wikipedia.org/wiki/Neuromancer#Film_projects . Directed by Joseph Kahn, who's only done music videos and some stupid bike racing flick, and apparently Hayden Christensen (urgh) in the lead
[19:51] <Zaarin> bah, Christensen
[19:51] <WilliamC> DrMcCoy, think it'll be like Johnny Mnenonic?
[19:51] <Zaarin> some music video people can do good films though
[19:51] <Zaarin> like Duncan Jones
[19:51] <Zaarin> Moon is ace
[19:52] <WilliamC> However it's spelled
[19:53] <DrMcCoy> Zaarin: Might be. But the only full-fledged movie he's done was Torque, that stupid biker thing
[19:53] <WilliamC> Wish I understood why people don't talk to me, oh well.
[19:53] <Zaarin> oh
[19:53] <Zaarin> never seen it
[19:54] <WilliamC> Never heard of it either.
[19:56] <logix> johnny mnemonic was nice entertainment
[19:57] <eriktorbjorn> Speaking of Star Wars: http://www.southparkstudios.se/clips/sp_vid_153556/
[19:57] <DrMcCoy> logix: If you can get past Keanu Reeves... :P
[19:58] <WilliamC> Didn't William Gibson admit to not being all that knowledgeable about computers?
[19:58] <DrMcCoy> logix: And the short story it's based on is of course vastly superior :P
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[20:02] <logix> WilliamC: but he knows kung-fu!
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[20:15] <CIA-27> eriktorbjorn * r48001 /scummvm/trunk/engines/drascula/sound.cpp: Renamed variable to fix warning.
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[20:32] <CIA-27> lordhoto * r48002 /scummvm/trunk/tools/module.mk: Allow credits and md5scumm rule to be working, when not building from the source dir.
[20:34] <CIA-27> lordhoto * r48003 /web/trunk/data/credits.xml: Sync.
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[20:38] <DrMcCoy> cl0ne! :)
[20:38] <clone2727> eriktorbjorn: Fortunately, I never saw the movie :p
[20:38] <clone2727> Bones!
[20:38] <clone2727> Yikes! http://mystonline.com/en/about/news/
[20:40] <LordHoto> :-/
[20:40] <[md5]> 81 days? :/
[20:41] <[md5]> cl0n3z!
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[20:43] <clone2727> md5z!
[20:43] <CIA-27> lordhoto * r48004 /scummvm/trunk/NEWS: Mention that the music/sound effects support for KYRA1 AMIGA was from a GSoC task.
[20:43] <DrMcCoy> LordHoto: Ouch
[20:44] <LordHoto> DrMcCoy: hm?
[20:44] <DrMcCoy> LordHoto: 81 days
[20:45] <LordHoto> DrMcCoy: well I guess I should use mail then (especially since I did talk with him via mail a few weeks ago too ;-P)
[20:45] <DrMcCoy> LordHoto: NickServ says the same, too :P
[20:45] <Strangerke> _sev: Isn't it only working with connected people ?
[20:46] <_sev> no idea, LeChuck used to answer that
[20:46] <Strangerke> true
[20:46] <DrMcCoy> No I didn't :o
[20:46] <Strangerke> yes you did
[20:47] <Hkz> .
[20:47] <DrMcCoy> :o
[20:47] <DrMcCoy> Strangerke: I most certainly did not
[20:47] <DrMcCoy> :P
[20:47] <Strangerke> AI at its best
[20:49] <WilliamC> I think he ignoring me.
[20:53] <[md5]> WilliamC: who is?
[20:53] <WilliamC> McCoy, I guess the sane thing to do is shrug it off.
[20:55] <[md5]> he probably has his reasons, best to shrug it off and go on, as you said
[20:55] <WilliamC> I just don't like bothering people and it sometimes seems it just happens.
[20:56] <[md5]> right, best to leave it as it is then
[20:57] <CIA-27> lordhoto * r48005 /scummvm/trunk/engines/cine/pal.cpp: According to Buddha^ it should be fine to calculate (and set) the AMIGA dim palette in Palette::setGlobalOSystemPalette.
[20:58] <CIA-27> lordhoto * r48006 /scummvm/trunk/engines/cine/ (pal.cpp pal.h): Get rid of the workaround for a g++ (code generation) bug on AMD64, by passing a reference of a Color instance to saturatedAddColor instead of a value.
[21:01] <Hkz> DrMcCoy, no MIDI support in gobli*ns series, right?
[21:04] <DrMcCoy> Hkz: Yup, it's all raw AdLib
[21:04] <DrMcCoy> Or speaker
[21:04] <Hkz> ok, was worrying i was doing something wrong with the mt32
[21:05] <DrMcCoy> Or PCM-based, in Bargon Attack and Fascination (when you signal the scripts that you've got a SoundBlaster)
[21:11] <Hkz> bargon attack... wasn't able to find a copy of that one :P
[21:11] <Hkz> seems rarer than fascination :P
[21:11] <Strangerke> Fascination is almost common ...*cough*
[21:12] <[md5]> Strangerke: did you finish up that fascination dump script you were planning to do?
[21:12] <[md5]> for the data file?
[21:12] <[md5]> in the CD version
[21:13] <Hkz> oh
[21:13] <Hkz> i tried my amiga copy of space quest IV
[21:13] <Hkz> it starts
[21:13] <Hkz> the palette is HIDEOUS
[21:13] <[md5]> hm
[21:13] Action: [md5] checks
[21:14] <Hkz> really, i thought fate of atlantis for amiga looked bad, this is on another level
[21:14] <Hkz> lucky me i've got the pc version too :P
[21:14] <[md5]> ah no, this ugliness is "normal"
[21:15] <[md5]> they dithered the PC version graphics down so that they look like crap
[21:15] <[md5]> imho, all SCI1 Amiga games are VERY ugly
[21:15] <[md5]> for this reason
[21:16] <Hkz> ouch :/
[21:16] <[md5]> http://www.mobygames.com/game/amiga/space-quest-iv-roger-wilco-and-the-time-rippers/screenshots/gameShotId,209674/
[21:17] <[md5]> ...sheer beauty.... NOT :P
[21:17] <Strangerke> ARG! It's ugly :(
[21:18] <[md5]> yeah
[21:18] <logix> o-m-g
[21:18] <WilliamC> Is that Mars?
[21:18] <LordHoto> the amiga was surely superior in it's graphics abilities!
[21:18] <WilliamC> What OS anyways?
[21:18] <LordHoto> its even
[21:19] <WilliamC> LordHoto, well, it was surpassed at a point.
[21:20] <WilliamC> For some reason DreamWeb had only about 4 songs in the Amiga version and about 10 in the PC version and they were totally different.
[21:20] <[md5]> well, the main problem is that Sierra decided to dither the graphics in the VGA versions to create Amiga versions quickly...
[21:20] <[md5]> but these sucked
[21:21] <WilliamC> ScummVM may eventually support that game, being a point in click adventure.
[21:21] <WilliamC> [md5], sounds kinda slapped together.
[21:21] <[md5]> VGA: http://www.mobygames.com/game/dos/space-quest-iv-roger-wilco-and-the-time-rippers/screenshots/gameShotId,17672/
[21:21] <[md5]> Amiga: http://www.mobygames.com/game/amiga/space-quest-iv-roger-wilco-and-the-time-rippers/screenshots/gameShotId,209686/
[21:22] <WilliamC> The 2nd one looks discolored.
[21:22] <Zaarin> they used the same palette for the entire game, didn't they?
[21:22] <Zaarin> for the Amiga
[21:23] <[md5]> yeah
[21:23] <[md5]> they did
[21:24] <m_kiewitz> Zaarin: but not in all sci1 games
[21:24] <[md5]> well
[21:24] <m_kiewitz> Zaarin: some games like castle of dr. brain use multiple palettes
[21:24] <LordHoto> WilliamC: sure :-) it wasn't that serious anyway, though so far I didn't see any game I played, which had superior graphics on Amiga ;-) (of course I have to admit I only really played games from the 90s on)
[21:24] <m_kiewitz> Zaarin: its still ugly though :P
[21:24] <[md5]> in sci0 games there's a constant palette, but in some there's a variable one like m_kiewitz says
[21:24] <Zaarin> heh, yes
[21:24] <Zaarin> hmmm, the Amiga port of KQ6 was outsourced, wasn't it?
[21:24] <Zaarin> how's that one?
[21:25] <LordHoto> according to Raziel pretty nice
[21:25] <clone2727> It was outsourced to Revolution, apparently much better than other Amiga ports
[21:25] <m_kiewitz> that one was great, but afaik it didnt use sci :P
[21:25] <WilliamC> LordHoto, well, it did beat the PC until the mid-90
[21:25] <WilliamC> s
[21:25] <Zaarin> hmm!
[21:25] <LordHoto> WilliamC: well I first played in the mid 90s ;-)
[21:26] <LordHoto> m_kiewitz: think so too
[21:26] <WilliamC> The Amiga was on it way out by that time
[21:26] <LordHoto> WilliamC: though even in the early 90s games I played (Legend of Kyrandia, Monkey Island 1+2, Dune II) the DOS version seemed better ;-)
[21:26] <m_kiewitz> i liked super cars II on amiga
[21:27] <WilliamC> Legend of Kyrandia was the first CD-ROM game I owned.
[21:29] <aquadran> LordHoto: pc versions was vga games, amiga ecs ones was 32 colors, pre pc vga games amiga versions was better and smother,faster due hardware accelleration stuff
[21:29] <LordHoto> aquadran: sure, but I never really played any pre VGA games ;-)
[21:29] Action: StarG_ links into discussion
[21:29] <WilliamC> The Amiga was used in Max Headroom
[21:30] <LordHoto> pre-VGA was pre-my-birth ;-P
[21:30] <StarG_> beeing grown up with an amiga handy and (late) having an pc to compare it with, usually i would vote for amiga games unless the game release date was quite like >= 1993
[21:30] <aquadran> LordHoto: hehe :)
[21:30] <WilliamC> LordHoto, how old are you?
[21:30] <StarG_> especially the audio section hurt my perception of the games upto this date
[21:31] <LordHoto> 20 :-P
[21:31] <[md5]> KQ6 VGA: http://www.mobygames.com/game/dos/kings-quest-vi-heir-today-gone-tomorrow/screenshots/gameShotId,2089/
[21:31] <[md5]> KQ6 Amiga: http://www.mobygames.com/game/amiga/kings-quest-vi-heir-today-gone-tomorrow/screenshots/gameShotId,334593/
[21:31] <[md5]> not bad :)
[21:31] <WilliamC> Well, I'm 27. I remember pre-VGA
[21:32] <StarG_> and if only ega was utilized then i would handily preferred an amiga version over :)
[21:32] <[md5]> I'm 30 and I remember pre-VGA graphics too, and I hated them :P
[21:32] <LordHoto> well I'm not saying EGA is better than Amiga graphics ;-)
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[21:32] <StarG_> the only game i really liked for cga was sopwith and well the only ega stuff i think i really liked was stunts =)
[21:33] <m_kiewitz> StarG_: i liked IBMs cat (CGA graphics, really good ones)
[21:33] <fydo> oh man, stunts was great
[21:33] <WilliamC> How about that other game?
[21:34] <WilliamC> It involved 4 cars racing around a stunt track.
[21:34] <StarG_> m_kiewitz> are you talking about alleycat ?
[21:34] <m_kiewitz> StarG_: yes, great game :P
[21:35] <[md5]> alleycat? that one was fun :)
[21:35] <m_kiewitz> http://www.retrocpu.com/pc/games/a/alley_cat
[21:35] <StarG_> m_kiewitz> recently stumbled over however the sounds greatly hindered me to go deeper than the first steps
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[21:35] <m_kiewitz> its really retro heh
[21:36] <m_kiewitz> my first game was either lode runner or bolder dash using hercules monochrome graphics
[21:36] <[md5]> my first game was Saboteur, I think (Amstrad CPC 464)
[21:37] <[md5]> and my first favorite PC game was Maniac Mansion
[21:37] <[md5]> it was mind-blowing back then
[21:37] <logix> ooh, saboteur
[21:37] <Fingolfin> hey everybody, does "make test" work for all of you?
[21:37] <logix> i once made a map for saboteur 2
[21:38] Action: Fingolfin gets a failure, for LordHoto they work, just wondering if it's only my compiler or so
[21:40] <StarG_> md5: interestingly one among my first games ever was zak mc kraken (c64)... personally i would fit that into the description of cool in a dictionary :)
[21:40] <[md5]> http://www.mobygames.com/game/cpc/saboteur/screenshots/gameShotId,273322/ <---- Saboteur
[21:40] <[md5]> never played the C64 version of Zak
[21:40] <StarG_> saboteur, isnt that with the railroads? or is it that with the ninjas, sort of a platformer?
[21:41] <[md5]> the one with the ninja
[21:41] <[md5]> you had a ninja saboteur infiltrating a base
[21:41] <[md5]> quite cool
[21:41] <WilliamC> [md5], play the remake?
[21:42] <[md5]> remake?
[21:42] <WilliamC> Yeah, some guy made a huge remake of that game
[21:42] <[md5]> O_o
[21:42] <[md5]> ooh yes
[21:42] <[md5]> http://www.simion.co.uk/saboteur/
[21:42] <[md5]> :D
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[21:43] <WilliamC> Yeah
[21:43] <WilliamC> download all above, unzip and burn them on a cd, print the cover and enjoy the cd-version !
[21:43] <WilliamC> lol
[21:44] <aquadran> [md5]: i remember that game but c64 version :)
[21:44] <[md5]> aquadran: hehe :)
[21:45] <aquadran> err, not it was actually c+4
[21:45] <aquadran> version
[21:45] <[md5]> I also remember another one, Prohibition. You had a cop and you shot at gangsters, quite good
[21:45] <logix> that saboteur remake is for windows i guess?
[21:45] <StarG_> that brings memories o.o
[21:46] <[md5]> http://www.mobygames.com/game/cpc/prohibition/screenshots/gameShotId,122085/
[21:46] <[md5]> I guess the remake is for windows, yes
[21:46] <aquadran> [md5]: yep, i played that one too :D
[21:46] <[md5]> :)
[21:47] <WilliamC> Never been a fan of Prohibition.
[21:47] <WilliamC> Shooting games aren't fun without a light gun
[21:47] <m_kiewitz> WilliamC: or a wiimote :P
[21:47] <WilliamC> Never owned a Wii.
[21:48] <[md5]> there wasn't such a thing as a light gun back then...
[21:48] <[md5]> http://www.youtube.com/watch?v=fNklYh5LUJU
[21:49] <WilliamC> I remember playing Duck Hunt in 87
[21:49] <aquadran> [md5]: there was, i remember some kind 'console', where "gun" has light sensor
[21:50] <WilliamC> http://www.youtube.com/watch?v=-1NyIsZXeqU
[21:50] <WilliamC> HA
[21:50] <WilliamC> I actually like the Skeet Shooting part better
[21:52] <WilliamC> http://www.youtube.com/watch?v=WokwyFppez0&feature=related
[21:52] <m_kiewitz> i played with some old "console" that had ping pong hardcoded in (black&white), i think that one already had a "lightgun". you had to shoot a white dot though :P
[21:52] <m_kiewitz> this one http://www.youtube.com/watch?v=LPkUvfL8T1I&feature=related
[21:53] <WilliamC> My parents got an Atari 2600 for their wedding shower
[21:53] <WilliamC> By the time I started playing, it had defects.
[21:53] <WilliamC> It
[21:53] <WilliamC> g
[21:53] <WilliamC> It glichted a lot
[21:53] <CIA-27> lordhoto * r48007 /scummvm/trunk/sound/decoders/raw.cpp: Fix RawStream::seek implementation.
[21:54] <aquadran> m_kiewitz: yes, i played on such kind console
[21:54] <CIA-27> lordhoto * r48008 /scummvm/trunk/test/sound/raw.h: Make the "seek after the end of the stream" test case a bit "harder".
[21:54] <aquadran> m_kiewitz: i think it was exaclty that one :D)
[21:55] <m_kiewitz> its available on nintendo ds o_O http://www.youtube.com/watch?v=TrezFjGF-Kg&feature=fvw
[21:55] <WilliamC> I think my last youtube post is a parody of those old video games shows.
[21:55] <aquadran> he
[21:55] <Strangerke> WilliamC: I still have a working 2600 ;)
[21:55] <aquadran> that console has that roller it play that ping pong game
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[21:56] <aquadran> and second game was with lightgun, however don't remember what was about
[21:57] <WilliamC> Strangerke, what would cause the box to short out at random times?
[21:57] <Strangerke> aquadran : Norda H 906 ?
[21:58] <Strangerke> WilliamC: I don't know, sorry
[21:58] <aquadran> maybe
[21:58] <WilliamC> Strangerke, have you seen the NES museum?
[21:58] <aquadran> Strangerke: it looks like that
[21:58] <WilliamC> http://www.atarihq.com/tsr/
[21:59] <Strangerke> aquadran: I still have one, but the lightgun doesn't work any longer on 100Htz TV
[21:59] <aquadran> Strangerke: hehe
[21:59] <Strangerke> Hkz: Make me think to send you that, btw
[21:59] <aquadran> http://www.youtube.com/watch?v=OP_uawMK8V4
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[22:00] <WilliamC> Have you ever played Powerball using the PowerGlvoe?
[22:01] <Hkz> Strangerke, send me what?
[22:01] <Strangerke> A2600 and Norda H906
[22:02] <Hkz> ah right!
[22:02] <Hkz> there is time :)
[22:02] <Strangerke> Yeah, but I wonder if a port of ScummVM on Norda...
[22:02] <Strangerke> :D
[22:02] Action: Strangerke hides
[22:02] <Hkz> :PPP
[22:03] <WilliamC> You could probably run it on an iPOD
[22:03] <StarG_> are those mobile devices... *checks out*
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[22:03] <Hkz> StarG_, very mobile :P
[22:04] <StarG_> uuuhhh.... ah well i just say: scummvm was not intended to run on some machines where original scumm stuff ran, like c64
[22:05] <StarG_> but with some self modified memory expansions .. who knows :)
[22:06] <StarG_> does it actually have a own dedicated cpu ~.~
[22:06] <StarG_> it seems just a pong machine
[22:07] <[md5]> pong was entirely circuit based afaik. i.e. it had no game ROM, all the logic was in the game circuit
[22:07] <WilliamC> StarG_, you can mod a WRT54GL Router into a computer.
[22:08] <DrMcCoy> http://www.steelheadstudio.com/100cupcakes/ :o
[22:08] <[md5]> haha perfect cup cakes!
[22:08] <WilliamC> lol
[22:09] <WilliamC> [md5], it's what happens after you play video games too long
[22:09] <[md5]> I like the Final FAntasy one :p
[22:09] <[md5]> yeah :)
[22:09] <[md5]> bejeweled too
[22:09] <WilliamC> What's witht he pig?
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[22:10] <WilliamC> hah
[22:10] <WilliamC> Adventure
[22:11] <WilliamC> What's the one with the hand on ear?
[22:11] <wjp> mouse over the question mark :-) (charades?)
[22:11] <WilliamC> oh
[22:12] <WilliamC> I failed the game.:P
[22:12] <WilliamC> I've played most of these games at some point
[22:13] <WilliamC> The uno one should have had a card.
[22:15] <CIA-27> fingolfin * r48009 /scummvm/trunk/ (3 files in 2 dirs): Introduce factory function makeArjArchive, hide ArjArchive class implementation
[22:18] <StarG_> WilliamC, to my knowledge yes
[22:18] <StarG_> ironically i made it the other way around: to use a computer as a router :
[22:18] <StarG_> :)
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[22:20] <CIA-27> fingolfin * r48010 /scummvm/trunk/ (4 files in 2 dirs): Reduce header interdependencies
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[22:58] <salty-horse> is anyone going to answer the question about the scummvm rewrite on the mailing list? is the old pre-classes code around anywhere?
[22:59] <Fingolfin> you are talking about the email of that student who mailed dozens (or maybe hundred?) of projects, apparently without doing any prior research?
[23:00] <salty-horse> oh
[23:01] <salty-horse> seems like you did more research :)
[23:01] <Fingolfin> no I am just involved in more projects that got his email ;)
[23:01] <DrMcCoy> Ah :)
[23:02] <Fingolfin> anyway, if somebody wants to answer him I'd say: We did hundreds of refactorings during our existance
[23:02] <DrMcCoy> Fingolfin: Same mail template each time, too?
[23:02] <Fingolfin> none of them was a concerted "stop the world, rewrite, then restart other coding". rather it was done in parallel, and gradual
[23:02] <Fingolfin> no "let's rewrite it all", usually that doesn#t work out too well
[23:02] <Fingolfin> DrMcCoy: of course :)
[23:03] <Deepy> but in some cases it's exactly what's needed
[23:04] <DrMcCoy> Some people... o_O
[23:05] <Fingolfin> Deepy: sure, that's why I wrote "usually" ;)
[23:06] <Deepy> It worked out great for me
[23:06] <Deepy> three rewrites later and I might be able to finish my project in due-time :-)
[23:06] <Fingolfin> Deepy: in my experience people are far too eager to "let's throw it all and rewrite", though; and unless it's a different set of programmers, or the same programmer but with a lot more exprience (think of restarting an old project), I still think it's doubtful that it will work out
[23:06] <Fingolfin> Deepy: so your initial design phase was crap each time or what? :)
[23:07] <Deepy> Fingolfin: no. we all sucked so hard that we couldn't possibly finish them in time :D
[23:07] <Deepy> oh and the first one sucked more than a vacuum cleaner on steroids
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[23:21] <Strangerke> Did someone recently try a commit? I have troubles and wonder if it's on my side...
[23:21] <LordHoto> well Fingolfin committed something 1h ago
[23:22] <Strangerke> yes, I saw. I was just wondering if someone else was trying at the moment, with no result
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[23:36] <StarG_> i garbled up a local copy of a svn repo
[23:36] <StarG_> its now in locked state
[23:37] <StarG_> can i rollback changes?
[23:38] <DrMcCoy> Locked? Try svn cleanup
[23:38] <StarG_> thx
[23:41] <CIA-27> strangerke * r48011 /scummvm/trunk/engines/gob/ (draw.cpp draw.h inter.h inter_fascin.cpp inter_v1.cpp):
[23:41] <CIA-27> Fascination: - Suppress the recently added oFascin_keyFunc, replace it with a check in o1_keyFunc. This fixes the animation speed regression
[23:41] <CIA-27> - Rename Amiga-specific protracker functions
[23:41] <CIA-27> - Rewrite winDecomp.
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[23:49] <StarG_> after a bit of deleting stuff and cleanup thinks are rolling again 8)
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[00:00] --- Tue Feb 9 2010