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[01:25] <CIA-136> Matthew Hoops master * r0f60595 / video/video_decoder.h : VIDEO: Update seekToTime() comments to require subframe accuracy now - http://git.io/pHTPcw
[01:25] <CIA-136> Matthew Hoops master * r9e33017 / (24 files in 6 dirs): VIDEO: Change getElapsedTime() into getTime() - http://git.io/c0d0oQ
[01:52] <CIA-136> Matthew Hoops master * r0aacf4c / (3 files): VIDEO: Make seekToTime() take a const Timestamp reference - http://git.io/x66ZWQ
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[08:48] <eriktorbjorn> Grf. I guess some old adventure games are obscure for a reason. Been trying to play "Harvester" (in DOSBox), and even after consulting several walkthroughs I can't even make it through the first day, and that's pretty sad. (Both for me and the game.)
[08:55] <eriktorbjorn> Or possibly for the walkthrough writers, because I just found something I didn't see mentioned there which might have helped. :-)
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[09:44] <digitall> eriktorbjorn: I tend to grab a few walkthroughs rather than a single one... gamefaqs.com is quite good for keeping all available ones.
[09:45] <James|GlideM> YouTube can be quite handy as well so you actually see the solution in action
[09:45] <digitall> Since almost every one has a mistake, omission or unreadable bit... and voting a few together helps...
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[09:45] <digitall> And yes, as James just pointed out, we now have YT for the more visual puzzles which are PITA to get a walkthrough to describe.
[09:46] <eriktorbjorn> digitall: None of the ones I looked at had the clue I found, and the only comment I found on YouTube pretty much said "it's random" whether a certain event would happen or not. I eventually found a text-based "let's play" that showed a scene I hadn't seen, and once I had done that the event did happen.
[09:46] <digitall> Though personally I prefer the plain text approach...
[09:47] <digitall> which event?
[09:48] <eriktorbjorn> digitall: You need to wait for the sheriff to leave the police station, and he wouldn't. (Oddly enough, the game had him being at both the station and at the diner until he finally did leave, but I assume that's a "feature".)
[09:50] <digitall> Hmm... To be honest, Harvester is a pretty horrific game: http://en.wikipedia.org/wiki/Harvester_%28video_game%29
[09:51] <James|GlideM> Gosh!
[09:51] <eriktorbjorn> digitall: Well, I wanted to play through at least part of it before removing it from my hard disk. I need the extra space, so I'm picking the games I have the least hope for first. :-)
[09:51] <digitall> It is 18+ and still would be today... It makes Phantasmagoria look like Day of the Tentacle.
[09:52] <eriktorbjorn> So far, it's more weird than violent.
[09:52] <digitall> Anyway, no judgement and it was praised for interesting sense of humour... but it is listed as very distrurbing...
[09:52] <digitall> "arvester contains various scenes of violence and gore; implied sexual intercourse, masturbation and S&M; murder; suicide; child abuse; profanity; cannibalism; prostitution; pedophilia; serial killing; gerontocide, sexually transmitted diseases; and stereotypes of homosexuals, Native Americans, Italians, and others. This naturally caused controversy when the game was first announced, as...
[09:52] <digitall> ...early as 1994 at that year's Consumer Electronics Show (CES). "
[09:52] <digitall> I will avoid spoilers...
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[09:54] <digitall> Banned in Germany, unreleased in Australia... and about 20% of the game data excised in the British release...
[09:54] <digitall> Fairly controversial... Odd it didn't sell well
[09:55] <eriktorbjorn> Well, this does seem to be the British release. At least, there's a London address at the back of the box.
[09:56] <eriktorbjorn> So far, the most violent event was the launching of a bunch of nuclear missiles, but that's just one of the ways the game can end. :-)
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[10:49] <WooShell> meown
[10:57] <madmoose> mooown

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[14:10] <CIA-136> Willem Jan Palenstijn master * r4f6d42d / (engines/sci/resource.cpp engines/sci/resource.h): SCI: Add a few FIXMEs - http://git.io/ujYl2g
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[15:52] <madmoose> Interesting tidbit of the week: The 4-byte signature in Blade Runner's .DAT files is a timestamp for October 29th 1997.
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[15:58] <digitall> madmoose: Nah... The interesting tidbit for this week occurs at 12:53:20 UTC on May 14 2012 i.e. tomorrow
[15:58] <digitall> i.e. that is when Unix time will be 1337000000 :)
[15:59] <digitall> Currently 1336925624....
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[16:01] <digitall> Though that is mainly fun for the OO Elite clone, http://www.oolite.org/about :)
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[16:54] <spookypeanut> morning all
[16:54] <Strangerke> hey spookypeanut!
[16:55] <Strangerke> You're still alive! \o/
[16:55] <digitall> Yawn!... nn
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[16:55] <spookypeanut> Strangerke: just about :-P
[16:55] <Strangerke> :)
[16:55] <DrMcCoy> sp00kyp34nut!
[16:58] <madmoose> mornins

[17:00] <madmoose> Doc!
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[17:59] <DrMcCoy> :(
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[19:02] <sirlemonhead> evening all
[19:03] <madmoose> evenin', sir
[19:04] <sirlemonhead> how's the Blade Runner stuff going? :)
[19:07] <madmoose> I've recently started working on it again :)
[19:07] <sirlemonhead> what were your goals?
[19:07] <madmoose> transistioned it to c++
[19:07] <madmoose> goal is to have fun :P
[19:08] <sirlemonhead> :)
[19:08] <sirlemonhead> what does the code do?
[19:08] <madmoose> parses data structures
[19:08] <madmoose> decodes videos, images, fonts, audio
[19:09] <madmoose> my next todo is to draw object bounding boxes and walk regions on top of the video backgrounds
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[19:10] <madmoose> to verify the 3d projection
[19:10] <sirlemonhead> sounds great. I remember it being a good game. years since i played it though
[19:11] <madmoose> I'd really like to do character animation rendering, but that code is gnarly, so I'm kinda dancing around it until I understand the code better.
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[19:14] <madmoose> the 3d vector, matrix, and view matrix classes have been decoded and it's the view matrix class I want to test out now by actually drawing something on the screen.
[19:14] <sirlemonhead> how big is the main exe file for it?
[19:14] <sirlemonhead> going to set something up with the ResidualVM codebase at some point?
[19:16] <madmoose> haven't looked into residual at all.
[19:16] <madmoose> the main exe is about 575KB
[19:17] <Strangerke> Blade Runner is 3D? I thought it was only using voxels
[19:17] <madmoose> voxels are 3d too :)
[19:21] <madmoose> but yeah, no hardware 3d is used.
[19:22] <madmoose> so I guess I could hook up to residual, or even scummvm for IO (mouse, keyboard, filesystem, window)
[19:23] <madmoose> If I ever do get it to run, frankly I'd only care about Windows and OS X
[19:24] <sirlemonhead> :)
[19:24] <Strangerke> Hum... And Isometric 3D is 3D, too? :P
[19:24] Action: droid2727 slaps madmoose
[19:25] <madmoose> 3D is more than projected triangles :P
[19:26] Action: madmoose reboots droid2727
[19:26] <vendu> there's a good bladerunner game? cool :)
[19:27] <vendu> madmoose, this one? https://www.mobygames.com/game/windows/blade-runner
[19:28] <madmoose> vendu: yeah
[19:28] <vendu> cool :)
[19:28] <vendu> you hacking scummvm to run it?
[19:29] <madmoose> no
[19:29] <madmoose> not hooked up to scummvm
[19:34] <vendu> ah
[19:34] <vendu> madmoose, what have you been doing with it? :)
[19:34] <madmoose> the reverse engineering?
[19:36] <DrMcCoy> Yay, Blade Runner :))
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[19:39] <madmoose> ida free, ollydbg, and my own tools are the weapons of choice.
[19:42] <LePhilousophe> what are your own tools ?
[19:43] <madmoose> I made a debugger so I can execute functions at breakpoints and analyse or dump data for every frame, that's quite handy.
[19:44] <LePhilousophe> is it open source ?
[19:44] <LePhilousophe> seems intersting
[19:45] <madmoose> a disassembler that adds some extra information. basically tries to be a crappy non-interactive ida-like disassembler.
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[19:45] <madmoose> it's not released because it's hacky and not generalized at all. I'm not averse to releasing it at some point though.
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[19:47] <LePhilousophe> I still need to find time for SCI32 :/
[19:48] <madmoose> the debugger isn't that fancy. It just allows you to write "DBDebuggerInstallInt3Breakpoint(dbg, 0x00438DDE, dump_framebuffers, 0);" and then dump_framebuffers gets called whenever the breakpoint is hit.
[19:48] <madmoose> the win32 api makes it really easy to write a debugger.
[19:49] <LePhilousophe> I never went to this point
[19:49] <sirlemonhead> it's a win32 game isnt it?
[19:50] <madmoose> yes, win32
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[23:16] <CIA-136> Filippos Karapetis master * r398d0ff / (4 files in 2 dirs): SCI: Check for object visibility, if an object defines it - http://git.io/ueShNw
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[00:00] --- Mon May 14 2012