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[00:16] <Joefish> github notifier plugin is great. Now I just have to glance at that little icon instead of letting days pass without realizing someone left a comment on my PR :O
[00:18] <criezy> You don't receive emails when somebody comment on your PR? Or you just don't read your emails?
[00:19] <Joefish> don't receive emails.. Guess I forgot to put a check somewhere
[00:20] <snover> https://github.com/settings/notifications
[00:20] <Joefish> ...
[00:21] <Joefish> I hoped it would be burried in their settings but now I feel bad
[00:22] <Joefish> wow buried is written with one 'r'. my life is a lie..
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[00:38] <criezy> Joefish: I don't see any issue if I move the second loadNewTheme() just before the error dialog in the fail case.
[00:38] <criezy> It seems to work properly in both cases where the first loadNewTheme() either succeed or fails.
[00:40] <criezy> And by the way, if it fails, I suspect we don't even need to do the rebuild since we don't change the language (or rather we change it twice and it ends up not being changed).
[00:52] <Joefish> criezy: I'm rereading your msg now the 20th time. I think I start to understand. In the meanwhile I updated the PR with pretty pics :P
[00:54] <Joefish> Also I agree with your last point. If loadNewTheme() fails it returns before alterting the current theme
[00:56] <Joefish> criezy: and where do you put the rebuild? or did you remove it completely?
[00:56] <criezy> It's still in the same place.
[00:57] <criezy> I didn;t move it.
[00:58] <Joefish> but doesn't it then load the new theme, blits on screen and then destroys the GUI?
[00:59] <criezy> And what is the problem with that?
[01:00] <Joefish> ...
[01:01] <Joefish> I thought the whole time loadNewTheme() needs to be called after rebuild so it wouldn't be in an 'incomplete state'
[01:01] <Joefish> yea kk
[01:01] <Joefish> works fine they way you described it
[01:02] <criezy> It almost works fine...
[01:02] <Joefish> T_T
[01:02] <criezy> Or rather, it works fine for now.
[01:02] <criezy> There is an issue with your code:
[01:03] <criezy> It builds the error message before changing the language, and then uses it in the MessageDialog after changing the language.
[01:04] <Joefish> ah right
[01:04] <criezy> Actually part of the message is created before changing the language and the second hafl after. So you will get mixed language.
[01:04] <criezy> And if they don't use the same font one will be garbage.
[01:06] <criezy> (once the messages are translated - so for now it works)
[01:06] <Joefish> yeap. didn't think of that. So changing the language before the error message is created would be fine I guess? Otherwise if it failed before rendering the new language it wouldn't make sense writing the error message in it
[01:07] <Joefish> wait
[01:07] <criezy> Yes, changing the language before creating the message is fine, but you need to get the charset before changing the language to get the proper message.
[01:09] <Joefish> alright
[01:09] <criezy> And indeed it if failed in loadNewTheme, if will not have loaded the font for the new language. So trying to write the message in it would indeed not make sense and would likely display garbage.
[01:09] <criezy> So not only is this fine to set back the old language before creating the error message, but we need to do it.
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[01:10] <GitHub181> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSgyA
[01:10] <GitHub181> scummvm/master 93a4c29 Paul Gilbert: TITANIC: Change many doubles to floats to match original's precision...
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[01:11] <criezy> Actually, no we don't. If I remember correctly, if loadNewTheme() fails it will set the language to English?
[01:11] <criezy> But it would make more sense I think to get the error message in the previously selected language anyway (rather than always English).
[01:12] <Joefish> no it will fall back to the previously applied
[01:12] <criezy> I mean in loadNewTheme itself.
[01:12] <criezy> I know that in the dialog apply you set it back to the previously applied.
[01:12] <Joefish> yea I think to remember it falls back the englsih
[01:12] <Joefish> but we change it immediately afterwards
[01:13] <criezy> Yes, I was just thinking that if you create the message before setting it back top the previously language (as is partially the case with your current code)
[01:13] <Joefish> I haven't removed it because I don't know if other behavior depends on it and it doesn't disrupt the code
[01:13] <criezy> then it will use English
[01:13] <Joefish> right
[01:13] <Joefish> damn you're good :D
[01:19] <Joefish> okay seems to work
[01:19] <Joefish> except I somehow got a segfault when clicking furiously..
[01:20] <Joefish> deref invalid _mouseWidget..
[01:27] <criezy> Yes, I get the same randomly.
[01:27] <criezy> Sometimes valgrind don't report any error, and sometimes it reports an error on _mouseWidget being accessed after having been deleted, and then it crashes.
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[01:29] <GitHub20> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSg9v
[01:29] <GitHub20> scummvm/master 8ffdd29 Paul Gilbert: TITANIC: Renamed CStarControlSub6 to FPose
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[01:30] <Joefish> okay now I got it twice in a row.. strange
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[01:33] <GitHub14> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSg9Z
[01:33] <GitHub14> scummvm/master 25485af Paul Gilbert: TITANIC: Fix some incorrect type casts
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[01:36] <Joefish> alright. time for bed now. Thanks for your patience criezy. good night :)
[01:36] <criezy> good night
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[01:41] <GitHub106> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSg9H
[01:41] <GitHub106> scummvm/master 5148713 Paul Gilbert: TITANIC: Further cleanup of pose usages
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[04:55] <GitHub19> [scummvm] stevenhoefel pushed 1 new commit to master: https://git.io/vSgAw
[04:55] <GitHub19> scummvm/master 90e97f7 stevenhoefel: DIRECTOR: Further work loading assets from D5 Movies.
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[06:26] <Joefish> morning
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[07:07] <Strangerke|work> hi guys
[07:08] <Joefish> hey Strangerke
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[07:08] <Strangerke|work> hey Joefish :) What's up?
[07:09] <Joefish> eating breakfast after a debug session with criezy yesterday went deep into the night :D
[07:11] <Strangerke|work> :)
[07:11] <Strangerke|work> I was wondering concerning your nickname... Is it related to an old Joe Cartoon's SWF animation?
[07:11] Action: criezy is also eating breakfast
[07:12] <Joefish> damn you're the first one to get it right away
[07:12] <Joefish> I'm impressed
[07:12] <Strangerke|work> I'm surprised you know it. I thought you were too young :)
[07:12] <Strangerke|work> Die hamster! Die!
[07:13] <Joefish> yea :D
[07:13] <Joefish> microwave fun for the whole family
[07:13] <Strangerke|work> btw, I have the reputation to know particularly well obscure and useless things :P
[07:15] <Joefish> obscure? maybe. but definitely not useless. early '00 flash clips/games are better than most of todays entertainment
[07:15] <Strangerke|work> oh, I thought it was mid-90s :)
[07:16] <Joefish> wouldn't it predate flash then? :P
[07:16] <Joefish> hmm maybe it was '99 when I saw those clips but I'm quite sure not earlier
[07:17] <Joefish> wow joecartoon still exists
[07:19] <Strangerke|work> but how old were you in 99?
[07:19] <Joefish> 9
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[07:20] <Strangerke|work> watching joecartoon's animations at 9... Hum...
[07:20] <Joefish> time to feel old Strangerke :)
[07:20] <Strangerke|work> That sounds appropriate
[07:20] <Joefish> definitely
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[07:20] <Strangerke|work> Old? Me? I'm 25... with some experience.
[07:21] <Joefish> I see :)
[07:21] <Strangerke|work> (I celebrated my 25th birthday for the 19th time 2 months ago)
[07:22] <Joefish> growing old is mandatory, growing up not so much :)
[07:25] <Strangerke|work> Well, until I'm proven wrong, I'm immortal. So growing old isn't an option either
[07:25] <waltervn> who's the oldest team member? I'm sure I asked this before...
[07:27] <Strangerke|work> I think it's eriktorbjorn. If I remember properly he's 1 or 2 years older than me
[07:27] <Strangerke|work> so, hum. 26 or 27 :P
[07:27] <Joefish> :D
[07:27] <waltervn> hehe
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[08:32] <criezy> Joefish: by the way I think I found the issue with the crash related to the _mouseWidget and I have a fix. But I would like to do more tests before committing.
[08:32] <criezy> And this is not directly related to your changes. We are just lucky it didn't happen before.
[08:33] <criezy> But for now, I have to leave for work.
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[11:20] <GitHub26> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vS2RD
[11:20] <GitHub26> scummvm/master db7b757 Paul Gilbert: TITANIC: Add missing content for OSVideoSurface::clear
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[11:40] <GitHub69> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vS2Er
[11:40] <GitHub69> scummvm/master 47d3395 Paul Gilbert: TITANIC: Fix gcc warning
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[16:09] <WooShell> meow =^.^=
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[17:22] <snover> wjp: I havent finished fully comparing the code yet, but it is looking like that weird "high resolution pictures" branch in Plane is the rendering method used by SCI3
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[17:28] <snover> turning on whats already there appears to fix the transparency rendering glitches in LSL7, without any obvious problems encountered in other games so far
[17:32] <snover> unfortunately, i am at a loss as to what is causing these hangs in LSL7 and Lighthouse. i could probably use a second pair of eyes at this point.
[17:39] <m_kiewitz> hangs?
[17:40] <snover> yeah; lsl7 gets stuck in the middle of an animation and wont proceed; lighthouse has a similar problem
[17:41] <m_kiewitz> o_O
[17:41] <m_kiewitz> but the game keeps on running?
[17:42] <m_kiewitz> and it's just one character or is it all of them?
[17:42] <snover> yeah, the game is still running, but stuck in handsOff
[17:43] <snover> in lsl7, something is supposed to call soMakeCheese::changeState but doesnt
[17:43] <m_kiewitz> ah so it's just specific situations where those issues happen?
[17:43] <snover> yep.
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[17:44] <m_kiewitz> maybe those are timer issues?
[17:44] <m_kiewitz> i mean engine running too fast maybe
[17:46] <m_kiewitz> when exactly does it happen in lsl7?
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[17:46] <snover> it happens when you try to use the cheese maker in the kitchen
[17:46] <m_kiewitz> is simply nothing triggering another state or is it not triggering soMakeCheese::changeState(0) at all?
[17:48] <snover> changeState 0 through 7 are OK, then it breaks down and changeState(8) is never called
[17:48] <m_kiewitz> does this happen with the code right now? or is it only working that far in your own branch?
[17:48] <m_kiewitz> script number?
[17:48] <snover> only on my working branch is it possible to run the game right now
[17:49] <snover> i have a save game at the hang point
[17:49] <snover> its script 540
[17:51] <m_kiewitz> wait, so state 7 is triggered?
[17:51] <m_kiewitz> it seems to play a sound?!
[17:52] <snover> yes
[17:52] Last message repeated 1 time(s).
[17:52] <m_kiewitz> does the sound play?
[17:52] <snover> it does
[17:52] <m_kiewitz> it seems it has highest bit set
[17:53] <m_kiewitz> hmm, but that should then trigger a cue and that should do another changeState
[17:54] <snover> https://gist.github.com/csnover/751c5bd1b3b2913e100505d5538f7cdb these are the backtraces for the successful calls
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[17:54] <m_kiewitz> well i would need to see what happens right when the sound has done playing
[17:55] <m_kiewitz> what's global[CCh]?
[17:56] <snover> object 'oSound1'
[17:57] <m_kiewitz> does that object have a "cue" method?
[17:57] <snover> no
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[17:59] <m_kiewitz> ah wait, i think soMakeCheese should have one
[17:59] <snover> it does
[18:00] <m_kiewitz> can you set a break point on it?
[18:00] <m_kiewitz> and then try once more
[18:00] <m_kiewitz> but i guess it's never called
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[18:02] <snover> yes, it is called only for the first 8 cues
[18:02] <m_kiewitz> i can't remember who should call it, will have to look in other sci games...
[18:05] <snover> from the backtraces, it doesnt seem like there is a single caller for this sequence
[18:05] <m_kiewitz> o_O
[18:06] <m_kiewitz> so maybe there is an issue with the sound code then
[18:06] <m_kiewitz> btw. those backtraces, have you implemented a new command to figure those out?
[18:08] <snover> no, i just `bpx soMakeCheese::changeState` and then `bt` every time it broke into the debugger
[18:13] <snover> im going to look harder to see if i can figure out anything weird about the sound code, since youve also mentioned it as being suspicious. i had a vague sense that might be the problem at one point (like a missing `signal` or something), but wasnt clearheaded enough to do much digging around.
[18:16] <snover> oh, i guess i could also look to see if some kDoSound polling is happening
[18:18] <snover> hm. there are kDoSoundUpdateCues calls on oSound1 until the sound effect is finished playing
[18:19] <m_kiewitz> aha
[18:26] <Henke37> is that normal?
[18:28] <snover> seems normal. sci3 is doing something extra though
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[18:31] <m_kiewitz> check what's happening on the last call
[18:31] <m_kiewitz> if it gets a trigger, it should call ::cue
[18:31] <m_kiewitz> something must be going wrong
[18:33] <Henke37> what is the exact cue data the game is providing? does it look reasonable?
[18:33] <m_kiewitz> ?
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[18:33] <m_kiewitz> ::cue is just a call, which should then call another ::changeState
[18:34] <Henke37> I mean, the game data contains information on when the cue is. or something like what, right?
[18:34] <Henke37> *that
[18:35] <m_kiewitz> in other sci versions it just worked like: sound is done playing -> cue
[18:35] <m_kiewitz> and that was it
[18:36] <Henke37> ah
[18:36] <Henke37> but the way you phrase that...
[18:43] <snover> m_kiewitz: what did you want me to look at? the last call to kDoSoundUpdateCues?
[18:43] <m_kiewitz> yes
[18:43] <m_kiewitz> a) what gets returned / set by it
[18:43] <m_kiewitz> and b) what the scripts are doing
[18:45] <Henke37> maybe desci could be another soc project?
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[18:49] <snover> the last kDoSoundUpdateCues sets oSound1::signal to -1, oSound1::handle to 0
[18:50] <snover> some game script does seem to process this, as then oSound1::prevSignal becomes -1 and oSound1::signal becomes 0
[18:50] <snover> (during some future vm call)
[18:53] <m_kiewitz> and do you see when the scripts would call ::cue?
[18:53] <m_kiewitz> there must be something wrong in there
[19:00] <snover> sorry, it will be a couple more minutes, making food
[19:05] <snover> (also, bpw isnt working at the moment, grr.)
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[19:12] <m_kiewitz> bpw doesn't work in some situations
[19:13] <m_kiewitz> i wanted to fix it for ages
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[19:27] <snover> okay. lets see if i can figure out where this ::cue-call is
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[20:24] <snover> not making a lot of progress.
[20:25] <snover> from what i can tell, the sound object needs to have a `client` set in order to transmit a cue to that client object, and it never does here
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[20:57] <GitHub166> [scummvm] criezy pushed 2 new commits to master: https://git.io/vSVJK
[20:57] <GitHub166> scummvm/master 91125bc Thierry Crozat: GUI: Add method to know if a widget contains a given widget
[20:57] <GitHub166> scummvm/master 78561ca Thierry Crozat: GUI: Fix access to deleted widget after rebuilding a dialog...
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[20:57] <GitHub144> [scummvm] criezy pushed 1 new commit to master: https://git.io/vSVJi
[20:57] <GitHub144> scummvm/master 6fea2e2 Thierry Crozat: I18N: Update translations templates
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[21:01] <criezy> Joefish: that should fix the crash we were having yesterday with the _mouseWidget.
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[21:01] <Joefish> "commence the furious clicking!" :O
[21:04] <Joefish> what the fuck
[21:04] <snover> did you click too much and inadvertently create a black hole?
[21:04] <Joefish> I could have sworn I pushed the changes from last night before going to bed..
[21:04] <Joefish> nah not yet :D
[21:04] <m_kiewitz> snover: that's the issue then
[21:04] <m_kiewitz> client should have been set
[21:05] <m_kiewitz> can you check what it does on soMakeCheese when it's doing that play call?
[21:05] <m_kiewitz> normally it should set client during that call
[21:05] <m_kiewitz> maybe it gets reset
[21:05] <snover> i dont see `client` populated during this animation sequence for earlier sfx either
[21:07] <criezy> With the two conversions intermingling, I though you were telling Joefish he should have set his client to auto-push changes.
[21:08] <snover> criezy: this is just another symptom of clicking too much. please click less. physics needs you to do your part.
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[21:13] <snover> m_kiewitz: https://www.youtube.com/watch?v=PEiv1MsJhfA&feature=youtu.be&t=6m52s this is the sequence that has the problem. the 'plop' sound is 33101, then it gets stuck here https://zetafleet.com/i/58e6b16f78d59.jpg instead of continuing on to the formed cheese animation & voiceover
[21:14] <snover> also, again, this is lsl7, so those links are potentially nsfw
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[21:16] <Joefish> criezy: seems to have fixed it. only time will tell it guess
[21:28] <snover> i need to run for now, but on examination of that video i am not sure that the next cue isnt actually supposed to come from the end of the animation
[21:28] <m_kiewitz> hmm it's really weird, because it would obviously need to get a ::cue from the sample
[21:28] <m_kiewitz> hmm
[21:29] <m_kiewitz> that could in theory also be the case
[21:29] <m_kiewitz> do you fix invalid loops + cels in some way?
[21:29] <m_kiewitz> i remember sci16 having various fix ups for such cases inside the interpreter and if they do not match perfectly, things did not work properly
[21:30] <m_kiewitz> and it wasn't just one specific way of fixing invalid cel/loop numbers, but all sorts of routines used different ones
[21:30] <m_kiewitz> maybe check those, maybe they changed something for sci3
[21:30] <snover> well, there was that problem with & ugh, what was it again? the bug in gk1.
[21:31] <snover> kNumCels.
[21:33] <snover> that workaround isnt being triggered so at least it is not that&
[21:33] <snover> hm. there is a patch for lsl7 which comes with a really helpful release notes that says it fixes Random lockups
[21:34] <snover> it comes with one script and some new interpreters.
[21:35] <m_kiewitz> lol
[21:35] <snover> (the script is for UI buttons, so unlikely to be relevant here)
[21:38] <m_kiewitz> is there still a cycler for ego?
[21:38] <m_kiewitz> if yes, check what that one is set to and what it's doing
[21:41] <snover> it is some StopWalk object
[21:41] <snover> well the other good news i guess is that the lighthouse bug is a lighthouse bug, heh. https://youtu.be/3rc_-7RXZZ4?t=3m57s
[21:42] <m_kiewitz> lol
[21:43] <snover> ok i really gotta go for a while. let me know if you have any other thoughts, ill look more at the ego cycler later and see what i can see
[21:43] <m_kiewitz> maybe look for the lsl7 issue, maybe that's really a timer issue
[21:43] <snover> thanks for your help so far :)
[21:43] <m_kiewitz> i wouldn't be surprised in case it's an actual game bug too
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[22:02] <m_kiewitz> snover: it seems poCheeseMaker is the animation that is playing, not sure though
[22:02] <m_kiewitz> so maybe check the cycler of that one too
[22:02] <m_kiewitz> still that would mean that the animation would have to trigger 2 ::cues and I somewhat doubt that
[22:03] <m_kiewitz> maybe also verify that the exact same frames are playing for ScummVM and the let's play video
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[22:14] <logix> m_kiewitz: btw, suicide club also reminded me a bit of battle royale
[22:14] <m_kiewitz> suicide club?
[22:14] <m_kiewitz> ah that one
[22:14] <logix> m_kiewitz: I mentioned that the other day, yeah
[22:14] <logix> finally watched it
[22:20] <m_kiewitz> I heard "Lesson of Evil" is great too
[22:20] <m_kiewitz> (Directed by Takashi Miike lol)
[22:22] <logix> I thought the name rings a bell, but at a first glance on his imdb page I think the only movie of his that I've seen is ace attorney
[22:22] <logix> hm, perhaps the name's familiar because you mentioned visitor q the other day and I saw his name there
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[22:36] <m_kiewitz> what? You don't know Takashi Miike?
[22:37] <m_kiewitz> Dead or Alive
[22:37] <m_kiewitz> Audition
[22:37] <m_kiewitz> Ichi the Killer
[22:37] <m_kiewitz> The Happiness of the Katakuris
[22:37] <m_kiewitz> Gozu
[22:37] <m_kiewitz> Three... Extremes
[22:37] <m_kiewitz> Zatoichi
[22:38] <m_kiewitz> the man is a legend
[22:39] <m_kiewitz> and then there is Beat Takeshi
[22:39] <m_kiewitz> the one from Takeshi's challenge
[22:39] <logix> sure, him I know
[22:39] <logix> kitano
[22:39] <Lightkey> Takeshi's Castle
[22:39] <m_kiewitz> and who also created an insane Famicom (NES) game
[22:39] Action: Lightkey ducks
[22:40] <m_kiewitz> https://www.youtube.com/watch?v=m6MIlJYiJUs
[22:40] <m_kiewitz> in that game you can literally divorce your wife and kill + punch your wife and kids
[22:40] <m_kiewitz> and it's a NES game
[22:40] <logix> also, battle royale, while we're at it :)
[22:40] <m_kiewitz> and get drunk
[22:41] <m_kiewitz> Audition is also a really great movie, very nerve wrecking in the end
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