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[03:57] <mataniko> dreammaster: there's a few references to scummvm-misc in the wiki that lead to a dead end
[03:57] <mataniko> is that something you're still maintaining somewhere?
[03:59] <dreammaster> Well, that's a little unclear. The Gargoyle engine I did some years back was probably the biggest "misc" thing, since RPGs have already been folded into ScummVM
[04:00] <dreammaster> Though I have been given encouragement to update and resubmit for inclusion, but it's not on my immediate priority list. I'm having too much fun mucking around working on Ultima 1 support :)
[04:04] <mataniko> is that project still anywhere? should I update the link or just remove the ref?
[04:05] <dreammaster> Probably safe to remove all the links. Just the one remaining engine isn't enough to warrant a whole "project" anymore, which is also why I deleted the SourceForge project site for a while back
[04:08] <dreammaster> It'll be nice, one day, for ScummVM to be the repository for all adventure games, no matter the kind.
[04:08] <mataniko> so zork text adventures aren't supported?
[04:10] <dreammaster> Well, the Gargoyle engine does support them, yes. It just was never merged, because back then more team members were, I guess the term would be emphatic, about keeping ScummVM just for point and click adventure games.
[04:11] <dreammaster> Things are somewhat more inclusive these days, particularly with RPGs now allowed.
[04:12] <dreammaster> For which I'm thankful.. one of my long term goals is to finish a Legend engine which, along with support Xanth and eventually maybe Death Gate, would also support the earlier graphic/text combo game sets like Gateway and Spellcasting.
[04:12] <mataniko> maybe worth revisiting with an email to -devel?
[04:13] <dreammaster> Well, as I said, right this moment I'm engrossed with Ultima 1 work. At some point, though, when I feel like a short break, I'll look into rebasing my old work on top of the current master, and then I'll resubmit it.
[04:14] <dreammaster> There's proably somethings that'll ideally need to be fixed in the history, like the initGraphics change done a while back.
[04:14] <mataniko> ok, meanwhile i updated the wiki
[04:15] <dreammaster> Of course, if anyone has free time and wants to take a stab it in the interim, they're welcome to. But it's waited this long, so it can wait a bit longer.
[04:15] <dreammaster> Cool, thanks
[04:16] <mataniko> where's the code?
[04:18] <dreammaster> https://github.com/dreammaster/scummvm/tree/gargoyle
[04:18] <dreammaster> Be kind.. this done years ago, so there's probably all kinds of nastiness I've forgotten about ;)
[04:19] <dreammaster> In point of fact, there may be some merit to not directly resurrecting it..
[04:20] <dreammaster> I may be misremembering wrong, but I heard that there was work done in my old Interactive Fiction stomping grounds making a common "merged" interpreter for Infocom, TADS, Hugo, etc. If that is indeed the case, then a fresh engine may be better suited to adapting it
[04:21] <dreammaster> As opposed to trying to expand this Gargoyle engine, which is Infocom specific
[04:30] <mataniko> sounds like a it would've been a good GSOC project
[04:32] <dreammaster> Interesting idea if it is indeed the case. Certainly easier adapting an existing source base than reverse engineering the games from scratch.
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[06:46] <rootfather|work> morning folks
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[07:36] <Strangerke|work> hi guys
[07:37] <Strangerke|work> I'm looking for documentation concerning port 0x3DF, if someone has some info please poke me
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[07:53] <Unseen2> PCjr-specific CGA extensions?
[08:07] <Strangerke|work> If the piece of doc I found is right, yes
[08:08] <Strangerke|work> but on other docs I found, it's documented as VGA ports... I don't know what to believe, and in any case I don't have enough details
[08:10] <Unseen2> The only references I've found so far are in PCjr context. The old ports.lst only has a one-line description for it referencing the PCjr.
[08:20] <Unseen2> PCjr tech ref calls it the "CRT page register", it seems you can use it to select which page of the VRAM is shown by the CRTC and which page can be accessed by the CPU at 0B8000h. 8 pages of 16KB, non-overlapping, techref page 2-79 (105 in my PDF) has the bit assignments
[08:21] <Unseen2> For VGA everyone seems to document it as part of the register space, but noone seems to mention what it would be used for.
[08:31] <Strangerke|work> hum, ok
[08:31] <Strangerke|work> It's a bit weird as the game doesn't seem to support pcjr explicitely
[08:32] <Strangerke|work> but ok, maybe I should just look somewhere else, most likely it's code I don't need, then
[08:34] <Strangerke|work> what's the name of your doc, btw?
[08:36] <Strangerke|work> The one I'm using is "VGA Function Specification GXm/MXi Processors", from Cyrix
[08:46] <Unseen2> PCjr technical reference: http://www.retroarchive.org/dos/docs/ibmpcjrtechref.pdf
[08:50] <Unseen2> https://pdos.csail.mit.edu/6.828/2004/readings/hardware/vgadoc/CGA.TXT has another interpretation of the register - IIRC AGA was a term used for some cards that could do both CGA and Hercules with a few extensions
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[11:22] <rootfather|work> ping _sev
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[12:20] <mataniko> anyone building on windows 10 and vs 2017? I find that i have to manually re-target my projects to win 10 SDK, even with the 8.1 SDK installed (which is what the initial target is)
[12:21] <mataniko> and sometimes that's wonky too, getting errors like `C++ cannot open source file "stdio.h"`
[13:06] <Strangerke|work> wow, nice error message :/
[13:06] <Strangerke|work> I compile on older crap (Win7, MSVC9) so I can't help
[13:08] <mataniko> I removed all MSVC components and then just reinstalled c++ with the 8.1 sdk and no 10.x sdk
[13:08] <mataniko> which seems to work now
[13:08] <mataniko> i don't think it's a problem with the project we create
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[17:42] <scummvm_github> [scummvm] LubomirR pushed 1 new commit to master: https://git.io/fAuwV

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[18:04] <ScummBot> Port build status changed with c36fb36a: Failure: master-mingw-w64
[18:18] <LubomirR> collect2: fatal error: ld terminated with signal 11 [Segmentation fault]
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[18:39] <scummvm_github> [scummvm] LubomirR pushed 1 new commit to master: https://git.io/fAuXM

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[18:57] <ScummBot> Port build status changed with c239a186: Success: master-mingw-w64. Nice work, all ports built fine now
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[19:39] <scummvm_github> [scummvm] bluegr pushed 1 new commit to master: https://git.io/fAuHQ
[19:39] <scummvm_github> scummvm/master 205ee4d Filippos Karapetis: SCI32: Allow malformed calls to kLock in PQ:SWAT, after the training videos...
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[20:01] <mataniko> just have to point this out: Do not use very complex grammatical structure or abstruse words (abstruse meaning difficult to comprehend and being an example of words to avoid). Keep in mind that many ScummVM users are not native English speakers and may not speak English as well as you do.
[20:02] <mataniko> I found it funny that the rule about not using complex words uses a word complex enough to explain :)
[20:03] <Strangerke> "abstruse" isn't a complex word imho
[20:05] <Strangerke> obviously the word is (almost) the same same in French so I'm cheating a bit
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[21:44] <scummvm_github> [scummvm] criezy pushed 1 new commit to master: https://git.io/fAzfd
[21:44] <scummvm_github> scummvm/master 50b75b8 Purple T: I18N: Update translation (French)...
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[21:44] <scummvm_github> [scummvm] criezy pushed 1 new commit to master: https://git.io/fAzfb
[21:44] <scummvm_github> scummvm/master 345fe85 Thierry Crozat: I18N: Update translation (French)...
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[22:40] <Deledrius> Complex is subjective, unfortunately.
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[00:00] --- Fri Sep 7 2018