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[02:36] <ScummBot> Port build status changed with 07904c88: Success: master-osx_ppc. Nice work, all ports built fine now
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[08:24] <WooShell> miau
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[10:25] <CIA-71> Strangerke master * r7760f83 / (2 files): TSAGE: R2R - Scene 1337: Implement main AI function, with all sub-functions stubbed - http://git.io/Yk10lA
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[11:21] <wjp> ah, hunting down version differences between SCI games is such fun
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[12:01] <CIA-71> Strangerke master * r93619b9 / (3 files): TSAGE: R2R - Scene 1337: Implement 7 functions used by AI - http://git.io/YbtWaQ
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[12:25] <CIA-71> Willem Jan Palenstijn master * r15bbe3b / engines/sci/engine/kgraphics.cpp :
[12:25] <CIA-71> SCI: Expand adjustGraphColor to work for older EGA games too
[12:25] <CIA-71> See bug #3486899. - http://git.io/HJc_CQ
[12:27] <wjp> very long...
[12:32] <Sylvain> hey _sev, just a simple question : do you happen to have the russian version of toonstruck?
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[12:33] <_sev> Sylvain: I do
[12:33] <Sylvain> ah cool !
[12:33] <Sylvain> because there is a supposed bug
[12:33] <Sylvain> in this version
[12:33] <_sev> yes, I saw the report
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[14:11] <Haloa> ah
[14:11] <Haloa> hello
[14:15] <Haloa> I'm one of those poor devs who is trying to put their hands into cleaning AGS source code
[14:15] <wjp> hi, and welcome
[14:15] <Haloa> it was suggested to me that following Scummvm's coding convetions wouldn't be a bad idea, so I'm investigating :D
[14:15] <wjp> we like them :-)
[14:16] Action: wjp pokes fuzzie
[14:16] <Haloa> the engine source really is a mess, can I beg for some tips about a proper process of refactoring the code
[14:17] <wjp> some of our devs have already been taking a look, so let me refer you to them
[14:17] <Haloa> thank you :)
[14:19] <_sev> hu Haloa
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[14:19] <_sev> fuzzie started porting the engine couple days ago
[14:19] <Haloa> hi
[14:19] <Haloa> :O
[14:19] <_sev> https://github.com/fuzzie/scummvm/commits/ags
[14:20] <Haloa> woah
[14:21] <wjp> (building on resource loading work by DrMcCoy, I believe)
[14:21] <_sev> so it could make sense to join the efforts
[14:23] <Haloa> yeah, I'll see what I can do
[14:36] <Haloa> how weird though, I decided to clean the code just yesterday, perhaps my brain is so empty that other people thoughts come in
[14:37] <Haloa> I wonder if a rookie like me will be of any actual use :|
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[15:07] <CIA-71> Strangerke master * r0ba3335 / engines/tsage/ringworld2/ringworld2_scenes1.cpp : TSAGE: R2R - Scene 1337: Implement 2 functions used by AI - http://git.io/bDUrdA
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[15:45] <fuzzie> Haloa: first step is obviously to split ac.cpp, as suggested somewhere long back in the thread on AGS forums
[15:47] <fuzzie> and also to move the code out of e.g. acroom.h
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[15:54] <Haloa> oh, hi :D
[15:55] <Haloa> yeah, ac.cpp is a huge monolithic labyrinth
[15:55] <Haloa> I'm getting acquianted with git and github
[15:55] <Haloa> I was so happy and cozy with svn
[15:55] <Haloa> :(
[15:55] <fuzzie> my repository linked above is the start of a complete rewrite
[15:57] <fuzzie> using bits of the original code, but not all of it
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[15:57] <Haloa> I'm looking at it :)
[15:57] <fuzzie> so I'm not sure it's a good idea - my thought was that perhaps it would give insight into what is good to refactor and what isn't
[16:00] <Haloa> so, what do you suggest ?
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[16:02] <Haloa> I was going to put proper comments on the original source and try to understand more the inner workings
[16:02] <Haloa> because there's quite a lot of obscure coding in it
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[16:02] <fuzzie> well from my point of view, none of it is particularly complicated :-)
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[16:03] <Haloa> ah, I'm not as pro as you :)
[16:03] <fuzzie> but my point of view with my code is really 'supporting AGS games in ScummVM'
[16:04] <fuzzie> which might be a bit incompatible with the plans of the AGS community..
[16:04] <Haloa> Yes, I see. Still it is probably a better reference that the source itself
[16:05] <fuzzie> that is the intention. but so far it saw one day of work ;p
[16:06] <fuzzie> but obviously I would also appreciate ac.cpp being split, and it being commented, and if my work is useful for clarifying things then that's great too
[16:07] <Haloa> I'll begin commenting then
[16:07] <fuzzie> i think "moving code around" and then "commenting it" is a good plan - I think it would be an awful lot more approachable to people if it were just split up. I don't know if someone's already tried that.
[16:08] <Haloa> Nobody tried
[16:08] <Haloa> yhe only guy actually doing something is that poor jjs guy who's working on the android/psp port
[16:08] <Haloa> *the
[16:08] <fuzzie> yes, I have been using the psp port as a reference
[16:08] <fuzzie> but I saw that jjs has no plans for any significant refactoring
[16:09] <Haloa> Can't blame him :P
[16:09] <fuzzie> and then I saw that people have been arguing about refactoring since *May* and they are still trying to choose lead programmers and project leaders or something
[16:09] <Haloa> yeah, I'm trying to push but they won't budge
[16:09] <Haloa> :|
[16:10] <Haloa> they just love talking about it on the forums
[16:12] <Haloa> Yesterday I thought "hell, perhaps if I create a rep just for the refactoring and start working on it, they will follow"
[16:12] <Haloa> I don't have too high hopes
[16:14] <wjp> it's one of the best ways to get things to happen though :-)
[16:16] <fuzzie> yes, once someone actually starts then that is neat
[16:16] <Haloa> Let's just hope it happens before the world ends
[16:17] <fuzzie> but so far I have the 2.x game files loading, am working on sprite loading, then at some point will get to the scripting which is maybe where some third-party rewrite will be most useful for insights into refactoring needed in original AGS.
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[16:18] <fuzzie> wjp: btw the 'struct size is fixed' thing is because the character array is exposed to scripts as a single pointer to the first entry
[16:19] <fuzzie> so original engine can't change the size of the struct, otherwise scripts accessing beyond the first character would be out-of-sync
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[16:21] <wjp> ah
[16:23] <fuzzie> so that is easy enough to convert to my Magical New Model :p
[16:23] <wjp> yes, sounds relatively straightforward
[16:24] <wjp> hm, picking up that gui alpha stuff after a week again. Sadly it hasn't magically become less convoluted
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[16:26] <fuzzie> mm :(
[16:27] <wjp> giving an overlay one whole bit of alpha like the sdl/opengl backend does is also rather unhelpful
[16:27] <fuzzie> I'm not really quite sure that the *4* bits of alpha we give you on android is too much better.
[16:28] <wjp> no, but at least you can get AA without having to copy the background into the overlay
[16:28] <wjp> with 5551 you can't do partial transparency, _and_ you can't copy the background because you can't represent all colours
[16:28] <wjp> (although the latter might not be that much of a problem in practice)
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[17:45] <CruelCoke> 0hai
[17:45] <CruelCoke> In an adventure game, what do reply colors mean?
[17:48] <CruelCoke> Is it simply a color that's specific to a character, or does it represent emotions? (this is mainly seen in VIRGIN quests)
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[17:52] <Hkz> CruelCoke, are you referring to a particular game or series?
[17:52] <Hkz> because the meaning of your question is eluding me
[17:53] <CruelCoke> Mostly VIRGIN games
[17:53] <CruelCoke> KYRA1-3/BASS
[17:54] <Hkz> i think it's just to help the player differenciating who's saying what.
[17:54] <CruelCoke> so "main color", eh?
[17:56] <CruelCoke> Particularly, Joey shows blue text in cleaner/welder, red in medic and yellow as a rubbery doll thing.
[17:58] <Hkz> a way to indicate the voice of the character changed?
[17:59] <CruelCoke> I thought it was either main color or emotion. Joey is blue-ish as a cleaner, red/white as a medic and those half-developed rubbery dolls are yellow.
[18:04] <cousteau> is there an off-topic channel for this?
[18:04] <LordHoto> Virgin was usually only the publisher though, Bass was made by Revolution Software and Kyra1-3 was made by Westwood
[18:04] <CruelCoke> also, could Revolution Software release an all-in-one of Broken Sword where installers of first two games allow choosing between Plain Install, SVM and DOSbox?
[18:05] <cousteau> (or where can I ask for nice free (legal, not warez) games for this, if any?)
[18:05] <LordHoto> CruelCoke: they probably could, but I think it would be better to ask them about it
[18:05] <CruelCoke> The homepage holds BASS
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[18:06] <CruelCoke> and, LordHoto, I was speaking legality-wise.
[18:07] <LordHoto> well that's something you need to ask them either
[18:07] <LordHoto> too*
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[18:08] <CruelCoke> I mean, does GPL allow companies to ship their older games with DOSbox/SVM?
[18:08] <LordHoto> there's already releases of Broken Sword with ScummVM
[18:09] <CruelCoke> GOG?
[18:09] <LordHoto> they have some games bundled with either DOSBox or ScummVM too
[18:09] <CruelCoke> GOG's installers are cluttered, with game in root.
[18:11] <CruelCoke> If anything, I'd prefer it to be this way: BIN - a folder with the VM/interpreter, and DATA - a folder with the game.
[18:12] <fuzzie> you can buy UK DVD copy of Broken Sword 1+2, bundled with ScummVM
[18:13] <CruelCoke> last one: Amiga OS was a NIX-like, right?
[18:14] <Hkz> amigaos was amigaos-like :)
[18:14] <CruelCoke> not related to any other OS?
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[18:15] <Hkz> not an amiga expert, but afaik no
[18:15] <CruelCoke> then IDK how much poop it was to port BASS to iOS
[18:16] <fuzzie> iOS port is ScummVM
[18:16] <LordHoto> and thus based on the DOS version too ;-)
[18:16] <Hkz> and btw, ScummVM engine isn't based on amiga version
[18:16] <Hkz> LordHoto, aww!
[18:17] <CruelCoke> so iOS port is actually SVM...
[18:18] <Hkz> based on, i think. Not ScummVM
[18:18] <fuzzie> yeah, it's just a bunch of ScummVM files with the irrelevant bits removed
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[18:19] <LordHoto> aha
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[18:44] <tsoliman> LordHoto: In case you're interested in the major event refactoring progress: https://github.com/tsoliman/scummvm/commit/93c6409448adbbeaf4eed42a6fcdc58f8e07bf83
[18:45] <tsoliman> Still not compiling but found a few interesting things where there's parts of the code (besides the keymapper) that seem to be mixing hardware and action event concepts
[18:45] <LordHoto> since no code thinks of it in these two categories that's to be expected
[18:45] <tsoliman> I put "//FIXME: tsoliman" comments next to them
[18:46] <tsoliman> I somehow assumed the keymapper was the only part mixing the concepts due to its WIPness:)
[18:46] <LordHoto> the commit message is misleading to say the least ;-)
[18:47] <tsoliman> right ... it isn't an actual commit yet .. it may as well say just "WIP"
[18:47] <tsoliman> it is more of a stash than anything
[18:48] <tsoliman> not to mention the several ideas and concepts all stuck in 1 commit ;)
[18:51] <LordHoto> I mean as you probably noticed the default event manager does some mapping on its own
[18:51] <LordHoto> i.e. map Ctrl+F5 to GMM
[18:52] <tsoliman> right which LittleBoy had cleaned up in his "custom event" pull request
[18:52] <tsoliman> (which never happened as far as scummvm/scummvm/master is concerned)
[18:53] <LordHoto> can't remember that
[18:53] <tsoliman> I think the event manager itself needs to ask the event mapper to remap and then if it isn't remapped just do the default conversion and push it to the other queue
[18:54] <tsoliman> right now it is doing that (sorta) but it is in a single queue
[18:54] <LordHoto> I think it doesn't need to worry about that at all
[18:54] <tsoliman> the event mapper would just do everything?
[18:54] <LordHoto> i.e. the eventmapper should always do that mapping
[18:54] <LordHoto> sure
[18:54] <LordHoto> the backend sets up the mapping it prefers for GMM
[18:54] <LordHoto> and the eventmapper does that
[18:54] <LordHoto> no need to hardcode anything like Ctrl+F5
[18:56] <tsoliman> But the backend would need to hardcode that as a sort of default right?
[18:56] <LordHoto> yeah
[18:57] <LordHoto> but no reason to do any event mapping in the defaulteventmanager
[19:00] <LordHoto> I mean that's exactly what we want to get rid of to ease backend implementation/maintainance ;-)
[19:01] <tsoliman> right
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[19:04] <LordHoto> all that default binding setup might be a bit more complex though
[19:04] <LordHoto> but that's something to worry about after we have a separation between hardware events and action events
[19:06] <LordHoto> anyway bbl
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[19:16] <cousteau> so... is there any page of "recommended ScummVM games"? I really can't decide
[19:19] <tsoliman> cousteau: Did you play any of the games on the "supported games" list?
[19:19] <tsoliman> (... and have fond memories of doing so)
[19:20] <Strangerke> cousteau: You could start with the free ones, or the ones you already own
[19:21] <tsoliman> it is really more of a "if you liked X then you will like Y" sort of a thing
[19:24] <CIA-71> Tarek Soliman master * rc2640ed / (5 files in 2 dirs): MAEMO: Use custom event Click Mode keymap action (+6 more commits...) - http://git.io/-TASzw
[19:27] <cousteau> Strangerke, what free ones? (let me see if I find the list)
[19:28] <tsoliman> LordHoto: (in case you read the log) the sanity check probably belongs in Keymapper::Domain::addKeymap() to make sure no 2 keymaps have the same name. I'll have to test it
[19:28] <tsoliman> cousteau: http://www.scummvm.org/downloads/#extras
[19:28] <cousteau> ok, thanks
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[19:29] <cousteau> oh yeah, played Drascula...
[19:30] Action: cousteau still can't decide
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[19:37] <r1cola> yo
[19:37] <wjp> hi
[19:38] <r1cola> would it be possible to have an original game project on scummvm?
[19:39] <wjp> do you mean you want a write a game engine from scratch? or a new game using an existing engine? or ...?
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[19:40] <r1cola> yeah, just like a new game in scumm engine which would run on vm
[19:41] <wjp> in the scumm engine? I don't think we can really recommend that
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[19:42] <wjp> lack of authoring tools, too many hacks for specific game support in ScummVM, etc...
[19:42] <r1cola> creating new assets in the scumm format, a fan project or whatever
[19:43] <r1cola> or even the new doublefine game, looked like it could have been scumm
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[19:57] Action: cousteau finally chose "Beneath a Steel Sky"
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[20:04] <_sev> r1cola: another reason against SCUMM is that you may be chased by LucasArts lawyers
[20:04] <_sev> r1cola: I hope that AGS eventually will come to ScummVM
[20:05] <_sev> so your best bet would be to use AGS
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[20:06] <Tomaz^> good evening
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[20:13] <sirlemonhead> what do I use as a replacement for itoa in ScummVM? is there a stringstream equivelant?
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[20:15] <wjp> Common::String::format() is sprintf-like and returns a Common::String
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[20:16] <sirlemonhead> thanks :)
[20:17] <wjp> it's a static function, by the way
[20:18] <sirlemonhead> in what way?
[20:22] <wjp> in the C++ way
[20:22] <wjp> i.e., it isn't called on an existing String object
[20:23] <sirlemonhead> ah it's "standalone"
[20:34] <sirlemonhead> that's working great, thanks
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[20:47] <wjp> hrm... so what I thought was breaking speech+subtitles in the final madman scene isn't the actual cause
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[20:49] <fuzzie> so I need a mapping of about 5% of entries in an array (of, say, ~100k uint32s) to another uint32 .. I guess our hashmap class is a bit disasterous for such cases
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[20:50] <wjp> fixed subset?
[20:50] <fuzzie> alas, no
[20:50] <fuzzie> the 'need' here is not actually a strict requirement
[20:51] <wjp> we're kind of lacking in the tree department
[20:51] <fuzzie> want a fast way to lookup AGS script fixups while executing code, rather than actually adding pointers to the raw code bytes
[20:52] <fuzzie> probably an array will have to suffice for now
[20:52] <wjp> should you want to contribute a nice balanced tree... :-)
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[21:01] <fuzzie> in fact it is not so bad, I save a lot of memory over AGS's implementation.
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[21:14] <sirlemonhead> is the AGS code really awful?
[21:32] <fuzzie> yes.
[21:32] <fuzzie> yes, it is.
[21:32] <sirlemonhead> :)
[21:33] <fuzzie> I quote from the release announcement, "The state of the source code is VERY BAD and should in fact be considered an example of BAD PRACTICE."
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[22:10] <Haloa> :)
[22:11] <CIA-71> sylvaintv master * r8b39b0b / engines/toon/detection.cpp : TOON: Add russian version detection - http://git.io/Dl4EFQ
[22:11] <CIA-71> sylvaintv master * r24e50eb / engines/toon/toon.cpp :
[22:11] <CIA-71> TOON: Fix bug #3467139 with russian version crash
[22:11] <CIA-71> Bug #3467139: "TOON: Russian Version Crashes"
[22:11] <CIA-71> A frame is corrupted in an localized animation
[22:11] <CIA-71> Moved the check before the Rect creation. - http://git.io/3LMseQ
[22:12] <Haloa> Fuzzie: I set up the repository and began working
[22:13] <Haloa> I'll try to split ac.cpp as soon as I can
[22:13] <wjp> cool
[22:13] <fuzzie> great :)
[22:13] <fuzzie> I am (slowly) getting an idea of how things work so I can maybe answer questions.
[22:13] <wjp> is your repository already public?
[22:14] <Haloa> yup, I set it up on github
[22:14] <Haloa> https://github.com/AlanDrake/Adventure-Game-Studio/tree/Refactoring
[22:14] <Haloa> I hope I can get other ags dudes involved
[22:15] <fuzzie> oh, you're Alan v.Drake?
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[22:16] <Haloa> yes
[22:16] <fuzzie> ok. cool :)
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[22:18] <fuzzie> you can maybe answer then: Native source code which is missing is the compiler?
[22:18] <Haloa> AGS.Native
[22:18] <Haloa> there's only the library, it's used by the editor
[22:18] <fuzzie> or just the serialization code?
[22:19] <Haloa> to save and other stuff
[22:19] <Haloa> it is also the compiler
[22:22] <fuzzie> the missing bits look pretty complicated, I guess; and preserving the editor seems like it would be the big advantage of refactoring the existing code
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[22:28] <fuzzie> but trying to understand editor code is a bit beyond me atm
[22:30] <Haloa> well, the editor has a cleaner code at least, too bad we can't change the serialization to add the cool stuff :(
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[22:50] <CIA-71> Willem Jan Palenstijn master * r3abb3ad / engines/dreamweb/titles.cpp : DREAMWEB: Fix duplicate line in monk end sequence - http://git.io/OJgZ_A
[22:50] <CIA-71> Willem Jan Palenstijn master * r3fc8b72 / (4 files):
[22:50] <CIA-71> DREAMWEB: Fix missing subtitle lines in speech+subtitle mode
[22:50] <CIA-71> This is done by adding a (very ugly) way to force the previous timed-temp
[22:50] <CIA-71> line off screen, so the next one can be shown. - http://git.io/tD3-fg
[22:50] <CIA-71> Willem Jan Palenstijn master * r143363d / (engines/dreamweb/people.cpp engines/dreamweb/titles.cpp): DREAMWEB: Improve subtitle durations in madman scene - http://git.io/r-a1OQ
[22:50] <wjp> oh, forgot to mention, but it also fixes an assert in subtitles+speech mode in the madman scene near the end
[22:51] <wjp> _hopefully_ this fixes that mode enough for it to only need tweaks to subtitle length
[22:53] <wjp> oh look, a BASS/Android savegame bug report
[22:54] <wjp> with a savegame!
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[22:58] <thirteenth> Hi all, so I love book fairs for snagging old games. I managed to get 2 Sierra adventure games, and this one other point and click one. None are supported by ScummVM, but that's ok, I still snagged some deals. :P
[22:59] <wjp> nice
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[23:00] <thirteenth> I got Police Quest-Swat, Rama, and Morpheus..
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[23:01] <Haloa> I had police quest on my old 286 cga :(
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[23:01] <Haloa> couldn't even play because I was missing the protection codes
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[23:02] <thirteenth> Oh wow, yeah, I had to get rid of some of my games as I lost my sheet that had my serial codes on it. :S
[23:03] <thirteenth> So, I found this site for installers for these old games, should I go for a DOS version of the game, or a Windows installer?
[23:04] <thirteenth> Like Rama, I can use this dosbox installer that copies all of the cds, or a Windows version that requires them present
[23:04] <Haloa> whatever is easer
[23:05] <Haloa> *easier
[23:05] <thirteenth> Well, I'll do the DOS one then, I hate optical discs, so it'd be better to mount them for dosbox
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[23:19] <wjp> oh dear
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[23:19] <wjp> this sky bug is silly
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[00:00] --- Mon Feb 13 2012