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[00:17] <Scummette> [scummvm] yuv422 pushed 2 new commits to master: https://is.gd/1qcpda
[00:17] <Scummette> scummvm/master 167a42f : DARKSEED: Added more localised text
[00:17] <Scummette> scummvm/master 7eea5d9 : DARKSEED: Localise menu text
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[01:58] <Scummette> [scummvm] npjg pushed 7 new commits to master: https://is.gd/zbvfhG
[01:58] <Scummette> scummvm/master ae7d4d5 npjg: MEDIASTATION: Correctly print event handler ASCII code in debug statement
[01:58] <Scummette> scummvm/master 40b1999 npjg: MEDIASTATION: Allow built-in script functions to be operands.
[01:58] <Scummette> scummvm/master 24dc49e npjg: MEDIASTATION: Print stream position on subfile read error
[02:06] <Scummette> [scummvm] npjg pushed 1 new commits to master: https://is.gd/b3VYyy
[02:06] <Scummette> scummvm/master 9894eb2 npjg: MEDIASTATION: Add two missing asset header sections
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[04:27] <grogbot_> [discord] <dreammaster> For my slightly belated Screenshot Friday. My work on God of Thunder has drawn to a close, but I've still got until the end of the month before I return to the US and, regrettably 😛 , return to finish work on Ripley's. I initially started a tentative fresh effort to port the AESOP32 engine source that runs Eye of the Beholder 3, but it's rapidly becoming clear it would require a lot of effort to implement all the interfaces to
[04:27] <grogbot_> [discord] <dreammaster> https://cdn.discordapp.com/attachments/581224061091446795/1327494031671955466/scummvm-wasteland1-00000.png?ex=678344a8&is=6781f328&hm=b0f505fbdafe4bb57ecc3219f704f84552912cab578d57450741682e3c0948c7&
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[07:57] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/aJYkak
[07:57] <Scummette> scummvm/master c8359cc Strangerke: M4: RIDDLE: Room 808: implement opCode 0 in daemon
[08:14] <grogbot_> [discord] <strangerke> Aesop32... The engine behind Dungeon Hack... 😢
[09:13] <grogbot_> [discord] <dreammaster> I was actually surprised that the GOG Eye of the Beholder III uses AESOP32 and recompiled eye.res rather than the original aesop16 resource the original had. So it's good in a sense that an engine based on AESOP32 would work with the available GOG version out of the box. The slight downside being that it wouldn't work for the original release of the game without manual processing.
[09:16] <grogbot_> [discord] <gu3> Are you using the thirdeye source code as reference? https://github.com/psi29a/thirdeye
[09:20] <grogbot_> [discord] <dreammaster> Actually I was using the runtime.zip download from the following thread: https://www.vogons.org/viewtopic.php?t=20601
[09:22] <grogbot_> [discord] <dreammaster> Strings in it exactly matched the GOG AESOP32 executable (interp.exe), so I figured it was the safest to use as a basis. Though that didn't include the VFX library the source uses. I could likely have searched to find a copy of the library, but initially I was simply adding stubs that would need ScummVM implementations anyway. But more and more functions were getting added, for screen, font, shapes, drawing. And that's not even ev
[09:22] <grogbot_> [discord] <dreammaster> It may be something I return to in the near future once m4 is over and done with. Though likely not immediately after.
[09:26] <grogbot_> [discord] <dreammaster> It would certainly be nice to finally have the entire EOB trilogy supported in ScummVM after all these years
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[10:42] <grogbot_> [discord] <eientei> Once it's done you could title the announcement "Aesop32 Rock"
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[11:37] <Scummette> [scummvm] neuromancer pushed 1 new commits to master: https://is.gd/rqOFt4
[11:37] <Scummette> scummvm/master 3dd927d neuromancer: FREESCAPE: fixed several issues in the opengl shader renderer (with help from @cmd05)
[11:44] <Scummette> [scummvm] lephilousophe pushed 1 new commits to master: https://is.gd/jKyU6g
[11:44] <Scummette> scummvm/master 6be1a9a lephilousophe: GRAPHICS: MACGUI: Initialize the active menu callback
[12:03] <Scummette> [scummvm] lephilousophe pushed 1 new commits to master: https://is.gd/JQb99r
[12:03] <Scummette> scummvm/master ec06b9d lephilousophe: GRAPHICS: MACGUI: Don't check if top menu is enabled in popup menus
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[13:20] <Scummette> [scummvm] sev- closed pull request #5021: TETRAEDGE: Support Android and Switch versions (master...syb-rb) https://is.gd/3utBpl
[13:20] <Scummette> [scummvm] sev- pushed 19 new commits to master: https://is.gd/Lk0DKE
[13:20] <Scummette> scummvm/master 7885931 phcoder: COMMON: Make Archive listable
[13:20] <Scummette> scummvm/master 3c0a131 phcoder: COMMON: Allow specifying XMLParser stream name
[13:20] <Scummette> scummvm/master d31e9e9 phcoder: COMMON: Add PS3 and Nintendo Switch Platforms
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[15:12] <grogbot_> [discord] <r.lind> Is my memory playing tricks on me or was the character creation in EOB3 actually something from EOB2 running in a stripped EOB2 ("KYRA") engine?
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[15:29] <Scummette> [scummvm] lephilousophe opened pull request #6401: GRAPHICS: MACGUI: Implement primitives (master...macgui-primitives) https://is.gd/bzlyUp
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[15:54] <ScummBot> Build [#13577](https://buildbot.scummvm.org/#/builders/60/builds/13577) of `master-debian-x86-64` failed: failed test (failure)
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[18:28] <Scummette> [scummvm] npjg pushed 11 new commits to master: https://is.gd/yUqGEE
[18:28] <Scummette> scummvm/master d560826 npjg: MEDIASTATION: Remove unnecessary parentheses
[18:28] <Scummette> scummvm/master 6c7f1e8 npjg: MEDIASTATION: Stub out Font asset
[18:28] <Scummette> scummvm/master 0aaa1a4 npjg: MEDIASTATION: Stub out Text asset
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[20:26] <grogbot_> [discord] <dreammaster> Not sure. Heh. I was so focused on AESOP, that I completely forgot that there were other executables. I certainly don't remember seeing any character creatin source, so that may be yet another pain to deal with for full support in ScummVM eventually
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[23:13] <ScummBot> Build [#12130](https://buildbot.scummvm.org/#/builders/34/builds/12130) of `fetch-master` failed: failed triggered build-scheduler-master, 36 successes, 1 failure
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[00:00] --- Sun Jan 12 2025