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[01:01] <grogbot> [discord] <dreammaster> If you need any help doing so, we'll be ready to assist in the #development channel. 😄 Or if you don't find the time, you could consider donating a copy of the sources to the team so that someone else could work on it in due course
[01:43] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/EajmwP
[01:43] <Scummette> scummvm/master 7768a0f DDinghoya: I18N: Update translation (Korean)
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[05:46] <grogbot> [discord] <astrofra> Is there a recommended license if I hand off the source to ScummVM ?
[05:47] <grogbot> [discord] <astrofra> (Or a license to avoid)
[06:03] <grogbot> [discord] <Digitall> Others will expand, but the project is GPLv3 ... See https://docs.scummvm.org/en/latest/help/faq.html#is-scummvm-free
[06:04] <grogbot> [discord] <Digitall> https://github.com/scummvm/scummvm/blob/master/COPYING
[06:04] <grogbot> [discord] <Digitall> Some components are dual licensed / integrated under GPLv3 compatible licenses...
[06:07] <grogbot> [discord] <astrofra> Ok GPLv3 is fine.
[06:07] <grogbot> [discord] <astrofra> I might have a problem with the decompression code that is in 68000 ASM anyway and is not mine.
[06:08] <grogbot> [discord] <astrofra> Images/sounds/dialogues are compressed using several 3rd party variations of the Lz / Lzma algorithm :/
[06:09] <grogbot> [discord] <Digitall> If something needs removing like that, but there is a clean API and description of what needs to be replaced, then fine to omit or replace with un-optimised C equivalent
[06:10] <grogbot> [discord] <Digitall> We have several variant decoders for LZ... I wouldn't be surprised if it was LZSS again. I had to do work on that for Mohawwk
[06:10] <grogbot> [discord] <Digitall> https://en.wikipedia.org/wiki/Lempel%E2%80%93Ziv%E2%80%93Storer%E2%80%93Szymanski if not aware
[06:11] <grogbot> [discord] <astrofra> Ok 👍
[06:14] <grogbot> [discord] <Digitall> One thing... If you are the copyright holder of the game, are you intending to freeware the game?
[06:15] <grogbot> [discord] <astrofra> Thats the problem, Im not the copyright holder of the game itself. Im only the programmer of the entire Amiga version (plus some part of the graphics, like 30%)
[06:16] <grogbot> [discord] <Digitall> Ah no problem. We support quite a lot of games where the original copy is required or the game is now being resold from digital stores.
[06:16] <grogbot> [discord] <astrofra> (Otherwise it already would be on GitHub 🙂
[06:16] <grogbot> [discord] <astrofra> (Otherwise it already would be on GitHub 🙂 ) (edited)
[06:17] <grogbot> [discord] <astrofra> Yep, that would be the idea & requiring the original files from the original copy
[06:18] <grogbot> [discord] <codengine_de> @astrofra are there any co-authors of the source code or have you been the only developer? Are there any contract clauses or sth. that may be problematic?
[06:21] <grogbot> [discord] <astrofra> I re-implemented 100% of the game in C. The original runs on Atari ST using a mix of compiled Basic and assembly.
[06:21] <grogbot> [discord] <astrofra> I didnt use any of the original algorithms.
[06:21] <grogbot> [discord] <astrofra> I should inform the author that I want to donate the source. That would be the safest way, I guess.
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[06:22] <grogbot> [discord] <astrofra> Definitely having it the properly legal way is the thing to do.
[06:23] <grogbot> [discord] <codengine_de> Yeah better safe than sorry 🙂
[06:24] <grogbot> [discord] <codengine_de> Depending on your country a clean room reimplementation is totally fine, which is not allowed in other countries. But I'm not a lawyer. It's just complicated 🤷
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[06:25] <grogbot> [discord] <astrofra> Id rather fix the legal concern with the author than having to document the whole game logic 😇
[06:26] <grogbot> [discord] <astrofra> But I see what you mean
[06:28] <grogbot> [discord] <sluicebox> @astrofra you'll chat with @sev____ , he'll get your sorted. yours are not unusual circumstances 😁
[06:29] <grogbot> [discord] <astrofra> While coding the C version I found like a good idea to implement a limited abstraction in case I want to run the game on SDL.
[06:29] <grogbot> [discord] <astrofra> The early game prototype ran both on Amiga and PC, then I focused on the Amiga version
[06:30] <grogbot> [discord] <astrofra> It says its portable but & currently it wont compile on anything else than Amiga Sas/C compiler
[06:30] <grogbot> [discord] <astrofra> And the makefile is a pile of 💩
[06:31] <grogbot> [discord] <astrofra> But yeah, there is a supposedly clean separation between the game and the plateform
[06:31] <grogbot> [discord] <sluicebox> @astrofra also i laughed at the mention of the compression algorithm; SCI uses like six different ones over the course of its six year run, sierra didn't write any of them. i don't recommend writing sci tools! 😅
[06:31] <grogbot> [discord] <sluicebox> @astrofra also i laughed at the mention of the compression algorithm; SCI uses like six different ones over the course of its eight! year run, sierra didn't write any of them. i don't recommend writing sci tools! 😅 (edited)
[06:32] <grogbot> [discord] <astrofra> I tried to fit as much files as possible on 3 Amiga disks while saving the players patience as LZMA takes 10 seconds to unpack a fullscreen image on the Amiga 500
[06:33] <grogbot> [discord] <astrofra> So I found it clever to use 3 different compression schemes depending on the context
[06:33] <grogbot> [discord] <astrofra> And here we are, now its a mess
[06:35] <grogbot> [discord] <sluicebox> you're speaking my language!
[06:35] <grogbot> [discord] <sluicebox> ```c++
[06:35] <grogbot> [discord] <sluicebox> enum ResourceCompression {
[06:35] <grogbot> [discord] <sluicebox> kCompUnknown = -1,
[06:35] <grogbot> [discord] <sluicebox> kCompNone = 0,
[06:35] <grogbot> [discord] <sluicebox> kCompLZW,
[06:35] <grogbot> [discord] <sluicebox> kCompHuffman,
[06:35] <grogbot> [discord] <sluicebox> kCompLZW1, // LZW-like compression used in SCI01 and SCI1
[06:35] <grogbot> [discord] <sluicebox> kCompLZW1View, // Comp3 + view Post-processing
[06:35] <grogbot> [discord] <sluicebox> kCompLZW1Pic, // Comp3 + pic Post-processing
[06:35] <grogbot> [discord] <sluicebox> kCompSTACpack, // ? Used in SCI32
[06:35] <grogbot> [discord] <sluicebox> kCompDCL
[06:35] <grogbot> [discord] <sluicebox> };
[06:35] <grogbot> [discord] <sluicebox> ```
[06:38] <grogbot> [discord] <Digitall> ttfn. Sleep beckons
[06:40] <grogbot> [discord] <codengine_de> https://www.ebay.co.uk/itm/176642418098?_skw=Athanor+2&itmmeta=01JF4GQVZFY98DQN0YB961WWJ6&hash=item2920b565b2:g:iSQAAOSwkFBnGDqH&itmprp=enc%3AAQAJAAAA4HoV3kP08IDx%2BKZ9MfhVJKkXQSDGwoAANCOYb0sHx3bPq%2BTN%2BWdAYwwz7OTF%2BG0gII4KnVJA20Mc794%2BmaVP7Nmp295HmaWTds94aIRHQhbSZZL8wuOOHGxB%2FGE5OA7W31l9O24mAGvh6tVnng%2BeBFqCC5lHOYtalFU53aEitWNWutBTU29%2BJ%2FIQwUopqhELS50uu3e%2FMhPby%2BZz2879CVTpqDPciyNQg1Kh9QKGtgF%2FW%2FHThHOMPf4r9ALbZAG4vx
[06:40] <grogbot> [discord] <codengine_de> There is one copy sold on ebay if somebody wants to snitch it 😉
[06:41] <grogbot> [discord] <codengine_de> https://www.ebay.co.uk/itm/176642418098
[06:41] <grogbot> [discord] <codengine_de> There is one copy sold on ebay if somebody wants to snitch it 😉 (edited)
[06:41] <grogbot> [discord] <codengine_de> https://www.ebay.co.uk/itm/176642418098
[06:41] <grogbot> [discord] <codengine_de> There is one copy sold on ebay if somebody wants to snitch it 😉 (edited)
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[06:47] <grogbot> [discord] <astrofra> I might buy it and give it to the French National Library
[06:47] <grogbot> [discord] <astrofra> But if someone wants the disk files PM me
[06:47] <grogbot> [discord] <codengine_de> From what I can tell it looks pretty complete
[06:49] <grogbot> [discord] <astrofra> Indeed d
[06:49] <grogbot> [discord] <astrofra> I only have the physical version of the Amstrad CPC release
[06:51] <grogbot> [discord] <codengine_de> The seller only ships to the UK it seems.
[06:59] <grogbot> [discord] <Digitall> Sleep eludes. That would not present a problem for me...
[07:09] <grogbot> [discord] <astrofra> OK, I wrote the seller. Will see. Thanks for mentionning it 🙂
[07:10] <grogbot> [discord] <codengine_de> Good luck! Maybe we have somebody here that lives in the UK and may proxy it over to you. I mean, who deserves to own that box if not you 🙂
[07:10] <grogbot> [discord] <astrofra> there's a rather detailed review of the game (in German though) here: https://www.youtube.com/watch?v=u12NK1lvFU4
[07:10] <grogbot> [discord] <codengine_de> Yeah that was my first hit on YouTube as well. Happy to translate it to German 🙂
[07:12] <grogbot> [discord] <astrofra> I'm from austrian descent and I confess it was nice to hear my family name pronounced properly by the reviewers 😄
[07:17] <grogbot> [discord] <astrofra> I'm using these 3 compressors :
[07:17] <grogbot> [discord] <astrofra> - Miniz by Richard Geldreich : https://github.com/richgel999/miniz/blob/master/miniz.h
[07:17] <grogbot> [discord] <astrofra> - Shrinkler by Blueberry : https://github.com/askeksa/Shrinkler
[07:18] <grogbot> [discord] <astrofra> - NRV2s by Ross : https://eab.abime.net/showpost.php?s=3c650f484adabb08061e262a4b98633c&p=1332762&postcount=18
[07:27] <grogbot> [discord] <astrofra> anyway, thanks for all the advices, folks
[07:28] <grogbot> [discord] <astrofra> it gives me an idea of the path I have to take for this to happen.
[07:28] <grogbot> [discord] <astrofra> Fist I will set a proper licence file on the GIT repo, GPLv3 for the source code and a CC for the graphics.
[07:28] <grogbot> [discord] <astrofra> Then I will gather all the file format documentation I made
[07:29] <grogbot> [discord] <astrofra> stuff like this :
[07:29] <grogbot> [discord] <astrofra> https://cdn.discordapp.com/attachments/581224061091446795/1317755290934050816/Screenshot_2024-12-15_at_08.28.50.png?ex=675fd6c0&is=675e8540&hm=61917ecc175c675d9e2713820f24649b71e451b4048cc80233203a86421fb1fc&
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[09:48] <grogbot> [discord] <wintersunshine> Hello, new member here. I'm not an avid gamer, but years ago I played "Gabriel Knight 3: Blood of the Sacred Blood of the Damned". I've yearned to replay it over the years, but life got in the way. By the time I got around to looking for an online download, I was using a MacAir and not a Windows puter. Anyway, I finally have some time and I managed to play "Sins of the Fathers 20th Anniversary Edition" on my MacAir. That seems
[09:52] <grogbot> [discord] <wintersunshine> My only other recourse is to "borrow"my son's old gaming PC and use Steam to get and play the games, but son is reluctant since he thinks I'll search his hard drive and hijack his Steam account and he doesn't want to delete his data from it. I do have my own Steam account, but he's having none of it. Anyway I have nowhere to set up his old puter, hubby is putting his foot down about removing the TV for space.
[10:00] <grogbot> [discord] <supsuper> currently ScummVM only supports Gabriel Knight 1 and 2. if you can copy the game files to your Mac, then you can play them via ScummVM
[10:15] <grogbot> [discord] <wintersunshine> Thank you. If I buy 'The Beast Within" from Steam using my Mac how would I go about installingthe game and running it via ScummVM? As I said I'm a complete technonumpty (and if I'm honest, a technophobe). I struggle with our toaster.
[10:23] <Scummette> [scummvm] bluegr opened pull request #6313: SCUMM: Add support for the classic SE variants of MI1, MI2, DOTT and FT (master...scumm_classic_se) https://is.gd/5ayHHA
[10:56] <Scummette> [scummvm] yuv422 pushed 1 new commits to master: https://is.gd/dbAd4L
[10:56] <Scummette> scummvm/master 52661f8 : DARKSEED: Add DOS Spanish CD variant
[11:05] <grogbot> [discord] <eientei> https://www.playonmac.com/en/ will allow you to install the Windows version of Steam on Mac and download the game. Then all you need to do is copy the files from where Steam downloaded them to
[11:08] <grogbot> [discord] <wintersunshine> I'll give it a try, this could take me days as I panic over it.
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[12:25] <Scummette> [scummvm] neuromancer pushed 1 new commits to master: https://is.gd/wkSlqc
[12:25] <Scummette> scummvm/master 42aeb43 neuromancer: FREESCAPE: improved colors and sound for cpc games
[12:25] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/qRhIP7
[12:25] <Scummette> scummvm/master b6384ee weblate: I18N: Update translations templates
[12:28] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/WH9qVl
[12:28] <Scummette> scummvm/master 1e4d11f weblate: I18N: Update translation files
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[13:44] <grogbot> [discord] <artnis_> Just downloaded mac on version from my steam of Syberia. Using latest stable version and I get a black screen then app closes without error
[13:45] <grogbot> [discord] <artnis_> Just downloaded Syberia's macos version from my steam. Using latest stable version and I'm still getting a black screen then app closes without error (edited)
[13:48] <grogbot> [discord] <artnis_> Just downloaded Syberia's macos version from my steam. Using latest stable version and I'm still getting a black screen then app closes without error. This is on android. It works fine on Windows. (edited)
[13:48] <grogbot> [discord] <antoniou79> which platform are you testing on?
[13:49] <grogbot> [discord] <antoniou79> ah. Android. It's very possible that it's just takes a while (and that could mean a few minutes btw) to load the game. If you put the game on external storage and you're accessing it via the SAF instructions, then that's probably it.
[13:50] <grogbot> [discord] <artnis_> I've tested it both on internal storage and sd card
[13:50] <grogbot> [discord] <antoniou79> By internal storage you mean...?
[13:51] <grogbot> [discord] <artnis_> Main storage of android
[13:51] <grogbot> [discord] <ccawley2011> This is almost certainly due to the Tetraedge engine lacking a renderer for OpenGL with Shaders.
[13:51] <grogbot> [discord] <ccawley2011> You could try selecting the TinyGL renderer in the options, but the performance might not be great.
[13:52] <grogbot> [discord] <antoniou79> hmm, now I have to remember if I ever tried Syberia on my phone or not.
[13:52] <grogbot> [discord] <artnis_> Let me give that a go, thank you
[13:53] <grogbot> [discord] <artnis_> I'm trying on a tablet. Click and play on a tablet with pen is amazing xD
[13:53] <grogbot> [discord] <antoniou79> So, two things to try first then.
[13:53] <grogbot> [discord] <antoniou79> - Check if it works with the TinyGL renderer as ccawley2011 suggested
[13:53] <grogbot> [discord] <antoniou79> - Or load the game as is and leave it waiting for like 7 minutes and see if anything happens
[13:53] <grogbot> [discord] <artnis_> I'm trying it on a tablet. Click and play on a tablet with pen is amazing xD (edited)
[13:53] <grogbot> [discord] <antoniou79> If the second option works, then it's the SAF being too slow when the game data has multiple files
[13:54] <grogbot> [discord] <artnis_> The app closes down without errors. Only tested 2.9.0 stable builds tho
[13:54] <grogbot> [discord] <antoniou79> And then you'll have to put the game in application storage if you want better/faster performance (application storage is in "internal Android storage space" but different from what you've tried)
[13:54] <grogbot> [discord] <artnis_> Will try that and let you know
[13:59] <grogbot> [discord] <antoniou79> I'll try with Syberia 1 today on my Android phone.
[13:59] <grogbot> [discord] <antoniou79> Hopefully your issue is with this title and not the sequel. Although, I expect that if one has this issue, the other will have it as well.
[14:06] <grogbot> [discord] <artnis_> Can't find tinyGL option, only software and openGL with shades are available 😕
[14:06] <grogbot> [discord] <antoniou79> Fyi, from what I'm seeing while copying the game has like 23702 files and 870 folders. It's very likely SAF will be a hindering factor in playing this game
[14:07] <grogbot> [discord] <artnis_> Yeah, lots of files in it...
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[14:09] <grogbot> [discord] <artnis_> https://bugs.scummvm.org/ticket/14823 looks like you reported this issue one year ago
[14:10] <grogbot> [discord] <artnis_> So in Syberia 1, if we keep the "en" folder and remove "de", "es", "fr", "it", "ru" reduces the count by ~12783 files.
[14:11] <grogbot> [discord] <antoniou79> Yep. I was just looking at that. I barely had any recollection of it.
[14:11] <grogbot> [discord] <antoniou79> So yeah. Try removing those localization folders and using the software renderer. I am unsure if any work was done in Tetraedge to support the OpenGL renderer -- probably still WIP.
[14:20] <grogbot> [discord] <artnis_> Noice, that did work. It's very laggy though. Hopefully openGL will me made compatible at some point
[14:22] <grogbot> [discord] <artnis_> Noice, that did work. It's very laggy though. Hopefully openGL will be made compatible at some point (edited)
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[15:04] <Scummette> [scummvm] athrxx pushed 2 new commits to master: https://is.gd/i9hpBi
[15:04] <Scummette> scummvm/master 89f6c1c athrxx: SCUMM: (IMS/Mac) - fix orginal instrument glitch
[15:04] <Scummette> scummvm/master d165b1d athrxx: SCUMM: (IMS/Mac) - fix DOTT music volume
[15:09] <Scummette> [scummvm] ccawley2011 opened pull request #6314: TSAGE: Split engine into multiple subengines (master...tsage-subengines) https://is.gd/KaarOs
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[15:33] <grogbot> [discord] <astrofra> turns out the seller actually ships to France. Thanks again 🙂
[15:34] <grogbot> [discord] <codengine_de> Nice! Good for you 🙂
[15:34] <grogbot> [discord] <codengine_de> So you are going to buy it?
[15:35] <grogbot> [discord] <codengine_de> ah it was sold 😄
[15:49] <grogbot> [discord] <astrofra> yeah, it's me 😄
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[16:45] <Scummette> [scummvm] eriktorbjorn pushed 1 new commits to master: https://is.gd/gZYZ0w
[16:45] <Scummette> scummvm/master df31b0f : AGS: Add detection entries for some alternate versions
[17:06] <Scummette> [scummvm] athrxx opened pull request #6315: SCI: fix kernel sub function mapping for certain builds (master...sci-kernel-subs) https://is.gd/9ww3YL
[17:13] <grogbot> [discord] <gu3> TinyGL is the name of the library used in "software mode"
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[18:38] <Scummette> [scummvm] dwatteau opened pull request #6316: SCUMM: Allow using the Amiga palette again for Loom/Monkey1/Passport EGA (master...feat/scumm-allow-amiga-renderer-for-all-v2-v3-v4-ega-dos-titles) https://is.gd/fHv8eA
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[19:31] <Scummette> [scummvm] bluegr closed pull request #6315: SCI: fix kernel sub function mapping for certain builds (master...sci-kernel-subs) https://is.gd/9ww3YL
[19:31] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/9wEejk
[19:31] <Scummette> scummvm/master cf1808f athrxx: SCI: fix kernel sub function mapping for certain builds
[19:34] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/MVxfEf
[19:34] <Scummette> scummvm/master a089c36 Strangerke: M4: RIDDLE: Room 706: Implement conv706a and useWheelOnNiche
[19:37] <Scummette> [scummvm] bluegr closed pull request #6314: TSAGE: Split engine into multiple subengines (master...tsage-subengines) https://is.gd/KaarOs
[19:37] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/0JjRFu
[19:37] <Scummette> scummvm/master 08544fd ccawley2011: TSAGE: Split engine into multiple subengines
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[21:32] <grogbot> [discord] <mduggan> @artnis_ yes sorry base OpenGL isn't supported on Android, only OpenGL with Shaders.
[21:32] <grogbot> [discord] <mduggan> I looked into supporting shaders for Syberia games (Tetraedge engine), but it needed a lot of GL understanding I didn't have - the original games didn't have a particularly clean relationship with GL in the first place unfortunately.
[21:32] <grogbot> [discord] <mduggan> I think the way to resolve it is to work out how that part of the Android or IOS version of the games work, which would be an interesting project. I might get to it one day.
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[22:18] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/6BzFOV
[22:18] <Scummette> scummvm/master 7ece390 Strangerke: M4: RIDDLE: Room 706: Finalize implementation (implement playCheckBrochureAnim)
[22:18] <Scummette> scummvm/master 4fd959d Strangerke: M4: RIDDLE: Room 707: Start implementation (preload, init, pre_parser, daemon)
[22:52] <grogbot> [discord] <xorphitus1002> Reverse engineering question: I'm working on reverse engineering Pool of Radiance (DOS v1.3), which was originally compiled in Turbo Pascal v6 (1991). I'm assuming no one else is doing this; the objective is to precisely replicate game mechanics. I'm partially cribbing off of Simeon Pilgrim's known previous work. Is there any other analysis of the Turbo Pascal v6 libraries? (v4/5.x/7 *might *be Close Enough. v2/3 won't be.)
[23:05] <grogbot> [discord] <dreammaster> The current version of IDA Pro we use has the "tpdos" signature pack for "Turbo Pascal V5.0/5.5/6.9/7.0", so it should be able to handle figuring out all the library functions. If you'd like, you can PM me and I can try disassembling the game executable for you, and producing either an .idc file that you might be able to load into the earlier IDA Free we have for download, or at worst, produce a text output you can use for referenc
[23:06] <grogbot> [discord] <dreammaster> You might also want to touch base with @ticokh .. I think he was looking into the game as well.
[23:06] <grogbot> [discord] <xorphitus1002> Okay, I must be missing something here, where can I find that in IDA v5? I was using Ghidra before, but it can't handle DOS overlays AFAIK.
[23:08] <grogbot> [discord] <dreammaster> IDA Free 5.0 is available for download on our Wiki website, with the kind permission of Hex-Rays.. this was the last free version that supported disassembling both DOS and Windows executables:
[23:08] <grogbot> [discord] <dreammaster> https://wiki.scummvm.org/index.php?title=HOWTO-Reverse_Engineering
[23:08] <grogbot> [discord] <dreammaster> It's ui is pretty old compared to the current versions, but hey, it's free, and it has the nice graphical node-based views of functions that make it easier to figure things out than a plain text view 😛
[23:09] <grogbot> [discord] <xorphitus1002> I'm running that now, I didn't know it "knew" TP that well though.
[23:09] <grogbot> [discord] <dreammaster> The only minor trouble is that on most recent Windows operating system is the text is screwed up by default. But as it says on the Wiki, it's easily fixed.
[23:10] <grogbot> [discord] <xorphitus1002> (I actually asked Hex-Rays for v5 Pro ... I figure I might be spending a lot of time on this, enough to justify the $ for a non-free version.)
[23:10] <grogbot> [discord] <dreammaster> Well, the IDA Free version probably doesn't have any signature files. Which is why I offered.. if IDA Free can at least disassemble the executable at all, then the current version the team uses internally should be able to do likewise, and apply the signatures it has
[23:11] <grogbot> [discord] <xorphitus1002> It disassembles both the executable and the giant overlay file just fine, so that shouldn't be an issue. I didn't realize there was a *separate* internal version though.
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[23:12] <grogbot> [discord] <xorphitus1002> (that howto page is more for adventure games ... for an RPG it's best to start reverse-engineering with the RNG)
[23:13] <grogbot> [discord] <dreammaster> To each their own. Even with the RPGs I work on, I tend to start with identifying graphics routines. Makes for getting quicker results to demonstrate stuff on screen. Plus, with graphics starting to appear, it becomes easier to identify things like the character creation screens
[23:14] <grogbot> [discord] <dreammaster> Let's move any further discussion onto the #development channel. It's purpose is for this kind of discussion of reverse engineering, as well as working with the ScummVM codebase.
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[00:00] --- Mon Dec 16 2024