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[02:36] <grogbot> [discord] <codengine_de> In case somebody wants to edit the texts of darkseed, I just added a tool on github which can bidirectionally read and write the TOSTEXT.BIN.
[02:36] <grogbot> [discord] <codengine_de> https://github.com/codengine/darkseed-tools
[02:36] <grogbot> [discord] <codengine_de> Maybe I'll add more tools if needed. @yuv422 I saw that there is a custom hardcoded font for the korean and chinese version.
[02:36] <grogbot> [discord] <codengine_de> The german version lacks umlauts, so I'd like to ask if you (or somebody else) have an idea how we could add multibyte support (or custom fonts) to the ScummVM implementation? I guess every non-english release suffers from the same issue and its not fun to read
[02:37] <grogbot> [discord] <codengine_de> Moreover, not everybody likes the shadows of the font - including me 😄
[05:16] <grogbot> [discord] <artvandelayyylmao> hold on a second, I literally was just playing this dunbgeon earlier. Can I see the map?
[05:16] <grogbot> [discord] <artvandelayyylmao> LOL! Thank you!
[05:17] <grogbot> [discord] <artvandelayyylmao> hold on a second, I literally just beat this dungeon not even 6 hours ago. (edited)
[05:17] <grogbot> [discord] <artvandelayyylmao> hold on a second, I literally just beat this dungeon not even 6 hours ago. If you post the map, I can help (edited)
[07:03] <grogbot> [discord] <rzil> AFAIK the hebrew version overriden the latin characters in the font
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[08:12] <grogbot> [discord] <dr_voideater> thanks, I won't be online much today probably, but either way - it's a bug where if you throw the stone twice, you will not be able to come back later (upon the exit to level 3/entrance to level 2)
[08:12] <grogbot> [discord] <dr_voideater> so it's not much to be done than some hack with the debugger or something like that
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[08:22] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/W11jFb
[08:22] <Scummette> scummvm/master 8f7d619 Strangerke: M4: RIDDLE: Cleanup in rooms 504 and 507
[08:22] <Scummette> scummvm/master 16e6db7 Strangerke: M4: RIDDLE: Fix crash in room 510
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[09:41] <grogbot> [discord] <antoniou79> Hello, so I loaded up your saved game (the one provided on the ScummVM forums here https://forums.scummvm.org/viewtopic.php?t=17315), fell in the pit and landed on Level 3. Then followed the map to the exit (stairs going up) and now the pit hole had moved to a location that allows the player to pass through. It seems that the pit hole is "moving" based on how many times you hit the button or if you fall through it.
[09:41] <grogbot> [discord] <antoniou79> Unless I am missing the actual issue here, it seems quite easy to overcome this without the debugger.
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[10:44] <grogbot> [discord] <yuv422> Yes the other CJK versions use custom fonts. It wouldn't be too hard to support another font type. You'd just need to decide on the encoding. Maybe utf8 then have a font that maps glyphs to character indexes. I think the hard part would be creating the fonts themselves.
[10:46] <grogbot> [discord] <codengine_de> maybe we could have custom fonts which reside either in the extra folder or the game directory itself?
[10:46] <grogbot> [discord] <codengine_de> Do you have a specification for the font format somewhere?
[11:38] <grogbot> [discord] <yuv422> The game uses a `.nsp` file for the font. You can check the format in the `nsp.cpp` file. It's pretty simple. 4bpp 2 pixels per byte format. It's limited to 96 sprites though. It might be easier to add another format if we want to support sparse font maps for unicode for example. Do you have a preferred encoding type?
[11:45] <grogbot> [discord] <codengine_de> For Soltys/Sfinx I generated a png map like this for editing and converting it back to the games format.
[11:45] <grogbot> [discord] <codengine_de> Whatever works for you 🙂
[11:45] <grogbot> [discord] <codengine_de> https://cdn.discordapp.com/attachments/581224061091446795/1351159386940375051/font.png?ex=67d95cbd&is=67d80b3d&hm=c86cb73ccd7445828a846c7aebb4af20bbc338706fefcc70b6cc9c5342e19cc3&
[11:47] <grogbot> [discord] <codengine_de> We could also go the "overwrite unused character" approach, whereas non-used characters are replaced by the desired umlauts or special characters
[11:48] <grogbot> [discord] <yuv422> yeah I'd have to dump the original font out to see how many characters are free
[11:50] <grogbot> [discord] <codengine_de> I think having proper support for special characters would be huuuge for the game. I've seen a Czech fan translation which completely omits those accents
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[14:24] <Scummette> [scummvm] lotharsm pushed 1 new commits to master: https://is.gd/5YjOoj
[14:24] <Scummette> scummvm/master c0a93c6 lotharsm: NEWS: Update German NEWS file
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[14:50] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/LGZj6X
[14:50] <Scummette> scummvm/master 224b480 yeager: I18N: Update translation (Swedish)
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[16:03] <Scummette> [scummvm] BJNFNE opened pull request #6486: GOB: mark bargon entry as EN_GRB (master...gob-detection) https://is.gd/Yz8JKG
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[17:05] <Scummette> [scummvm] bluegr closed pull request #6486: GOB: mark bargon entry as EN_GRB (master...gob-detection) https://is.gd/Yz8JKG
[17:05] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/I16U42
[17:05] <Scummette> scummvm/master 3fffa01 BJNFNE: GOB: Mark Bargon Attack entry as EN_GRB
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[18:15] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/4kY3ix
[18:15] <Scummette> scummvm/master 4c8a03a yeager: I18N: Update translation (Swedish)
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[18:51] <grogbot> [discord] <artvandelayyylmao> I dunno if youre there yet, but I think its floor 4 where there are these weird snail like things that shoot acid. Unequip your chest armors and shields, and the woman whos name escapes me, unequip her before speaking w the Draracle
[18:53] <grogbot> [discord] <artvandelayyylmao> I dunno if youre there yet, but I think its floor 4 where there are these weird snail like things that shoot acid that destroys armor. Unequip your chest armors and shields, and the woman whos name escapes me, unequip her before speaking w the Draracle (edited)
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[00:00] --- Tue Mar 18 2025