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[02:15] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://is.gd/Btl8pt
[02:15] <Scummette> scummvm/master a0328b3 dreammaster: M4: RIDDLE: Name room 303 feng Should/mode vars, some trigger machine params
[02:15] <Scummette> scummvm/master 6d472f9 dreammaster: M4: RIDDLE: Fix message param in triggerMachineByHashCallback
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[04:01] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/DmH3FN
[04:01] <Scummette> scummvm/master d52f16f dreammaster: M4: RIDDLE: Fix params storing in sendWSMessage_10000
[04:37] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/kAS2UQ
[04:37] <Scummette> scummvm/master ebf0434 dreammaster: M4: RIDDLE: Fix crash talking to Mei in room 303
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[05:50] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/PZnAXZ
[05:50] <Scummette> scummvm/master 130f9b7 aquadran: WINTERMUTE: Synced shadow volume with original code
[05:55] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/J1aboG
[05:55] <Scummette> scummvm/master fb189b7 aquadran: WINTERMUTE: Keep face indices order to original for now
[06:19] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://is.gd/CmoKXt
[06:19] <Scummette> scummvm/master 55522a3 sluicebox: SCI: Remove unused check from SoundCommandParser
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[12:51] <Scummette> [scummvm] ccawley2011 opened pull request #6196: BAGEL: Allow using pixel formats other than RGB565 (master...bagel-mode) https://is.gd/DhlwCy
[13:28] <Scummette> [scummvm] spleen1981 opened pull request #6197: WINTERMUTE: WME3D: fix missing condition (master...fix_wme3d) https://is.gd/b6T6B5
[13:33] <Scummette> [scummvm] vrza opened pull request #6198: KYRA: (EOB) - Fix projectile weapon damage (master...eob-projectile-damage) https://is.gd/M0k1eR
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[14:05] <Scummette> [scummvm] aquadran closed pull request #6197: WINTERMUTE: WME3D: fix missing condition (master...fix_wme3d) https://is.gd/b6T6B5
[14:05] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/sDuZLq
[14:05] <Scummette> scummvm/master 3893215 spleen1981: WINTERMUTE: WME3D: fix missing condition
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[15:43] <grogbot> [discord] <sev____> @shivy9999 welcome
[15:45] <grogbot> [discord] <shivy9999> helloo
[15:45] <grogbot> [discord] <sev____> an expert in marrying mario with shooters? 😄
[15:58] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/buHYNM
[15:58] <Scummette> scummvm/master c809850 aquadran: WINTERMUTE: Fixed coverity issue 1563895
[16:22] <Scummette> [scummvm] sev- pushed 3 new commits to master: https://is.gd/oaVWGR
[16:22] <Scummette> scummvm/master df0c514 sev-: QDENGINE: Unstub MinigameManager::saveState()
[16:22] <Scummette> scummvm/master 33512fc sev-: QDENGINE: Unstub MinigameManager::loadState()
[16:22] <Scummette> scummvm/master 88c796e sev-: QDENGINE: Fix potential null dereference. CID 1563896
[16:27] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/Lk1c9t
[16:27] <Scummette> scummvm/master 1263038 aquadran: WINTERMUTE: Synced simple shadow code with original
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[16:47] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/tVlXNv
[16:47] <Scummette> scummvm/master 33744c1 aquadran: WINTERMUTE: Init _flatShadowMaskShader in constructor
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[17:40] <Scummette> [scummvm] spleen1981 pushed 5 new commits to master: https://is.gd/rn4eGx
[17:40] <Scummette> scummvm/master a874244 spleen1981: LIBRETRO: rewrite surface graphics manager and split sources
[17:40] <Scummette> scummvm/master 79e0d08 spleen1981: LIBRETRO: JANITORIAL: cleanup
[17:40] <Scummette> scummvm/master 35f9f7e spleen1981: LIBRETRO: handle resizing to native res in hw rendering
[17:59] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/pikSeo
[17:59] <Scummette> scummvm/master 39721ea aquadran: WINTERMUTE: Disable stencil shadows in shader renderer.
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[18:40] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/2NEL2L
[18:40] <Scummette> scummvm/master a1f043e aquadran: WINTERMUTE: Synced shadow volume code with original
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[22:36] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/USbrNZ
[22:36] <Scummette> scummvm/master c9025a7 Strangerke: M4: RIDDLE: Finish the implementation of room 805
[22:36] <Scummette> scummvm/master ec1b544 Strangerke: M4: RIDDLE: Partial implementation of room 806 (preload, init, pre-parser)
[22:47] <grogbot> [discord] <lnl_alpha> Hey guys! I'm having some problems trying to run Grim Fandango on ScummVM for the PSP, is this the correct place to ask questions?
[22:48] <grogbot> [discord] <sev____> yes
[22:49] <grogbot> [discord] <lnl_alpha> I'm trying to run the game Grim Fandango through ScummVM (version 2.8.1) on the PSP. In the game folder, I have all the .LAB files from both discs and the gfupd101.exe file, which is an update file for the game. Whenever I try to launch it, the initial screen appears and then the emulator crashes and returns to the XMB. The file I'm using has a patch for the Brazilian Portuguese translation, but I also tested the English version, and
[22:52] <grogbot> [discord] <sev____> consider using ScummVM, and not some emulator.
[22:52] <grogbot> [discord] <sev____> then, try to launch the game with ScummVM on your desktop to make sure all files are in place
[22:54] <grogbot> [discord] <somaen> PSP specifically cant run the game with hardware rendering
[22:54] <grogbot> [discord] <somaen> But as sev says please try to see if it works on a PC first, to rule out any issues with your game data.
[22:54] <grogbot> [discord] <lnl_alpha> Ok, let me check
[22:57] <grogbot> [discord] <lnl_alpha> On the pc everything works fine
[22:57] <grogbot> [discord] <lnl_alpha> https://cdn.discordapp.com/attachments/581224061091446795/1298420089552637972/image.png?ex=67197f70&is=67182df0&hm=edba37cd20c4b20d42738a004b10188e628df796c9c7d3112ed1440f0071d4c3&
[22:59] <grogbot> [discord] <lnl_alpha> I can't upload a video due to the file size, but I asked this question on Reddit, there is a video demonstrating the problem: https://www.reddit.com/r/PSP/comments/1g9kdib/grim_fandango_on_scummvm_emulator_problems/
[23:00] <grogbot> [discord] <sev____> then on PSP, in Global Options -> Game 3D Renderer, set it to Software
[23:00] <grogbot> [discord] <lnl_alpha> Ok, just 1 sec
[23:01] <grogbot> [discord] <sev____> why people call ScummVM an emulator...
[23:02] <grogbot> [discord] <lnl_alpha> I apologize, it's my first time using the tool, I called it an emulator because that's what it seemed like at first glance.
[23:03] <grogbot> [discord] <sev____> we run the whole code of Grim Fandango and other games
[23:03] <grogbot> [discord] <sev____> natively, no emulation
[23:04] <grogbot> [discord] <lnl_alpha> Got it
[23:08] <grogbot> [discord] <ccawley2011> Our version of TinyGL is quite memory intensive, so that may be why its not working on the PSP.
[23:09] <grogbot> [discord] <lnl_alpha> I downloaded the latest version available on the website, 2.8.1.
[23:12] <grogbot> [discord] <sev____> did this help?
[23:12] <grogbot> [discord] <lnl_alpha> The program is verofying the game data files
[23:12] <grogbot> [discord] <lnl_alpha> The program is verifying the game data files (edited)
[23:13] <grogbot> [discord] <sev____> ah, ok
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[23:16] <grogbot> [discord] <lnl_alpha> And no, it didnt work. It shows the initial loading screen, the left LED blinks indicating that some file is being read or written, and then the program crashes.
[23:17] <grogbot> [discord] <lnl_alpha> Could the problem be the console hardware? I'm using a PSP 3000, and I saw that Grim Fandango was developed in GrimE, which I believe was LucasArts' first 3D game of this style.
[23:22] <grogbot> [discord] <lnl_alpha> I also tested Indiana Jones and the Fate of Atlantis, and it ran perfectly. I believe it's because the game demands less from the hardware.
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[00:00] --- Wed Oct 23 2024