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[00:41] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/Jtx9H
[00:41] <Scummette> scummvm/master c3d96c3 dreammaster: AGS: Move debug.cpp globals to Globals
[00:41] <Scummette> scummvm/master b6dd902 dreammaster: AGS: Move script.cpp globals into Globals
[00:41] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jtx97
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[04:57] <Scummette> scummvm/master aeed52c : I18N: Update translation files
[04:57] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JtxxQ
[04:57] <Scummette> scummvm/master ef8825f dreammaster: AGS: Move draw.cpp globals into Globals
[05:17] <ScummBot> Port build status changed with aeed52c4: Failure: master-amigaos4
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[06:47] <ScummBot> Port build status changed with ef8825f8: Success: master-amigaos4
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[13:59] <eriktorbjorn> I assume it's too early for AGS bug reports yet?
[14:03] <grogbot> <Henke37> I'd say so yes.
[14:09] <eriktorbjorn> Ok. This one might be obvious in several games, so it'll no doubt be brought up again if it remains.
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[15:42] <grogbot> <Wesker> https://www.kickstarter.com/projects/erbesoftware/mortadelo-y-filemon-el-sulfato-atomico-para-sega-dreamcast
[15:43] <grogbot> <Wesker> Unlike Drascula which is supported by ScummVM, I take it this time they are taking it to the Dreamcast in a different way, or is there something related to ScummVM going on with this?
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[17:02] <Scummette> [scummvm] mgerhardy pushed 5 new commits to master: https://git.io/JtpDA
[17:02] <Scummette> scummvm/master f8b1699 mgerhardy: TWINE: fixed dumpfile command
[17:02] <Scummette> scummvm/master e84a7b8 mgerhardy: TWINE: fixed boundary calculation
[17:02] <Scummette> scummvm/master 1bbd257 mgerhardy: TWINE: holomap updates
[17:55] <Scummette> [scummvm] mgerhardy pushed 2 new commits to master: https://git.io/JtpQm
[17:55] <Scummette> scummvm/master 2733316 mgerhardy: TWINE: fixed valgrind report while loading blank sample hqr entries
[17:55] <Scummette> scummvm/master fdbab26 mgerhardy: TWINE: replaced magic number with defines
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[18:20] <grogbot> <DreamMaster> eriktorbjorn: Regarding AGS errors, it depends. If it's a graphics glitch, then don't worry about reporting. But particularly if it's a crash, it may not hurt to report it just so I at least know about it.
[18:53] <eriktorbjorn> DreamMaster: A graphics glitch. At a guess, it looks like some draw operation doesn't crop the image correctly when it's drawn partly outside the screen. Very visible at the very beginning of Ben There Dan That, when the vegetation parts. (The intro also seems to run too slowly, and subtitles ahave the wrong colour.)
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[19:01] <grogbot> <DreamMaster> Ah, thanks for reminding me. I think it's a similar issue in A Tale of Two Kingdoms and some other games where dialogs don't render correctly - I think that it's that the drawing code doesn't yet honor the clipping area that can be optionally defined.
[19:01] <grogbot> <DreamMaster> As for the speed, that's well known at this point. Luckily, it's only slow on debug builds and not release builds. So speeding things up is waiting until everything else settles down. But worst case, release builds will still run fine
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[19:35] <grogbot> <rsn8887> The Amiga version of Monkey 2 had buttersmooth scrolling. Is that reproduced on ScummVM?
[19:36] <grogbot> <rsn8887> I remembered this because I just played through Alien Incident on PC Core on MiSTer, and that game is so perfectly smooth, programmed like a demoscene demo almost, there are even scanline effects underwater.
[19:37] <grogbot> <rsn8887> Then I wandered why Lucasarts stuff was always so jerky, not smooth like an arcade game or like Alien Incident.
[19:54] <grogbot> <rsn8887> And then I remembered that Monkey 2 on Amiga had surprisingly smooth scrolling
[19:54] <grogbot> <Mataniko> https://youtu.be/oVzgqMxOOw4?t=260
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[19:57] <grogbot> <Mataniko> I'm not an Amiga expert, but the AGA could do 1/4 pixel scrolling
[19:57] <grogbot> <Mataniko> for that extra smooth effect
[19:58] <grogbot> <Mataniko> guessing we just need to implement that but not sure our surface can do that right now
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[20:47] <grogbot> <_athrxx> MI2 is not an AGA game. That's normal A500 graphics.
[20:52] <Scummette> [scummvm] somaen pushed 2 new commits to master: https://git.io/JthkS
[20:52] <Scummette> scummvm/master 483ead5 somaen: TINSEL: Implement music playback for Discworld Noir
[20:52] <Scummette> scummvm/master 497ff53 somaen: TINSEL: Map SHOWMENU
[21:08] <grogbot> <sev> @Wesker those guys are cheap. They are going to take a free game and pack it together with free software, scummvm and sell it to the people
[21:19] <ScummBot> Port build status changed with 497ff53c: Failure: master-gcw0
[21:29] <grogbot> <Mataniko> thanks for clarifying - i think the subpixel scrolling is still true for regular amiga graphics
[21:33] <Scummette> [scummvm] somaen pushed 7 new commits to master: https://git.io/Jthqn
[21:33] <Scummette> scummvm/master 7543ee5 somaen: TINSEL: Map and partially implement FADEMUSIC
[21:33] <Scummette> scummvm/master 4320fff somaen: TINSEL: Stub library function 228
[21:33] <Scummette> scummvm/master b9e4f24 somaen: TINSEL: Stub library function 225
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[21:51] <fedor4ever> Hi! Can someone merge prs #2793 and #2795. These pull requestss are crucial for symbian port
[21:54] <fedor4ever> They are Symbian port only.
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[21:57] <digitall> fedor4ever: There is a spelling mistake on line 95 of backends/platform/symbian/src/portdefs.h in PR#2795
[22:07] <Scummette> [scummvm] digitall closed pull request #2793: SYMBIAN: automatically build sources from main tree dirs: audio, base& (master...symbian_builder) https://git.io/JtQzR
[22:07] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/JthOG
[22:07] <Scummette> scummvm/master f7f5995 fedor4ever: SYMBIAN: automatically build sources from main tree dirs: audio, base, common, etc except engines.
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[00:00] --- Tue Mar 2 2021